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Posted: Sun Oct 09, 2011 1:05 pm
((RPC Profile: Eno FoiYour Customs Thread: Character has no customs. )) Brawler [ Berserk |Strong | Physical ] History: Throughout time, there was always a large amount of people in a generation who had the uncontainable urge to beat everything in sight to a bloody pulp, with a whirlwind of blows, pain, and suffering. These people could be traced as the first brawlers. Brawlers are the kind of fighters to charge into battle, using their fists as weapons as they have to. The style of ‘just hitting everything’ can be used by a brawler to deadly effect. Able to work as tanks to sponge up damage, as well as versatile hand to hand melee attackers, Brawlers are a strong ally to have, and somebody you do not want to meet in a dark alley.
Description: The physical traits of a Brawler can vary from large, hulking Juggernauts of muscle, to slim, wiry, and agile killers. The only two things present in a Brawler’s build are large amounts of muscle, and a lack of response to pain. There is not a moral requirement to be a Brawler, they can fight with honor or use dirty tricks. Within the past decade or so, Brawlers have finally adapted to the ways of using energy while fighting, and have a select few techniques in which energy is used to be just as destructive as the body.
Rules for the Brawler:
Cannot wear heavy armor Do not feel pain until they are about to die Takes 2 extra posts to learn custom spells and elemental spells.
Stats: + 3 Strength
Weaknesses:
Plus 1 post to learning range skills. Magic costs 1 rank higher to use Wearing heavy armor restricts their movement and is not advised.
Strengths:
Their experience in battle makes them numb to pain, until the point where they can’t fight or they run out of energy. Hand to hand skills take 2 less posts to learn Have a good balance of physical and energy attacks
Learning Limits:
4 Hand to hand styles 3 Weapons styles 1 Range style
Brawler Techniques:NA Brawler Abilities: Head Slap E The user approaches their opponent, and slaps the side of their head with two open palms, this can cause quite a bit of damage, and with enough force, cause the foe’s ears to pop.
Energy Punch E The user reinforces their fist with a small amount of energy, and then punch with it. The user’s fist basically feels like it is made of iron, and can be used to block weapons as well. At most, this can break bones at higher ranks.
Harpoon E The user puts a large amount of force into one quick attack, in which they punch the foe and quickly pull their fist back. This attack has the power to knock somebody of balance, as well as consistently leave a large and painful bruise. What is unique about this skill, as because it doesn’t take much time or effort to perform, it can be used to chain combos between other skills, and does not count to the max number of skills used in a post.
Beef Up D After being hit, a brawler using this skill will recover quickly, and get a rush of energy, tensing up their muscles and preparing again to fight. This skill gives the user plus 1 strength for 3 turns. Requires energy.
Hammer Swing D With all of their might, the user swings their whole arm at the foe, connecting with ghastly forces. If put in the right spot, this can fracture bones, or cause a concussion.
3-punch D The user attacks the foe with three quick punches, looking as if they all came at once. Each of these has just a tad more force than the average punch.
Quake Stomp C The user stomps one the ground, and causes the ground to fly up and make what looks like a miniature mountain range in a straight line in front of the user for roughly 10 yards. The “mountains” a six feet high, and can hurt anybody standing under them at the time, or be used as a wall. Anybody underneath the quake as it starts will feel a horrible jarring pain in their legs as the ground flies up beneath them.
Lance Punch C The user leaps forward as far as they can, and punches the foe in their chest with all of their might. This attack can break bones if put in the right spot, and send a foe flying from the sheer force.
Feral Uppercut C The user gets as close to the foe as possible, and launches a powerful uppercut at the bottom of their jaw. This attack most likely will lift them up a few feet, as well as break a person’s jaw.
Energy Bomber C The user holds both hands close to themselves, making a gesture as if they were holding a basketball with both hands, and begins to create an orb of energy, roughly about the size of a basketball or larger depending on what the user wants. They then push outwards with their hands and fire of the orb of energy which flies at the foe at speeds similar to an arrow. On contact, it explodes violently with a 6 foot radius.
