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Posted: Sun May 30, 2010 6:55 pm
Name of Skill: Strike of Flowing Waters
Posts to Learn: 17
Type: Active Direct
Description: You are now officially the best firefighter in The Order. Want to know why? It's because you can launch water at incredibly high force with little preparation or effort. And if you're on the receiving end...well, let's hope you don't die from the impact.
Effect: A high pressure jet of water shoots from the caster to the target, sending the target flying back from the force. -like being shot at point-blank with a fire hose- -Cannot be used if Negation is in effect -If Dispel is used, the water falls to the ground. It moves at such speed, though, that godlike reflexes and speed are required to cast Dispel in time -Can be used as a method of propulsion underwater -Can be used on objects as a pseudo-Knockback ability
Name of Skill: Icy Spear
Posts to Learn: 14
Type: Active Direct
Description: Mages need weaponry too, right? With Icy Spear, this requirement is -somewhat- fulfilled. You can now create a very sharp ice throwing spear from nothing, then hurl it mentally with enough force to puncture metal.
Effect: You conjure and toss a spear of magically created ice. -It may be Dodged or Parried as if it were a normal weapon -Cannot be used if Negation is in effect -If Dispelled, it melts into a puddle on the ground. -Can only be used up to 5 times per battle
Name of Skill: Biting Mist
Posts to Learn: 16
Type: Active Indirect
Description: Doesn't it suck to be cold? Have you ever dropped something because your fingers were too numb? Now you can turn this terrible experience against others with Biting Mist. With it, you coat the nearby area in a thick, freezing fog. If you'd rather not, it makes excellent air conditioning in a pinch.
Effect: Nearby water is condensed and/or evaporated into an extremely cold mist, obscuring vision and making all affected quite cold. Any rolls make in such a mist take a -2 roll penalty. Staying within the mist for more than 3 turns begins to cause cold-related maladies, such as numbness, and for every turn over the 3rd, a -1 penalty to rolls is added to the preexisting -2. -The mist will dissipate harmlessly after 4 turns unless renewed through another cast -Cannot be used if Negation is in effect -If Negation or Dispel are used, the mist dissipates harmlessly -Can only be used 4 times per day -counting renewals-
Name of Skill: Silent Waters
Posts to Learn: 17
Type: Active Direct
Description: Though it may normally be soft and yielding, water becomes almost as hard as metal when you use this spell. If you are the caster, you can use it and basically forget about your target. If you're the target, good luck getting out.
Effect: Nearby water is drawn to and held against a foe, trapping them completely. For all intents and purposes, the target is Stunned until the caster ends the spell or becomes distracted. Both parties may still speak. -Cannot be used to drown the victim -Cannot be used if Negation is already in effect -If Negation or Dispel are used, the water falls to the ground -May only be used 2 times per battle
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Posted: Sun May 30, 2010 7:10 pm
Name of Skill: Boiling Torrent
Posts to Learn: 19
Type: Active Direct
Description: Remember those jets of water you tried to make earlier? Well, you decided to try heating the water as well, and look how that turned out. At the expense of power, the jet became a scalding burst of near-boiling water. More effective? Maybe. More useful for sauna parties? Definitely
Effect: An incredibly hot jet of water is shot at a target with moderate force. -think that 'Jet' or 'Stream' option on your garden hose's head-thing- -Cannot be used if Negation is in effect -If Negation or Dispel are cast, the water falls to the ground. It remains hot, however. -Can also be used to heat metal
Name of Skill: Candles in the Wind
Posts to Learn: 23
Type: Active Direct
Description: You use your expert control of wind to summon your own personal gale(s) to buffet your enemies. Terrible for flying kites in, but perfect for holding off those marauding vikings...
Effect: Intense gusts of wind come in from every angle to buffet all nearby enemies, effectively Stunning them for the duration of the spell. Yourself and your allies are unaffected, though it will be rather difficult to shoot an arrow through the high winds. -Cannot be used if Negation is in effect -If Dispel or Negation are used, the winds and Stun effect stop instantly -This spell lasts for 3 turns -Cannot be used more than 3 times per day
((done again!))
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Posted: Mon May 31, 2010 1:21 am
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Posted: Mon May 31, 2010 7:40 am
((can I have one more? I want to be the only one to do 42 ...right now I'm at 41, the original 34, these 6, and Knock, which you didn't assign to anyone))
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Posted: Mon May 31, 2010 8:11 am
*hangs head in shame*
I guess Mab could have some of mine if he needs them....
