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Posted: Fri Jan 27, 2012 7:39 pm
Verideathul 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 SkillsCure Poison: Rank E Cleric cures a poison in her target that is equal to or lower than her rank. 3 post CD. 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. 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. 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. Twin Heals: Rank C 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. Flicker of Light: Rank B The cleric can summon a small piece of light in her hand to illuminate the space within a foot of her to cut through and see all darkness (unless impenetrable or transmuted). Lasts three posts, cooldown of five posts. Changed Rank/Text of wordsHoly 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. 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 C damage for five posts. Five post cooldown. Have to pay A rank energy each post to maintain regeneration. Upped healing amount due to increased cost skill. Can lower regeneration again if need be.Staff of Light: Rank S This skill grants the Cleric a staff of light, pushing back all natural darkness over 10 feet or paying double energy cost to push back all unnatural darkness. Staff lasts 3 posts, 12 post CD. Reviviscence: Rank SS 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 4 posts to charge, and has a 3 IRL day cooldown. 500 Energy cost, leaves Cleric "winded" for 2 rounds, where cleric cannot run or do acrobatics but can defend. Made modificationsPurification of the Soul: Rank SSS Completely heals a target, and removes all irregular statuses. 4 post charge, 15 post cooldown.
Put in Cure Poison:Rank E and Staff of Light: Rank S. Changed Flicker of Light, Regeneration, Revive, and a few other ability's ranks to even it all out. Ready for review B)
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Posted: Sat Sep 29, 2012 11:41 am
((This is my first time creating a class, so i realize that some skills and ranks may not match up. Please correct and tell me of any corrections on the skills.Also, if you have any ideas for other skills, feel free to add them.)) RPC Profile: waiting until the class is approved first Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?t=23342823&_gaia_t_=1272&page=lastRogues [ The Agile | The Hidden | The Killers ] rogues Stats:+ strength 0 + speed 3
History: Ever since there has been man, there has been need for murder. Rogues are some of the best suited killing machines in the world, designed for specific speed and effectiveness. Many are cold hearted assassins, and will slaughter an entire village for the right price. This class is perhaps the most specialized in DoTs and sneak attacks.
Description: Rogues are the sneakiest class of any. They are very tactical, and renowned for their light weapon and gun skill. Those wishing to capture a rogue should just consider defeat.
Strengths: The stealthiest class very agile, quick reflexes very adept poisoners
Weaknesses: can wear medium armor at the most can't wield two handed weapons, aside from bows can't use shields doesn't fight groups very well must be very crafty during open confrontations to survive
Learning Limits: 4 light-medium weapons 3 hand to hand 3 long ranged (no big guns, bows are allowed)
Rules/Restrictions: Cannot be an exceedingly tall or heavy bloodline.
Skills:
Concealment RANK: D-SSS perhaps the main skill that defines the rogue. Using their energy to bend the light around them, the rogue can hide themself. However, it is an extremely tough skill to master and it won't be until later ranks that you can move around without cover. Trainee rank: Not very good at this, needs a lot of cover.-3 speed penalty Journeymen: Better, needs moderate cover-2 speed penalty Expert: Adept at this, needs small cover-1 speed penalty Master: Skilled at this, needs almost no cover as long as it is fairly dark. No speed penalty hero/legend: can sneak about in broad daylight with almost no cover.
Minor poison RANK D the rogue can create minor poisons from their energythat do E ranked poison damage for 4 posts
Black Powder RANK D you pull a small amount of powder from your pockets. By imbuing energy into the powder, you give it special qualities. When this powder is thrown on the ground, it envelops the room in sheer darkness. A skill later on in the class will allow you to see through the darkness.
Acid spit RANK C (or B i cant decide) A skill where the rogue imbues a strong acidic energy into their spit. This gives the spit capabilities to eat through up to iron. If the spit lands on flesh, it will feel as if that area is literally on fire. Even when removed, it can still leave nasty scars.
Twisting rend RANK C (or B) First, the rogue lands a stab. Then, they twist their dagger and pull it out very forcefully, causing a major wound of C rank damage until healed
Sword parry RANK D-A even though rogues are focused primarily in stealth, there are times when they have to resort to melee combat. This is something that can be used to parry strong attacks even with daggers as small as throwing knives
SurgicalEye Passive once learned (rank B) this eye allows the rogue to practically see a victims organs, veins and arteries, and main nervous system. Used for extremely strategical assassinations. Also allows you to see through black powder
Flash bombs Rank C a container filled with flash powder, and a pin on the top. After three seconds of pulling a pin, the bomb will detonate. While it does no damage, it will blind and disorient an enemy for 1 post. For C rank, it will blind and disorient them for two posts.
illusional appearance RANK C Sometimes, an rogue will have the need to blend in with the crowd. Using this technique, they change their appearance. Hair color, clothing, etc. however, the texture of their clothing, etc. does not change. it simply looks different.
Jugular hold RANK B this skill puts a target to sleep. By pinching their jugular vein and pumping energy into it, it stops the flow of oxygen to the brain and knocks them out. Only useable if a target is unaware of your presence. Useful for taking out guards or capturing a target alive.
360 vision RANK B the user uses energy to grant them the ability to see a 360 view around them for 5 posts. 3 post cooldown
Moderate Poison RANK B The rogue can now create poisons from their energy that cause C ranked damage per post until cured.
Killing frenzy RANK B The rogue's adrenaline starts pumping through their veins, and they use their energy to intensify the effects. For the next five posts, the rogue has a speed bonus of +2
Wall climb RANK D The rogue imbues energy into their feet, and can run up walls. This skill can also be used on your hands and feet, to climb in a spider like fashion.
Cloak Float RANK C The rogue first jumps off a high building. They then imbue energy into the long, more fluttery parts of their cloak. This causes them to expand, and catch the wind. This will slow the assassins descent much like a parachute. Useful for making quick escapes from high places.
Backstab RANK (your characters rank) The most simple skill of a rogue. However, your opponent must be unaware that your character is there. It's a simple stab in the back, aimed at the opponent's vital points. It does double the damage of your current rank. If using a dagger, the dagger can even slip into armor.
Life force suppression RANK A This is perhaps one of the most vital skills of a rogue. This skill allows a rogue to supress their energy and life force, hiding them from people that can see them that way. However, using skills in this state takes 1.5x the energy cost, and will send off a flare of your energy that will allow enemies to see you that way to pinpoint your location at the time of the skill was used.
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Posted: Sat Sep 29, 2012 12:54 pm
Overall comments/suggestions: Organize the moves in ranks, I wish to see them in order of E D C B A S SS SSS Love the ideas, keep working on them. CDs for everything please. Flesh out the relationship between a rogue and poisons as it seems that rogues have some kind of natural poison creating/poison using abilities...maybe even make their blood poison *shrugs* Add abilities that cause extra damage if the opponent has not yet seen the rogue or the rogue is behind that person in order to give the rogue an edge in combat from the get-go as long as he/she is smart. razieltheprince ((This is my first time creating a class, so i realize that some skills and ranks may not match up. Please correct and tell me of any corrections on the skills.Also, if you have any ideas for other skills, feel free to add them.)) RPC Profile: waiting until the class is approved first Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?t=23342823&_gaia_t_=1272&page=lastRogues [ The Agile | The Hidden | The Killers ] rogues Stats:+ strength 0 + speed 3
History: Ever since there has been man, there has been need for murder. Rogues are some of the best suited killing machines in the world, designed for specific speed and effectiveness. Many are cold hearted assassins, and will slaughter an entire village for the right price. This class is perhaps the most specialized in DoTs and sneak attacks.
Description: Rogues are the sneakiest class of any. They are very tactical, and renowned for their light weapon and gun skill. Those wishing to capture a rogue should just consider defeat.
Strengths: The stealthiest class very agile, quick reflexes very adept poisoners
Weaknesses: can wear medium armor at the most can't wield two handed weapons, aside from bows can't use shields doesn't fight groups very well must be very crafty during open confrontations to survive
Learning Limits: 4 light-medium weapons 3 hand to hand 3 long ranged (no big guns, bows are allowed)
Rules/Restrictions: Cannot be an exceedingly tall or heavy bloodline.
Skills:
Concealment RANK: D-SSS perhaps the main skill that defines the rogue. Using their energy to bend the light around them, the rogue can hide themself. However, it is an extremely tough skill to master and it won't be until later ranks that you can move around without cover. Trainee rank: Not very good at this, needs a lot of cover.-3 speed penalty Journeymen: Better, needs moderate cover-2 speed penalty Expert: Adept at this, needs small cover-1 speed penalty Master: Skilled at this, needs almost no cover as long as it is fairly dark. No speed penalty hero/legend: can sneak about in broad daylight with almost no cover.
We should find a way to flesh this out a little more -- I'd say that it needs a CD, should not be able to used in combat, and maybe even try a duration instead of a speed penalty.
Minor poison RANK D the rogue can create minor poisons from their energy that do E ranked poison damage for 4 posts Let's go ahead and make this C rank with a CD please. Also, how exactly does the poison form? It seems like a Creation-type ability from the Reapers. Keep in mind that Jackie's already working on a poison list as well ^.^
Black Powder RANK D you pull a small amount of powder from your pockets. By imbuing energy into the powder, you give it special qualities. When this powder is thrown on the ground, it envelops the room in sheer darkness. A skill later on in the class will allow you to see through the darkness.
So are you saying that any powder can be used to fuel this ability? Also, I'd like a cooldown please.
Acid spit RANK C (or B i cant decide) A skill where the rogue imbues a strong acidic energy into their spit. This gives the spit capabilities to eat through up to iron. If the spit lands on flesh, it will feel as if that area is literally on fire. Even when removed, it can still leave nasty scars.
How does the spit not burn the rogue's mouth or burn through flesh if it can eat through armor? I like the ability, but it just seems to be Creation-like as well. CD please.