Roaring Fist B The Brawler lets out a blood curdling battle cry, while focusing all of the strength in their body into one punch, enough to punch a hole in a stone wall. This attack can easily send an opponent flying, but as a drawback, it heavily damages the hand used, and if used more than once in quick succession, the knuckles on the hand will break.
Energy Arc B The user creates a small ball of energy in their palm, and throws it at the foe. It arcs and turns however the user pleases, and is about the size of a baseball. The ball doesn’t explode or burn, but rather has insane piercing and pushing power, and acts similar to a drill, boring through walls. If it hits a person that is not wearing armor, it will bore a hole partway into them before it disintegrates.
High Speed Combat A Basically an upgrade of the 3 punch technique, the Brawler launches anywhere from 5 to 7 strikes of any kind in extremely quick intervals, looking like all the attacks came at once. This technique doesn’t add any power to the blows, but it is extremely hard to block every attack. This can alternatively be used to block several attacks coming at the person.
Falling Star A The user launches an uppercut of insane power, and knocks the foe high in the air. The then leap above the foe that is suspended in the air, and performs a double Hammerfist to knock them back down to the ground. Due to the insane strength in the legs and arms used for this technique, it has a 5 post cooldown.
Comet Blitz S The user engulfs themselves in a torrent of energy, and launches themselves in a tackle at the foe. The energy aura around them gives them temporary ability to fly, as well as extreme speed. A foe hit by this technique will experience horrible bruises and burns.
-Class Created by Crimsondot
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Posted: Sun Oct 09, 2011 3:14 pm
It's too similar to berserker. I'm not saying it's an exact copy, but I don't think I can approve this.
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Posted: Sun Oct 09, 2011 4:02 pm
Incubus Shane It's too similar to berserker. I'm not saying it's an exact copy, but I don't think I can approve this. In my eyes, it seems pretty different. They both use melee attacks, but Berserkers rely on their final form, while these guys just fight it out and use energy attacks. Is it the immune to pain thing that makes them seem to similar? Because I was debating taking that out or not.
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Posted: Sun Oct 09, 2011 4:09 pm
Crimsondot Incubus Shane It's too similar to berserker. I'm not saying it's an exact copy, but I don't think I can approve this. In my eyes, it seems pretty different. They both use melee attacks, but Berserkers rely on their final form, while these guys just fight it out and use energy attacks. Is it the immune to pain thing that makes them seem to similar? Because I was debating taking that out or not. Take out the part of being immune to pain and instead add something else that will make it diverse. Something that will make it so that it isn't a copy+paste of the berserkers. And plus, there are tons of hand-to-hand classes, as well, so I may not approve it regardless. >< But if you can make the addition interesting enough, I may consider.
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Posted: Sun Oct 09, 2011 4:31 pm
Crimsondot ((RPC Profile: Eno FoiYour Customs Thread: Character has no customs. )) Brawler [ Berserk |Strong | Physical ] History: Throughout time, there was always a large amount of people in a generation who had the uncontainable urge to beat everything in sight to a bloody pulp, with a whirlwind of blows, pain, and suffering. These people could be traced as the first brawlers. Brawlers are the kind of fighters to charge into battle, using their fists as weapons as they have to. The style of ‘just hitting everything’ can be used by a brawler to deadly effect. Able to work as tanks to sponge up damage, as well as versatile hand to hand melee attackers, Brawlers are a strong ally to have, and somebody you do not want to meet in a dark alley.
Description: The physical traits of a Brawler can vary from large, hulking Juggernauts of muscle, to slim, wiry, and agile killers. The only thing present in a Brawler’s build are large amounts of muscle. There is not a moral requirement to be a Brawler, they can fight with honor or use dirty tricks. Within the past decade or so, Brawlers have finally adapted to the ways of using energy while fighting, and have a select few techniques in which energy is used to be just as destructive as the body. Every Brawler has another class they are adept at fighting against, it may even be other Brawlers. When up against this foe, Brawlers seem to be more cunning, like they know every trick in their foes book.
