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#and you’d think the third secret option would be ‘becomes a hunter’ based on game mechanics
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love idv for making a character’s bday the day you might find out if they lived, died, or unlocked a third secret option
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depizan · 4 years
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I was thinking about the post I reblogged about the loss of the Alliance in SWTOR, and some of my other disappointments with how faction is handled in the game, and how faction based MMOs in general tend to get stuck in this kind of "eternal conflict" mode. (Not that factionless MMOs don't get stuck in their own kind of weird "eternal conflict" mode, too. Look at Guild Wars 2 and the growing list of things that have tried to destroy Tyria.)
But there are stories that lend themselves to a faction model, and SWTOR does have - or does begin with - one of those. It's just that with no prospect of whatever conflict divides the factions ever being resolved, you have a weird permanent stalemate situation, kind of. The Sith Empire will never win, because that would make Republic players unhappy. The Galactic Republic will never win, because that would make Empire players unhappy. No actual solution to the conflict can ever be found because then it would be game over. (Also, no real faction shifting because how would you code that?)
Except... maybe none of that is true. There are games that have faction shifting of a kind coded in. Think of all the minor factions in World of Warcraft, some opposed to one another, some just independent. Sure, those faction shifts are mostly achieved with some kind of grind, but it does prove that mutable factions are codeable.
This might even solve the problem of the Smuggler and the Bounty Hunter being tied to specific factions when that leads to some very odd story stuff, particularly outside of each class story. It suggests a way to handle factional grouping and third faction classes without making those factions "better" because all flashpoints are available to them.
Here is Mac's theoretical redesign of SWTOR with a different handling of factions and playing into the story focus that is the game's best quality.
Republic and Empire each get three classes, Smuggler and Bounty Hunter are Underworld (a third, neutral to the others faction). Since the galaxy is supposed to be under a peace treaty - the Treaty of Coruscant - you design the game with flexible faction tagging and lean in hard to the Cold War set up.
You have degrees of faction, just like those minor factions in WoW. I'm going to borrow the middle part of WoW's faction set up for this. Theirs runs Hated - Hostile - Unfriendly - Neutral - Friendly - Honored - Revered - Exalted. We just need the middle chunk, from Hostile to Friendly. Hostile is typical enemy mob: bar is red, it will attack you on sight. Unfriendly is an orange bar, but will not fight you unless you attack. Neutral is a yellow bar, again, will not fight you unless you attack. Friendly is typical allied mob: bar is green, etc.
Imperial players can go to Coruscant, and Republic players to Dromund Kaas, but everything is Unfriendly to them, they can't buy anything (except maybe at the spaceport?), and there are no quests available to them. Underworld players start out one tick up at Neutral and have a few merchants and quests available. Ones that it makes sense would be available to random people. (This is to balance out Underworld space starting at Neutral to Pubs and Imps.) And, obviously, Pub space starts out Friendly to Pubs and Imps space Friendly to Imps. (Though I would be slightly tempted to have Korriban be neutral to the Agent class because, as a non-Force-Sensitive you don't really belong there.)
(As you can see, we're basically using a game mechanic to underline the state of galaxy. We can also set things so that people can't go fuck things up for their fellow players by coding it so that if you just go attack people on the opposite faction capitol, you get blipped to hostile and squashed like a bug.)
Now, we write the game like there is actually a Cold War happening. This means missions for Imps and Pubs that send people into "enemy" space (not, to start with the capital or Force User planets, though) where they have to accomplish their missions without attracting the attention of the other faction. We can take advantage of instancing to allow for diplomatic incidents, like thinking "well, they can't report I'm here if they're dead," without triggering the anti-trolling splat mobs. This is also where we introduce some side quests that give people the opportunity to work on becoming to Neutral with the opposite faction.
Smugglers and Bounty Hunters are off doing Underworld stuff, with some options to take quests that benefit the Republic or the Empire. (Giving them the chance to work on becoming Friendly with one or both factions.)
All class stories get written so that there are several potential outcomes. We're going to use the Agent story as a model here, and basically set it up so that everyone has a story line that ends with them still loyal to the faction they began with, now Underworld/Unallied, or loyal to the opposite faction. This gets paired with the ability for characters to keep doing things to make the other faction like them better and you're setting up defections or the decision to go neutral with mechanics and story.