Twisting rend RANK C (or B) First, the rogue lands a stab. Then, they twist their dagger and pull it out very forcefully, causing a major wound of C rank damage until healed
I'm sorry, but I cannot let a permanent bleed of that magnitude be passed. Please give it a duration and a cooldown.
Sword parry RANK D-A even though rogues are focused primarily in stealth, there are times when they have to resort to melee combat. This is something that can be used to parry strong attacks even with daggers as small as throwing knives
Strength is required to block. How is this going to work in terms of throwing knife vs large weapon and the fact that rogues have no bonuses to strength?
SurgicalEye Passive once learned (rank B) this eye allows the rogue to practically see a victims organs, veins and arteries, and main nervous system. Used for extremely strategical assassinations. Also allows you to see through black powder
Technically,this ability gives the rogue the ability to see through "darkness" as Black powder is darkness. I don't exactly know what you mean by "extremely strategical assassinations" as you'd have to get down all of the opponent's health first before killing them, but I like the concept of the skill...let's flesh this out a bit more with a CD, duration, and say what it can and cannot see through.
Flash bombs Rank C a container filled with flash powder, and a pin on the top. After three seconds of pulling a pin, the bomb will detonate. While it does no damage, it will blind and disorient an enemy for 1 post. For C rank, it will blind and disorient them for two posts.
This occurs only if the opponent is looking at is, yes? and is the rogue damaged from it as it's only 3 seconds? Seems like it might not get far enough. CD too please
illusional appearance RANK C Sometimes, an rogue will have the need to blend in with the crowd. Using this technique, they change their appearance. Hair color, clothing, etc. however, the texture of their clothing, etc. does not change. it simply looks different.
Love the idea, let's just flesh it out more with a CD, duration, and *how* it looks different.
Jugular hold RANK B this skill puts a target to sleep. By pinching their jugular vein and pumping energy into it, it stops the flow of oxygen to the brain and knocks them out. Only useable if a target is unaware of your presence. Useful for taking out guards or capturing a target alive.
I'm sorry, but I cannot allow this to pass. Period. It's an instant knockout when fights are supposed to be of a decent duration.
360 vision RANK B the user uses energy to grant them the ability to see a 360 view around them for 5 posts. 3 post cooldown
Neat idea, but how does this work RP wise if the rogue only has two eyes?
Moderate Poison RANK B The rogue can now create poisons from their energy that cause C ranked damage per post until cured.
Once again, I cannot allow a permanent "bleed" or in this case, "poison" of this magnitude to pass. Please give it a CD.
Killing frenzy RANK B The rogue's adrenaline starts pumping through their veins, and they use their energy to intensify the effects. For the next five posts, the rogue has a speed bonus of +2
CD please.
Wall climb RANK D The rogue imbues energy into their feet, and can run up walls. This skill can also be used on your hands and feet, to climb in a spider like fashion.
I like it -- just give it a duration please and CD please, and be aware of the running distance limits for any given character smile
Cloak Float RANK C The rogue first jumps off a high building. They then imbue energy into the long, more fluttery parts of their cloak. This causes them to expand, and catch the wind. This will slow the assassins descent much like a parachute. Useful for making quick escapes from high places.
Perfect. Let's give it a CD once the person lands, and do keep in mind that it will be obvious in a nation's main city if he falls into a crowd.
Backstab RANK (your characters rank) The most simple skill of a rogue. However, your opponent must be unaware that your character is there. It's a simple stab in the back, aimed at the opponent's vital points. It does double the damage of your current rank. If using a dagger, the dagger can even slip into armor.
See suggested abilities below.
Life force suppression RANK A This is perhaps one of the most vital skills of a rogue. This skill allows a rogue to supress their energy and life force, hiding them from people that can see them that way. However, using skills in this state takes 1.5x the energy cost, and will send off a flare of your energy that will allow enemies to see you that way to pinpoint your location at the time of the skill was used.
Let's go with a CD and a duration, perhaps one that can be extended by putting in A rank energy every x amount of posts.
Suggested Abilities Assassin's Tact C rank Passive All attacks done by a rogue from behind an opponent are increased by 1 rank in power with the exception of backstab. Backstab B rank If the opponent is completely unaware of the rogue, the rogue can perform an armor piercing move from behind that causes damage +2 ranks higher than the rank of the assassin. Skills hindering an opponent's speed -- if the opponent outranks the assassin in speed, the assassin will most likely be outranked in strength too.
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Posted: Sun Oct 07, 2012 7:44 am
Verideathul Overall comments/suggestions: Organize the moves in ranks, I wish to see them in order of E D C B A S SS SSS Love the ideas, keep working on them. CDs for everything please. Flesh out the relationship between a rogue and poisons as it seems that rogues have some kind of natural poison creating/poison using abilities...maybe even make their blood poison *shrugs* Add abilities that cause extra damage if the opponent has not yet seen the rogue or the rogue is behind that person in order to give the rogue an edge in combat from the get-go as long as he/she is smart. razieltheprince ((This is my first time creating a class, so i realize that some skills and ranks may not match up. Please correct and tell me of any corrections on the skills.Also, if you have any ideas for other skills, feel free to add them.)) RPC Profile: waiting until the class is approved first Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?t=23342823&_gaia_t_=1272&page=lastRogues [ The Agile | The Hidden | The Killers ] rogues Stats:+ strength 0 + speed 3
History: Ever since there has been man, there has been need for murder. Rogues are some of the best suited killing machines in the world, designed for specific speed and effectiveness. Many are cold hearted assassins, and will slaughter an entire village for the right price. This class is perhaps the most specialized in DoTs and sneak attacks.
Description: Rogues are the sneakiest class of any. They are very tactical, and renowned for their light weapon and gun skill. Those wishing to capture a rogue should just consider defeat.
Strengths: The stealthiest class very agile, quick reflexes very adept poisoners
Weaknesses: can wear medium armor at the most can't wield two handed weapons, aside from bows can't use shields doesn't fight groups very well must be very crafty during open confrontations to survive
Learning Limits: 4 light-medium weapons 3 hand to hand 3 long ranged (no big guns, bows are allowed)
Rules/Restrictions: Cannot be an exceedingly tall or heavy bloodline.
Skills:
Concealment RANK: D-SSS perhaps the main skill that defines the rogue. Using their energy to bend the light around them, the rogue can hide themself. However, it is an extremely tough skill to master and it won't be until later ranks that you can move around without cover. Trainee rank: Not very good at this, needs a lot of cover.-3 speed penalty Journeymen: Better, needs moderate cover-2 speed penalty Expert: Adept at this, needs small cover-1 speed penalty Master: Skilled at this, needs almost no cover as long as it is fairly dark. No speed penalty hero/legend: can sneak about in broad daylight with almost no cover. After exiting sneak mode there is a 15 post cooldown
We should find a way to flesh this out a little more -- I'd say that it needs a CD, should not be able to used in combat, and maybe even try a duration instead of a speed penalty. ((ill add a lengthy cooldown and that it can't be used in combat, but i think the speed penalty should stay vs. duration))
Black Powder RANK D you pull a small amount of powder from your pockets. By imbuing energy into the powder, you give it special qualities. When this powder is thrown on the ground, it envelops the room in sheer darkness. A skill later on in the class will allow you to see through the darkness. any powder will work for this skill, and it has a 10 post cooldown
Sword parry RANK D-A even though rogues are focused primarily in stealth, there are times when they have to resort to melee combat. This is something that can be used to parry strong attacks even with large daggers.
Strength is required to block. How is this going to work in terms of throwing knife vs large weapon and the fact that rogues have no bonuses to strength? ((while i'll agree that throwing knives are a bit far fetched, in sword play parrying doesn't require great strength, merely great timing. i'll edit the throwing knives to large daggers though.))
Wall climb RANK D The rogue imbues energy into their feet, and can run up walls. This skill can also be used on your hands and feet, to climb in a spider like fashion. 7 post duration, 7 post cooldown
I like it -- just give it a duration please and CD please, and be aware of the running distance limits for any given character smile
Minor poison RANK C the rogue can create minor poisons from their energy that do E ranked poison damage for 4 posts Let's go ahead and make this C rank with a CD please. Also, how exactly does the poison form? It seems like a Creation-type ability from the Reapers. Keep in mind that Jackie's already working on a poison list as well ^.^
Acid spit RANK C A skill where the rogue imbues a strong acidic energy into their spit. This gives the spit capabilities to eat through up to iron. If the spit lands on flesh, it will feel as if that area is literally on fire. Even when removed, it still would have eaten away a good portion of the targets flesh upon contact. 5 post cooldown
How does the spit not burn the rogue's mouth or burn through flesh if it can eat through armor? I like the ability, but it just seems to be Creation-like as well. CD please.
Twisting rend RANK C First, the rogue lands a stab. Then, they twist their dagger and pull it out very forcefully, causing a major wound of C rank damage for five posts, with a 7 post cooldown
I'm sorry, but I cannot let a permanent bleed of that magnitude be passed. Please give it a duration and a cooldown.
Flash bombs Rank C a container filled with flash powder, and a pin on the top. After three seconds of pulling a pin, the bomb will detonate. While it does no damage, it will blind and disorient an enemy for 1 post. For C rank, it will blind and disorient them for two posts. 7 post cooldown This occurs only if the opponent is looking at is, yes? and is the rogue damaged from it as it's only 3 seconds? Seems like it might not get far enough. CD too please (( it is meant to be thrown into doors without giving the enemy time to react, much like military issued flashbangs so the short fuse is normal))
Cloak Float RANK C The rogue first jumps off a high building. They then imbue energy into the long, more fluttery parts of their cloak. This causes them to expand, and catch the wind. This will slow the assassins descent much like a parachute. Useful for making quick escapes from high places. 10 post cooldown.
