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Posted: Thu Sep 23, 2010 11:21 am
I hate to bring this up, mostly because I've been a total slacker on this, but have you guys thought about weapon-specific skills?
Such as, well... I'll give a selfish example. Meta has a fan called "Song of the Steppes", which would call forth a rumbling wind, like the sound of galloping horses.
OR, weapon-specific bonuses? Like certain types of skills get a bonus when used with a specific type of weapon?
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Posted: Thu Sep 23, 2010 3:44 pm
ugh, sorry I couldn't do much this week, I got addicted to the Sims 3 (FINALLY got to play it!)
and I still have some homework...this might just become a recurring theme
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Posted: Fri Sep 24, 2010 6:19 am
Metaburo Fanmaker I hate to bring this up, mostly because I've been a total slacker on this, but have you guys thought about weapon-specific skills? Such as, well... I'll give a selfish example. Meta has a fan called "Song of the Steppes", which would call forth a rumbling wind, like the sound of galloping horses. Yeah, there are a couple of skills like this ^^ Riposte is the one thats prings to mind - a counter specific to swords/blades. As for skills that are specific to a SPECIFIC weapon... I dunno, hat could be an abuseable feature. Someone like you, who's specific and precise about their characters, would be fine with them, but I can see it going badly wrong if it were released to everyone. As this system is more based on the person/character, it's easily a feature that could be implemented for one or two people if they wanted it. @Mab OMG HURRAY~ Which reminds me, I need to work on ATETS3 O___O Hmm... maybe I'll actually go do that after I write some skills... MAYBE is stressed, cos I have a megaton of other stuff to do >3>;
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Posted: Fri Sep 24, 2010 8:05 am
I was just about to start planning the threads in more detail, and then as I was working it out, I suddenly thought - these need their own subforum. And then I thought... own subforum? Just for the guides? We need to try and avoid that, don't we? And THEN I had an idea - why don't I look into publishing these on another site? Like a blog or something? It might make things easier if the entire thing is self-contained, so that everything here doesn't blend into a mass of links, and EVERYTHING you need to know is found somewhere on one site specially for it. So overe here in the guild, it's just... Need the guide? It's HERE!Do you think I should make a poll about this? It's just that shifting excess info elsewhere might help keep the guild tidy, and then maybe if it were published elsewhere other people could approach us to use it, too. I dunno, it sounds a little weird to me since I'm used to everything being just.. here, on this site, but it could be a good thing potentially, since we're also branching out to Twitter whenever I get round to it o___o It's like I'm scared to make the Twitter.. LMFAO
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Posted: Fri Sep 24, 2010 12:31 pm
Hmmm...
*sings the Winnie the Pooh Thinking Song*
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Posted: Mon Sep 27, 2010 4:41 am
OH MAN I STILL HAVENT MADE ANY SKILLS
WHY DOES THAT KEEP DROPPING OFF MY LIST FOR THE DAY O__O
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Posted: Mon Sep 27, 2010 2:28 pm
because it's work?
I need to do some too...augh
and you already know my views on that Guide location
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Posted: Wed Oct 06, 2010 7:14 pm
oh dear gods above, it's already been ~2 weeks and I haven't done anything yet
...maaaaybe Sunday night, that's the earliest I can manage
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Posted: Mon Oct 11, 2010 7:18 pm
Finally back to work:
NOTE: If you are unsure what category your weapon falls under, ask a Mod
============================================
Name of Skill: Bladed Weapon Proficiency
Posts to Learn: 18
Type: Passive Indirect
Description: Truly, you are a master of the blade. None can stand in your path without your permission. Such mastery can only be rewarded one way...
Effect: A +2 bonus may be added to any or all posts in which you ATTACK with a bladed weapon. -The bonus is +1 if you are using a SKILL that involves a bladed weapon, such as Cleave or Back Slice -Bladed weapons include, but aren't limited to: Any swords, axes, spears, or similar edge-having weapons that aren't considered Heavy or Exotic weapons; sharp makeshift weapons, such as glass shards; and daggers/knives -Yes, the standard-issue BOO trident falls under this category
============================================
Name of Skill: Exotic Weapon Proficiency
Posts to Learn: 20
Type: Passive Indirect
Description: At first, you were mocked for having a 'weird' or 'stupid' weapon, but now those hours and hours of practice have paid off, and you are a master of your chosen...what exactly IS that?
