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- December 4, 2014 at 12:35 am #151560AnonymousInactive
Hello everyone,
I’m trying to get all these unique rewards out to the backers before the end of the year
Below is the first request by an Elorii player for his unique Talent.
Please review what Cody has done and advise of any issues you may see.
Thank you!
Legendary Summoner [Unique, Racial]
Your soul has over its various incarnations showed a pronounced flair for the summoning of Elemental creatures.
Requirement: Elorii, must be able to cast Elemental Guardian (sp) from the Elemental Tradition, Ruthen Flardrake
Benefits: When casting any spell which summons an Elemental (such as Elemental Guardian (sp)), you may lower that spells final CTN by 3. You may not use this talent with Advanced Spells unless that spell is an Elemental Spell.This means that he’ll get a mechanically superior version of Spell Affinity (ta) which can apply to I believe only 2 spells presently out there (Elemental Guardian or Summon High Elemental). Useful, but not unbalanced in my opinion. If this is considered unbalanced, drop the bonus to a flat -2, but if they take Spell Affinity in the same spell increase the bonus to a -3 to CTN for that specific spell.
Knowing the CHARACTER and how he is played, however, Ruthen is a fairly headstrong, bordering on megalomaniac personality. He has a focus towards big hits that challenges my own Nierite Character. As such, from a CHARACTER point of view, the following may be a better option.
Overly Aggressive [Unique Martial Technique]
In all of your previous incarnations, you have been known to sacrifice your own safety for the most powerful strike possible.
Requirement: Kelekene Elorii, Weapon Mastery (any Melee), Melee (any) +3, Ruthen Flardrake
Category: Base
Attack: Avoidance (Pr)
Speed: +0(3)
Range: Melee
Effect: SPECIAL, you may forgo your own safety in a frenized attempt to strike the enemy. The Character performs a melee attack with a +2 bonus to their attack roll, taking a -3 to their Avoidance. You may suffer an additional -1 to your avoidance to deal an extra d4 melee damage. For every Hero Tier beyond the first, you may apply a Die Bump to this damage die. For example, at Tier 4 you may suffer a total of -7 to Avoidance for an additional d10 damage.
Special: This Martial Technique counts as a Wild Assault Maneuver for Kelekene Elorii.This is a Martial Technique which is similar to the Guarded Charge or Spinning Strike Martial Techniques which allows for ‘upgrading’ of the Simple Combat Maneuvers (which cannot be combined to form Advanced Maneuvers). I have included what is functionally a Forward Stance Talent, with Avoidance being lost instead of Attack (as Wild Assault is meant to increase accuracy at increased vulnerability). This also fits well with the Kelekene bonus which grants him an extra +1 to attack (total of +3) when using this maneuver.
December 4, 2014 at 3:24 pm #265324AnonymousInactiveI think either option that’s been proposed will work. If we want to use the Legendary Summoner we should state whether it can be used with Spell Affinity or not. Combined it allows for a 1 Tier adjustment in casting power with those spells over what’s available today. I prefer the Martial Technique for a couple of reasons.
1. Fits the character and play style well
2. Less risk of unintended consequences when new rules come out such as new spellsWith a sweep of his hat,
Paul
December 4, 2014 at 7:11 pm #265327drafitParticipantHere is the second batch for another elori player:
Your opinions/comments please.
Not Where You Think [Unique, Racial]
In all your previous incarnations, you always seem to have a knack on being in the right place at the right time to avoid danger, especially in times of stress.
Requirements: Osalikene Elorii, Uncanny Reactions (ta), Masterful Defense (ta) or Armour Proficiency, Light (ta),
Benefit: When not wearing armor or wearing Light Armour, as a Push 2 action you may add your passive Quickness to your avoidance against a single attack. Additionally, once per Scene you may deny Free Strikes you provoke through movement.This talent gives a distinct (but not necessary 1:1) improvement of the Avoidance talent, with the option of sacrificing ticks to make yourself harder to hit. It may require taking an extra talent to get to, but I personally think it is reasonable.
If you want a more “Elemental” option. . .
Fortified Summons [Arcanum, Unique]
Your connection to your fellow Elemental beings is such that it is much harder to dismiss them.