Assassin's Tact C rank Passive All attacks done by a rogue from behind an opponent are increased by 1 rank in power with the exception of backstab.
illusional appearance RANK C Sometimes, an rogue will have the need to blend in with the crowd. Using this technique, they change their appearance. Hair color, clothing, etc. however, the texture of their clothing, etc. does not change. it simply looks different. you can change the color tone, size, and shape of whatever you'd like on yourself. Just be warned, if somebody bumps into you while it looks like your wearing armor and they feel nothing but cloth, they will probably become rather suspicious. The duration is 10 posts, and it has a 5 post cooldown
Love the idea, let's just flesh it out more with a CD, duration, and *how* it looks different.
SurgicalEye Passive once learned (rank B) this eye allows the rogue to practically see a victims organs, veins and arteries, and main nervous system. Used for extremely strategical assassinations. Also allows you to see through black powder, thin walls, and human tissue so you can see bones, veins, etc. it has a duration of five posts, and a seven post cooldown
Technically,this ability gives the rogue the ability to see through "darkness" as Black powder is darkness. I don't exactly know what you mean by "extremely strategical assassinations" as you'd have to get down all of the opponent's health first before killing them, but I like the concept of the skill...let's flesh this out a bit more with a CD, duration, and say what it can and cannot see through.
360 vision RANK B the user uses energy to grant them the ability to see a 360 view around them for 5 posts. 3 post cooldown
Neat idea, but how does this work RP wise if the rogue only has two eyes? ((IDK, I just liked the idea. If I need an actual explanation for it, i can just scrap it.)) Moderate Poison RANK B The rogue can now create poisons from their energy that cause C ranked damage for five posts, it has a seven post cooldown.
Once again, I cannot allow a permanent "bleed" or in this case, "poison" of this magnitude to pass. Please give it a CD.
Killing frenzy RANK B The rogue's adrenaline starts pumping through their veins, and they use their energy to intensify the effects. For the next five posts, the rogue has a speed bonus of +2. (10 post cooldown.)
CD please.
Perfect. Let's give it a CD once the person lands, and do keep in mind that it will be obvious in a nation's main city if he falls into a crowd.
Backstab B rank If the opponent is completely unaware of the rogue, the rogue can perform an armor piercing move from behind that causes damage +2 ranks higher than the rank of the assassin.
See suggested abilities below.
Life force suppression RANK A This is perhaps one of the most vital skills of a rogue. This skill allows a rogue to supress their energy and life force, hiding them from people that can see them that way. However, using skills in this state takes 1.5x the energy cost, and will send off a flare of your energy that will allow enemies to see you that way to pinpoint your location at the time of the skill was used. it has a 7 post duration, which can be extended by expending another A ranked energy after your seven posts are up.
Let's go with a CD and a duration, perhaps one that can be extended by putting in A rank energy every x amount of posts.
Suggested Abilities Assassin's Tact C rank Passive All attacks done by a rogue from behind an opponent are increased by 1 rank in power with the exception of backstab. Backstab B rank If the opponent is completely unaware of the rogue, the rogue can perform an armor piercing move from behind that causes damage +2 ranks higher than the rank of the assassin. Skills hindering an opponent's speed -- if the opponent outranks the assassin in speed, the assassin will most likely be outranked in strength too. lemme know if i missed anything
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Posted: Sat Oct 20, 2012 6:30 pm
So I took the Rogue class and revamped it a good bit -- let me know what you think -- I put your ideas in there, changed a few, and added some too smile Rogue [ Stealth | Speed | Precision ] Rogue Stats: + 0 # strength / + 3 # speed History: Rogues have existed from the beginning of time as agents used for missions and quick assassinations. From birth, parents or guardians often allow their kids to be trained by rogues for whatever personal reasons they might have. Through decades of training, these rogues are devastating if undetected and still quick in battle once detected. Rogues of every alignment and with every purpose continue to be in existence, working together with or separately from each other. Description: See history. Strengths: High Speed Devastating attacks All attacks’ initial damages (except for ranged and bleeds) deal a rank higher damage Best from behind Weaknesses: No increased strength Normal energy pool compared to other more energy classes Ranged attacks do not gain a higher rank of damage Healers such as Clerics and paladins can seal bleeds and healing the wounds will also cause the crippling effects of the rogue’s strikes to be healed of as well.
Learning Limits:
Cannot learn any magic/elemental abilities unless in a talent 5 weapon styles
Rules/Restrictions: No Heavy Armor/Weapons No guns or ranged save for throwing knives Must always wear a cloak unless sleeping or in the presence of trusted friends are rogues are uncomfortable with strangers seeing their assets.
Skills: Stealth RANK E active Even the most basic of rogues can activate stealth which cloaks them even in plain sight using energy to refract the light around him or her. Energy detection can still see a rogue hidden in this manner until Expert rank, at which point the rogue can cloak his or her aura for 40 energy cost. This ability can be used once in combat as a method of escape, but a rogue in combat cannot focus enough to hide his or her aura. In addition, if the rogue is bleeding or crippled in any manner when this ability is activated, blood falling will be visible and footprints will be visible. 7 post duration, 2 post CD.
Subtle Steps RANK E passive A rogue’s natural movements make no sound at all and leave no footprints, years of training unconsciously kicking in. Even when detected, the rogue’s movements are silent, making this ability a gift and a trademark for them. A crippled rogue (any effects decreasing speed) will not be able to perform subtle steps until he/she is no longer crippled.
Tracking RANK E passive/active Rogues are masters of tracking and require no focus or energy to track an opponent by sight. Using tracks or even something as simple as a mark of an opponent’s blade/armor on trees, rogues can track the directional movement of a target within a nation.
Quick Strike RANK E active This ability is a speedier normal attack, giving the rogue a +1 speed bonus to this attack. 2 post CD. At master, C rank energy can be spent to grant a +3 speed bonus to this attack with a 6 post CD. Enfeebling Strike RANK D active A more precise strike to the opponent’s arm allows the rogue to drop the opponent’s strength by one for two posts. Four post CD. A journeyman or expert can spend C ranked energy to drop opponent’s strength by 2 for three posts. Five post CD. Four post CD. At Master, the rogue can use B rank energy to drop opponent strength by 3 for five posts with a 7 post CD. Fighting Dirty RANK D active Rogues often do not fight as “honorably” as other characters. Reaching down with an open hand and grasping dirt, sand, or any other substance, the rogue tosses it into the opponent’s eyes and disorients them for a post. 5 post CD.
Sword Parry RANK D active Speed does not always yield to strength when a rogue blocks. Using the proper application of lesser strength, a block can be performed against an opponent with up to three points higher strength. Usable twice per battle with a 7 post CD. Master rogues have this CD reduced to 5 posts. Wall Climb RANK D active Pressing a button in rogue’s gauntlets activates tiny metal spikes that can be used to climb up walls like a spider. Although this can be done as often as a rogue wants to, the lack of strength in a rogue’s muscles causes this ability to cost 40 energy a post. Twisting Rend RANK C First, the rogue lands a stab. Then, they twist their dagger and pull it out very forcefully, causing a major wound of C rank damage for five posts, with a 7 post cooldown
Flash bombs Rank C a container filled with flash powder, and a pin on the top. After three seconds of pulling a pin, the bomb will detonate. While it does no damage, it will blind and disorient an enemy for 2 post. 10 post cooldown, usable twice as rogues only carry two before they are forced to make more (takes a learning post in a nation/thread with supplies such as metal and powder). Cloak Float
Rank C passive Placing energy into a rogue’s cloak will make it extend and harden, allowing them to fall slowly. Costs 40 energy per post. illusional appearance RANK C Sometimes, an rogue will have the need to blend in with the crowd. Using this technique, they change their appearance. Hair color, clothing, etc. however, the texture of their clothing, etc. does not change. it simply looks different. you can change the color tone, size, and shape of whatever you'd like on yourself save for aura. Just be warned, if somebody bumps into you while it looks like your wearing armor and they feel nothing but cloth, they will probably become rather suspicious. The duration is 10 posts, and it has a 5 post cooldown
Poison Creation and Application RANK B The rogue can now create poisons from their energy that cause C ranked damage for five posts, it has a seven post cooldown. Killing frenzy RANK B The rogue's adrenaline starts pumping through their veins, and they use their energy to intensify the effects. For the next five posts, the rogue has a speed bonus of +2. (10 post cooldown.) Backstab B rank If the opponent is completely unaware of the rogue, the rogue can perform an armor piercing move from behind that causes damage equal to the rank of the assassin. If done with a dagger, this move is armor-piercing. 10 post CD. Night Eye B rank passive This ability allows the rogue to see through all natural forms of darkness as long as there is a shred of light within. Lightless environments and magical darkness is still not able to be seen through. Lung Puncture Rank A Active This must be done from behind and within close distance of the opponent. The rogue pierces through the armor and flesh all the way through the lung, causing severe pain to the opponent that causes -2/-2 for 5 posts. In addition, the internal bleeding causes B rank bleeds for 7 posts. 12 post CD. Ambush Rank A Active After staying undetected and focusing on a single target for two posts, the rogue spots the weak point in the opponent’s defenses and stabs the opponent from behind for 2 ranks higher damage than the rogue. Being detected or seen by the opponent in any way causes this to have the effect of a backstab if it lands. 12 post CD.