You use the Cold War setting to ramp up general tension. Have more missions like that one on Republic Hoth where you can work with some Imperials. Or the times where a Sith Warrior can use Republic soldiers to their advantage. So the whole base game has this good overlay of people wanting peace and people wanting to go back to war (on all sides!). This lets you really flesh out the factions, and the good and bad people in them. Have a more positive sort of Gray Morality going on.
As far as Flashpoints go, you re-write The Black Talon/Esseles for proper Cold War subtlety. I think we want to use the intro flashpoints to give people a better idea of the kind of proxy conflict stuff, where you might be fighting what appear to be a third party (like pirates), but you get info (of the non provable kind) that they're working for the Empire/Republic. And maybe come up with some kind of mechanic where party members can get special communications based on faction. Like, the main (everybody) cut scenes for the Esseles talk about it being pirates that are attacking them, but the Jedi/Trooper characters get a quick comm call that the pirates are probably working for the Empire and after a particular person.
For all the shared flashpoints, you tweak them so they are truly shared. One queue for everyone, we still need to work out exactly how we're getting the different factions their special flavor bits, but there's more of that here. And maybe a kind of saboteur mechanic for things like what to do with the missiles on Cademimu, so that they can still be launched at a fleet for a DS option, but it's not in-character obvious that someone did it.
We can still have some Empire and Republic specific flashpoints, which we might allow Underworld characters who are Friendly with the right faction to do. (Or maybe not if we're keeping the ones we have. They've got a bit of a secret mission vibe. Maybe we add a fun treasure hunt flashpoint for the Underworld folks.)
The end of the base game becomes the Cold War going hot because of Revan (and let's say it's not the Republic at large backing him, but a smaller group within the Republic that's okay with his plan). Now we get proper fall out from someone wanting to commit mass murder, we get a good climax, and we can shift from writing eight class stories to three-ish main stories with class and faction related flavor bits. You'd have those fighting for the Republic (ex-Empire characters could get good flavor bits about fighting their old allies and some suspicion from their new ones - a suspicion ex-Underworld characters would also get), for the Empire (again, joined members get some good flavor bits), or who are with the Underworld now.
First expansion is the war, maybe with some of what we used to have in Chapter Three going on. I'm also kind of tempted to weave in some actual foreshadowing for Zakuul here. I'm not keen on Space Voldemort or the time skip, but other parts of those expansions seem worth trying to save. But maybe we have the player characters working with Lana and Theron like in the Revan expansion, but it's about hints that there's something bad coming instead.
Next expansion, Zakuul attacks, things go super to shit, Lana, Theron, some people from Zakuul and the player character(s) form the Alliance. Oooh, wait, lets go ahead and keep the Vitiate/Valkorian thing, and have killing the Emperor be the end of the first expansion (because he wants to eat the galaxy - he's gone mad, but the Empire as a whole won't acknowlege it and are following him off a cliff, the Republic isn't seeing him and the Empire as separate, even evil characters live in the galaxy, etc). Now, Zakuul invades because when you kill Vitiate, Valkorian keels over. Whoops.
(Zakuul is the backup plan. If he can't destroy the galaxy as Vitiate, here comes the uber-Empire! You just managed to off him, but the uber-Empire gets fired at the known galaxy anyway.)
Now we have one story going, with different flavors depending on the characters relation to the three old factions. Kind of like we do in the existing game. And we avoid bumping the player character up to a ridiculous level of authority by making them part of the leadership of the Alliance instead of the leader. Keep them more in line with the base game power level.
Not quite sure where we go from here, but basically you have this kind of flowing faction thing going through the game that meshes well with the story.
I don't know. Mostly I wanted to work out how you could do something more interesting with faction.
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tigerkirby215 · 3 years
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5e Sivir, the Battle Mistress build (League of Legends)
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(Artwork made for Riot Games.)
Okay I know this is completely off topic but what the hell is Sivir's pose in her base splash art? Like oh my god doesn't that hurt your back? Jesus I know proportions are hard but wow this pose is terrible lmao.
Also it has come to my attention that I unintentionally made all the Legends of Runeterra Shuriman champions. Well I mean, Rammus isn't in LoR yet. Man we do really need more Shuriman champs.