Requirements: Elorii, the ability to cast Elemental Guardian (sp) from the Elemental Tradition, Adaptation: Fortify Spell (ta), [Insert Character name]
Benefit: Whenever someone attempts to either dismiss (such as using Unravel the Thread or Banishment) or Counter Spell your summoned Elemental, you (or your Elemental, as appropriate) gains your Passive Resolve to all defenses or rolls to oppose the attempt. For example, if someone attempts to cast Banishment (sp) upon your Elemental, that Elemental gains a bonus equal to your Passive Resolve to their Discipline Defense to avoid being banished. Additionally, all summoned Elementals gain a bonus to their Avoidance equal to one-half of your Passive Resolve score (rounded down).December 8, 2014 at 6:07 pm #265359AnonymousInactiveAnyone else? Scott? Joe? Matt? Bueller? Bueller?
December 9, 2014 at 12:52 am #265362AnonymousInactiveHaven’t been on the boards in a while, sorry. I’ll try to play catch-up, tonight.

The talents both look acceptable to me. One alteration for the “Overly Aggressive” talent, though…
“For every Hero Tier beyond the first, you may take an additional -1 penalty to avoidance in order to apply a Die Bump to this damage die.”Not Where you Think:
Can you clarify the “or” in the requirements section, please? To me the requirements don’t look right. Also, you need to specify if this increase to your avoidance must be done before the attack is rolled, and how long it lasts.Otherwise the second batch looks reasonable to me as well.

ScottDecember 9, 2014 at 1:08 am #265366AnonymousInactiveLegendary Summoner [Unique, Racial]
Your soul has over its various incarnations showed a pronounced flair for the summoning of Elemental creatures.
Requirement: Elorii, must be able to cast Elemental Guardian (sp) from the Elemental Tradition, Ruthen Flardrake
Benefits: When casting any spell which summons an Elemental (such as Elemental Guardian (sp)), you may lower that spells final CTN by 2. You may not use this talent with Advanced Spells unless that spell is an Elemental Spell. If you have Spell Affinity with a spell which allows you to summon an Elemental, you may lower that spells final CTN by 3 instead of 2.Overly Aggressive [Unique Martial Technique]
In all of your previous incarnations, you have been known to sacrifice your own safety for the most powerful strike possible.
Requirement: Kelekene Elorii, Weapon Mastery (any Melee), Melee (any) +3, Ruthen Flardrake
Category: Base
Attack: Avoidance (Pr)
Speed: +0(3)
Range: Melee
Effect: SPECIAL, you may forgo your own safety in a frenized attempt to strike the enemy. The Character performs a melee attack with a +2 bonus to their attack roll, taking a -3 to their Avoidance. You may suffer an additional -1 to your avoidance to deal an extra d4 melee damage. For every Hero Tier beyond the first, you may take an additional -1 penalty to avoidance in order to apply a Die Bump to this damage die. For example, at Tier 4 you may suffer a total of -7 to Avoidance for an additional d10 damage.
Special: This Martial Technique counts as a Wild Assault Maneuver for Kelekene Elorii.Not Where You Think [Unique, Racial]
In all your previous incarnations, you always seem to have a knack on being in the right place at the right time to avoid danger, especially in times of stress.
Requirements: Osalikene Elorii, Uncanny Reactions (ta),
Benefit: When not wearing Armor or wearing Light Armour, in response to a successful attack upon you as a Push 2 action you may add your passive Quickness to your avoidance against a single attack. Additionally, once per Scene you may deny Free Strikes you provoke through movement.Fortified Summons [Arcanum, Unique]
Your connection to your fellow Elemental beings is such that it is much harder to dismiss them.
Requirements: Elorii, the ability to cast Elemental Guardian (sp) from the Elemental Tradition, Adaptation: Fortify Spell (ta), [Insert Character name]
Benefit: Whenever someone attempts to either dismiss (such as using Unravel the Thread or Banishment) or Counter Spell your summoned Elemental, you (or your Elemental, as appropriate) gains your Passive Resolve to all defenses or rolls to oppose the attempt. For example, if someone attempts to cast Banishment (sp) upon your Elemental, that Elemental gains a bonus equal to your Passive Resolve to their Discipline Defense to avoid being banished. Additionally, all summoned Elementals gain a bonus to their Avoidance equal to one-half of your Passive Resolve score (rounded down).December 9, 2014 at 1:08 am #265367AnonymousInactiveAny ideas as to a better prereq selection should be?
December 9, 2014 at 2:11 am #265370AnonymousInactiveAny ideas as to a better prereq selection should be?
Change the requirements to Danger Sense (ta) or Uncanny Reaction (ta) and keep it simple.
