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Posted: Thu Sep 09, 2010 12:51 pm
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Posted: Thu Sep 09, 2010 12:52 pm
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Posted: Thu Sep 09, 2010 1:03 pm
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Posted: Thu Sep 09, 2010 4:04 pm
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Firstly: well, if we had those cards, we could just print those or save the picture(s) Then we would only need to keep those as a record, giving the benefit of others not knowing what skills a character has, preventing metagaming
(perhaps delivered-by-PM? all a mod would have to do to account for lying players is keep a record of who has what, then be like 'nu-uh! LIAH!') ...or the normal way works too
2: Uhh...I don't remember, sorry. If it's a matter of rewriting them, such skills are done (I only have the last half of the Illusions left, plus whatever you took) pardon my memory, but I'll stand by whatever I put in the definitions of such skills, if I worked on them
2-a: Well, we don't have many 'other' RPs right now.....perhaps only in 'official' or related ones? or maybe something like '1/2 post-per-post in RPs that AREN'T ATE'
3: Didn't we figure on giving them the pools for their class and letting them go wild with it? (up till the limit, anyway)
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Posted: Thu Sep 09, 2010 7:47 pm
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Combat Basics - Just as it says, the basics. Open to all combat-based classes.
Close Combat - Combat which is, as it implies, in close quarters; melee.
Ranged Combat - Killing at a distance. What could be better?
Dual Combat - For those of you unable to choose, dual combat gives you a mix of both close and ranged combat.
Stealth Combat - For the assassins among us, these skills provide hefty benefits.
Spellcasting Basics - YOU CANNOT BE A SPELLCASTER WITHOUT THESE, YOU FOOL *fanwhaps* (contains many of the skills previously in arcanumancy)
Telekinesis - Skills that use the power of your mind to control the world around you. (contains most of the other skills previously in arcanumancy)
Illusion - These spells will boggle the mind, muahahaa.
Transfiguration - These skills physically alter objects or people, as opposed to tricking you into believing they are altered
Elemental Basics - These skills contain a mix of elemental skills.
Spiritualism Basics - yup, the basics
Enfeebling - Skills which inhibit your enemies.
Defending - Skills which produce shields, invincibility and some buffs.
Supporting - Skills which heal and buff your friends.
Redeeming - Skills which outright attack your enemies.
COMBAT basic classes:
Soldier - Combat Basics, Close Combat, Dual Combat
The soldier is your basic close-range combatant, though the right-minded initiate could also pick up a few tips on fighting over a longer-range.
Rogue - Combat Basics, Stealth Combat, Ranged Combat
If your MP3 player goes missing from under your nose, there's likely to be a rogue nearby. These clever combatants prefer fighting at a distance - they only attack up close when there's opportunity to be sufficiently stealthy!
Scout - Combat Basics, Ranged Combat, Dual Combat
Scouts are the rangers of the future. Their skills naturally make them suited for warfare at a distance, but many also keep their hands in at fighting in close quarters. A canny initiate never knows when they'll need the knowledge, right?
SPELLCASTING basic classes:
Magician - Spellcasting Basics, Elemental Basics, Transfiguration
A beginner in the field of wizardry must learn, and hopefully master, the disciplines associated with this occult vocation. This includes elemental magic, as well as manipulation of objects and natural forms.
Sage - Spellcasting Basics, Elemental Basics, Telekinesis
Sages are magicians who value the power of mental capability as well as the ability to form and recite spells. They practise a balance of traditional wizardry and mind control.
Psion - Spellcasting Basics, Telekinesis, Illusion
The psion is perhaps the most mysterious of initiate spellcasters, as they specialise in the subtle arts of the mind. Keep your eye on these tricky mentalists. You never know what they have up their sleeves...
SPIRITUALISM basic classes:
Disciple - Spiritualism Basics, Defending, Redeeming
These followers practise a balance between helping their comrades and harming their foes. With the right combination of skills, they can be very powerful allies, and very unwanted enemies.
Cleric - Spiritualism Basics, Defending, Supporting
Clerics provide the welcome relief of healing magic no other can provide. These holy medics perform the invaluable task of keeping the death toll to a minimum, and their skills can also be invaluable for protective measures during combat.
