Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
/ Apparently, it depends on willpower. It would be interesting to know what effect it has, but I don't want to risk it... One option is turning into a vampire, which isn't a particularly good option either. But what will happen to the Heroes player...?
On the one hand, the stat boost will compensate for the problems of our crippled characters... But on the other hand, it's a bit boring, I'd say.
Immunity to injuries and negative effects
An excellent skill for tanks, but on average, there are better options.
The character always goes first, regardless of their own initiative.
Actually, it's a good thing, although I'd say it needs something else, at least a minor addition. The downside is that it copies the Thilians (not in this expansion, but still).
The character learns new things (from books or other characters) twice/three times faster during time skips;
Not everyone reads books/takes teachers. If something like this is done, the learning should be automatic. Although, in this case, I personally like it. The downside is that 5 missions is already halfway through the expansion, so this skill would be more useful at the beginning.
Representatives of various and illegal organizations are more willing to ally with the group / bonus to reputation;
Should we persuade those cool bandits not to attack anyone in exchange for a share of the reward? Heh, I don't know, it's a strange option. And a bonus to reputation isn't really appropriate for us in terms of role-playing, I'd say. We're just ruining it.
Positive effects applied to the character (/by the character) are twice as effective and do not dissipate until the end of the battle;
Unexpectedly, it might not be bad. Just replace "until the end of the battle" with "until the end of the day," and maybe add a small bonus to willpower.
Health +15%, passive health regeneration 15% per turn;
Situational and not for everyone. Lawrence, if he survives, will have problems with regeneration. Although, I understand you, regeneration wouldn't hurt you much. )
Enhanced version of any skill or spell known to the character;
Looks great. And from Revan's point of view, the degree of this enhancement is easily balanced. A very good option.
+15% critical hit;
You could introduce something like "any action, spell, etc. has a chance of a critical hit," + increased chance of a crit. Otherwise, it's too niche, unnecessary for Sarniss, for example. And for me, heh.
2 spells per turn, +2 attacks for one-handed weapons, bows, polearms, +1 attack for crossbows, two-handed weapons;
A very good option x2
The probability of inflicting any negative effect on the target, whether it be paralysis or disarming, is doubled;
Hmm... Maybe...
Antimagic Dome (active skill). The character places a barrier in the selected area that instantly dissipates all magical effects and prevents their use within its limits.
Against Nanaia? ) Well, I don't know. It would be better to have something that blocks abilities, in my opinion.
Inspiration (active skill, once per battle). During the next turn, all allies' attacks will guaranteed hit the target / during the next turn, all allies will survive fatal wounds / dissipates all negative effects applied to allies;
With a sufficient bonus, it could be quite good. And to make this skill useful for more than one humanoid, you could increase the bonus for allies who possess it.
Inspiring Aura (aura). Allies around the character receive bonuses to willpower, accuracy, and reaction / speed, ignoring the heavy armor restriction;
Similarly.
Annihilation. Deals 10 units of pure energy damage to the selected target, bypassing all checks, shields, and resistances.
Well, it's hard to say. You could probably make something like James's rift, that is, something that doesn't require the character to be particularly skilled in magic. But, to be honest, I don't really like it. There are already enough instant-kill spells in the setting, like black holes.
Ilkesedar shared his thoughts with those around him.
-- Interesting, what are the changes... -- said the girl.
-- I can't say for sure.
/In principle, yes, that's an option. Or you could do something like a time rewind, but as a different ability, not as a perk. An automatic rewind of 1 turn in case of death in battle, with the possibility of rewinding several hours (one hour/several minutes) at will. Once a day/every few days, with no penalty to willpower. If it's balanced, that's also fine, although I don't know if everyone will find it useful./