Effect: A +2 bonus may be added to any or all posts in which you ATTACK with a strange or unusual weapon. A +1 bonus can be applied to SKILLS that require such a weapon. -Exotic weapons include, but aren't limited to: Whips, katars, nunchaku, keyblades, pointy-tipped staff-looking things...pretty much any weapon that doesn't fall into any other category OR one that requires extreme skill or talent to use. Bapp's bladed whip-scythe and Meta's fans are two examples of these weapons. -Martial arts, or hand-to-hand combat, is not covered by this Proficiency
============================================
Name of Skill: Ranged Weapon Proficiency
Posts to Learn: 19
Type: Passive Indirect
Description: Yep, you're a regular Robin Hood now. Your mastery of aiming and shooting is unparalleled. Such dedication and skill is deserving of a bonus.
Effect: Any or all ATTACKS with a ranged weapon get a +2 bonus. This bonus is +1 if you are using a SKILL requiring a ranged weapon. -Ranged weapons include, but aren't limited to: A bow and arrow, of course, as well as throwing knives/axes/stars, slingshots, thrown objects like rocks or sticks. -Ranged weapons do NOT include firearms of any sort, including cannons, pistols, rifles, etc. There is a separate skill for that.
============================================
Name of Skill: Dual Weapon Proficiency
Posts to Learn: 20
Type: Passive Indirect
Description: For those that simply can't decide, it's impossible to master a known fighting style involving both your weapons of choice. So make one up and practice that. When you are as skilled with both as most are with only one, you may join the ranks of the elite.
Effect: So long as a character is wielding BOTH a Ranged weapon and a close-combat weapon, such as a dagger, knife, shortsword, or similar 'small' weapon, they may add a +2 to any or all ATTACK rolls. This is a +1 bonus if they have used a SKILL, not an attack. -The character must be holding both of these weapons for this bonus to be in effect.
============================================
Name of Skill: Blade Master Proficiency
Posts to Learn: 31
Type: Passive Indirect
Description: The beauty of a blade master's stroke is often mentioned in the tomes of lore. We may now welcome such an artist into our modern time, praised be their skill.
Effect: So long as you are wielding a non-Heavy/non-Exotic sword, dagger, or similar weapon, you may add a +3 bonus to any rolls involving that weapon. Yes, even for rolls in which you use a skill. -Axes, spears, and all other weapons normally considered 'bladed' do NOT count for this skill. Only swords do.
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Posted: Fri Nov 12, 2010 9:56 pm
Got some time to kill...
============================================
Name of Skill: Dia
Posts to Learn: 6
Type: Active Direct
Description: For even beginning Priests/Priestesses of the Order, a holy blast is available to smite evildoers...and the occasional undead
Effect: Holy energy (in the form of a beam of light) is focused on your preferred target. It's effect (a burning sensation) becomes greater if the target is more evil. (ie, greater effect on an undead/SINner than an ordinary street drunkard, no effect on most Ordonians, etc.) -This skill can actually start some ultra evil things on fire, like doomsday-bringing demons -Cannot be used in Negation zones, Dispel cuts off the spell
============================================
Name of Skill: Ruwach
Posts to Learn: 8
Type: Passive Indirect
Description: With all this holiness flowing through you, such dishonest actions as Sneaking, or Illusions, or some kid taking an extra cookie are laid bare before your eyes.
Effect: Your character is able to detect Sneaking or Obscured characters, and is also able to see through Illusions.
============================================
Name of Skill: Sanctuary
Posts to Learn: 20
Type: Active Indirect
Uses Up: 5 Holy Waters
Description: With excessive application of Holy Water, an area can become so soaked with Goodness that the evil simply can't set foot in it. As a side effect, everyone inside feels just a bit more charitable.
Effect: An area about 7m in radius is converted into a Safe Zone. No enemies may enter such places, and any projectile attacks that enter are promptly deflected. -A Safe Zone can be removed with 4 uses of Dispel, or 2 uses of Negation/Greater Negation -Naturally dissipates after 5 turns -Limit 2 uses per battle -A character may not create a Safe Zone while enemies are within the radius, and they may only have 1 Safe Zone active at a time
============================================
Name of Skill: Protection
Posts to Learn:15
Type: Active Indirect
Description: Much like how evil objects are a bit less evil in a church, an enemy's attacks are weaker when you have an aura of holiness.