Erudite - Spiritualism Basics, Enfeebling, Redeeming
The erudite is the creeping poison that passes over you in the midst of battle. They are specialists in hindering and bringing down heathens through the power of their faith alone. They are not to be trifled with.
^ ALL OF THE NAMES/DESCRIPTIONS OF THE BASIC POOLS AND CLASSES.
I went ahead and did this mainly cos I need to really get started on the graphics and stuff.
My brain wasnt in the right frame of mind to make skills 8<
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Posted: Thu Sep 09, 2010 8:05 pm
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Pitch your ideas for classes or specialised pools if you have time.
Definites/probablys:
Assassin (Jessie's class is based on this) - Stealth Combat, Basics, Ranged Combat, Close Combat
Witch Breaker (a combatant who specialises in bringing down mages) - Basics, Ranged Combat, Close Combat, SPECIAL Witch Breaker pool
Thaumaturgy (Lorika's based on this) - pool or class containing most of the old "impressive" spiritualism skills i.e the ones with long names; if class spir. basics, defending, supporting and thaumaturgy
Paladin - combat/spiritualism combo class; comb+spir basics, close combat, redeeming, thaumaturgy
Summoner - Spiritualism/Spellcasting combo class; Spir+spell basics, Elemental basics, Defending, Summoning
Battle Mage - spellcasting/combat combo class; spell+com basics, close combat, elemental basics, Battle Mage
Mystic(?) (basically a Seer, much like the old seer paths, but now solely part of Spiritualism) - Spir. basics, Supporting, Enfeebling, Divination
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Posted: Sun Sep 12, 2010 3:32 pm
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Posted: Sun Sep 12, 2010 5:28 pm
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Posted: Mon Sep 13, 2010 4:27 pm
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Posted: Mon Sep 13, 2010 4:42 pm
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Posted: Wed Sep 15, 2010 7:38 pm
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Sorry to quit out on the competition, but I had time and decided to get some of it out of the way while I had time
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Name of Skill: Mesmerise
Posts to Learn: 18
Type: Active Direct
Description: It's like when you watch TV, or read a book, and block out everything from your attention, then 'come to' and realize that 3 hours have passed. The worst part is that you never really know when it happens, and if you do, it's broken. THAT'S what this is like. ...for added confusion, have someone steal their watch or something while they're Mesmerised
Effect: The target is held in a trance-like state for an indefinite time. During the duration of the spell, they are unable to act on their own or react to stimuli. -Wears off if the targeted character rolls a full success, if the caster ends the spell, or if the caster is distracted from the spell. (for example, they get attacked) -Limit 2 uses per day -Caster is unable to make any action, except for slow movements, because they must concentrate so hard to keep the spell in effect -May be Dispelled/Negated
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Name of Skill: Funny Legs
Posts to Learn: 15
Type: Active Indirect
Description: Have you ever heard of 'phantom senses,' where an amputee still 'feels' their missing limb? This spell is the opposite of that, the victim cannot feel or use their legs, but they're still there.
Effect: The target is made unable to move their legs for 3 turns. They may still Fly/Levitate, or pull with their arms, to move about. -May be Negated/Dispelled, also ends if the caster ends the spell or the victim rolls a 'fully successful' roll -Limit 3 uses per battle
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Name of Skill: Blind
Posts to Learn: 18
Type: Active Indirect
Description: I can't see...MY GOD, I'VE GONE BLIND!!! ...well, not really, but this spell makes a very convincing alternative.
Effect: The victim is unable to see for up to 4 turns. During this time, they will see nothing but neverending blackness, so sight is useless. If their hearing/feeling/smell is strong enough, they may still be able to determine where some things are. -May be negated/Dispelled -If the victim rolls a fully successful roll, or 4 turns pass, the effects dissipate -Limit 3 uses per day
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Posted: Tue Sep 21, 2010 10:17 am
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Posted: Tue Sep 21, 2010 7:35 pm
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Posted: Wed Sep 22, 2010 6:37 am
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Posted: Thu Sep 23, 2010 10:36 am
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