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Posted: Sun Sep 09, 2012 7:46 pm
Lady Starlit Creed The Urban Superstition I don't need like a super low chance roll, I wanna see like D20, 1-19 is a hit, so the chance to miss is super low. As for the second, please add that in. I've been doing this for a while, and the more details, the faster I can pass them. What YOU need? This is my Talent, not yours... neutral See, I would consider it a lot more if you would refrain from acting like you're better than me. I've been role playing for at least eight years and I've owned many successful guilds. I don't really think you can "one up" me there so please refrain from doing so.
I'll just wait for some more inspiration or someone else to take a look, thank you. Ms. Sarah, please, there has been a misunderstanding here. When I said I've been doing this for a while, I meant approving/revising talents. My time Role playing has nothing to do with your talent. I ask for more details because it makes life a little easier, and lets me understand it better so I might approve it faster with less questions. Ferregar would ask the same of you.
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Posted: Sun Sep 09, 2012 7:53 pm
The Urban Superstition Ms. Sarah, please, there has been a misunderstanding here. When I said I've been doing this for a while, I meant approving/revising talents. My time Role playing has nothing to do with your talent. I ask for more details because it makes life a little easier, and lets me understand it better so I might approve it faster with less questions. First off, *Sara. I know Verideathul told you my name and how to correctly spell it. I'd prefer you to call me Star, actually, not "Ms. Sara".
Secondly, I'm sure that's exactly what you meant...
Third, It has enough details right there. I will add that other shi-- -calms down and breathes deeply- that other stuff in if it makes you feel better, but the dice roll thing defeats the purpose and over-complicates the ability, I feel. It has to be long-distance and it has to be with a long-ranged weapon and its one hit with no other bonuses. If someone else comes in and suggests a dice roll, I might consider it a bit more but at the moment, no I'll just wait for other approval.
Edit: "Ferregar would ask the same of you." He also thinks I'm stubborn and he'll have to deal with convincing me as well.
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Posted: Sun Sep 09, 2012 8:15 pm
Lady Starlit Creed The Urban Superstition Ms. Sarah, please, there has been a misunderstanding here. When I said I've been doing this for a while, I meant approving/revising talents. My time Role playing has nothing to do with your talent. I ask for more details because it makes life a little easier, and lets me understand it better so I might approve it faster with less questions. First off, *Sara. I know Verideathul told you my name and how to correctly spell it. I'd prefer you to call me Star, actually, not "Ms. Sara".
Secondly, I'm sure that's exactly what you meant...
Third, It has enough details right there. I will add that other shi-- -calms down and breathes deeply- that other stuff in if it makes you feel better, but the dice roll thing defeats the purpose and over-complicates the ability, I feel. It has to be long-distance and it has to be with a long-ranged weapon and its one hit with no other bonuses. If someone else comes in and suggests a dice roll, I might consider it a bit more but at the moment, no I'll just wait for other approval.
Edit: "Ferregar would ask the same of you." He also thinks I'm stubborn and he'll have to deal with convincing me as well. I apologize, I was simply trying to reply as quickly as possible in order to defuse the situation. And really, I meant it. If you can't take my word, then I'm sorry. It does none of those things. It adds in the minor chance that you'd naturally miss, something that wouldn't hurt. If you hit every single time, there would be no chance of getting away unless you had some sort of super hearing/reaction to counter it with. If not that, then I want the skill to be of higher rank. At least B ranked. There's no telling when he or Jack will be on next. I'm offering you approval now.
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Posted: Sun Sep 09, 2012 8:24 pm
The Urban Superstition I apologize, I was simply trying to reply as quickly as possible in order to defuse the situation. And really, I meant it. If you can't take my word, then I'm sorry. It does none of those things. It adds in the minor chance that you'd naturally miss, something that wouldn't hurt. If you hit every single time, there would be no chance of getting away unless you had some sort of super hearing/reaction to counter it with. If not that, then I want the skill to be of higher rank. At least B ranked. There's no telling when he or Jack will be on next. I'm offering you approval now. Of course your ideas do none of those things. Because they are from my idea and my Talent. Do you know what the point of a skill is? It's not the only thing my character can do. She can shoot her crossbow normally and she doesn't need a skill that says, "SHE CAN SHOOT A CROSSBOW." Uh, every single time? It has a cooldown of seven posts. She can't just keep shooting people and hitting every time.
Are you authorized to approve Talents?