Rules for the Brawler:
Cannot wear heavy armor Once a Chosen Foe is picked, it cannot be changed Takes 2 extra posts to learn custom spells and elemental spells.
Stats: + 3 Strength
Weaknesses:
Plus 1 post to learning range skills. Magic costs 1 rank higher to use Wearing heavy armor restricts their movement and is not advised.
Strengths:
On creation, the Brawler chooses one class they are skilled at fighting against, and when they fight a foe of that class, they gain 1/1 as long as they keep fighting that foe. This stacks if they fight more than on of their Chosen Foe. Hand to hand skills take 2 less posts to learn Have a good balance of physical and energy attacks
Learning Limits:
4 Hand to hand styles 3 Weapons styles 1 Range style
Brawler Techniques:NA Brawler Abilities: Head Slap E The user approaches their opponent, and slaps the side of their head with two open palms, this can cause quite a bit of damage, and with enough force, cause the foe’s ears to pop.
Energy Punch E The user reinforces their fist with a small amount of energy, and then punch with it. The user’s fist basically feels like it is made of iron, and can be used to block weapons as well. At most, this can break bones at higher ranks.
Harpoon E The user puts a large amount of force into one quick attack, in which they punch the foe and quickly pull their fist back. This attack has the power to knock somebody of balance, as well as consistently leave a large and painful bruise. What is unique about this skill, as because it doesn’t take much time or effort to perform, it can be used to chain combos between other skills, and does not count to the max number of skills used in a post.
Beef Up D After being hit, a brawler using this skill will recover quickly, and get a rush of energy, tensing up their muscles and preparing again to fight. This skill gives the user plus 1 strength for 3 turns. Requires energy.
Hammer Swing D With all of their might, the user swings their whole arm at the foe, connecting with ghastly forces. If put in the right spot, this can fracture bones, or cause a concussion.
3-punch D The user attacks the foe with three quick punches, looking as if they all came at once. Each of these has just a tad more force than the average punch.
Quake Stomp C The user stomps one the ground, and causes the ground to fly up and make what looks like a miniature mountain range in a straight line in front of the user for roughly 10 yards. The “mountains” a six feet high, and can hurt anybody standing under them at the time, or be used as a wall. Anybody underneath the quake as it starts will feel a horrible jarring pain in their legs as the ground flies up beneath them.
Lance Punch C The user leaps forward as far as they can, and punches the foe in their chest with all of their might. This attack can break bones if put in the right spot, and send a foe flying from the sheer force.
Feral Uppercut C The user gets as close to the foe as possible, and launches a powerful uppercut at the bottom of their jaw. This attack most likely will lift them up a few feet, as well as break a person’s jaw.
Energy Bomber C The user holds both hands close to themselves, making a gesture as if they were holding a basketball with both hands, and begins to create an orb of energy, roughly about the size of a basketball or larger depending on what the user wants. They then push outwards with their hands and fire of the orb of energy which flies at the foe at speeds similar to an arrow. On contact, it explodes violently with a 6 foot radius.
Roaring Fist B The Brawler lets out a blood curdling battle cry, while focusing all of the strength in their body into one punch, enough to punch a hole in a stone wall. This attack can easily send an opponent flying, but as a drawback, it heavily damages the hand used, and if used more than once in quick succession, the knuckles on the hand will break.
Energy Arc B The user creates a small ball of energy in their palm, and throws it at the foe. It arcs and turns however the user pleases, and is about the size of a baseball. The ball doesn’t explode or burn, but rather has insane piercing and pushing power, and acts similar to a drill, boring through walls. If it hits a person that is not wearing armor, it will bore a hole partway into them before it disintegrates.
High Speed Combat A Basically an upgrade of the 3 punch technique, the Brawler launches anywhere from 5 to 7 strikes of any kind in extremely quick intervals, looking like all the attacks came at once. This technique doesn’t add any power to the blows, but it is extremely hard to block every attack. This can alternatively be used to block several attacks coming at the person.