I really should get back to working on them...I was waiting to see what Lori would say at first and then by the time I figured since she didn't say anything they must be ok I was in full lazy mode again....
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Posted: Mon May 31, 2010 8:51 am
AUCK, THAT'S RIGHT
I knew there was something I'd forgotten to do @_@ auuuuuu
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Celeste Marcon Vice Captain
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Posted: Mon May 31, 2010 9:17 am
wow...way to throw a wrench in the works Lorika... xd
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Posted: Wed Jun 02, 2010 8:11 pm
can I have permission to write up a couple of new skill sets/classes? I've had firearm-related ideas bouncing around my head for a few days now
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Posted: Wed Jun 02, 2010 11:04 pm
Eeehehhhhh YUP, GO AHEAD.
There are a couple of other kinds of new skill I'd like, too:
- Skills with shields
- Skills combat users can use effectively against magic users
See if you can come up with anything there.
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Posted: Sat Jun 05, 2010 7:08 am
will do, I have a lot more time now that school's FINALLY OVER!!!
...but I still don't have internet on the weekends, this is coming from my friend's comp
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Posted: Tue Jun 08, 2010 11:15 am
Progress: Gunfighters: I have most of the gunfighters' skills planned out, I'll probably set them to the form today. This actually includes a main skillset and two branches, so it'll take a while (marksman then gunslinger or cannoneer)
DONE: Shield skills: Ideas only so far, will likely end up as a single skillset of 6-7 EDIT: decided to make another micro-tree, though it could easily be cut into a single set POST-EDIT: well, look how it turned out
Combat vs. Magic: Haven't thought much yet
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Posted: Tue Jun 08, 2010 9:07 pm
Class: Gladiator (Or Spartan...either works. The idea came from an 'Arena fighter'-type warrior) The best defense makes an excellent offense...or something like that
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Name of Skill: Rush
Posts to Learn: 14
Type: Active Direct
Description: Take cover behind your shield and charge, simple as that. It is nearly impossible to stop you, making this an excellent skill for charging through many smallish people.
Effect: This attack causes blunt-force trauma in an effect similar to Knockback. If successful, it overwhelms the opponent's defenses and leaves them sprawling. If a failure...well, you'll stop when you hit a wall or something. -This skill may not be Parried -This skill may still be Dodged -This skill may be Countered ONLY IF it was a full failure -May only be used 3 times per battle.
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Name of Skill: Roundhouse
Posts to Learn: 16
Type: Active Direct
Description: Defensive equipment? DEFENSIVE EQUIPMENT?!? I'll show YOU 'defensive equipment'! Shields are usually quite heavy. Shields are strapped to your arm. Shields are sort of sharp along the edges. Combine all three in a whirling attack that is nearly guaranteed to break some bones. Hopefully they aren't yours.
Effect: Execution is quite similar to Whirlwind Attack, but is focused on a single opponent. The spinning force delivers an extremely powerful blow to the opponent. If a full success, it also has a 1 turn Stun effect. It can also be directed at a weapon to Shatter it, rendering it unusable. -If a Parry is attempted and failed (doesn't affect Roundhouse's success type) the Parrying weapon is Shattered -This attack may be Dodged -May not be used more than 3 times per battle, your arm can't take these powerful forces for long ya know
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Name of Skill: Shield and Sword
Posts to Learn: 18
Type: Passive Indirect
Description: After many bouts in the Arena, you have emerged a true master of shield-fighting. What more needs to be said?
Effect: When wielding both a shield and one-handed melee weapon (spears, swords, etc.) you get a +1 to all rolls
((this is basically a 'Proficiency' skill, edit it how you see fit Lorika))
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Name of Skill: Improvised Chakram
Posts to Learn: 11
Type: Active Direct
Description: Well, if it looks like a Frisbee, spins like a Frisbee, and flies like a Frisbee...
Effect: You unstrap your shield from your arm and hurl a deadly, massive flying disc at your foe. -This attack may be Parried and/or Dodged -Obviously, you lose your shield after using this skill. You must pick your shield back up on another turn to use it again. -In a turn that you pick up your shield, that turn's action takes a -2 penalty for multitasking (divided attention, basically)
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Name of Skill: Block
Posts to Learn: 10
Type: Active Indirect
Description: What were shields made for? Yeah, I thought so. Have fun.