Effect: All attack rolls made against a target take a -2 penalty for 3 turns. If the roll is only partly successful, this becomes a -1 penalty for 2 turns -Limit 3 uses per battle
============================================
Name of Skill: Mea Culpa
Posts to Learn: 17 (Every Dia usage counts as +1 to post count for this skill, limit 5 'posts' this way)
Type: Active Direct
Description: As skill increases, so does power. In your following of the Overseer, your Dia ability has grown more powerful, to the point of having multiple targets.
Effect: The effect for this is the same as Dia's, except it can target up to 3 people/things.
============================================
Name of Skill: Pacify
Posts to Learn: 16
Type: Active Direct
Description: You can't be angry after you find a sizable sum of cash laying on the ground...it just doesn't work like that. This spell accomplishes much the same thing, without a drain on your wallet
Effect: For a full success, a target character is so filled with feelings of happiness that they are completely unable to take violent actions for 3 turns. For partial success, the feelings of glee only interfere, causing -3 roll penalty for 2 turns. -Limit 3 uses per battle -2 turns must pass before this spell may be reused -May be Negated/Dispelled
============================================
Name of Skill: Shell
Posts to Learn: 20
Type: Active Indirect
Description: Behind an insulating Wall of God, no heretical spells may touch you. Unfortunately, your god is a bit busy, so praying accomplishes much the same thing.
Effect: One character is completely immune to all offensive spells for 3 turns. This becomes 2 turns if only a partial success. -Limit 3 uses per battle -Effects CANNOT be negated/Dispelled -If attacked by an enchanted weapon of any kind, this skill only removes the enchantment part, the physical weapon can still cut/smash/bash/stab you.
============================================
Name of Skill: Agnus Dei
Posts to Learn: 22
Type: Active Indirect
Description: Like the related ability Shell, Agnus Dei produces an aura of defense around a target. Unlike its relative, this one deflects physical attacks.
Effect: A character is made immune to all physical attack rolls for 3 turns. If partly successful, this drops to only 2 turns. -Limit 2 uses per battle -Can be Negated/Dispelled
============================================
Name of Skill: Sanctify Weapon*
Posts to Learn: 24
Type: Active Indirect
Description: Vampires fear garlic. Werewolves fear silver. The Animated fear the Rings. But what do SINners and demons fear? That's right, an Overseer-imbued weapon.
Effect: A weapon is enchanted to deal additional/less damage to targets, depending on how Good or Evil they are. -Effect lasts 1 day -Enchantment is negated for 1 turn in Dispelled, or for the entire time you are in a Negation zone. The effect comes back after/when you leave. -Head demons, Sentinel, and other very evil beings grant attack rolls against them a +4 bonus. Normal SINners generally take +2 against them. Holy beings like the Overseer and Priests/Priestesses give a -4 penalty. Most Ordonians give -2. If any problems may arise, ask a mod to determine your roll bonus against a give enemy.
============================================
Name of Skill: Connection with Water
Posts to Learn: 27
Type: Passive Indirect
Description: When following an aquatic god, one thing is inevitable...taking his ability to walk on and breathe under water.
Effect: The character is able to walk on water at will, and when submerged they will be able to breathe normally. -The effects of this ability can never be Negated or Dispelled, as they come from a different source than normal magics of this sort.
============================================
Name of Skill: I have been Chosen
Posts to Learn: 30
Type: Passive Indirect
Description: This far along the path of righteousness, your very being becomes holy. This allows for instantaneous use of certain skills without preparations.
Effect: Your character can now use abilities that require a Safe Zone without the safe zone.
============================================
Name of Skill: Evil must not Prevail
Posts to Learn: 30
Type: Active Direct
Description: If Dia is the little sister, and Mea Culpa is the big brother, then this skill is the Ultra Buff Uncle with a Sledgehammer. So much holy might is packed into this one ability that it is reported to have singed the Overseer himself.
Effect: All characters in the area are damaged in a manner similar to Dia and Mea Culpa. In additon, a full success of this skill causes Blindness for 3 turns. A partial success causes it for 1 turn -Targets may roll to avoid part/all of the Blindness. A Full Success will reduce the blindness by 2 turns, a partial will reduce it by 1.