Falling Star A The user launches an uppercut of insane power, and knocks the foe high in the air. The then leap above the foe that is suspended in the air, and performs a double Hammerfist to knock them back down to the ground. Due to the insane strength in the legs and arms used for this technique, it has a 5 post cooldown.
Comet Blitz S The user engulfs themselves in a torrent of energy, and launches themselves in a tackle at the foe. The energy aura around them gives them temporary ability to fly, as well as extreme speed. A foe hit by this technique will experience horrible bruises and burns.
-Class Created by Crimsondot Took out the immunity to pain, and added a Chosen Foe system. I dunno if that's unique enough, but that's my best shot.
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Posted: Sat Oct 15, 2011 2:21 pm
Ugh, sorry for not replying in so long. I forgot about this entirely.
I'm sorry, but I have to deny it. There are too many classes like it already. It's just not... unique.
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Posted: Thu Jan 26, 2012 7:47 pm
Ladies and Gentlemen, It is time to reconsider a class that was once proposed, and then lost: The Cleric. *Dr. Weird voice* BEHOLD!

Cleric: A being of the Light and sworn to his/her god/goddess, these people exist to bring wrath to the beings of darkness, and mostly to heal their allies or bless them.
Cleric Rules:
Must have a religion. Can use only maces, shields, or staves Restricted to medium or light armor. Staves constitute as having a hand open for focusing spells, but cannot attack or parry while focusing. Cannot block with a shield while focusing spells. Cannot be an Anima, Meacha, Anima Meacha, Nightmare, Ghoul, or Vampire. Inheritantly evil races will be added to this list as they appear. Cannot be Vesitors (Sorry...hardened shell clerics = too OP.)
Strengths: Highly Intelligent (+25% to base energy pool) Most Efficient Healers in Rykros Can summon a divine shield to block magical attacks Can use a physical shield to block physical attacks Efficient vs Dark Beings (+1 Rank to dmg when attacking Dark) Can Bless his/her allies during combat Can restore other's Energy (Hear me out on this, see ability list)
Weaknesses:Not an average strong class (-1/-1, -1/-2 when using a shield) Most vulnerable in close combat (+1 rank damage taken from all physical attacks) Costs 25% more energy to self-heal or self-bless, unless specifically stated Only usable physical shields are 2' tall by 1' wide, and cannot cover entire body; therefore if two attacks are coming from different directions, one will be taken unless Cleric is using mace and shield. Going against the Cleric's religion in any way (Attacking followers of the same god or goddess) causes the cleric to be an outcast for 15 posts, her abilities faded and +1 rank damage taken from all shadow skills. Can repent before 15 posts by 5 posts of focusing at a shrine located in the Cleric's home nation's temple.
Class Skills
Heal: Rank E This classic heal simply heals damage proportional to the Cleric's rank, and requires energy proportional to the Cleric's rank too. Can heal for less than the Cleric's current rank, which requires as much energy as the rank of damage healed. Healing for lower damage does not reduce post CD, which is 3.
Bolt of Judgement: Rank E Classic bolt, deals damage proportional to Cleric's rank, and one rank higher damage to all Dark or Unholy beings. 5 Post Cooldown.
Sense Darkness: Rank E The Cleric, when making visual contact with a Dark Being, can sense their element, aura color, aura size, and rank.
Flicker of Light: Rank E The cleric can summon a small piece of light in her hand to illuminate the space within a foot of her to banish all darkness (unless impenetrable or transmuted). Lasts three posts, cooldown of five posts.
Self Heal: Rank D Can only target self and heals for rank damager or lower, but this heal actually works for normal energy cost despite the fact it's a self-heal. 7 post CD. Blessing of Energy: Rank D The Cleric grants an ally or herself the blessing of energy, restoring 5% of the target's total energy each post for 5 posts. Cannot be used in combat, 10 post CD.