Sorry I really don't have much of a blurb beyond that. Honestly only making Sivir for "randomly Shurima month." Like who actually plays Sivir anymore.
GOALS
Better duck! - We need to be able to throw everything at incoming danger and cut it down to size.
Here's where I get my cut - When faced with a hoard it doesn't hurt to be able to shoot everyone at once!
Nice try - Of course getting hit yourself would suck, so we're going to need ways to avoid incoming damage.
RACE
You have ascendant blood in you, which gives you just a touch of godly power. To connect to the gods look to the Aasimar. As an Aasimar you’d normally increase your Charisma by 2 but we’re instead going to invoke Tasha’s for a +2 to Dexterity. But your other abilities don’t change such as your Darkvision which I only mention because Light Bearer gives you the Light cantrip to help your friends with their dumb human eyes. You also get Celestial Resistance for a Spell Shield and Healing Hands for some potions in a pinch.
Fallen Aasimar require high Charisma and Scourge Aasimar hurt themselves as they fight, so we’ll be going for Protector Aasimar. We’re still going to get a +1 to Intelligence instead of Wisdom with Tasha’s rules, and we’ll cover more of what your subrace does for you at level 3.
ABILITY SCORES
15; INTELLIGENCE - Intelligence is tied to Investigation which makes it the tomb raiding skill. (I’d probably put Dexterity higher to be honest but I dislike uneven Ability Scores.)
14; DEXTERITY - You’re an ADC and even if you’re throwing stuff (which we won’t be in this build) Dexterity is still tied to most ranged combat abilities.
13; CONSTITUTION - While you may be squishy on the Rift we simply don’t need any other abilities for this build.
12; WISDOM - Wisdom is tied to Perception which is also useful when trying to avoid traps.
10; CHARISMA - You’re rather rough around the edges. Maybe if you were more Charismatic your fellow tomb raiders wouldn’t have double-crossed you.
8; STRENGTH - Even though you’re throwing weapons (which again: we won’t be for this build) you are very nimble and Fleet of Foot. Put simply we don’t need Strength at all for this build.
BACKGROUND
There’s no “Tomb Raider” background so we’ll fall back on Sivir’s job as a Mercenary Veteran. You get proficiency in Athletics and Persuasion as well as Land Vehicles and a gaming set of your choice (pick your poison.)
When you live the Mercenary Life you can easily identify other mercenaries by their emblems and logos. (RIP Clubs.) You know bits and pieces about their work, and can go seek them out for hints on the next ancient tomb to break into. And if all else fails you can fall back on mercenary work to maintain a comfortable lifestyle.
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(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue because skills to raid tombs are always helpful. Skills like Acrobatics, Perception, Investigation, and... well we may as well grab Stealth as a Rogue. You also get Expertise in two skills: Investigation is the skill to find hidden loot, and Stealth is still pretty important as a Rogue.
When you live the mercenary life you know to speak in Thieves’ Cant so no wanabee treasure hunters try for your mark. Thieves’ Cant is a secret code with regular words that mean something else.
But let’s be real: what we’re really here for is Sneak Attack. When you have advantage on an attack (such as by attacking from stealth) or if your ADC is near the target you can do an additional d6 of damage.
LEVEL 2 - ROGUE 2
Second level Rogues are Fleet of Foot, and can use Cunning Action to Dash, Disengage, or Hide as a Bonus Action. Attack-Moving as an ADC is very important!
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype, and you have the blood of a long-dead civilization in your veins. You revived your phantom of a great great great great (x20 more “great”s) grandfather, so Phantom Rogue will work well. Whispers of the Dead will let you choose a skill or tool to gain proficiency in after a Short or Long Rest, so you can adapt your tools to the situation at hand.
But more importantly you get Wails from the Grave. When you hit an enemy you can have your shot Ricochet to an enemy within 30 feet to deal necrotic damage equal to half the number of Sneak Attack dice for your level (round up.) You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Speaking of which your Sneak Attack die increases to 2d6. And speaking of more damage as a Protector Aasimar you get Radiant Soul. Once per long rest you can activate your Ascendant blood for 1 minute or until you end it as a bonus action. During this time you have a flying speed and deal extra Radiant damage equal to your level. Look just because we don’t see Sivir fly in-game doesn’t mean she can’t.
