Difference between revisions of "Coglin"
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{{flavour|Unlike most of their goblin kin, Coglins augment their tiny frames with charm-wrought steel. Their exoskeletons, capable of wielding weapons independently in each arm, are begun with hand-me-downs from their sprawling families. By the time they come of age, they are inseparable from their creations. | {{flavour|Unlike most of their goblin kin, Coglins augment their tiny frames with charm-wrought steel. Their exoskeletons, capable of wielding weapons independently in each arm, are begun with hand-me-downs from their sprawling families. By the time they come of age, they are inseparable from their creations. | ||
− | Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. Though their arms can fly in a whir of destruction, it takes quite a bit of swinging to rev them up to that speed, | + | Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. Though their arms can fly in a whir of destruction, it takes quite a bit of swinging to rev them up to that speed. Further, with their hands swallowed in the controls of their machine, they cannot wear rings - the interference of multiple magical fields would be catastrophic! |
Even so, a true Coglin would never criticize their creation. They believe that spirits of steel and sandalwood come to rest within every thing that draws blood, slowly and carefully re-attuning their exoskeletons to those spirits whenever they wield or remove weapons. Never scorn the spirits!}} | Even so, a true Coglin would never criticize their creation. They believe that spirits of steel and sandalwood come to rest within every thing that draws blood, slowly and carefully re-attuning their exoskeletons to those spirits whenever they wield or remove weapons. Never scorn the spirits!}} | ||
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*'''Slow Wielding:''' Wielding or unwielding a weapon takes 5 [[decaAut]] instead of 0.5. | *'''Slow Wielding:''' Wielding or unwielding a weapon takes 5 [[decaAut]] instead of 0.5. | ||
*'''Warmup Strikes:''' Weapon damage is reduced by 33%, but this penalty is reduced when making attacks. The penalty can be eliminated by attacking for about 4 [[decaAut]] worth of time. When not attacking, the penalty will be gradually restored, taking about 12 decaAut to go from 0% to 33%. | *'''Warmup Strikes:''' Weapon damage is reduced by 33%, but this penalty is reduced when making attacks. The penalty can be eliminated by attacking for about 4 [[decaAut]] worth of time. When not attacking, the penalty will be gradually restored, taking about 12 decaAut to go from 0% to 33%. | ||
− | *''' | + | *'''No Rings:''' Coglins cannot wear [[ring]]s. The [[macabre finger necklace]] still grants a ring slot. |
Coglins have a base [[Strength]] of 8, [[Intelligence]] of 7, and [[Dexterity]] of 9 (before background modifiers). | Coglins have a base [[Strength]] of 8, [[Intelligence]] of 7, and [[Dexterity]] of 9 (before background modifiers). | ||
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*Average [[HP]] and [[MP]]. | *Average [[HP]] and [[MP]]. | ||
*+3 [[willpower]] per level. | *+3 [[willpower]] per level. | ||
+ | *Gain a rank of [[fire#Fire Resistance|fire]] and [[cold#Cold Resistance|cold]] resistance at XL 13. | ||
==Starting Skills and Equipment== | ==Starting Skills and Equipment== |
Revision as of 05:21, 24 February 2024
- This page is a stub. You could probably expand this page should you wish to do so.
Unlike most of their goblin kin, Coglins augment their tiny frames with charm-wrought steel. Their exoskeletons, capable of wielding weapons independently in each arm, are begun with hand-me-downs from their sprawling families. By the time they come of age, they are inseparable from their creations.
Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. Though their arms can fly in a whir of destruction, it takes quite a bit of swinging to rev them up to that speed. Further, with their hands swallowed in the controls of their machine, they cannot wear rings - the interference of multiple magical fields would be catastrophic! Even so, a true Coglin would never criticize their creation. They believe that spirits of steel and sandalwood come to rest within every thing that draws blood, slowly and carefully re-attuning their exoskeletons to those spirits whenever they wield or remove weapons. Never scorn the spirits! |
Contents
Innate Abilities
- Off-hand Wielding: Coglins can wield a second one-handed weapon instead of a shield or orb. For more details, see below.
- Slow Wielding: Wielding or unwielding a weapon takes 5 decaAut instead of 0.5.
- Warmup Strikes: Weapon damage is reduced by 33%, but this penalty is reduced when making attacks. The penalty can be eliminated by attacking for about 4 decaAut worth of time. When not attacking, the penalty will be gradually restored, taking about 12 decaAut to go from 0% to 33%.
- No Rings: Coglins cannot wear rings. The macabre finger necklace still grants a ring slot.
Coglins have a base Strength of 8, Intelligence of 7, and Dexterity of 9 (before background modifiers).
Dual wielding
Coglins can wield two one-handed melee or ranged weapons and attack with both at the same time. Melee and ranged weapons cannot be mixed. The attack delay is the average of the two weapon delays (e.g. with Long Blades at 14 skill, a demon blade and a double sword would attack at a (0.6+0.8)/2
delay, or 0.7). When attacking with two weapons, the order of attacks is random. Only 1 set of auxiliary attacks will trigger when attacking with two weapons.
Preferred Backgrounds
- Warriors: Gladiator, Brigand
- Zealots: Cinder Acolyte
- Warrior-mages: Enchanter, Warper
- Mages: Alchemist
Level Bonuses
- +1 to a random stat every 4th level.
- Average HP and MP.
- +3 willpower per level.
- Gain a rank of fire and cold resistance at XL 13.
Starting Skills and Equipment
Coglins start with the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | -1 | Spellcasting | -2 |
Dodging | -1 | ||||
Maces & Flails | -1 | Shields | -3 | Conjurations | -1 |
Axes | 0 | Stealth | -1 | Hexes | -1 |
Polearms | -1 | Summonings | 0 | ||
Staves | -1 | Invocations | -2 | Necromancy | 0 |
Unarmed Combat | -1 | Evocations | 3 | Translocations | 0 |
Throwing | -1 | Shapeshifting | -2 | Alchemy | 1 |
Fire Magic | -1 | ||||
Short Blades | -1 | Ice Magic | -1 | ||
Long Blades | 0 | Air Magic | -1 | ||
Ranged Weapons | -1 | Experience | 0 | Earth Magic | -1 |
History
- In 0.32, Coglins will be added to the game.