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Posted: Sun Sep 09, 2012 8:34 pm
Lady Starlit Creed The Urban Superstition I apologize, I was simply trying to reply as quickly as possible in order to defuse the situation. And really, I meant it. If you can't take my word, then I'm sorry. It does none of those things. It adds in the minor chance that you'd naturally miss, something that wouldn't hurt. If you hit every single time, there would be no chance of getting away unless you had some sort of super hearing/reaction to counter it with. If not that, then I want the skill to be of higher rank. At least B ranked. There's no telling when he or Jack will be on next. I'm offering you approval now. Of course your ideas do none of those things. Because they are from my idea and my Talent. Do you know what the point of a skill is? It's not the only thing my character can do. She can shoot her crossbow normally and she doesn't need a skill that says, "SHE CAN SHOOT A CROSSBOW." Uh, every single time? It has a cooldown of seven posts. She can't just keep shooting people and hitting every time.
Are you authorized to approve Talents? They never said I couldn't. I figured I'd cut Ferr some slack since I used to do this before I left. You have a 1 in 20 chance of missing. 19 out of 20 is always a hit. I even suggested upping it a rank . I'm not being entirely unreasonable here.
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Posted: Sun Sep 09, 2012 8:40 pm
Hi all. I'm here to be your kick in the pants. Urban: Step back and take a breath. There are ways to do this now with the new system in place. We haven't brought you fully up to speed yet so that's why you hadn't been given any customs approval duties yet. Star: If you want something that's gonna be crazy accurate, either bump up the cooldown or put a speed cap on it, allowing anyone of the proper speed a chance to dodge. On top of that, the skills make this more of a combative talent than non-combative.
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Posted: Sun Sep 09, 2012 8:46 pm
SorceressJacklyn Star: If you want something that's gonna be crazy accurate, either bump up the cooldown or put a speed cap on it, allowing anyone of the proper speed a chance to dodge. On top of that, the skills make this more of a combative talent than non-combative. There you are~. The speed chance would be nice, I'll consider that one. And it used to be both, but I changed it to non-combative and now it's somewhat combative. 3nodding I just didn't change it back to both. Let me tweak it a bit to get some more combative moves on it then or I'll remove that and add it to my other combative Talent.
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Posted: Sun Sep 09, 2012 8:48 pm
Lady Starlit Creed SorceressJacklyn Star: If you want something that's gonna be crazy accurate, either bump up the cooldown or put a speed cap on it, allowing anyone of the proper speed a chance to dodge. On top of that, the skills make this more of a combative talent than non-combative. There you are~. The speed chance would be nice, I'll consider that one. And it used to be both, but I changed it to non-combative and now it's somewhat combative. 3nodding I just didn't change it back to both. Let me tweak it a bit to get some more combative moves on it then or I'll remove that and add it to my other combative Talent. Nothing wrong with a talent that does both. Try to see how you can tie it all together in one talent and we'll get it shipped through a bit faster that way.
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Posted: Sun Sep 09, 2012 11:20 pm
Me and Fer discussed this earlier... I'm getting impatient and am tired of waiting months to RP...so here's my stuff
Rpc Name: Elizabeth
Rpc Profile Link:
Your Customs Thread:
Rpc Rank:
Combative Talent or Non Combative: Combo
Talent Name: Sapper Class
Description: While other children were off playing with wooden swords and fighting, Elizabeth was buried in her gardening. She always had a fascination with plants of all types, but there was one that stood out the most to her, toxins. From a young age, Elizabeth grew many toxic plants and learned to cultivate their toxins for her own use. Be it faking sick to get out of school or getting a little revenge, she had something for every situation. Naturally, this got her in trouble with the law more than her fair share of times, which caused her to veer towards a life of minor crimes. Elizabeth joined up with a local group of bandits who taught her the arts of stealth, and she made them poisons for heists in return. One night, the bandit camp was raided by a group of town guards. Almost everyone was killed. Luckily, Elizabeth made it out with her toxicology notes. Since then, she's been studying more deadly and useful poisons for combat.
THIS TALENT REPLACES ELIZABETH'S CLASS
Base Stats: 0/+2
Strengths: Very stealthy Wide variety of poisons Can easily overpower a stronger opponent with enough doses Can gain immunity to certain poisons
Weaknesses: Physically weak Can only use Daggers and Bows Can poison self at lower ranks Poisons only get stronger through more applications Cannot gain immunity to damaging poisons
Skills:
Stealth Passive While not moving, Elizabeth is almost impossible to detect. She is able to muffle almost all sounds she makes. At Adept rank, she may move silently, without being detected.