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Posted: Sat Oct 20, 2012 10:50 pm
Verideathul So I took the Rogue class and revamped it a good bit -- let me know what you think -- I put your ideas in there, changed a few, and added some too smile Rogue [ Stealth | Speed | Precision ] Rogue Stats: + 0 # strength / + 3 # speed History: Rogues have existed from the beginning of time as agents used for missions and quick assassinations. From birth, parents or guardians often allow their kids to be trained by rogues for whatever personal reasons they might have. Through decades of training, these rogues are devastating if undetected and still quick in battle once detected. Rogues of every alignment and with every purpose continue to be in existence, working together with or separately from each other. Description: See history. Strengths: High Speed Devastating attacks All attacks’ initial damages (except for ranged and bleeds) deal a rank higher damage Best from behind Weaknesses: No increased strength Normal energy pool compared to other more energy classes Ranged attacks do not gain a higher rank of damage Healers such as Clerics and paladins can seal bleeds and healing the wounds will also cause the crippling effects of the rogue’s strikes to be healed of as well.
Learning Limits:
Cannot learn any magic/elemental abilities unless in a talent 5 weapon styles
Rules/Restrictions: No Heavy Armor/Weapons Armor must contain micro-technology throughout it No guns or ranged save for throwing knives Must always wear a cloak unless sleeping or in the presence of trusted friends are rogues are uncomfortable with strangers seeing their assets.
Skills: Stealth RANK E active Even the most basic of rogues can activate stealth which cloaks them even in plain sight using energy to refract the light around him or her. Energy detection can still see a rogue hidden in this manner until Expert rank, at which point the rogue can cloak his or her aura for 40 energy cost. This ability can be used once in combat as a method of escape, but a rogue in combat cannot focus enough to hide his or her aura. In addition, if the rogue is bleeding or crippled in any manner when this ability is activated, blood falling will be visible and footprints will be visible. 7 post duration, 2 post CD.
Subtle Steps RANK E passive A rogue’s natural movements make no sound at all and leave no footprints, years of training unconsciously kicking in. Even when detected, the rogue’s movements are silent, making this ability a gift and a trademark for them. A crippled rogue (any effects decreasing speed) will not be able to perform subtle steps until he/she is no longer crippled.
Tracking RANK E passive/active Rogues are masters of tracking and require no focus or energy to track an opponent by sight. Using tracks or even something as simple as a mark of an opponent’s blade/armor on trees, rogues can track the directional movement of a target within a nation.
Quick Strike RANK E active This ability is a speedier normal attack, giving the rogue a +1 speed bonus to this attack. 2 post CD. At master, C rank energy can be spent to grant a +3 speed bonus to this attack with a 6 post CD. Enfeebling Strike RANK D active A more precise strike to the opponent’s arm allows the rogue to drop the opponent’s strength by one for two posts. Four post CD. A journeyman or expert can spend C ranked energy to drop opponent’s strength by 2 for three posts. Five post CD. Four post CD. At Master, the rogue can use B rank energy to drop opponent strength by 3 for five posts with a 7 post CD. Fighting Dirty RANK D active Rogues often do not fight as “honorably” as other characters. Reaching down with an open hand and grasping dirt, sand, or any other substance, the rogue tosses it into the opponent’s eyes and disorients them for a post. 5 post CD.
Sword Parry RANK D active Speed does not always yield to strength when a rogue blocks. Using the proper application of lesser strength, a block can be performed against an opponent with up to three points higher strength. Usable twice per battle with a 7 post CD. Master rogues have this CD reduced to 5 posts. Wall Climb RANK D active Pressing a button in rogue’s gauntlets activates tiny metal spikes that can be used to climb up walls like a spider. Although this can be done as often as a rogue wants to, the lack of strength in a rogue’s muscles causes this ability to cost 40 energy a post. Twisting Rend RANK C First, the rogue lands a stab. Then, they twist their dagger and pull it out very forcefully, causing a major wound of C rank damage for five posts, with a 7 post cooldown
Flash bombs Rank C a container filled with flash powder, and a pin on the top. After three seconds of pulling a pin, the bomb will detonate. While it does no damage, it will blind and disorient an enemy for 2 post. 10 post cooldown, usable twice as rogues only carry two before they are forced to make more (takes a learning post in a nation/thread with supplies such as metal and powder). Cloak Float
Rank C passive Placing energy into a rogue’s cloak will make it extend and harden, allowing them to fall slowly. Costs 40 energy per post. illusional appearance RANK C Sometimes, an rogue will have the need to blend in with the crowd. Using this technique, they change their appearance. Hair color, clothing, etc. however, the texture of their clothing, etc. does not change. it simply looks different. you can change the color tone, size, and shape of whatever you'd like on yourself save for aura. Just be warned, if somebody bumps into you while it looks like your wearing armor and they feel nothing but cloth, they will probably become rather suspicious. The duration is 10 posts, and it has a 5 post cooldown
Poison Creation and Application RANK B The rogue can now create poisons from their energy that cause C ranked damage for five posts, it has a seven post cooldown. Killing frenzy RANK B The rogue's adrenaline starts pumping through their veins, and they use their energy to intensify the effects. For the next five posts, the rogue has a speed bonus of +2. (10 post cooldown.) Backstab B rank If the opponent is completely unaware of the rogue, the rogue can perform an armor piercing move from behind that causes damage equal to the rank of the assassin. If done with a dagger, this move is armor-piercing. 10 post CD. Night Eye B rank passive This ability allows the rogue to see through all natural forms of darkness as long as there is a shred of light within. Lightless environments and magical darkness is still not able to be seen through. Lung Puncture Rank A Active This must be done from behind and within close distance of the opponent. The rogue pierces through the armor and flesh all the way through the lung, causing severe pain to the opponent that causes -2/-2 for 5 posts. In addition, the internal bleeding causes B rank bleeds for 7 posts. 12 post CD. Ambush Rank A Active After staying undetected and focusing on a single target for two posts, the rogue spots the weak point in the opponent’s defenses and stabs the opponent from behind for 2 ranks higher damage than the rogue. Being detected or seen by the opponent in any way causes this to have the effect of a backstab if it lands. 12 post CD. I like it. You made the skills seem more real and applicable... so is it ready to be posted up? biggrin Edit: I dont think it should be a requirement to wear a cloak. While it is for the rogues benefit, it also instantly points put the fact that they're a rogue. What happens if the rogue is trying to remain incognito, or maybe even go to a fancy party/wedding? 2nd edit: I dont see why rogues wouldn't be able to use guns either, they focus on killing. Not bladesmanship.
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Posted: Sun Jan 13, 2013 3:40 am
Scoundrel [ Cloak | and | Dagger ]  Stats: +1 strength / +2 speed History: As long as there have been jobs people deemed illegal to do, there has been someone to do them. Scoundrels are well known throughout history as crafty thieves, silver tongued con-men, and expert knife fighters. Description: You are shady and deceptive. The shadows are your domain and secrets are your best friend. You enjoy delivering quick, hidden blows or quick witted lies to bring your foes down. You are always ready to gamble with people lives, though it's not really gambling when you've stacked the deck eh? Strengths: Can read faces Nearly undetecable Attacks cause bleed damage Weaknesses: Limited to Light Weaponry [Daggers, Shortswords, Rapiers, Ect.] Bleed effects dont last long While attacks are fast, they are usually light Learning Limits: Light Melee weapons ONE of the following: Crossbow, bow, pistol No heavy armor 2 hand to hand styles Rules/Restrictions: n/a Skills: Stealth passive As long as a Scoundrel remains out of sight, they are nearly undetectable. You have muffled steps to quiet your movement, but that's not your greatest asset. All Scoundrels have an ability to mask their energy to match their natural surroundings, making them completely invisible to anything except sight and smell. Stealth may only be activated when the Scoundrel is out of direct line of sight of all surrounding people and may not be used in combat. Any attacks made by the Scoundrel break Stealth.
Facial Ques passive In your dealings with shady types, you've learned when people are lying and telling the truth. Most people have dead give-aways on their faces when they lie, and as your rank grows, so does your ability to pick up on these ques. The Scoundrel may roll a D6 to determine if a fact is false. At Trainee rank, a 6 is successful, At Journeyman, 5-6, ect. This caps at 2-6.
Bleeding Wounds passive You have great knowledge of the human body and its weak spots. You aim your attacks carefully to cause maximum damage. Every attack you do sustains a bleeding wound or a duration of 5 posts. Each post, the bleeding wound does 5 damage until the wound is either healed or the bleeding is stopped. Up to 5 bleeding wounds may be applied to a single target, depending on rank. A Trainee Scoundrel may only apply 1 bleeding wound, a journeyman 2, ect.
Pocket Sand E rank They call you a scoundrel for a reason; you don't exactly play fair. Whether it be dirt from the ground or actual pocket sand, you throw debris in your opponents eyes, blinding them for their next post. [5 post CD]
Sucker Punch D-rank If in close enough proximity, the Scoundrel may quickly draw their weapon and get in an early cheap shot. An uncanny dodge may not be used to dodge Sucker Punch unless the dodgee is at least +3 faster than the Scoundrel. This attack may only be used to start combat and may not be used during a fight.
Double Strike D-rank Using your incredible speed, you are able to sneak in an extra attack in the time it takes to do one. You get 1 extra attack in addition to your normal allowance for the turn Double strike is used. [5 post CD]
Cripple C-rank The Scoundrel makes a slash at the opponent's legs, attempting to cripple them. Those hit by cripple suffer a -3 speed reduction for 4 posts. [10 post CD]
Riposte C-rank You're an expert blades-man and ,being such, have learned to send an opponent's attack back at them. Riposte may be used to block any blockable melee attack and return 50% of the damage to the attacker. [7 post CD]
Grievous Wound B-rank With enough force behind the blow, you can hit a vital spot in the opponent with such force that the wound wont heal on it's own. All damage, bleeding included, caused my Grievous wound cannot be healed through natural means. [10 post CD]
Dance of the Iron Lotus S-rank The Scoundrel pushes themselves to the limits and darts around the battlefield dealing a flurry of blows. By using the Dance of the Iron Lotus, the scoundrel may quickly jump from target to target in no time at all and make a total of 10 attacks. These attacks start at S-ranked damage, but decrease 1 rank in damage for each consecutive attack on the same target. No other attacks may be used in the same post as Dance of the Iron Lotus. [15 post CD]
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Posted: Sun Jan 13, 2013 9:44 am
Stats: I don't see the need of a str boost on this class. Stealth: How is this effected by AoE attacks? And if you pump energy into it, it sounds more like it would have a duration for each use with a small cooldown between to regather the energy for it. It can still be passive though. Facial Ques: Stick to just a d6. Pocket Sand: seems more like equipment you would have on hand. Maybe make it where you throw formless stinging energy into the opponent's eyes to make sure they're blinded. Sucker Punch: What would be close enough proximity? Dance of the Iron Lotus: So the last four attacks would be E Rank or not any damage at all?