With a sweep of his hat,
Paul
December 9, 2014 at 8:30 pm #265379AnonymousInactiveI have a couple thoughts that will take a few posts to get them all down…
1) I don’t like “Not Where You Think” for 2 reasons: 1) that is the name of a Cadican spell and 2) it is too much like the other Berokene special Talent. As a KS reward, it should be completely dissimilar….December 9, 2014 at 8:44 pm #265380AnonymousInactiveWhen it comes to the elemental talents, I spoke to Cody last week, but have been to busy to post…given that Elorii magic is, essentially, stolen from the Ssethrics, I would give them a Variation of one of these Ssethric Elementalist talents: (fyi…i deleted the Creationist options…i dont think we want players creating permanent elementals). Also, these are in order they are granted in the Path. So, Teachings would be the easiest (story-wise) to duplicate.
Founder’s Teachings [Limited]
You have embarked upon a path following one of the three followers of the Ssethric Elementalist tradition.
You must choose the Order of Ss’koreth known as the Creationists; the Order of Ophiodes, known as the
Conjurists or the Order of Tantilla, known as the Augmentalists. Once chosen you may not select another
Order.
Benefit:
Conjurists: Enhanced Elemental Summoning
Spells that summon elementals gain the following adaptation:
Adaptation: CTN +2, All defenses and attack rolls for the summoned elemental are +1
Special: If you have Spell Affinity with the spell, the CTN modifier for theAdaptation is +0 rather than +2.
This is separate from the Spell Affinity benefit.
Augmentalist: Channel Elemental Power
For any spell where the base effect of the spell does elemental damage as noted by a die and type, all of the
spell’s listed adaptations have their strain reduced by 1 to a minimum of 0.
Special: If the Augmentalist has spell affinity with the spell, all of the spell’s listed adaptations also have
their CTN reduced by 1 (to a minimum of 2).
Note: In the case of advanced spells containing one or more base spells that meets the requirement, the
benefits of this talent only apply to base spells meeting the criteria.Founder’s Secrets [Limited]
Benefits:Conjurists: Elemental Command
Spells that summon elementals have their control range numbers increased by 10’.
pecial: If the Conjurist has Spell Affinity with the spell, the control range numbers increase by 30’
instead.
Augmentalists: Improved Elemental Empowerment
For Augmentalists, theAdaptation: Elemental Empowerment no longer imposes a -2 penalty to hit when
adding the Adaptation to a spell. Each additional application of the adaptation does still imposes the -1
penalty with the Die Bump.Founder’s Insight [Limited]
The intense study necessary to master the path of a Ssethric Elementalist has provided deep insights.
Benefits: The base CTN for all spells in the Elemental Tradition are decreased by 1 for this caster. In
addition, once per scene, the caster may do one of the following:
1. Lower the final CTN by their Passive Resolve score
2. Lower the final Speed by half their Passive Resolve score, round down
3. Lower the final Strain by half their Passive Resolve score, round down.December 9, 2014 at 8:50 pm #265381AnonymousInactiveSo, i think it depends on the individual Elorii players (i dont know what they requested). If we give the Berokene the Avoidance bump Talent, i would maybe use a variation of Cody’s Legendary Summoner to the 3rd guy. (Maybe add in the Founder’s Teaching adaptationn to bring in tougher elementals? or adapt the CTN to just a bit higher sincee it is not as natural to him as it woulld be a Ssanu/Naga)
…and given Ruthen the Overly Aggressive. (given the source of these Talents, i would change the name, though….to something like “Wrath of Bob” (where Bob was a legendary Elorrii berserking warrior)
December 9, 2014 at 9:27 pm #265384AnonymousInactiveIf you guys have better names for the talents, please, feel free to throw them at me! I mostly picked them to be either descriptive or as placeholders until Henry (or others) chose more appropriate flavour ones.
December 9, 2014 at 9:33 pm #265385AnonymousInactiveCan Elorii gain Ssethric Elementalist at all? (Brain not functioning, so I can’t remember what you said before)
December 9, 2014 at 11:12 pm #265386AnonymousInactiveCody…as us currently written, not even remotely. It is limited to Ssanu and Naga. (Which is why I said a version of their talents….story-wise, a clever elorii elder from X lives ago could have discovered the secret of how to use that portion of Ssethric elementalism, but was unable to teach it to others)
December 10, 2014 at 12:01 am #265388AnonymousInactiveThe request for the “Fortified Summons” idea was (similar to the “Legendary Summoner” original idea) that they wanted to make their Elementals PERMANENT companions. As such, I basically split the difference allowing them each advantages in elemental summoning: 1) Making them generally tougher, and 2) making them harder to get rid of.
Perhaps “All elemental creatures that you summon (or the spells used to summon them) are treated as one tier Higher on all attempts to dispel them”? I’ll brainstorm a bit more on the subject because that (while very useful) isn’t as powerful as some of the other ones suggested.
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