Toxicology Passive This allows Elizabeth to gather materials and mix together poisons. Each poison must be applied for in customs and takes X posts to Learn where X is the normal learning post amount for the poisons rank plus 3. Once the poison is learned, it takes X amount of posts to make where X is half the learning time of a skill of equal rank +3. Each poison made must have a link to the posts where it was made. Every time you make a poison, it supplies 3 doses. All poisons made are in liquid form, but can be made into gases at Adept rank. Poisons may be coated onto weapons, but only one type of poison, and one dose of it, may be applied at a time. The poison stays on the weapon until a strike is made or it is washed off, so Elizabeth must be cautious while handling her weapons. An antidote to the poisons may be made at an additional 3 learning posts to the poisons creation. However, this only yields 1 dose, but removes all doses of poison from the target.
Immunity Passive At the rank of Trainee, Journeymen, and Master, Elizabeth may chose one of her poisons to gain a resistance to. The poison chosen cannot be above her rank, cannot have any health damaging effects, and must be her own poison. A wild animal's venom will still affect her, even if it's the same effect.
Signature Poison Passive At the rank of Adept and Expert, Elizabeth may chose one of her poisons as a signature poison. This is one of her most commonly used toxins and has been made over and over. With the repeated use comes an expert knowledge about the poison, allowing her to prepare it more efficiently and quickly. A signature poison loses the +3 creation buff and now yields 5 doses instead of 3.
Smoke Bomb Application Adept - Passive At Adept rank, Elizabeth is able to put gaseous versions of her poisons into smoke bombs. These are small glass balls and have enough poison in them to lightly fill a room. They hold 1 dose and wind may disperse the poison. Elizabeth may carry 5 smoke bombs at a time. Those who do not anticipate the smoke bomb's use or are slower than Elizabeth will be unable to hold their breath. Those unable to hold their breath against the attack are automatically inflicted with 1 dose and start coughing uncontrollably.
Smoke Grenade Application Master - Passive At Master rank, Elizabeth may carry 1 smoke grenade. This carries a massive amount of one poison and is almost impossible to dodge. This carries and releases enough poison at a rate that it could easily cloud a large room in a thick, impenetrable smog in seconds. The grenade carries 5 doses and can only be dispersed by a wind spell of Master Rank or higher. Elizabeth may only carry 1 Smoke grenade at a time. Those who are slower than Elizabeth and do not anticipate the smoke bomb's detonation are unable to hold their breath to defend against the attack. Those who dont hold their breath will start coughing uncontrollably, guaranteeing a hit. For each post they are in the fog, they take 1 dose of poison, capping at 5. NOTE: If used in a room, this will quickly choke out the air. If the poison doesnt kill you, suffocation certainly will. Rp Sample:
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Posted: Sun Sep 09, 2012 11:37 pm
Rpc Name: Allysa RPC Profile: HereYour Customs Thread: HereRpc Rank: Student Combative Talent or Non Combative: Consumes both spots! Talent Name: Brandings Description: Through no wish of her own, Allysa has been branded with several tattoos, each allowing her a power when activated. Though this is beneficial to her, there are drawbacks that cause her immense pain. StrengthsSpecial temporary boosts to skills or power. Stronger fighting capabilities. Grant an innate boost to speed. (+1 Speed) WeaknessesEach activation of a Branding costs Allysa 300 energy. If Allysa uses more than one tattoo per battle, a bleed effect is initiated. With each passing post after the activation of a second tattoo, Allysa loses 80 energy. Brands cannot be stacked with another Brand. If Allysa were to use the First Branding, she would have to wait until its effects run out to use her Third Branding. Having been Branded as she is, Allysa is cursed. Her mind is often muddled when faced with choices and adversity. As this is the case, her mind adapts slower to education. Call it a learning disability if you will, but skills that Allysa attempts to learn take 1.5 the amount of posts in order for her to attain them.How It Works♦First Branding♦The first branding is known as Choices. When Allysa activates this tattoo, she has a choice of what she gains: If she chooses the Physical side of the tattoo, she gains +3 speed for five posts. Choosing this side means she loses all means of using class and primary elemental skills for that time as well. Has a three post cool down. If she chooses the Magical side of the tattoo, Allysa's magical attacks are treated as 1 rank higher in battle for five posts. Choosing this side means that she suffers from -2 to speed for that time as well. Has a three post cooldown. ♦Second Branding♦The second branding is known as Elementals. When Allysa activates this brand, she is able to choose a boost for one of her elements. When the brand tattoo is activated, the choice element's attacks are treated as 1 rank higher for three posts, while all others are treated one rank lower. Strengthening an element comes with it's downside that lasts for the same time span, the downside being a -1 to Speed. Has a two post cooldown. ♦Third Branding♦ The third and final branding is known as Last Resort. When Allysa activaets this brand, she is sent into a rage beyond measure, causing an eery glow of her aura to cover her body. Allysa gains +3 Speed. All of her elemental skills and bloodline skills are treated as one rank higher. This lasts for four posts. Though her power gain is great, the reprimands are as well. Allysa cannot use bloodline skills or original elemental skills while in this state, and once the effects run out, she is left severely weakened. Her energy is depleted to 50, and her stats are lowered to 1/1 for six posts. Has a 20 post cooldown period.
