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Posted: Wed Jun 09, 2010 10:13 am
Now you know how it feeeeels XD Making new skills is a total b***h.
EDIT: Oh, but don't worry too much about making a load of skills of each type - because of the way the pools are going to work there'll definitely be other skills even in a supposedibly specialised pool, so people WILL have lots of choice.
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Posted: Wed Jun 09, 2010 2:27 pm
new skills really aren't that bad...but then again, I've only made, 10 or so...
Do they get better or worse after that Oh Exalted Leader?
and about the more skills part, I mean more choices within that pool, like how Illusion has that wide array of choices. I know that the pools'll work like that, but I don't want it to be all 'okay, you want to get [SKILLSET HERE]...you get to choose from these 6, pick one you don't want'
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Posted: Thu Jun 10, 2010 1:23 am
Ahhh, I see what you mean. And weirdly enough, I woke up with a surge of inspiration and am on a roll creating new skills. I should really get on with the pre-existings kills I need to re-work, though... DX
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Posted: Thu Jun 10, 2010 1:34 am
Also, I was just thinking - do you think we should maybe remove the limit on how many skills you can learn form each pool? Like, we could say "You can learn 20 skills, these are the pools available to you, go crazy."
I can see it creating lots of diversity, but I can also see people making lots of mistakes and then asking for them to be rectified. Also, people may abuse this by selecting only devastatingly powerful abilities... but if we align the pools correctly maybe that wouldnt really be an issue? And if they spend ages learning an uber ability are they really any betetr off than someone who spent that same time learning less powerful but more useful skills?
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Posted: Thu Jun 10, 2010 1:51 am
Quote: Name of Skill: Minor Telekinesis (MTK or Minor TK) Posts to Learn: 5 Type: Active Indirect Description: Mind over matter really does have merit! You have trained your mind to lift small objects...what more needs saying? A common side effect is mild headaches, but it's a small price to do the impossible. Effect: Small objects may be lifted, moved, or hurled using only the power of your mind. The objects must be less than 1lb in weight and cannot be larger than a loaf of bread. Name of Skill: Weapon Repair Posts to Learn: 7 Type: Active Indirect Description: You are a regular Anakin Skywalker with your mechanical abilities. Any weapon that you or an opponent has recently broken will be put together as good as new. Effect: You are able to fix a weapon that has been broken or Shattered. Weapon is returned to original working condition. Name of Skill: Shatter Posts to Learn: 7 Type: Active Indirect Description: Your grasp is so powerful, your blows so mighty, that any weapon that comes under either will shatter. Effect: You are able to break any weapon you have your hands upon, or break it in the course of battle. This includes an enemy's weapon that has been disarmed. Name of Skill: Minor Knockback (MKB or Minor KB) Posts to Learn: 4 Type: Active Direct Description: A member of the Telekenetic class of spells, this one lets you fire a bolt of pure force at an object or person...Unfortunately, this force is quite weak, and likely won't do any lasting damage. It is however useful in a game of marbles, or to bust the glass of a window. Effect: A mental surge of energy pushes an object or person, as chosen by the caster. If used on an object, this bolt of force has -functionally- the same effect as a thrown pebble, and requires no roll. If used on another person, a partial success will cause a smallish person to lose their balance, similar to a slight push in the school hallway. With full success, it will cause most people to lost their balance, and will likely tip over a smallish person (similar to a semi-forceful shove) -This spell, as with all others, cannot be used if Negation is in effect. -This spell's effect is instantaneous, so attempting to Dispel it is futile. Name of Skill: Minor Deflect (MDef. or Minor Def.) Posts to Learn: 4 Type: Active Indirect Description: Another mental force-based skill, Minor Deflect allows you to instantaneously knock away small flying objects. It won't stop that cow during the tornado, but it's quite good to avoid getting hit by spitballs! Effect: A small object is stopped from hitting you. The object then falls straight to the ground or narrowly misses the caster, at the caster's discretion. This spell will not stop any object larger or heavier than a small