LEVEL 4 - ROGUE 4
4th level Rogues get an Ability Score Improvement: Dexterity controls most of what you do currently. Increase it by 2 for more damage, better skill checks, and better AC.
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(Artwork made for Riot Games.)
LEVEL 5 - FIGHTER 1
ADCs are meant to fight, and Fighters are good at that! You get a Fighting Style to boost your right clicks and a “Marksman” needs Archery, even if they’re technically throwing weapons. (By the way by this point I’d recommend using a Longbow, for multiple reasons other than “it’s better than a Shortbow / Light Crossbow.”)
You can also pop the Heal Summoner Spell for a Second Wind, healing yourself for a d10 plus your Fighter level as a Bonus Action.
LEVEL 6 - FIGHTER 2
Second level Fighters are On the Hunt (by themselves), and can Action Surge to take an additional action! For now this just means one more attack, but your damage output will really increase at higher levels!
LEVEL 7 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype, and while it’s perhaps not the most accurate or the strongest Arcane Archer is the only way to get some of Sivir’s abilities. But firstly you get Arcane Archer Lore for the Arcana skill (or Nature but Arcana is better), as well as the Prestidigitation cantrip (or Druidcraft but Prestidigitation is better.)
But your main feature is of course the Arcane Shot. Once per turn you can use one of your Arcane Shot options. You decide to use it when the arrow hits a creature, unless the option doesn’t involve an attack roll. Piercing Arrow will serve as your “Boomerang” Blade, firing a projectile in a 30 foot line that deals damage to everyone it passes through. This ability will go through cover so you can shoot past walls too!
There aren’t really many other options that fit Sivir, but Bursting Arrow will make your shot “Ricochet” on enemies within 5 feet of your initial target. And will do more damage, obviously.
You have two Arcane Shots per Short or Long Rest, but I’d really recommend discussing the subclass with your DM. Arcane Archer is known for being weak but it becomes a lot stronger if you make the Arcane Shots scale with either Intelligence modifier or your Proficiency Bonus. I don’t normally recommend homebrew changes but Arcane Archer is honestly a fun subclass hampered by how limited your Arcane Shot options are. I really recommend discussing buffs to the class if you wish to play one. 
LEVEL 8 - FIGHTER 4
4th level Fighters get another Ability Score Improvement and while tricks are useful shooting good is still your main goal. Increase your Dexterity by 2 for the deadliest shots possible.
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(Artwork by Horace "Hozure" Hsu and Alex "alexplank" Flores. Made for Riot Games.)
LEVEL 9 - FIGHTER 5
5th level Fighters get their Beserker's Greaves, granting them enough attack speed for an Extra Attack to make two attacks in a turn! "Business is good."
LEVEL 10 - FIGHTER 6
Fighters get Ability Score Improvements instead of Class Features, but that's cool because it means we can get feats! Your Constitution has been sitting at 13 for awhile now, and while I'd normally try to grab a more fun feat Resilient will increase your Constitution by 1 and also make it easier to resist spells, which is like a spell shield!
LEVEL 11- FIGHTER 7
7th level Fighters get their Mythic! Kraken Slayer will give you Magic Arrows that do... exactly what they say on the tin! Magic damage for the sake of overcoming resistance or immunity to nonmagical damage.
Additionally if you miss you can use your Bonus Action to Ricochet your shot to another enemy. Curving Shot will let you redirect a missed hit towards a different enemy within 60 feet.
You also learn another Arcane Shot option: Enfeebling Arrow is like exhaust on an arrow. The target takes an additional 2d6 Necrotic damage and has to make a Constitution saving throw. If they fail the damage of their attacks is reduced by half until the start of your next turn.
LEVEL 12 - FIGHTER 8
More Feats are fun! While I could take Resilient in every stat or perhaps Mage Slayer I think Lucky works better to simulate Sivir's spell shield. If you make a roll on a d20 that you don't like you can roll a Lucky die to change it. You can use this not just on saving throws but also attack rolls, ability checks, and even enemy rolls! (Though of course the most flavorful thing would be to only use it on your own saving throws.) You do only have 3 of these per Long Rest, so be sure to use them wisely to block deadly spells.
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(Artwork made for Riot Games.)