============================================
Name of Skill: Prayer of Enfeeblement *
Posts to Learn: 18
Type: Active Indirect
Description: For those times when the attacking army is just a little bit too powerful, pray for them to get a little less powerful.
Effect: All enemies in the battle are stripped of all +1 and +2 roll bonuses, regardless of what sort they may be (weapon proficiency, for example). If used as a Partial Success, only the +1 bonuses are stripped. -Any 'permanent' bonuses will come back on the next day -Effects of this may not be Negated/Dispelled -Limit 2 uses per day, cannot be used twice in the same battle
============================================
Name of Skill: Hand of God
Posts to Learn: 25
Type: Active Direct
Description: The winning side in a battle generally has more advantages. If that side happens to be the opponent's, you might want to think about evening the field with this.
Effect: One character is stripped of all roll bonuses, and may not get new ones applied until the next day. If this skill is a full success, the target also experiences a -2 roll detriment for the next 2 turns -Permanent bonuses like Proficiencies will come back in 1 day -Limit 1 use per day
============================================
Name of Skill: Prayer of Benediction*
Posts to Learn: 18
Type: Active Indirect
Description: Your allies are all experiencing a severe case of debuff mania, and the enemy is winning the day. Cure this case of the plague with a Prayer of Benediction!
Effect: Assuming they are experiencing one, all of your allies on the battlefield are no longer affected by their -2 and/or -1 roll penalties. If this skill is only a partial success, only the -1 penalties are removed. -Limit 2 uses per battle -Permanent detriments will return in 1 day -Not affected by Dispel/Negation
============================================
Name of Skill: The Blessing of God
Posts to Learn: 25
Type: Active Indirect
Description: The blessing of the holy one makes all wrongs right. Go forth, oh Cleansed One, and fight for the good of all!
Effect: A character is stripped of ALL roll penalties, and is immune to new ones for the next day. If a full success, they also get a +2 roll bonus for 2 turns. -Limit 1 use per day -Permanent detriments return after the 1 day is up
=============================================
* Skill may only be used within a Safe Zone
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Posted: Sat Nov 13, 2010 9:07 pm
============================================
Name of Skill: Rain of Grudge
Posts to Learn: 13
Type: Active Indirect
Description: On some days, you just feel like taking out your anger on anything in the area. For those days, use this spell. It's guaranteed to ruin someone/something's day, or your money back!
Effect: An acid rain is conjured that harms all things in its affected area, be they friends, foes, or innocent pidgeons. -Limit 2 uses per day -May be negated/dispelled
============================================
Name of Skill: Drown
Posts to Learn: 17
Type: Active Direct
Description: Have you ever drank something so fast that you start choking on it? Remember how it took upwards of 2 minutes to get better? Use that as a weapon.
Effect: Water is forced into another person's nose/mouth. It will not kill them, but will cause them to be otherwise useless while coughing it back up. A full success makes them useless for 3 turns, a partial success causes 1 turn of choking. -Note, has no effect on characters with Water Breathing abilities or on those that are naturally aquatic (merpeople, fish-demons, if there are any) -Negation/Dispel can cancel the spell only if cast simultaneously with the Drown ability. Any longer, and the water is physically in the person's windpipe. -Limit 2 uses per day
============================================
Name of Skill: Shield of Water/Ice
Posts to Learn: 16
Type:Active Indirect
Description: Water is naturally a pushover, lets face it. You fall in, it parts around you. You throw something at it, it just absorbs it. Add some magical structure, and now water makes a great shield, and can even be hardened into ice!
Effect: A sphere of water/ice is created around you and any nearby allies. A water shield will repel all projectiles, but attackers can move through it slowly, as if fighting a strong current. An ice shield becomes impervious to both projectiles and entering attackers, but those inside are potentially trapped. -Water Shield wears off after 3 turns, or after Dispelled/Negated -Ice shield may be cancelled at the caster's wish, melted by high heat, or melted slowly over time as with any ice. -A large amount of water must be nearby to use this skill, either from Deluge or being near a river. -Limit 3 uses per day ============================================
Name of Skill: Fly
Posts to Learn: 28
Type: Passive Indirect
Description:Gravity? HAH! I laugh at gravity. Good bye ground, hello clouds!