bird, and cannot be used while Negation is in effect. -Dispel has no effect against Minor Deflect, as its effects are instantaneous. Name of Skill: Knockback Posts to Learn: 8 Type: Active Direct Description: Hey look, you got better! Now you can actually use this spell for something! No more pebble-forces for you, you're rolling with the stone-chuckers now. ...What, you want to use it on people? Perhaps I should call you 'Lineman' from now on. Effect: A mental burst of energy is unleashed on an object or person. If used on an object, no roll is required, and the spell hits with the force of a thrown fist-sized rock. If used on a person, a partial success will cause most people to fall on their rear. A full success causes them to be shoved a few feet back, like they had just been hit by a charging football player. -Knock's effects cannot be Dispelled, and Knock cannot be used when Negation is in effect. Name of Skill: Glue Posts to Learn: 10 Type: Active Indirect Description: Magic works in mysterious ways...but at least you can use it to make stuff sticky! With Glue, no object can resist being stuck to a wall, or squirrel, or pretty much anything else you can think of! Don't like your teacher? Glue them to their chair, and the chair to the floor! Getting beaten up by archers? Glue their arrows together in the quiver! The possibilities are endless! Effect: An object is made incredibly sticky, and will stick to the next thing it touches. It cannot be removed by force, but can be un-stuck by Dispel or Negation. Glue only works on solid objects, and people may not be Glued. Weaponry and other such things are fair game however. Glue will wear off after 5 of your turns, regardless of what it was used for. Name of Skill: Knock Posts to Learn: 7 Type: Active Indirect Description: Well, it isn't quite a Knockback, but if used correctly, it can be much more effective. Knock fires a bolt of energy at an object in the hopes of shattering it into tiny pieces or making a large dent. This works great on wooden objects such as doors. And for any fighter-mages out there, Knock-dented armor is extremely uncomfortable. Effect: Energy is shot at an object with the intent to splinter or dent it. Small wood (2 inch or less in diameter) will snap, larger wood will splinter quite a bit. Metal will get a fist-sized dent. -A person's bones cannot be targeted. -Knock's effects cannot be Dispelled -Knock cannot be used if Negation is in effect Name of Skill: Scribble Posts to Learn: 4 Type: Active Indirect Description: Oh dear, you're out of note paper. Whatever will you do? Thankfully, you know how to make words appear through use of magic, and now no flat surface is safe from your text-making mind! Effect: Words appear on an object. The caster gets to choose both the object and the text that appears. Vigorous scrubbing will dissipate the Scribbled words, as will the use of Dispel or Negation. Scribbled words will wear off after 10 of your turns or at the end of the roleplay day (whichever comes first) unless Scribble is re-cast to keep them there. Scribble has no combat value and cannot have an Illusion-type effect under any circumstancesY'knwo what? I'm hardly making any changes to mab's skills, so I don't think I'm even going to bother going through them. We'll just assume they're fine until we come to printing them all in the new guides or whatever.
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Posted: Thu Jun 10, 2010 2:04 am
Ngggh, organising all of these into pools SHOULD be easy, but suddenly it feels liek it'll be difficult >3>; Maybe I'm just getting tired again.
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Posted: Thu Jun 10, 2010 2:15 am
Also, Mab, have a flick back through to my posts where I cite the COMBAT skills up for deletion. Have a think about them, because a lot of ranged attacks were up for deletion. See if you can rework them, or come up with soem better skills for bow and arrows. Also, ignore the fact that Sneak is in there, as we now REQUIRE Sneak for some of these skills. Speaking of which, has anyone reclassified Sneak yet? If not, I'll do it.
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Posted: Thu Jun 10, 2010 3:32 am
Name of Skill: Riposte
Posts to Learn: 9
Type: Active Direct
Description: A form of Counter specifically for bladed weapons. Riposte cannot be used unless your character is wielding such a weapon.
Effect: Riposte has all the same effects as Counter, but with the added bonus of crippling your foe's next attack by -2 for a single turn if it succeeds outright.
Name of Skill: Cold Blooded
Posts to Learn: 19
Type: Passive Indirect
Description: You've killed so many times the act has lost its meaning to you. Your blows are more effective against human-like creatures.