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Posted: Mon Sep 10, 2012 10:21 am
Lady Starlit Creed RPC Name: Kyra Aranwen
RPC Profile Link: waiting approval
Your Customs Thread: [here]
RPC Rank: Student?
Combative Talent or Non Combative: Non Combative
Talent Name(s): Tracking Instincts
Description: Kyra is gifted with a highly-tuned tracking instinct. All her senses are in tune with her surroundings and in her mind is a "map" of the environment, with input from every sense. Any disturbances on the land, such as a footprint or the residue of a recently activate spell is easily seen/sensed. Using the target's actions in the posts prior to her, she can track them through the environment. Grant +100 energy to the Ranger (does not benefit Companion's energy).
Skills: Enhanced Sense Rank E By choosing a sense and using some of her energy, she can enhance the sense to study her surroundings or a trail for her prey much easier. Tracking Rune Rank D By placing a rune somewhere on a person's body, clothing, personal item, etc, the tracker can follow the target's trail by a silver glowing energy trail only visible to one who shares the same energy. Sniper Accuracy Rank C When watching a target from a good distance away, aiming with a long-ranged weapon from a hidden spot, the Ranger is able to track their movements and successfully hit the target with a projectile. The Ranger also remains hidden. Seven post cooldown. Tree Stride Rank B By focusing on a tree in the distance and touching the bark of a nearby tree, the Ranger can use nature's own energy to jump from one location to the other to better stalk their prey. Three post cooldown.
I looked through your discussion with Urban, but I think it best if we start fresh. The application of "strange magic" as Urban puts it, is somewhat present and needs to be explained. However, instead I recommend something else. Tracking Rune - No magical trail - however, the boons provided in Enhanced Sense allow this skill to be used in a more versatile way without need for magic. Instead of Tracking Rune, what do you think of something more along the lines of Keep in mind that Enhanced Sense can be used multiple times to enhance many senses at a time, but doesn't stack upon itself. (Obvious cat is obvious cat_gonk ) Enhanced Tracking: PREREQ: Use of Enhanced Sense Cooldown: 3 posts after the end of Enhance Sense Cost: C Rank Based on the sense which was enhanced, Kyra is able to heighten her tracking skills to prodigal levels. Sight: Enhanced Vision gives Kyra the ability to track effortlessly at night and with the presence of visual stimuli (broken twigs, footprints, a trail that was deliberately covered etc), she is able to immediately deduce all paths that are traversible and predict where the target's destination will be, based upon the distance and her target's build / body movement. This creates a mental map of the area described in the thread, and a target tracer for Kyra that notes the path her target has not only traveled from, but is also traveling to. (This is helpful in many other more contextual applications as well, such as following the movements of a wind element-based character) Sound: Enhanced Sound grants the ability to track while blind if the target is still in the thread, and gives Kyra the ability to visualizes a target's position if they are behind a wall or concealed by magical means such as invisibility or deeper darkness. Taste: Like a snake, Kyra can track someone by the taste of their odor. This enables successful tracking while blind AND deaf, and the target does not need to be in the thread. Weather does not affect tracking by taste EXCEPT that if it rains, the trail collects in the water on the ground and must be periodically tasted to stay on the trail. Touch: Kyra gains the benefits of tremorsense, allowing her to feel anyone / thing in the area that is moving on the ground 50 feet from her. When Kyra is indoors, she can also feel the movements of any creature using flight in the same room as her. Tremorsense gives Kyra the ability to "feel" the inside of a room with the door never needing to be opened. This allows her to track while blind, deaf, or otherwise afflicted. Rain does not affect tremorsense enough to be disorienting, and Kyra can estimate the size and posture of any creature within her range of perception. A great contextual application of this is in immediately locating an enemy creature's heart based upon its heartbeat. Smell: Enhanced Smell allows you to track while blind or deaf and in all conditions where you aren't exposed to something that "blinds" your sense of smell, (diamond powder, nosebleed, a bowl of 3 month old sun-ripened mayonnaise in the same room), and allows you to get the whereabouts of everything in the same thread / building with a unique odor within 100 ft of you. If it is raining, you have to roll a d20 to keep on the trail of your target (1-7 Failure, 8 - 20 Success) and you can re-roll in the next post to get back on the scent. I hope you like the idea. And if you make Enhance Sense an active skill instead, you can have all of your senses increased like this at the same time biggrin Enhance Sense: Skill Type: Active Duration: 15 