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Posted: Sun Jan 13, 2013 10:08 am
SorceressJacklyn Stats: I don't see the need of a str boost on this class. They'er kind of melee oriented, so I wanted to give them a slight little kick in that direction statwise. in my original draft, they were +0/+3, but I gave them the boost just to be a little bit more well rounded.Stealth: How is this effected by AoE attacks? And if you pump energy into it, it sounds more like it would have a duration for each use with a small cooldown between to regather the energy for it. It can still be passive though. They'd still take the damage from an AoE attack, naturally. You just wouldn't know you're hitting them unless your attack had a tell-tale give away that you hit someone, like a wave that bursts out 360d and traps everyone it hits in a floating bubble. If he got hit, he'd be in that bubble and you'd see him in it, thus breaking stealth. As long as you can't see or hear the scoundrel, he's very hard to detect. I wont lie, I made the energy masking to specifically counter Seers. If they're going to be able to hide from everyone, I want everyone to mean EVERYONE. But stealth isnt an energy based skill. Think of it as the Scoundrel taking on a zen like calm, allowing them to supress their energy signiture. This is partly why they cannot use it in combat, unlike the energy based skill in the rogue class. You can't get into a zen state when you cannot focus.Facial Ques: Stick to just a d6. fixedPocket Sand: seems more like equipment you would have on hand. Maybe make it where you throw formless stinging energy into the opponent's eyes to make sure they're blinded. eh, in all reality people will grab a handful of sand from the ground, thus rendering the equipment useless to carry. And formless string sounds magical, I'd like to keep these guys as unmagical as possible [stealth being the exception]Sucker Punch: What would be close enough proximity? close enough to stab/shootDance of the Iron Lotus: So the last four attacks would be E Rank or not any damage at all? Right, if used in a single target fight, Damage would go S,A,B,C,D,E,E,E,E,E. in a two person fight, it'd go S,S,A,A,B,B,C,C,D,D,E,E, because he's hitting two different targets.
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Posted: Sun Jan 13, 2013 12:18 pm
Soap Disco SorceressJacklyn Stats: I don't see the need of a str boost on this class. They'er kind of melee oriented, so I wanted to give them a slight little kick in that direction statwise. in my original draft, they were +0/+3, but I gave them the boost just to be a little bit more well rounded.If they're melee based and not sneak striking, then yes. But if it's sneak striking, no, I wouldn't see the str boost.Stealth: How is this effected by AoE attacks? And if you pump energy into it, it sounds more like it would have a duration for each use with a small cooldown between to regather the energy for it. It can still be passive though. They'd still take the damage from an AoE attack, naturally. You just wouldn't know you're hitting them unless your attack had a tell-tale give away that you hit someone, like a wave that bursts out 360d and traps everyone it hits in a floating bubble. If he got hit, he'd be in that bubble and you'd see him in it, thus breaking stealth. As long as you can't see or hear the scoundrel, he's very hard to detect. I wont lie, I made the energy masking to specifically counter Seers. If they're going to be able to hide from everyone, I want everyone to mean EVERYONE. But stealth isnt an energy based skill. Think of it as the Scoundrel taking on a zen like calm, allowing them to supress their energy signiture. This is partly why they cannot use it in combat, unlike the energy based skill in the rogue class. You can't get into a zen state when you cannot focus.That sounds more like it'd be for a monk since they are the more zen group. And even they would need to have energy involved for something like this. And yes, I already saw the comment you made this specifically to combat Seers. The fact you edited it out makes me wonder. I'm standing by what I said before.Facial Ques: Stick to just a d6. fixedPocket Sand: seems more like equipment you would have on hand. Maybe make it where you throw formless stinging energy into the opponent's eyes to make sure they're blinded. eh, in all reality people will grab a handful of sand from the ground, thus rendering the equipment useless to carry. And formless string sounds magical, I'd like to keep these guys as unmagical as possible [stealth being the exception]When you just got done saying Stealth wasn't magical. Either drop the skill, since it's just using what's on hand, or reword it so it doesn't sound like you're just adding a skill to use equipment.Sucker Punch: What would be close enough proximity? close enough to stab/shootDance of the Iron Lotus: So the last four attacks would be E Rank or not any damage at all? Right, if used in a single target fight, Damage would go S,A,B,C,D,E,E,E,E,E. in a two person fight, it'd go S,S,A,A,B,B,C,C,D,D,E,E, because he's hitting two different targets.If this is the case, the number of targets should be limited.
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Posted: Sun Jan 13, 2013 1:51 pm
repost for veri Soap Disco Scoundrel [ Cloak | and | Dagger ]  Stats: +1 strength / +2 speed History: As long as there have been jobs people deemed illegal to do, there has been someone to do them. Scoundrels are well known throughout history as crafty thieves, silver tongued con-men, and expert knife fighters. Description: You are shady and deceptive. The shadows are your domain and secrets are your best friend. You enjoy delivering quick, hidden blows or quick witted lies to bring your foes down. You are always ready to gamble with people lives, though it's not really gambling when you've stacked the deck eh? Strengths: Can read faces Nearly undetecable Attacks cause bleed damage Weaknesses: Limited to Light Weaponry [Daggers, Shortswords, Rapiers, Ect.] Bleed effects dont last long While attacks are fast, they are usually light Learning Limits: Light Melee weapons ONE of the following: Crossbow, bow, pistol No heavy armor 2 hand to hand styles Rules/Restrictions: n/a Skills: Stealth passive As long as a Scoundrel remains out of sight, they are nearly undetectable. You have muffled steps to quiet your movement, but that's not your greatest asset. All Scoundrels have an ability to mask their energy to match their natural surroundings, making them completely invisible to anything except sight and smell. Stealth may only be activated when the Scoundrel is out of direct line of sight of all surrounding people and may not be used in combat. Any attacks made by the Scoundrel break Stealth.
Facial Ques passive In your dealings with shady types, you've learned when people are lying and telling the truth. Most people have dead give-aways on their faces when they lie, and as your rank grows, so does your ability to pick up on these ques. The Scoundrel may roll a D6 to determine if a fact is false. At Trainee rank, a 6 is successful, At Journeyman, 5-6, ect. This caps at 2-6.
Bleeding Wounds passive You have great knowledge of the human body and its weak spots. You aim your attacks carefully to cause maximum damage. Every attack you do sustains a bleeding wound or a duration of 5 posts. Each post, the bleeding wound does 5 damage until the wound is either healed or the bleeding is stopped. Up to 5 bleeding wounds may be applied to a single target, depending on rank. A Trainee Scoundrel may only apply 1 bleeding wound, a journeyman 2, ect.
Pocket Sand E rank They call you a scoundrel for a reason; you don't exactly play fair. Whether it be dirt from the ground or actual pocket sand, you throw debris in your opponents eyes, blinding them for their next post. [5 post CD]
Sucker Punch D-rank If in close enough proximity, the Scoundrel may quickly draw their weapon and get in an early cheap shot. An uncanny dodge may not be used to dodge Sucker Punch unless the dodgee is at least +3 faster than the Scoundrel. This attack may only be used to start combat and may not be used during a fight.
Double Strike D-rank Using your incredible speed, you are able to sneak in an extra attack in the time it takes to do one. You get 1 extra attack in addition to your normal allowance for the turn Double strike is used. [5 post CD]
Cripple C-rank The Scoundrel makes a slash at the opponent's legs, attempting to cripple them. Those hit by cripple suffer a -3 speed reduction for 4 posts. [10 post CD]
Riposte C-rank You're an expert blades-man and ,being such, have learned to send an opponent's attack back at them. Riposte may be used to block any blockable melee attack and return 50% of the damage to the attacker. [7 post CD]
Grievous Wound B-rank With enough force behind the blow, you can hit a vital spot in the opponent with such force that the wound wont heal on it's own. All damage, bleeding included, caused my Grievous wound cannot be healed through natural means. [10 post CD]
Dance of the Iron Lotus S-rank The Scoundrel pushes themselves to the limits and darts around the battlefield dealing a flurry of blows. By using the Dance of the Iron Lotus, the scoundrel may quickly jump from target to target in no time at all and make a total of 12 attacks [limited to three per person]. These attacks start at S-ranked damage, but decrease 1 rank in damage for each consecutive attack on the same target. No other attacks may be used in the same post as Dance of the Iron Lotus. [15 post CD]
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Posted: Mon Jan 14, 2013 3:45 pm
Thank you for making the edits. Approved. It will be posted up shortly.