Effect: Character gains a perpetual +1 bonus against all humanoid characters (humans, angels, demons in human form, nymphs, elves etc.), but not demi-humanoids (merfolk, felids, centaurs, lizardmen etc.)
Name of Skill: Silver Bullet
Posts to Learn: 10
Type: Passive Direct
Description: You don't like demons, and demons don't like you. Thankfully, you've got the skill the rid the world of these pests once and for all.
Effect: When activated, this skill gives you a +1 bonus against all demon and outsider characters for a single battle.
Name of Skill: Divest
Posts to Learn: 4
Type: Active Direct
Description:
Effect: This skill removes a single roll buff on a character for the length of a single battle. It is most effective on permanent buffs such as proficiencies, for all others can simply be recast. This skill can also only be used once per battle.
Name of Skill: Full Divest
Posts to Learn: 20
Type: Active Indirect
Description: Sick of your enemies always having the upper hand? This skill brings them right back down to the ground, so that the playing field is truly levelled.
Effect: A single use removes all currently active roll buffs on a character for the length of a single battle. This skill can only be used once per roleplay day, and your enemy is free to use more roll-buff skills after this skill has been cast - however, any perpetual roll buffs, including proficiencies, cannot be regained until the battle is over.
Name of Skill: Hunger for Blood
Posts to Learn: 17
Type: Active Indirect
Description: A more desperate version of Berserk, Hunger for Blood imposes none of the restraints and few of the downsides. For a short time, you're a cold, killing machine impervious to damage - perfect for when you're surrounded and things look grim.
Effect: Hunger for Blood itself, unlike Rage and Berserk, does not require a roll to determine effectiveness. Instead, all rolls against you automatically fail whilst yours automatically succeeds for a single turn. Can only be used once per roleplay day.
Name of Skill: Sticky Fingers
Posts to Learn: 7
Type: Passive Direct
Description: We all get a little envious sometimes. Envy leads to avarice, and you just have to have that shiny buff your friend's got! Either that, or you just want to be a nuisnace to your enemy.
Effect: Snatches one roll buff of your choice from another character. Cannot steal proficencies or perpetual buffs, only impermanent ones. Turn timer will begin anew after snatching the buff. Also works on single-turn buffs, but whereas multi-turn buffs will cancel the effect on the enemy you stole from single-turn buffs cannot be negated. Must be within touching distance of an enemy.
Name of Skill: Vampire's Touch
Posts to Learn: 14
Type: Passive Direct
Description: For those of you who really can't get over how shiny other people's buffs look, this skill may be your salvation... and your enemies' damnation.
Effect: Snatches three roll buffs of your choice from another character, ONE of which may be a perpetual buff such as a proficiency. These perpetual buffs remain with the character, but any impermanent buffs will be cancelled, save for single-turn buffs. Turn timer begins anew after snatching the buff. Must be within touching distance of an enemy.
Name of Skill: Vampire Drain
Posts to Learn: 14
Type: Passive Direct
Description: The spellcasters' counterpart to Vampire's Touch - who ever said that magicians are weaklings?
Effect: Snatches three roll buffs of your choice from another character, ONE of which may be a perpetual buff such as a proficiency. These perpetual buffs remain with the character, but any impermanent buffs will be cancelled, save for single-turn buffs. Turn timer begins anew after snatching the buff. Cast from a distance.
I've got a lot more skills in the pipeline, but these will have to do for now. I have other stuffs to do today, including revising for my exam tomorrow D; Have also done a few more re-categorised skills... and even added a new one as part of the negation skill family
Name of Skill: Dispel
Posts to Learn: 6
Type: Active Indirect
Description: Magic can be annoying sometimes. Put a stop to it with Dispel.
Effect: Removes a single non-instantaneous magical effect. MOST non-instantaneous spells can be removed this way, but there are some exceptions, so be sure to check first of all! Unlimited usage per battle.
Name of Skill: Negation
Posts to Learn: 13
Type: Active Indirect
Description: An improved form of Dispel, this allows you to take those pesky spellcasters out of commission just long enough for everyone to recover from their spells' nasty effects.