post maximum CD: 3 Posts Cost: E Rank per round, per sense enhanced Kyra can be running with all 5 senses enhanced for 50 Energy per post at a maximum, and she would have the full benefits of Enhanced Tracking for them all at the same time 3nodding Are you willing to swap this out for Tracking Rune, since you can do the same thing with Tracking Rune with Taste, Smell, or Sound Enhanced? Tree Stride is actually a skill intended for the Shaman Class, but I won't ask you to ditch it. Since it is more druidic than Ranger, I propose below: Passive Ability unlocked at Journeyman (B) Enhanced Reflexes Your life in the wilds has made you lithe and agile, and makes you capable of exceptional acrobatic feats.You can climb walls, jump rooftops and traverse urban areas as quickly as you can run through an open field. Your character gains a +4 Speed circumstantial rank bonus to determine her jump distance. For example, a character with a speed of 7 would calculate their jump distance as though they had a speed of 11. (This bonus does not increase attack count, run speed or anything except for the character's jump speed). It also allows you to safely survive in situation that might otherwise be perilous (avalanche, cave-in, wildfires etc), as well as move with your regular footspeed. As for Sniper Accuracy - The only thing I would like to see changed is that firing isn't auto-stealthed. The projectile and the direction of its path would be discernable at the distance these are being fired from, and if a target is struck and not killed by it (and still coherent) they can distinguish the direction of the shot. Unless Kyra is using a camouflaged outfit or another ability to conceal herself while firing, it doesn't "reveal" her location but it also doesn't act as a cloak. Everything else looks grand!
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Posted: Mon Sep 10, 2012 10:33 am
YoDaeTatsuya Rpc Name: Allysa RPC Profile: HereYour Customs Thread: HereRpc Rank: Student Combative Talent or Non Combative: Consumes both spots! Talent Name: Brandings Description: Through no wish of her own, Allysa has been branded with several tattoos, each allowing her a power when activated. Though this is beneficial to her, there are drawbacks that cause her immense pain. StrengthsSpecial temporary boosts to skills or power. Stronger fighting capabilities. Grant an innate boost to speed. (+1 Speed) WeaknessesEach activation of a Branding costs Allysa 300 energy. If Allysa uses more than one tattoo per battle, a bleed effect is initiated. With each passing post after the activation of a second tattoo, Allysa loses 80 energy. Brands cannot be stacked with another Brand. If Allysa were to use the First Branding, she would have to wait until its effects run out to use her Third Branding. Having been Branded as she is, Allysa is cursed. Her mind is often muddled when faced with choices and adversity. As this is the case, her mind adapts slower to education. Call it a learning disability if you will, but skills that Allysa attempts to learn take 1.5 the amount of posts in order for her to attain them.How It Works♦First Branding♦The first branding is known as Choices. When Allysa activates this tattoo, she has a choice of what she gains: If she chooses the Physical side of the tattoo, she gains +3 speed for five posts. Choosing this side means she loses all means of using class and primary elemental skills for that time as well. Has a three post cool down. If she chooses the Magical side of the tattoo, Allysa's magical attacks are treated as 1 rank higher in battle for five posts. Choosing this side means that she suffers from -2 to speed for that time as well. Has a three post cooldown. ♦Second Branding♦The second branding is known as Elementals. When Allysa activates this brand, she is able to choose a boost for one of her elements. When the brand tattoo is activated, the choice element's attacks are treated as 1 rank higher for three posts, while all others are treated one rank lower. Strengthening an element comes with it's downside that lasts for the same time span, the downside being a -1 to Speed. Has a two post cooldown. ♦Third Branding♦ The third and final branding is known as Last Resort. When Allysa activaets this brand, she is sent into a rage beyond measure, causing an eery glow of her aura to cover her body. Allysa gains +3 Speed. All of her elemental skills and bloodline skills are treated as one rank higher. This lasts for four posts. Though her power gain is great, the reprimands are as well. Allysa cannot use bloodline skills or original elemental skills while in this state, and once the effects run out, she is left severely weakened. Her energy is depleted to 50, and her stats are lowered to 1/1 for six posts. Has a 20 post cooldown period. Excellent work YoDae! Your talent is [finally!!!!!] APPROVED scream
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Posted: Mon Sep 10, 2012 11:52 am