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Posted: Fri Feb 01, 2013 3:51 am
RPC Profile: (Mandatory if you have a character you will use in this class) Your Customs Thread: (Mandatory if applicable character/s have customs)) Mechanomancer [ Innovation | Invention | Industry ]  Stats:-3 strength / -3 speed History: Mechanomancers are people of the mind. They pride making machines to do the common work over doing the work themselves. Physically weak, they depend on the creation of devices to do work. Their summoning works similarly to other magic summonings, but that a number or Combination is provided with each summoning, allowing a Mechomancer to learn more summons than any other class. The Process is simple. A mechomancer summons the Book of Mechromancy or another book of some sort, or finds a source in the world containing/having Combo's, and they attempt to read the combo. To another being, these combo's look like gibberish, and will mean ultimately nothing. But to a Mechomancer, a calculation of sorts is made to decipher the combo, and receive the numbers to summon the creation, item, or device. Description: A blend of Mechanical knowledge, and magic, Mechanomancy involves summoning tools to create illustrious creations to be used in combat, to travel, or in your very home. They can make devices for anything and everything, as well as summon devices they themselves have made, or devices others have made with the proper combination. Strengths: Have a wide array of skills to be made and learned. Can summon any tool they've learned the combination to. Can create devices in which to do tasks, cast magics, or really do anything. Learn skills in 3/4ths the time it takes normally. Bloodline or talents that alter learning rate do not apply to Mechromancers. Area effects, and teachers still affect learning rates. Have several different pools of energy including energy Can build, repair, and reinforce structures and settlements, as well as armors and weapons Weaknesses: Physically Weak Can't learn but one melee styles Learn skills outside their class at a rate of +1/4 of the rank Uses a lot of energy Learning Limits: Can't Learn hand to hand styles Can learn 1 melee style up to B Can learn 3 Ranged Styles entirely Cannot learn Summons outside their class Skills: Creation Passive Mechomancers can create devices, and can create complex devices to be used, and labeled with a combination to be summoned at a later date.
864: Book of Mechromancy Passive The ability to summon the Book of Mechromany, the source of all the recorded combo's that mechomancers have ever created or figured out. After a combination was figured out, a Mechomancer of higher power summoned this book and inscribed within it combos, allowing other Mechomancers to learn those combinations.
Copy Cat C, Varies depending on ability The Mechomancer has just watched someone use a combination and can use Copy Cat to mimic the combination and summon the creation or device. It costs the energy of the combo, plus C rank's worth in energy.
666: Mechronomicon A The Mechronomicon, the book of creation bent on destruction. This book contains the knowledge to create Devices and Machines of Violence.
Tools to add in: Dial Calipers - Accuracy Rule Height gauge Micrometer Combination Square Protractor Scribe File Blue Dye/Dye Drill Press - Armor Pierce from above Knee Mill Lathe - Armor pierce horizontal Tungsten Cutter - Improves power on Mechomancer skills Bench Grinder - Improves attack on bladed weapons; out of combat dead blow Hammer - Giant mallet with little recoil Ways of the Lathe - Railroad style items; helps with movement somehow (maybe lays down rails for a train type deal?) Eye Pro - Prevents blinding by projectiles Ear Pro - Prevents Deafening/disorientation Gas Tank - used as explosive; used to fuel other skills Oxyacetylene torch - Creates jets of high intensity fire; each post makes the power go up Metal Rod - Can be used to damage enemies when used with a torch, or be melted to weld things together, like armor, robots, or makeshift walls Metal Plate - Something to be welded; each rank of energy put in makes it that much stronger; not much use on its own though Welding Goggles - Prevents blindness by flash, fires, and by projectiles; makes headshots do less Welding Gloves - Reduces damage from touch hot metals, takes away the damage for wielding torches. Considered light armor Steel Toes - Prevents crippling of the feet; causes kicks to be stronger Tig/Mig Gloves - Reduces damage from electricity. Absorbs less damage than welding gloves Tig/Mig Gun - Shoots streams of electricity. Can be used to create welds Ground and lead - Can be used to send electricity through metals or water Plasma Cutter - Uses electricity to cut through metals. Doesn't work on skin without a metal being placed against it. Needs a ground of some sort. Oxyacetylene cutter - Uses gas to cut metals. Will burn flesh with or without metals. Can heat metals up quickly. Temper - Increase the durability of an item Galvanize - Can increase the durability greatly of an item Generator - Produces electricity Air Compressor - Uses electricity to Shoot gusts of air Sawzaw - Cutting slash vertical Buzz saw - Sends buzz saw blades out Rivet Gun - Shoots red hot rivets; can be used to piece together metals Nail Gun - Shoots cold nails with air Still a Work in progress clearly. Their work is more towards steam punk and clockwork.
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Posted: Fri Mar 29, 2013 8:56 am
--Truenamer--Aka: The Red Mage or the Orator
Stats: +1 strength / +2 speed
History: Truenamers have been around since invention of language. They were initially the shapers of the earth, the bringers of life, and the protectors of the realm. However the original teachings of this art has been lost over time, to become a shell of what it used to be. Certain individual can still call upon a portion of their power, being called Truenamers and practicing the art of Truespeaking.
Description: Calling upon the power of the original language, an odd form of various mixed languages, this form of the caster is known for causing status effects, damage, and other nasty things simply by speaking. They are generally quite smart, spending most of their time studying the language Supernal, being the language of creation. In the time they are not studying language, they practice with light blades, mostly as an art form, but also due to being the protectors of a very key aspect of society. Language. They practice what most see as trivial or even irrelevant in the field of magic, and are somewhat resembling elementalists, however they take the basics to a whole new level, learning to master them and twist them into forms unimaginable by those that just go for straight flashy skills rather than those with some substance.
Strengths: •Large Energy Pool 1.5 times normal energy pool •Can speak and understand any and all languages that exist in the realm of Rykros. •Element capacity
Weaknesses: •Must always carry their personal spell tome with them. •If their Tome is removed from their possession, the Truenamer suffers a double energy cost per spell used other than the powerwords and these spells have a 45% chance of failure. Roll a d20 and on a 10 or higher the spells are successfully cast. •Tomes can be detected by magic or even soulsense if the user is above adept
Learning Limits: •Can learn magic from the elemental trees •Can learn one personal light blade style to a proficient degree, studied as an art form. •Cannot learn any hand to hand styles for themselves, though can study them in principle and use them to a basic degree.
Rules/Restrictions: RULE •All Truenamers come from an educated background, being very knowledgeable in grammar and language.
•They must protect their tomes from prying eyes, being their personal works and keepers of the secrets of their own art. They do not under any circumstances allow their tome to be read.
•When combating a truenamer, simply covering ones ears to drown out sound will not work to protect them from powerwords. This is why they are words of power.
•Truenamers cannot be played by any bloodline with a alignment of Dark or Light, only playable with those of Neutral bloodlines.
•The player must start with the wind element as their primary element to play this class, some elements requiring wind to advance into.
•Power words all start as E rank and become more powerful the more energy you push into them. As such you gain the ability to place more power into your spells each time you rank up.
Skills:
Primal word: E rank Passive The basis for all words of power, the elemental wheel. Each corresponding element required to be learned separately. All words can be eventually learned but require a lot of study to achieve. Each rank a player can choose another element to command from the following list to learn, and must study this word to understand its core meaning. Once the true form of the word is obtained, these can be combine with another "Word of Power" to create the spell or spell like effect. Primal words have no cooldown as they are used across the board.
Earth: Allow the user to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
Wind: Wind is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. A rarity among the five elemental natures and has the added benefit of being hard to see.
Fire: A destructive element, useful in a variety of situations. Primarily an offensive type spell as most defensive maneuvers require a bit more substance.
Water: One of the most versatile of the five basic natures, Water techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well. Able to shift from solid states as ice, to liquid states as water itself, and even able to shift into the vapor states as a mist or steam.
Force: Pure kinetic energy in its most simplistic state. Being hit with this element in various forms could be comparable to being hit by a physical attack from something much larger than ones self.
Lightning: one of the five elemental nature transformation techniques that allows the user to generate lightning by increasing the high frequency vibrations of the protons and neutrons in air, allowing for piercing damage and fast movement in its most basic form.
Darkness: Despite what the name implies this element revolves around shadows. Steeped in dark unholy energy the shadow's take physical form to be used in methods similar to the other spells.
Light: Pure energy in magnificent form, light based spells can be used to combat darkness, heal other people, even bring light to the darkest corners of the earth.
Words of Power Varrible rank and effects Words of power are the defining characteristic of each technique the Truenamer can utilize. Each one of these words are added to the end of a Primal word to cause an effect to be produced. Multiple words can be combined, however no two Primal words my ever be combined. Attempting so will cause the spell to fail and the energy to be spent. Multiple phrases can be used at a time however, though each additional word requires double the previous spending cost in addition to the spells actual cost. Size and power of each technique scale with the amount of energy used to create the base spell. Each word of power has a base cooldown of 1, increasing to 3 at A rank and capping at 5 for SSS rank power usage. Global cooldown scale as follows.
Global Cooldown's based on amount of energy used:
•E: 1 •D: 1 •C: 2 •B: 2 •A: 3 •S: 3 •SS: 5 •SSS: 5
Power word: Wall
Through to powerword wall, strong defensive barriers are made to repel and attack at a moments notice. Each wall can be destroyed by equal energy output of the same rank, if it contains the elemental weakness of the wall.
Earth: Creates a rock wall, 5 foot in a perfect square added for each level of energy input to the spell. Can defend against various types of attacks, equal to the rank of energy expended. The wall rises from the ground at an alarming rate as soon as the words are spoken, 3 feet in front of the user.
Wind: Creates a transparent wall 5 feet in a perfect square. 5 additional feet added per level of energy expended to form this wall. Can defend against projectiles and does damage to units entering the zone the wall is made in. This is formed from the air collecting in a violently swirling mass.
Fire: Creates a wall of blue heated flames, 5 feet in a perfect square. 5 additional feet added per level of energy expended to form this wall. In addition to the size, the heat intensifies as the energy level goes up, scaling damage upon contact with this wall. Can defend against opponents themselves however projectiles will tend to pass straight through this wall.
Water:Creates a wall of cool water, 5 foot in a perfect square. 5 additional feet added per level of energy expended to form this wall. Throws off the path of oncoming projectiles, and can defend against fire based magic equal to the level of energy expended. Emits a cool breeze of air behind it to cool off the user as well. A comforting spell at times.