Divine Justice: Rank D The Cleric shrouds her weapon in light, swinging it at the target and dealing damage proportional to her rank. One rank higher damage to dark or unholy beings. 3 post cooldown, melee range.
Divine Shield: Rank D A shield forms either over the Cleric's physical shield or weapon, or over the Cleric's forearm if he/she does not have a shield equipped with a 1H weapon. Shatters upon any purely or partly physical attack, or absorbs attacks based on damage in relation to rank:
Damage 2 or more ranks under you: 20% damage to shield Damage 1 rank underneath you: 33% damage to shield Damage Equal to your Rank: 50% damage to shield Damage 1 Rank above you: 75% damage to shield (and next attack of this rank does -1 to you) Damage 2 Ranks or Above you: Instant-shatter.
Energy Conversion: Rank C Can offer an ally her energy, drawing out up to 20% of her energy base in one post to re-energize an ally. Costs half of what she gives as energy cost. (Example: 20% base energy given to ally costs 30% of her energy over all. Use this wisely if it gets approved, Clerics!)
Blessing of Strength: Rank C The Cleric imbues one of her allies or herself with +1 str for 3 posts. Cannot stack with blessing of Speed. 5 Post CD.
Blessing of Speed: Rank C The Cleric imbues one of her allies or herself with +1 speed for 3 posts. Cannot stack with Blessing of Strength. 5 Post CD.
Holy Light: Rank B The Cleric heals the target for a rank above her current rank, but for her current rank's energy cost. Can also be used as a nuke against an enemy for same proportionate damage. 1 post charge, 6 post cooldown.
Twin Heals: Rank B The Cleric heals two targets proportional to her rank or lower if she chooses, costing the cleric 150% energy of a heal proportional to her rank if she targets two others, or 200% energy if one of the targets is herself. 7 post CD, 1 post charge.
Banish Fear: Rank B The Cleric imbues her ally or herself with courage, banishing all fear counters and fear status. 8 post Cooldown.
Deluge of Light: Rank A One of the Cleric's mightiest spells, it takes four posts to charge. If the charge is successful, all allies (NPC and RPC) in the area are healed for the clerics rank and all enemies take Rank C damage (+1 rank if Dark). All allies statuses go back to healthy (cures poison, disease, fear). 15 Post Cooldown. 15% increased energy cost since it's a partial self heal.
Turn Darkness: Rank A Causes a single Dark being to run away from the Cleric and her allies in fear for up three posts, the affected character gaining a +1 speed bonus to dodge as he's in an adrenalish rush of fear and rolling a D20 each post to see if he breaks fear:
First post: 16 or higher breaks fear immediately. Second Post: 11 or higher roll breaks fear. Third Post: 6 or Higher breaks fear. Fear breaks *after* third post if roll fails.
Blessing of Regeneration: Rank A The Cleric bestows upon an ally or herself regeneration, the target being healed of rank E damage for five posts. Five post cooldown.
Reviviscence: Rank S Returns a soul to the body of a slain target, but the target is left drained of energy and cannot move for three posts. Usable in combat....but not wise as it takes 3 posts to charge, and has a 20 post cooldown.
Purification of the Soul: Rank SS Completely heals a target, and removes all irregular statuses. 4 post charge, 15 post cooldown.
Self-Revive: Rank SSS The Cleric has now becoming the Champion of his or her religion, the god or goddess blessing the Cleric to come back to life when she dies again. It takes 5 posts of walking around as a spirit, and then a new body (but identicaly in looks and age) is found for the cleric in her starting nation (to make sure that nobody tries to revive mid-combat and just get back to heals. If you're dead in combat....you're dead. Period.). 20 post cooldown, and can only be used once or one more time for each RPC resurrected.
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Posted: Fri Jan 27, 2012 3:54 pm
There are some things that need to change with this. 1) Get rid of the "can restore others energy" and the "Energy conversion" skill. There is already a bloodline that does that, we don't need a class doing that. 2) Get rid of "Self-Revive" and "Reviviscence" and "Flicker of Light".