Effect: Removes all magical effects within a five metre radius and prevents any magic, good or harmful, from being cast for 3 turns. May only be used once per battle.
Name of Skill: Major Negation
Posts to Learn: 18
Type: Active Indirect
Description: An improved form of Negation, with an improved radius of effect and longer downtime.
Effect: Removes all magical effects within a fifteen metre radius and prevents any magic, good or harmful, from being cast for five turns. May only be used once per roleplay day.
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Posted: Thu Jun 10, 2010 6:20 am
Was thinking some more on the pools, and it wasnt really that hard after all XD;; Basically I've come up with 5 pools for basic classes. After that, it all becomes a matter of what specialised classes are created, as you can see from my examples. It seems combination pools will always require a specialised class from the way this is working. Quote: Pools For the matter of how many skills will be in each pool... as in theory people will be choosing 5 skills from each pool, we need 10 in each so they have a good variety to choose from. This shouldn't be too hard, especially as skills can now be repeated more freely throughout. COMBATCombat Basics - Just as it says, the basics. Open to all combat-based classes. Close Combat - Combat which is, as it implies, in close quarters; melee. Ranged Combat - Killing at a distance. What could be better? Dual Combat - For those of you unable to choose, dual combat gives you a mix of both close and ranged combat. Stealth Combat - For the assassins among us, these skills provide hefty benefits. Combat for specialised classes:
Berserker, Defender (shield skills?), Gunslinger (gun skills? possibly also other mechanical skills, like the engineer class and old craftsman pool?), Witch Breaker (skills which can debilitate mages and protect character against magic?)
....anything else for any other classes we think of
Spellcasting
Spellcasting Basics - YOU CANNOT BE A SPELLCASTER WITHOUT THESE, YOU FOOL *fanwhaps* (contains many of the skills previously in arcanumancy)
Telekinesis - Skills that use the power of your mind to control the world around you. (contains most of the other skills previously in arcanumancy)
Illusion - These spells will boggle the mind, muahahaa.
Transfiguration - These skills physically alter objects or people, as opposed to tricking you into believing they are altered
Spellcasting for specialised classes:
All of the elementals are now here - Hydromancy, Aeromancy, perhaps new pools for Pyromancy, Geomancy and shadow manipulation...
Spiritualism
Spiritualism Basics - yup, the basics
Enfeebling - Skills which inhibit your enemies.
Defending - Skills which produce shields, invincibility and some buffs.
Supporting - Skills which heal and buff your friends.
Redeeming - Skills which outright attack your enemies.
Spiritualism pools for specialised classes
Thaumaturgy
...and anything else for any other classes we think of
Combination Pools - only for specialised classes
Summoning - spiritualism x spellcasting
Medecine - spiritualism x spellcasting
Field Medecine - combat x spiritualism
Engineer - combat x spellcasting
Paladin - combat x spiritualism
Divinimancy - spellcasting x spiritualism (many of the old divining skills from ceraunoscopy etc.)
Battle Mage - spellcasting x combat
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Posted: Thu Jun 10, 2010 11:37 am
I might add to this later if I get the chance, but what do you think about getting more than 20 skills?
Lets say you're a very experienced player and have already gotten all 20 skills you can. If you're still around after all of the randomness that goes on, you should get a reward. I say that a person can get UP TO another 5 skills, regardless of where they came from (must be same pool, no getting the epic Combat spells if you're a 100% magic user) at the cost of 40-50 posts apiece
This could also be used for getting self-made skills
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Posted: Thu Jun 10, 2010 11:45 am
It's weird you should mention that, I was just talking to Nii and teh thought came to me that... hmmm... well, if a person has already worke dthrough a specialised class, which they probably will have to have obtained a custom class, they're already going to have 20 skills - so it makes sense that their custom class may simply add anotehr 5 on top of it with its custom pool
*wonders if she explaine dtaht correctly* Basically it seems taht the most advanced characetrs will end up with 25 overall. I know meta mentioned something about custom pools counting towards the limit a while back...