LEVEL 13 - ROGUE 5
5th level Rogues can survive a bit of harass thanks to Uncanny Dodge, letting you reduce the damage from a weapon attack you saw coming by half with your reaction. "Nice try." Your Sneak Attack also increases to 3d6, meaning that your Wails from the Grave increase to 2d6.
LEVEL 14 - ROGUE 6
6th level Rogues get Expertise in two more skills: Perception will help you see danger coming, and Acrobatics will help you avoid that danger.
LEVEL 15 - ROGUE 7
7th level Rogues can dodge skillshot with Evasion. If you succeed on a Dexterity saving throw you take no damage. If you fail on the saving throw you only take half damage, instead of the full damage! "Step light, strike hard." Your Sneak Attack also increases to 4d6.
LEVEL 16 - ROGUE 8
Another Ability Score Improvement is in order, and this will actually be your last one! More Intelligence will boost your Arcane Shots, but the Sharpshooter feat will boost your regular shots. It’s up to you what you do really; adapt your build for more Ability Power or more Attack Damage.
LEVEL 17 - ROGUE 9
9th level Phantom Rogues can loot the dead. When a creature you see dies within 30 feet you can use your reaction to grab a Tokens of the Departed. You can have a maximum number of soul trinkets equal to your proficiency bonus, and can’t create one while at your maximum. You can use soul trinkets in the following ways:
While you have at least one soul trinket you have advantage on death saving throws and Constitution saving throws.
When you deal Sneak Attack damage you can destroy one of your soul trinkets to use Wails from the Grave without expending a use of that feature.
As an action, you can destroy one of your soul trinkets to ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It doesn’t have to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
And to top it off your Sneak Attack increases to 5d6, which also means your Wails from the Grave increases to 3d6! “Life’s cheap. Death pays.”
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(Artwork by Jean “Curing” Go. Made for Riot Games.)
LEVEL 18 - FIGHTER 9
9th level Rogues get another Spell Shield with Indomitable. Once per Long Rest when you fail a saving throw, you can reroll it! It’s really that simple.
LEVEL 19 - FIGHTER 10
10th level Arcane Archers get another Arcane Shot Option. What? Did you want actual class features? Too bad! Regardless take whatever option you think will be useful honestly, because we got everything we wanted from the earlier levels.
LEVEL 20 - FIGHTER 11
Now that you’re finally six-slotted you can attack three times with your Extra Attack, or 6 times with Action Surge!
FINAL BUILD
PROS
I've got values; they stack up nicely - Three attacks per turn is good in its own right, but you’ve also got Arcane Shots, a Sneak Attack that can affect two targets, and Radiant Soul to add a flat +20 to your damage every turn.
I'll fight for a cause; I won't die for one - Having around 150 HP is nothing to sneeze at, but what’s really impressive is your saving throws. Proficiency in DEX, CON, and INT saves means you won’t be failing those saves anytime soon, especially since your Soul Trinkets give you advantage on CON saves!
You've got a problem, I've got a price - You’ve got plenty of utility with Expertise in the two “searching” skills, the ability to interrogate people after death, and of course good ol’ Lucky if things go south.
CONS
Make me work for it - You need a lot of actions and reactions to operate at maximum effectiveness. Soul Trinkets are tied to spending reactions and you need your Bonus Action for Curving Shot as well as your Cunning Actions.
Don't get between me, and my gold - You’re honestly not that skillful for a Rogue, with a lot of dud skills (let’s be honest you really don’t need Athletics) instead of potentially more useful things like Insight or Survival. Sure +13 to Perception is nice but that and Investigation are probably the only two skills you’re notably good at, as your took Expertise in general Rogue abilities instead of team utility.
They say the desert is a cruel mistress - Half your saving throws are very good. The other half...? +1 Wisdom saves are quite mediocre for a common save, and -1 to Strength saves certainly has the chance to hurt. Even if you can reroll them it’s still going to be hard to make those saves.
But you’re reliable which is all that can be asked for a mercenary. Your jobs are to fight and to nab treasure, both of which you’re damn good at. Go ahead and pull this build out if the party needs a reliable marksman, and if you roleplay them well they may not even realize you’re playing a character from League of Legends. Pull a little Sneaky on them.
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(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
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