Lady Lizabee Me and Fer discussed this earlier... I'm getting impatient and am tired of waiting months to RP...so here's my stuff Rpc Name: Elizabeth Rpc Profile Link: Your Customs Thread: Rpc Rank: Combative Talent or Non Combative: Combo Talent Name: Sapper Class Description: While other children were off playing with wooden swords and fighting, Elizabeth was buried in her gardening. She always had a fascination with plants of all types, but there was one that stood out the most to her, toxins. From a young age, Elizabeth grew many toxic plants and learned to cultivate their toxins for her own use. Be it faking sick to get out of school or getting a little revenge, she had something for every situation. Naturally, this got her in trouble with the law more than her fair share of times, which caused her to veer towards a life of minor crimes. Elizabeth joined up with a local group of bandits who taught her the arts of stealth, and she made them poisons for heists in return. One night, the bandit camp was raided by a group of town guards. Almost everyone was killed. Luckily, Elizabeth made it out with her toxicology notes. Since then, she's been studying more deadly and useful poisons for combat. THIS TALENT REPLACES ELIZABETH'S CLASSBase Stats: 0/+2 Strengths: Very stealthy Wide variety of poisons Can easily overpower a stronger opponent with enough doses Can gain immunity to certain poisons Weaknesses: Physically weak Can only use Daggers and Bows Can poison self at lower ranks Poisons only get stronger through more applications Cannot gain immunity to damaging poisons Skills: Stealth Passive While not moving, Elizabeth is almost impossible to detect. She is able to muffle almost all sounds she makes. At Adept rank, she may move silently, without being detected. Toxicology Passive This allows Elizabeth to gather materials and mix together poisons. Each poison must be applied for in customs and takes X posts to Learn where X is the normal learning post amount for the poisons rank plus 3. Once the poison is learned, it takes X amount of posts to make where X is half the learning time of a skill of equal rank +3. Each poison made must have a link to the posts where it was made. Every time you make a poison, it supplies 3 doses. All poisons made are in liquid form, but can be made into gases at Adept rank. Poisons may be coated onto weapons, but only one type of poison, and one dose of it, may be applied at a time. The poison stays on the weapon until a strike is made or it is washed off, so Elizabeth must be cautious while handling her weapons. An antidote to the poisons may be made at an additional 3 learning posts to the poisons creation. However, this only yields 1 dose, but removes all doses of poison from the target. Immunity Passive At the rank of Trainee, Journeymen, and Master, Elizabeth may chose one of her poisons to gain a resistance to. The poison chosen cannot be above her rank, cannot have any health damaging effects, and must be her own poison. A wild animal's venom will still affect her, even if it's the same effect. Signature Poison Passive At the rank of Adept and Expert, Elizabeth may chose one of her poisons as a signature poison. This is one of her most commonly used toxins and has been made over and over. With the repeated use comes an expert knowledge about the poison, allowing her to prepare it more efficiently and quickly. A signature poison loses the +3 creation buff and now yields 5 doses instead of 3. Smoke Bomb Application Adept - Passive At Adept rank, Elizabeth is able to put gaseous versions of her poisons into smoke bombs. These are small glass balls and have enough poison in them to lightly fill a room. They hold 1 dose and wind may disperse the poison. Elizabeth may carry 5 smoke bombs at a time. Smoke Grenade Application Master - Passive At Master rank, Elizabeth may carry 1 smoke grenade. This carries a massive amount of one poison and is almost impossible to dodge. This carries and releases enough poison at a rate that it could easily cloud a large room in a thick, impenetrable smog in seconds. The grenade carries 5 doses and can only be dispersed by a wind spell of Master Rank or higher. Elizabeth may only carry 1 Smoke grenade at a time. If the poison doesnt kill you, suffocation certainly will. Rp Sample: Right on! I am impressed by this, you did a great job of balancing everything out. The only thing that I feel is required is for gas bombs to have a radius AoE. Of course there is enough gas to fill a room, but as movement speed and jumping distance are becoming more important, exactly how much room do they fill? 25 foot radius from the grenade? Maybe more or less - all that is really important is that it is taken note of. This could even be determined by the type of grenade, since they will be submitted through customs if you want. I've been on an AC Revelations kick, so I've been going a little bomb crazy 3nodding The only other thing is that I think the Immunity passive should not grant immunity from the get go. How about a Sapper gains the ability to choose a new resistance every rank, BUT this resistance simply halves the poison's effectiveness against them. From the rank of Expert and forward, you may not choose a poison you already have resistance in and become immune IN ADDITION TO choosing a new poison for resistance (which starts at half or can be stacked on another already resisted poison to get immunity from two separate poisons per rank.