Lightning: A Violent wall of electrical energy, five foot in a perfect square. Five foot added per rank of energy input into this wall. This wall does not stop projectiles however it stops flesh fairly well, stunning anything that comes into contact with it for 2 posts and dealing moderate electrical damage to those touching it.
Force:A wall of force waiting to be expended. This wall is five foot in a perfect square and for each level of energy input into this spell. Upon contact with anything, this wall will explode outward in a wall of force, expending its energy in a violent push away from the user. Damage scales to normal energy rates per level of energy input. In addition to being forced away, 50 ft per level of energy, any player that touches the wall will be knocked prone.
Darkness: A wall of shadowy tendrils, made through the forces of darkness 5 foot in a perfect square. An additional 5 feet per level of energy will be added to the form if the energy is input. This wall is odd in the way that it acts, grabbing things that touch it and attempting to pull them inside to suffocate them in the dark energy. This wall has a base of 5 strength and increases by 2 points for every level of energy expended. Can defend against magical projectiles equal to the level of energy expended. For light based spells, this wall can only defend up to half the level of energy expended.
Light: A wall of Light based energy in a 5 foot perfect square. This wall increases by 5 feet for every level of energy expended. This wall is very bright and will stop most forms of attacks, equal to the energy expended. It has the added benefit of repelling dark creatures, being pure positive energy. This wall can even be hard to look at due to the brightness of the spell. ( player discretion on this. )
Power word: Spray A quick word and motion forms into a blasting spray of energy composed of the element of your choice.
Earth:Creates a spray of dust, coming from the users mouth and obscuring the area in front of them in a cone. This causes the target to lose sight of their target for one post and will linger in a cloud, 10 feet in diameter and scaling up by five feet for each level of energy input into the spell.
Wind:Creates a spray of air in front of the user to push away a target a few feet or deflect incoming projectile weapons. Basic e rank does no damage but will scale in damage starting from D. When this hits A rank and further it will start damaging the very landscape and by S rank, demolishing buildings and other structures in the way.
Fire: Your basic short range ember storm, this variant of spray causes a innumerable mass of glowing hot embers to burn a victim in close proximity. These embers vary in temperature and do fire damage equal to the amount of energy input to the spell, to a single target, amping up to a total of 5 targets at A rank and the temperature increasing from there. The cone size does not change, it remains 50 feet.
Water: Sprays a fine mist at the target, not doing any real damage until B ranked energy is input. This however will increase the damage of Lightning based attacks by one rank if successful.
Lightning: Creates 5 small clouds that float around the battlefield, capable of delivering mild shocks to the target at basic levels. This scales in damage to max rank depending on the energy , requiring a turn of stun at A rank, and debilitating shocks at S, lethal at higher ranks if target is under half HP. The main issue with this attacks is that the clouds move slowly, only able to travel 10 feet per turn and to a max range of fifty feet from the user.
Force: A short range blast of kinetic energy, 10 feet in range, designed to inflict basic damage based on the level of energy input into the spell. Has the added benefit of pushing a target back ten feet per energy level applied.
Darkness: An nasty mist designed to inflict potentially lethal levels of damage to a target. The only thing changing from rank of energy is the range, starting at a cone of fifty feet, this scales up 5 feet for every rank of energy input into the spell. The main effect of this technique is for the particles to latch onto the target on contact. These start draining their hp into thin air, starting at a rate of 5 damage per turn doubling each turn until the target is cleansed by a cleric.
Light: A spray of what could be called colors, this is designed to stun a target, starting at a range of 10 feet, increasing by 5 feet per rank. In addition to the stun, this spray will do damage to dark based entities based on the amount of energy put into the spell, plus half of the ranks damage. This spell will not do damage to a light based entity or a neutral one.
Orb Compressed energy made for projectile attacks, these orbs of energy tend to be lethal.
Earth:A large rock flung at a gesture and a few words from the user. The size of the rock grows 5 feet for every rank of energy placed into it, and will knock a target prone on impact. Range of 50 feet.
Wind: A orb made between the users hand as he speaks the words of power, This orb stays compacted no matter the level of energy used to create it. This orb when commanded will shoot from between the users hands at a decent pace proportional to the rate of energy used as well. Anything past A rank will give a target a penalty of -1 to their speed score vs dodging. The effects on impact are also different than most spells in this group of casters arsenal. Upon impact the orb will explode in a shrill sound, lifting debris from the ground and deafening anyone within 5 feet of the orb. Past A rank the targets will be sent into the air, 50 feet and suffer fall damage. For each rank over A rank energy that is spent, the deafened effect will last a further post, the targets balance suffering horribly.
Fire: Your basic fireball. This deals fire damage equal to the rank of energy spent for the attacks creation. Further more, this fireball can explode on impact, damaging nearby units in a rang of 5 feet per level of energy spent to form the attack. Any level past B rank, and the victim will suffer burns which deal D ranked damage for five turns after the hit.
Water: The water orb is formed between the users hands after speaking the incantation. When used this projectile douses the target in water, making them susceptible to lightning, at a rate of 1 rank higher damage when struck. The water orb itself does base damage equal to the level of energy spent to form it. After A rank the ball can expand to a ten foot sphere and linger on the field in its form for a total of 6 posts, trapping a target inside. When trapped the target will lose a point of strength for every post after the second, doubling each post. When a targets strength drops to 0 they will be rendered unconscious.
Lightning: An orb of lightning formed between the users hands on command. This orb stays compacted until it makes contact with a surface. On contact it explodes in a ten foot diameter, sending massive arcs of electricity around the area. For each rank of energy spent, the range increases by another 5 feet. In addition to the damage, the target will be stunned for one post up to A ranked energy. At A rank the stun goes to 3 posts, and at SSS it moves up to 5
Force: A near invisible ball of energy tossed at a target. Upon contact with a hard surface, this orb explodes dealing nonelemental damage to a target based on the rank of energy used, plus pushes them away 50 feet and sends them prone. Darkness A dark orb of shadowy death, used primarily for a close range technique. Instead of between the users hands as with most of these orb techniques, the user forms this orb in his hand. The orb is shoved into a targets chest dealing damage equal to the rank of energy spent. In addition to this damage, the target will start to badly hallucinate for 4 posts and during this hallucination they will receive additional damage equal to half the rank of energy used. E rank deals no additional damage to the target.
Light: A tiny mote of light made on the tip of the users finger. This is tossed onto the ground anywhere on the field between them and their opponent. The blast of bright light coming from the orb when it touches the earth is blinding, and will continue to shine on the field for the number of the rank equal to the amount of energy spent. This will obscure if not entirely hide the user from sight, giving them an escape opportunity.
Infuse Uttering the words of power, this particular word imbues the user with the strength of the very elements.
Earth:Focusing on the formation of the words themselves, the user creates a flexible layer of rock around themselves, using it as armor. This gives them temporary shielding that can absorb two hits of whatever rank energy they use to form the spell. Their speed however suffers a -1 when using this, the rock still being somewhat heavy despite being magical.
Wind: Manipulating the currents of air around the user and helping them breathe in a certain respect, the user uses the wind to help push their body in movement. This gives them a +1 in speed per 3 ranks of energy input into the spell.
Fire: Speaking in the celestial tongue the user wraps their hands or their light blade in fire, dealing an additional rank of damage per rank of energy infused. Any level B rank and above used will leave burns on the target causing them to suffer C rank damage each turn for 5 posts or until they cool off the wound out of combat with cold water.
Water: Manipulating the water from the air around them, the user collects the molecules in their skin, both dehydrating them and somehow allowing them to move more fluidly. The user gains an additional 10 feet of movement per turn from this per rank of energy input into this spell. In addition, a thin film gathers around the user, causing physical attacks to simply slip off for two posts, causing no damage. Thus is the power of water.
Lightning: Imbuing the power of lightning into the light blade, the user can now make strikes dealing physical damage plus lightning damage based on the energy input to the blade and dealing an additional stun effect for the round hit.
Force: The user collects a thin almost invisible layer of energy around them. Anything impacting this armor will be met with an exploding force of kinetic energy pushing against them violently and pushing them 30 feet away from the user, additionally knocking them prone and dealing damage equal to 50% of the rank of energy spent to create this armor.
Darkness: Imbuing dark energy into their body, the user can gain an additional +3 to their speed score at a heavy cost. At low ranks this technique will do S ranked damage to the user, downgrading by one rank in damage per level of energy spent to form this enhancement. ( Example: User creates armor using C ranked energy. This downgrades the damage they take from S to B rank for the round. Each additional rank of energy drops the damage further, sacrificing energy to save their own health. )
Light: The user speaks in their tongue and their hands will start to glow. Placing their hands on themselves or a target they can heal them for 50% of the rank value based on the energy spent for this spell. This can also be used to remove negative effects from the target.
Torrent Torrent refers to any attack which is heavy in volume. These attacks generally hit a wide scale area.
Earth: The user channels the power of the celestial tongue into the ground in front of them. This create a moving cone of mud and debris, pushing a target away from themselves at a rate of 10 feet per level of energy used to create the rapids of mud. This will not do any damage unless the target somehow gets knocked prone inside the torrent in which case they will take Half the rank value in damage per level of energy spent to create this technique. Primarily used to get a target away from you.
Wind: Channeling the energy from the words spoken into their hands, the user brings them together in a single clap. This forces the air away from them in a slicing arcs, pushing targets a small distance away and dealing heavy cutting damage. Each rank of energy spent to create this attack plus an additional 50% rank value damage is taken on unarmored targets. Targets in actual armor only take damage equal to rank of energy spent for this attack.