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Posted: Fri Jan 27, 2012 4:37 pm
_Manpish_ There are some things that need to change with this. 1) Get rid of the "can restore others energy" and the "Energy conversion" skill. There is already a bloodline that does that, we don't need a class doing that. 2) Get rid of "Self-Revive" and "Reviviscence" and "Flicker of Light".
I'm willing to get rid of the restore Energy. I thought that'd be a neat trick as I am trying to make it so that Clerics will actually have problems with overall energy. If they've only got so much energy...then they won't really be able to store one's energy without seriously crippling their abilities. OOM, know what I mean? Would an energy cost increase make this ability work?
Self-Revive, yes I can take it out.
Reviviscence and Flicker of Light....sorry Manpish, but I'm appealing these to a VC or higher. Reviving and summoning light is just what a frikkin healer does. I'm willing to increase their ranks so that they learn them at a later time, but it's just silly to me to think of a being of the light that frankly can't summon light (It's a foot of light with no damage, a CD of 5 posts, and duration of 3...seriously?). And it's silly to think of a primary healing class (With 3 damaging abilities TOTAL, mind you) not having the best heals and a revive. You pretty much can't kill anything with a cleric alone. Also, we can tweak Reviviscence, but I'd highly recommend to keep it in, even if it becomes SSS.
That means that I will need suggestions for more skills if these are being taken out.
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Posted: Fri Jan 27, 2012 4:48 pm
Verideathul _Manpish_ There are some things that need to change with this. 1) Get rid of the "can restore others energy" and the "Energy conversion" skill. There is already a bloodline that does that, we don't need a class doing that. 2) Get rid of "Self-Revive" and "Reviviscence" and "Flicker of Light". I'm willing to get rid of the restore Energy. I thought that'd be a neat trick as I am trying to make it so that Clerics will actually have problems with overall energy. If they've only got so much energy...then they won't really be able to store one's energy without seriously crippling their abilities. OOM, know what I mean? Would an energy cost increase make this ability work? Self-Revive, yes I can take it out. Reviviscence and Flicker of Light....sorry Manpish, but I'm appealing these to a VC or higher. Reviving and summoning light is just what a frikkin healer does. I'm willing to increase their ranks so that they learn them at a later time, but it's just silly to me to think of a being of the light that frankly can't summon light (It's a foot of light with no damage, a CD of 5 posts, and duration of 3...seriously?). And it's silly to think of a primary healing class (With 3 damaging abilities TOTAL, mind you) not having the best heals and a revive. You pretty much can't kill anything with a cleric alone. Also, we can tweak Reviviscence, but I'd highly recommend to keep it in, even if it becomes SSS. That means that I will need suggestions for more skills if these are being taken out. 1) no restore energy, just no. 2) take self-revive out. 3) I'm willing to keep both those techniques if you change both of them. there is no need to go to a VC or higher about any of this s**t. I'm in charge of this area, and if you wont cooperate with a normal crew member then you might as well not submit anything at all. I could just flat out deny your class because you wont hear me out, and instead try to go above my head. Now you can revise the skills and submit them again for me to look over. or remove them.
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Posted: Fri Jan 27, 2012 5:54 pm
Of course, my apologies. I will get to changing them soon. What do you want to see changed about the two abilities? I can move flicker of light to C or B rank, but S rank is pretty high and that's where Reviviscence is already. Is it number of charge posts?
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Posted: Fri Jan 27, 2012 6:04 pm
Verideathul Of course, my apologies. I will get to changing them soon. What do you want to see changed about the two abilities? I can move flicker of light to C or B rank, but S rank is pretty high and that's where Reviviscence is already. Is it number of charge posts? Move "flicker of light" up to B-rank and change it how you see fit. I'll look over it again once that's done. Reviviscence should be SSS-rank or even SSSS-rank... hell it should take all your energy or even your own soul... Cause my only rule in this case is that the skill follows "equivalent exchange". And equivalent exchange for a soul would be another soul, not a large amount of energy.... This skill is still being thought about.