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Posted: Mon Sep 10, 2012 12:49 pm
Ferregar I looked through your discussion with Urban, but I think it best if we start fresh. The application of "strange magic" as Urban puts it, is somewhat present and needs to be explained. However, instead I recommend something else. Tracking Rune - No magical trail - however, the boons provided in Enhanced Sense allow this skill to be used in a more versatile way without need for magic. Instead of Tracking Rune, what do you think of something more along the lines of Keep in mind that Enhanced Sense can be used multiple times to enhance many senses at a time, but doesn't stack upon itself. (Obvious cat is obvious cat_gonk ) Enhanced Tracking: PREREQ: Use of Enhanced Sense Cooldown: 3 posts after the end of Enhance Sense Cost: C Rank Based on the sense which was enhanced, Kyra is able to heighten her tracking skills to prodigal levels. Sight: Enhanced Vision gives Kyra the ability to track effortlessly at night and with the presence of visual stimuli (broken twigs, footprints, a trail that was deliberately covered etc), she is able to immediately deduce all paths that are traversible and predict where the target's destination will be, based upon the distance and her target's build / body movement. This creates a mental map of the area described in the thread, and a target tracer for Kyra that notes the path her target has not only traveled from, but is also traveling to. (This is helpful in many other more contextual applications as well, such as following the movements of a wind element-based character) Sound: Enhanced Sound grants the ability to track while blind if the target is still in the thread, and gives Kyra the ability to visualizes a target's position if they are behind a wall or concealed by magical means such as invisibility or deeper darkness. Taste: Like a snake, Kyra can track someone by the taste of their odor. This enables successful tracking while blind AND deaf, and the target does not need to be in the thread. Weather does not affect tracking by taste EXCEPT that if it rains, the trail collects in the water on the ground and must be periodically tasted to stay on the trail. Touch: Kyra gains the benefits of tremorsense, allowing her to feel anyone / thing in the area that is moving on the ground 50 feet from her. When Kyra is indoors, she can also feel the movements of any creature using flight in the same room as her. Tremorsense gives Kyra the ability to "feel" the inside of a room with the door never needing to be opened. This allows her to track while blind, deaf, or otherwise afflicted. Rain does not affect tremorsense enough to be disorienting, and Kyra can estimate the size and posture of any creature within her range of perception. A great contextual application of this is in immediately locating an enemy creature's heart based upon its heartbeat. Smell: Enhanced Smell allows you to track while blind or deaf and in all conditions where you aren't exposed to something that "blinds" your sense of smell, (diamond powder, nosebleed, a bowl of 3 month old sun-ripened mayonnaise in the same room), and allows you to get the whereabouts of everything in the same thread / building with a unique odor within 100 ft of you. If it is raining, you have to roll a d20 to keep on the trail of your target (1-7 Failure, 8 - 20 Success) and you can re-roll in the next post to get back on the scent. I hope you like the idea. And if you make Enhance Sense an active skill instead, you can have all of your senses increased like this at the same time biggrin Enhance Sense: Skill Type: Active Duration: 15 post maximum CD: 3 Posts Cost: E Rank per round, per sense enhanced Kyra can be running with all 5 senses enhanced for 50 Energy per post at a maximum, and she would have the full benefits of Enhanced Tracking for them all at the same time 3nodding Are you willing to swap this out for Tracking Rune, since you can do the same thing with Tracking Rune with Taste, Smell, or Sound Enhanced? Tree Stride is actually a skill intended for the Shaman Class, but I won't ask you to ditch it. Since it is more druidic than Ranger, I propose below: Passive Ability unlocked at Journeyman (B) Enhanced Reflexes Your life in the wilds has made you lithe and agile, and makes you capable of exceptional acrobatic feats.You can climb walls, jump rooftops and traverse urban areas as quickly as you can run through an open field. Your character gains a +4 Speed circumstantial rank bonus to determine her jump distance. For example, a character with a speed of 7 would calculate their jump distance as though they had a speed of 11. (This bonus does not increase attack count, run speed or anything except for the character's jump speed). It also allows you to safely survive in situation that might otherwise be perilous (avalanche, cave-in, wildfires etc), as well as move with your regular footspeed. As for Sniper Accuracy - The only thing I would like to see changed is that firing isn't auto-stealthed. The projectile and the direction of its path would be discernable at the distance these are being fired from, and if a target is struck and not killed by it (and still coherent) they can distinguish the direction of the shot. Unless Kyra is using a camouflaged outfit or another ability to conceal herself while firing, it doesn't "reveal" her location but it also doesn't act as a cloak. Everything else looks grand!