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Posted: Thu Jun 10, 2010 12:18 pm
isn't it currently:
Option 1: 5 basic, 10 intermediate, 5 advanced OR Option 2: 5 basic, 5 intermediate, 5 advanced, 5 specialised OR Option 3: 5 basic, 5 intermediate, 5 advanced, 5 Custom skill set (for BOO veterans only)
well, that one's broken with the new '20 skills, have fun' system...but that's how it was going to be before
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Posted: Thu Jun 17, 2010 2:10 pm
*slinks in*
I always am not quite so sure if I'm putting in a good amount of posts to learn so let me know if this looks ok.....
Name of Skill: Weapon Research
Posts to Learn: 11 Type: Passive Indirect
Description: All your hard work in training has finally paid off, hurray! You are now the master of any weapon you touch.
Effect: You gain proficiency with whatever weapon you're using, gaining a +1 to attack rolls on all types of weapon.
Name of Skill: Crippling Disarm
Posts to Learn: 14
Type: Active Direct
Description: Sick of fighting an opponent with a weapon? Well we can fix that! You now have the ability to smack away their weapon and maybe their will to live. (note~ will to live promise is not guaranteed.)
Effect: You automatically succeed at disarming, and when the character recovers it he/she will experience a -1 penalty to attack rolls. Can only be used once per fight.
Name of Skill: I Feel Your Pain
Posts to Learn: 5
Type: Active Indirect
Description: The Ultimate Sacrifice, hm? No, not quite, but we are sure your friends will appreciate the pain you are in when it doesn’t hit them. At least, we hope they do cause damn if this doesn’t hurt!
Effect: For a single turn, the caster will absorb damage taken by all friends in the area. Can only be used twice during a fight.
Name of Skill: Guardian
Posts to Learn: 12
Type: Active Direct
Description: Love hurts they say and in this case they are right. You love your friend so much so that you are willing to absorb all the damage from them for a three turns.
Effect: Like I Feel Your Pain, however this skill works on a single character and will last for three turns. May only be used once per fight.
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Posted: Sun Jun 20, 2010 9:19 pm
am I forgetting anything? this is my To-Do list:
[x]Shieldbearer Skills (more?) []Witch Hunter skills []Gunslinger Skills []Combat deletion review []Steal some of Feline's skills?
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Posted: Sun Jun 20, 2010 9:34 pm
On the subject of 'Up for deletion' skills:
Camoflague -why not just put 'Sneak' in the Ranger's skill set?
Sonic Blow -Will try and redo, but with heavy penalties
Cleave -same as above
Battle Cry -...I'm not sure what to do here, if I make it into a skill, it'll be redundant with some others, and if I suggest it go, it'll be lost --perhaps something like 'All others in the area that have this skill get a passive +1 bonus. If nobody else has this skill, nobody gets any bonus, including yourself'
Recovery -I don't know what I'll be able to do with it, but I can try to fix it if you guys think it should stay
Wounds of Glory -same as above
Emergency Recall -A bit vague, but I guess it's savable Smelting -I like the idea, but not the execution. Perhaps an 'enchanter' class (Combat/Spellcasting combo) could be make to expand on this?
Martyr's Reckoning -Shouldn't be too hard to fix, I'll work on it
Owl's Eye -will try to fix
Arrow Crafting -II think it is assumed that you can do this if you can shoot a bow...maybe expand it and keep it in the Ranger section. I'll do that
Arrow Volley -Fixable, but needs restrictions...I'll try
Dual Shot -sounds like Cleave, I'll do the same as that then
Run With the Wind -Poor wording here, but I can fix it
Point Blank Shot -but there was no penalty before...maybe one should be implemented, only to be negated by this skill --e.g. 'Bows may only be used to attack when the target is 10m/10yd. or farther away. If it is closer, a bow may not be used' and then this skill with 'You may ignore the 10m/10yd range limit'
Arrow Vulcan -...I like the idea, I'll try to save it, but no guarantees
Best of Both Worlds -...same as above, I'll try
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