Effect: A character is able to move freely though air, much like a bird or plane (or Superman!) -If the character is hit with Dispel, their flight is disrupted for 1 turn. If the character enters a Negation zone, they fall like anybody else would from 10 feet in the air. They recover flight the instant they leave the Negation zone. -Please, no flying at supersonic speeds or for extended periods of time. Magical flight is still flight, and requires a lot of energy to sustain. A character may safely fly for 3 turns in a row with no ill effects. For every turn after that, a -1 roll penalty is added until they land and rest for a turn.
============================================
Name of Skill: Create Holy Water
Posts to Learn: 4
Type: Active Indirect
Description: Every good acolyte needs a supply of holy water, and the only way to get some is to make it yourself...or beg it from a friend, either works.
Effect: A flask of water is turned into a flask of Holy Water. Holy water is used for many things, including rituals and weapon coating, and acts like a weak acid to anything evil. No more than 10 holy waters and holy oils can be carried at any time, the glass is too fragile and prone to falling.
============================================
Name of Skill: Create Holy Oil
Posts to Learn: 6
Type: Active Indirect
Description: Along with holy water, holy oil is expected to be available in the Order for whatever need be. It is used primarily for rituals and wound cleansing.
Effect: A flask of oil (any kind) is turned into holy oil. Besides its use in rituals, it can also be used to completely sterilize a wound or object, although this causes a good deal of pain (similar to the pain of putting rubbing alcohol on a fresh wound) -No more than a combined 10 holy waters and holy oils may be carried at once, the risk of dropping a flask and having it break is, quite simply, a waste. ============================================
Name of Skill: Create Bandages
Posts to Learn: 10
Type: Active Indirect
Requires: 1 Holy Oil, some cloth. (One flask of oil makes 3 soaked bandages)
Description: One day, a clumsy acolyte dropped a vial of holy oil on the floor, and it shattered. They then wiped it up with a spare rag that was laying around, setting the soaked rag on the counter. Eventually, a weary Combat student happened across it and wiped off his hands, immediately recognizing the powers of holy oil. The rest, as they say, is history.
Effect: A cloth is turned into an oil-soaked bandage, an extremely effective method of keeping wounds clean and safe. Bandages can be made without the oil, but such bandages lack the oil's sterilization abilities.
===========================================
My god....is it....that I am FINISHED?
HUZZAH! I might end up making a few more Creates though....
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Posted: Sun Dec 05, 2010 7:54 pm
Hey Lorika, I need work to do now
Can haz work?
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Posted: Sun Dec 19, 2010 8:17 pm
Starting to put stuff in pools....a bit confused as to some of them
oh well, onward and upward
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Posted: Mon Dec 27, 2010 12:06 pm
Still chugging along on pool allotments, I'm on page 12 and working backwards
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Posted: Mon Dec 27, 2010 7:57 pm
Okay, so I have the preliminary pool allotments done...
(?) indicates discussion is needed, I couldn't decide
============================
COMBAT
============================
Basics -Reputation (?) -Bullheaded -Strike -Parry -Counter -Disarm -Brandish -Arrow Crafting -Battle Cry -Plan Ahead (?) -Owl's eye -Exotic Proficiency (didn't really know where else to put it...they can get it if they need it without needing to specialize, that's my thinking) -Sticky Fingers -Shelter -Weapon Repair -Rally the Troops (?)
============================
Close Combat -Blademaster Proficiency (the swords-only one) -Bladed Weapon Prof. -Martyr's Reckoning -Cleave -Back Slice -Berserk -Fatal Blow -Riposte -Sonic Blow (?) (either here or Stealth) -Crippling Disarm -Whirlwind Attack -Break
============================
Ranged Combat -Ranged Prof. -Eagle's eye -Flaming Arrow -Arrow Vulcan -Run with the Wind -Dualshot -Point-Blank Shot -Hunter's Reflexes -Poisoned Arrow -Seeking Shot -Arrow Volley
============================
Dual Combat -Dual Weapon Prof. -Best of Both Worlds -Arrow Vulcan -Point-Blank Shot -Dualshot -Berserk -Back Slice -Fatal Blow -Whirlwind Attack
============================
Stealth Combat -Blademaster Prof. -Soul Crush -Snake Blood -Slippery Mind -Sneak Attack -Sneak -Fatal Blow -Sonic Blow -Hunter's Reflexes -Coldblooded -Hunger for Blood
============================
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