Alright, I think you summed up how I wanted this Talent a lot better than I could. I really do like Enhanced Tracking, Enhanced Senses, and Enhanced Reflexes. I will drop Tree Stride and Sniper Accuracy. Sounds good?
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Posted: Mon Sep 10, 2012 1:47 pm
RPC Name: Kyra Aranwen
RPC Profile Link: [here]
Your Customs Thread: [here]
RPC Rank: Expert
Combative Talent or Non Combative: Non-Combative
Talent Name(s): Tracking Instincts
Description: Kyra is gifted with a highly-tuned tracking instinct. All her senses are in tune with her surroundings and in her mind is a "map" of the environment, with input from every sense. Any disturbances on the land, such as a footprint or the residue of a recently activate spell is easily seen/sensed. Using the target's actions in the posts prior to her, she can track them through the environment. Grant +100 energy to the Ranger (does not benefit Companion's energy).
Skills: Enhanced Sense Rank E By choosing a sense and using some of her energy, she can enhance the sense to study her surroundings or a trail for her prey much easier. To activate all enhanced senses, Kyra sacrifices 50 energy per post for a maximum of 15 posts. Cooldown of three posts. Enhanced Tracking Rank C Required: Use of Enhanced Sense Cooldown of three posts after the end of Enhance Sense Based on the sense which was enhanced, Kyra is able to heighten her tracking skills to prodigal levels.
---Sight: Enhanced Vision gives Kyra the ability to track effortlessly at night and with the presence of visual stimuli (broken twigs, footprints, a trail that was deliberately covered etc), she is able to immediately deduce all paths that are traversible and predict where the target's destination will be, based upon the distance and her target's build / body movement. This creates a mental map of the area described in the thread, and a target tracer for Kyra that notes the path her target has not only traveled from, but is also traveling to. (This is helpful in many other more contextual applications as well, such as following the movements of a wind element-based character)
---Sound: Enhanced Sound grants the ability to track while blind if the target is still in the thread, and gives Kyra the ability to visualizes a target's position if they are behind a wall or concealed by magical means such as invisibility or deeper darkness.
---Taste: Like a snake, Kyra can track someone by the taste of their odor. This enables successful tracking while blind AND deaf, and the target does not need to be in the thread. Weather does not affect tracking by taste EXCEPT that if it rains, the trail collects in the water on the ground and must be periodically tasted to stay on the trail.
---Touch: Kyra gains the benefits of tremorsense, allowing her to feel anyone / thing in the area that is moving on the ground 50 feet from her. When Kyra is indoors, she can also feel the movements of any creature using flight in the same room as her. Tremorsense gives Kyra the ability to "feel" the inside of a room with the door never needing to be opened. This allows her to track while blind, deaf, or otherwise afflicted. Rain does not affect tremorsense enough to be disorienting, and Kyra can estimate the size and posture of any creature within her range of perception. A great contextual application of this is in immediately locating an enemy creature's heart based upon its heartbeat.
---Smell: Enhanced Smell allows you to track while blind or deaf and in all conditions where you aren't exposed to something that "blinds" your sense of smell, (diamond powder, nosebleed, a bowl of 3 month old sun-ripened mayonnaise in the same room), and allows you to get the whereabouts of everything in the same thread / building with a unique odor within 100 ft of you. If it is raining, you have to roll a d20 to keep on the trail of your target (1-7 Failure, 8 - 20 Success) and you can re-roll in the next post to get back on the scent.
Enhanced Reflexes Passive (unlocked at Journeyman) Her life in the wilds has made her lithe and agile, and makes her capable of exceptional acrobatic feats.She can climb walls, jump rooftops and traverse urban areas as quickly as she can run through an open field. Kyra gains a +4 Speed circumstantial rank bonus to determine her jump distance. For example, a character with a speed of 7 would calculate their jump distance as though they had a speed of 11. (This bonus does not increase attack count, run speed or anything except for the character's jump speed). It also allows her to safely survive in situation that might otherwise be perilous (avalanche, cave-in, wildfires etc), as well as move with her regular footspeed.
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