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Posted: Fri Jan 27, 2012 6:07 pm
A suggestion on the resurrecting skill:
have a MUCH longer cooldown, pop it up to SS or SSS and roll a die for if it succeeds or fails.
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Posted: Fri Jan 27, 2012 6:13 pm
Okay. As a reminder, this is not my thread. What I say her is solely my opinion, and Pish has the final say.
First, Verideathul, I want to make it clear to you that when you submit a custom article anywhere, it is your responsibility to find middle ground with the crew member/s who is/are handling your custom and to be willing to offer compromise and alternatives from post one. Believe me when I say that I understand the work we do and things we make are important to us, but it is equally important to remember that a class and its skills impact the entire Guild and RP world; sometimes drastically. The crew members who work the customs threads do so because they have our confidence, and are to be considered the authority of the thread. Under only one two circumstances is it permissible to appeal to a VC or Captain, and neither of those include a knee jerk reaction. Doing so otherwise is simply rude and communicates a lack of faith in the crew member and an expectation of entitlement.
Now, to be redundant, the following is my opinion of the class skills in question in no particular order.
Blessing of Energy: Rank D The Cleric grants an ally or herself the blessing of energy, restoring 5% of the target's total energy each post for 5 posts. Cannot be used in combat, 10 post CD. If a target regaining energy becomes engaged in combat, this bonus should end. Additionally, the Cleric should pay an energy cost equal to the target's rank instead of Rank D, since this skills benefits vary greatly depending on rank.
Reviviscence: Rank S Returns a soul to the body of a slain target, but the target is left drained of energy and cannot move for three posts. Usable in combat....but not wise as it takes 3 posts to charge, and has a 20 post cooldown. Reviscience should wind the Cleric for two rounds after use. "Winded" makes the Cleric unable to use skills above D, but permits them the ability to walk (no running or acrobatic stuff) and defend themselves. It's energy consumption should also be determined by the Rank of the target multiplied by two, PLUS the skill's rank. Hefty, but such should be the price.
Blessing of Regeneration: Rank A The Cleric bestows upon an ally or herself regeneration, the target being healed of rank E damage for five posts. Five post cooldown. Regeneration is a skill that needs to have its cost paid each post. Besides that, this one's alright by me.
Self-Revive: Rank SSS The Cleric has now becoming the Champion of his or her religion, the god or goddess blessing the Cleric to come back to life when she dies again. It takes 5 posts of walking around as a spirit, and then a new body (but identicaly in looks and age) is found for the cleric in her starting nation (to make sure that nobody tries to revive mid-combat and just get back to heals. If you're dead in combat....you're dead. Period.). 20 post cooldown, and can only be used once or one more time for each RPC resurrected. Denied, but I think we all agree on that.
Energy Conversion: Rank C Can offer an ally her energy, drawing out up to 20% of her energy base in one post to re-energize an ally. Costs half of what she gives as energy cost. (Example: 20% base energy given to ally costs 30% of her energy over all. Use this wisely if it gets approved, Clerics!) It's not possible to give someone more energy than you are losing. The skill itself isn't a bad idea, but if that's your plan this should be a direct siphon. They gain as much energy as you give them, and you lose it in turn
Flicker of Light: Rank E The cleric can summon a small piece of light in her hand to illuminate the space within a foot of her to banish all darkness (unless impenetrable or transmuted). Lasts three posts, cooldown of five posts. I'd recommend changing this skill's ability to "banish" darkness to the ability to cut through and see through any natural darkness. Once you move the light away, the darkness remains. You can't banish the dark as it is a dependent opposite of light. That being said...
If you want another an SS Rank skill, how about Staff of Light? Standard skill cost grants you a staff that pushes back natural darkness over a much vaster range (say 10 feet or so), and then by paying DOUBLE that, you have the ability to dispel magical/unnatural darkness as the staff is divine light.
Just a thought. And while I understand some of these skill costs may seem steep, remember that if you have the ability to regenerate energy, it should be.
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