Effect: Use of this skill decreases a skill's effectiveness by one level. Full successes become partial successes, and partials become complete failures. -Cannot be stacked with ANY skill, EVER, except for Rush -If stacked with Rush, the attack takes a -4 penalty (you're basically running blind)
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Name of Skill: Fake Out
Posts to Learn: 15
Type: Active Direct
Description: Isn't it hard to concentrate when stuff's flying at your face? Use this to your advantage and throw the shield, it'll hide your other attack. Obviously, you lose the shield in the process...but hey, small price, right?
Effect: You lob your shield broadside to block your opponent's view while you dart in for an attack. -This skill is automatically stacked with Strike -Use of this skill makes Strike an automatic (full) success, and such a strike may not be Dodged, Countered, or Parried, but they may be Blocked to reduce it to partial success.
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Posted: Tue Jun 08, 2010 9:36 pm
Class: Bulwark (or Hero, came from 'impenetrable defense' idea) With this, I am invincible. With this, I am a legend
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Name of Skill: Block
Posts to Learn: 10
Type: Active Indirect
Description: What were shields made for? Yeah, I thought so. Have fun.
Effect: Use of this skill decreases a skill's effectiveness by one level. Full successes become partial successes, and partials become complete failures. -Cannot be stacked with ANY skill, EVER, except for Rush (if you have it) -If stacked with Rush, the attack takes a -4 penalty (you're basically running blind)
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Name of Skill: Sacrificial Leap
Posts to Learn: 12
Type: Active Indirect
Description: Typical hero move man...at least you didn't die trying...
Effect: You jump in front of an attack meant for another, blocking it with your shield to nullify it completely. This works for all Combat-based attacks and some of the Spellcaster's spells. (namely, the Knock/Knockback group of spells and nearly every Hydromancy-based attack) -Can only be used 3 times per battle, any more and fatigue takes it's toll and you start to fail your blocks...no good if you get killed in the process
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Name of Skill: In Formation
Posts to Learn: 14
Type: Active Indirect
Description: 'Get behind me!' It only takes a moment to organize your allies behind you, making it much harder to harm them. As for yourself? Well, you've got it covered.
Effect: All attacks against nearby allies take a -2 penalty for 3 turns. The -2 penalty does NOT apply to attacks against you -May only be used twice per battle
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Name of Skill: Heavy Duty (or Massive Improvisation)
Posts to Learn: 17
Type: Passive Indirect
Description: You've gotten so used to it, heavy things are no longer a problem for you. Huge weapons like Greatswords, Great Axes, and fallen trees are no problem for you anymore.
Effect: You are now able to wield extremely large objects as weapons. Possibiliities include, but aren't limited to, the Great/Large weapons and tower shields, fallen trees, loose lumber, and furniture. -Such weapons are slow and unwieldy, but very powerful. They are harder to Parry, but easier to Dodge (if you can implement that somehow...? oh well)
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Name of Skill: Shelter
Posts to Learn: 20
Type: Active Indirect
Description: You're getting your rear ends handed to you on a silver platter. What do you do? Wait it out, of course. Yes, this skill involves hiding under a shield.
Effect: For up to 3 turns, you and one other person of your choice are immune to all attacks, in fact, you cannot even be targeted. Any person under this skill's influence is also unable to move or act. Movement or a Combat action ends Shelter's effects on that person only. -Yes, Spellcasters and Spiritualists may still attack, but with a -3 penalty to all rolls. If they do so, Shelter's effects end on the next turn. (they found you XP) -May only be used once per battle
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Name of Skill:Mighty Defense
Posts to Learn: 22
Type: Passive Indirect
Description: Your skills are so great, it is an anomaly that anything ever hits you! Laugh at the puny ants as they try to get past you!
Effect: All rolls against you take a -3 penalty, and you are completely immune to arrows.
(((yes, it's full of buffs and the like...but with all of this, it's hard to get any powerful offensive skills, so it sort of balances)))
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Posted: Wed Jun 09, 2010 12:42 am
Well, I must say I'm pleased with the new system of skill classifications we've got going. Mab, would you like to take the rest of Fel's skills off her or are you happy forming new skills?
I WILL get to mine, probably over this weekend after my first exam is gone..
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Posted: Wed Jun 09, 2010 9:43 am
I'll finish the gun-using skills, then take some of Fel's skills if she doesn't mind
having some creator's block when it comes to a few other skills though...each has 5-6 so far, but I want to give people more choices than that
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