Fire: An odd technique learned by the truenamers this essentially gives them a breathe weapon. The chant of these words in the past has given them the ability to charge energy in their lungs, super-heating the molecules and allowing them to safely blast out a torrent of fire, similar to the great wyrms. This spans 30 feet plus an additional 10 feet per rank of energy and deals normal fire damage to targets scaling by rank of energy input to the attack. At B ranked energy this causes burn damage Equal to the amount of damage caused by the attack, for 5 turns or until treated out of combat whichever is first.
Water: Speaking in that celestial tongue the user channels the power into the water in the air around them, multiplying it until the user has a torrent of water racing toward the target. This removes footing from the target, pushing them around the field in what might as well be prone, doing damage per round stuck in this torrent of water equal to the level of energy spent. The user is in full control of this water for the 3 turns it is on the field, and can manipulate it either by vocals or hand gestures.
Lightning: Channeling their voice into the air the user calls forth lightning, arcing from in front of the user in long arcs. This deals heavy damage to targets and will stun them for 2 rounds. Damage is equal to rank of energy plus 50% of the base damage from rank. This attack will arc to nearby enemies withing 5 feet of those struck, no real limit on the number of targets. Range starts in a 15 foot cone, increasing by 5 feet for every rank of energy spent.
Force: The user will speak in their celestial tongue, gathering energy to their hands At will, the user will push their hands to the ground and in chosen spots around the battlefield within 10 feet per rank of energy used for the spell, motes of pure kinetic energy will erupt, pushing their targets from the ground and into the air 50 feet, dealing the rank of energy spent in damage plus fall damage.
Darkness: The user pushes his hands forward as he speaks, shadowy energy coming from the air in mass. Ethereal swirling shadows move in a cone from the user, seeking to entangle and drain energy from the target. If these tentacles manage to wrap themselves around a target, they will do their best to do obscene things to the character, draining their energy at a rate of the amount of energy spent on the spell per turn. These shadows are capable of ripping through armor to get to a target, rendering normal forms of defense useless.
Light: The user, pushing their hands forward in the same manner as the Darkness variant of this word, unleashes a bright light, repelling evil from their presence. This attack causes any dark creature below the rank of energy spent to flee from the light and will also purge any negative effects from neutral or good alignment creatures in the 30 foot cone of effect.
Push A simple word uttered and a bit of power channeled to launch an enemy away from ones self.
Earth: The user upon saying the word, places their hands on the ground and focuses on the target. Making up to three columns of earth in attempt to hitting the opponent. Each one, having enough force to launch the target a good couple of yards back. Does basic damage per level of energy input into the spell
Wind: The user focuses the power of air within their hands. Taking one turn to charge, in order to get complete control over this force of nature. Upon the second post, the user will unleash a wind pellet from their hands about the size of a cannon ball. Ramming into the target with great force, specifically, if the target is within 10 feet of the user upon utilizing the spell. This spell will push a target back 50 feet upon impact and deal damage equal to rank of energy used + 1, being a spell designed for pure force. Caps at SSS damage.
Fire: The process is the same as harnessing the element of wind. The user waits for a moment as the fires collect and get to about the same size as if they were to utilize the wind elemental spell. When the coils of the flames are hot, they will be shot from the user. The down side to this technique, is it has only 10-15 feet of power before burning out. The upside, is if the user can manipulate the spell whilst the opponent is within that radius, the fire increases in size as upon release. Meaning if the opponent is just within 9 feet, they may take the full blast of the spell dealing normal damage of the energy rank to the target. These flames can also be controlled to instead wrap around the target, dealing damage per turn equal to the rank spent -1, over each turn until the enemy can break free of the torrent of flames. These flames when used to surround a target are 20 feet tall and can move the users full movement per turn at the expense of the user not being able to move themselves.
Water: Collecting the water from the air, the user will then make the collected water swirl within their hand. The spinning, will add damage as well as take less resistance once it is released out into the air. For upon release, it will strike the intended object with a good amount of force that can fracture, it not cleanly break a bone, due to the force it is projected with the addition of the water spinning. This spell does damage plus one rank equal to the amount of energy spent and will stun a target on impact. Furthermore on impact the target will roll vs broken limb at a d20 >10. On a roll higher than 10 the limb is saved, though still fractured.
Lightning: This spell agitates the atmosphere to create controlled lightening within the hand of the user. Controlled, is the major word in this equation like the Fire elemental spell it fizzles out after going too far (10 Feet). Reason being, it no longer is under the control of the user. For this spell, the user creates a smaller ball of energy ( electricity), and releases it out to the opponent. This spell, is faster due to it starting off small, and as long as it hits something within the 10 foot radius, it will explode into a volleyball sized field of electricity. If it doesn't, it will do the same affect but, of course, without the intended damage to the intended target. Damage is equal to the rank of energy spent plus target is stunned for a post.
Force: This is a pure spell of kinetic spiritual energy. Concentrated into being offense, the caster will lock onto their target. With this spell, it has the same effect as the Wind Casting, but has a smaller surface strike area with near to the speed of the lightning spell. For this spell, mimics the fist size of the caster when released and will be aimed briskly towards the area that was aimed for. Having the force of a well toned fighter striking that area, but with the damage being focused on one spot, the damage can be critical. (Similar to a baseball doing a line drive ). This causes damage plus one rank equal to the ammount of energy used and upon impact the target will be stunned for minimum of one post. Each subsequent post the target will roll a d20 until a number higher than 10 is rolled. The target will be stunned until this roll is successful.
Darkness: The spell caster must have significant dark thoughts in order for this spell to work. Upon utilizing that anger and dark spiritual power, the user will conjure up this spell. It does less physical damage as it does spiritual. Upon releasing should it hit, the mental anguish that resides in the user, will be utilized to torment the enemy. This does damage equal to the rank of energy used per turn for five turns. An upkeep is required to keep the damage active and can be held for no more than five turns. In order to attack the user when under this spell, the target must roll a D20 with a roll higher than 10 to stave off the pain long enough to attempt a strike, and will move as if a speed and strength lower (-1 to both stats temporarily)
Light: Light, is similar to it's darker brethren except for the fact that it does different damage and needs a different mind set. First, the user cannot simply have a darkened mind. They must have a pure mind that is not of anger or hatred. Or at least, not a significant amount. The mind must be clear and concise in order for the technique to work, or less it will backfire badly. Upon having that prerequisite, the user will conjure up a power ball of luminous energy. That when projected, will do direct damage to the spiritual core of the enemy. This deals normal damage to targets equal to the rank of energy used however this directly effects the targets energy pool. On targets of the dark alignment this will do damage to their hp as well, equal to the damage to their energy.
Tendril Channeling energy, these spells are shaped elemental energy, designed to subdue or heavily damage a target.
Earth: This spell is meant for entrapment. For each level of energy input into the spell, a pillar of earth is created. These pillars spring from the ground around the enemy to box them in and prevent movement from certain direction. These pillars are highly durable and can take S rank damage before crumbling. Each pillar is 4 feet wide by 20 feet tall. Basic levels of energy give this spell 2 pillars at minimum.
Wind: Focusing on the air around the target, the wind itself will swirl and send whips of air to restrain the enemy. This in itself doesn't do any damage but in order to break free of these tendrils of wind, one must release energy equal to the amount spent for the spell, plus one further rank. There are five whips to this spell, one for each limp on the body and a final one to go around the targets neck, rendering them immobilized on contact.
Fire: A active spell, focusing the energy of fire into a tangible tool. The user creates a whip made of fire, safe only for them to hold. The user can use this 12 foot whip as it was intended, being able to crack this weapon like a pro. This whip takes an upkeep of E ranked energy per turn after the initial cast and upon hit will do damage equal to the rank of energy spent to make this whip. If using more than A rank energy the upkeep becomes half of the initial energy spent and on contact will cause burn damage equal the the upkeep of the weapon, for three turns.
Water: This spell creates spears of hardened water around the user, that act similar to snakes or some form of tentacles. These bits of water rise up around the user, coiled and ready to strike at any target that gets close to the user. These tendrils are very fast and deal damage equal to the rank of energy spent plus soak a target if hit increasing lightning damage by one full rank until the target can dry themselves. These tendrils are numerous and can attack multiple times, being an active defense spell. This spell lasts 5 turns.
Lightning: A beam of lightning channeled through the air to the intended target. This tendril of electricity is both hot and contains enough power to stun a target for a least a single post. Damage scales with the ammount of energy input into the attack and stun duration increases depending on energy input. A single post of stun for E-B rank energy. Two posts for A-SS energy and finally three posts for those hit with SSS energy.
Force: A single lash of kinetic energy similar to the fire whip. The user chants and raises his hand, bringing it down towards the target as a near invisible lash of energy strikes at the target. Upon impact the target will be blasted off their feet and pushed back 15 feet receiving damage for the rank of energy input into this spell. In addition the distance the opponent will be knocked away will increase for each rank of energy input into this attack. This lash is good for one swing before the energy dissipates. If the attack misses, 50% of the energy is refunded to the user, having not driven its force into a target.
Darkness: An insidious technique, the user speaks the words of power, a dark portal opening in the sky. Tendrils of dark energy come down from this portal solidifying into tentacle like appendages. These seek to grab the target and pull them into the portal. If this happens and the portal seals, the target will be stuck in the other realm, to be the slave of Cathulu for all eternity. Fortunately these appendages are a bit slow, giving the target a benefit to speed +1 vs dodging. Finally there is only one appendage per rank of energy spent. Each additional rank of energy adds another appendage to the field. These appendages stay on the field for 5 turns before the portal will seal, unable to be used again in combat for the day.
Light: A thin wisp of energy that the user connects to a target of interest. Through this wisp, the user can transfer any amount of energy they like to the target. This works in both directions, if the target wishes to give the user energy they can do so. This still however takes E ranked energy to form said connection.
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