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YoDaeTatsuya

Distinct Prophet

PostPosted: Tue Nov 27, 2012 12:08 pm


Yeah, I worded that wrong. I'll say it simpler:

- The damage from an opposing attack is only reduced by 25%.
- You can still absorb 50% energy, but you'll have to word it differently in the talent.
- If you'd like to go over the talent and balance it out more so that you are at less of an advantage against other RPC types, then go ahead. I'm just not going to allow for that much of a damage reduction.
Soap Disco
YoDaeTatsuya
I'll not allow for a 50% damage reduction for magic skills. That is far too much for an attack reduction, and gives too large of an advantage of other casters. Yes, your talent is aimed at besting casters, but we can't have such an advantage present. The most reduction I can allow is a 25% reduction to the damage dealt by an opposing magic attack. You can word it or work it so that 50% energy is still absorbed, maybe in the process you take another 25% of the damage into your body as a result of the absortion of the energy or something along those lines. Or you can have it so that you can gain energy in another way for Katia. It is up to you how you work this talent beyond that, but once again, I'll only allow as high as a 25% reduction to opposing attack damage.
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YoDaeTatsuya
I really enjoy the enginuity of the talent, and must admit that it looks extremely interesting. That being said, I'd liike to bring up two things specifically:
- The first is that I cannot agree with the 50% damage reduction in regards to magic attacks. It's a nice balance for the cons, but it gives too large of an advantage to your character over other magic users. I'd like to see it removed, and as such you are free to balance the talent again.
- The second thing I would like to say is a suggestion for another way to go about the energy consumption. It could be worked so that your character gains the use of skills depending on what attack they take themselves. Say, for example, Katia receives a C rank attack. She can then use both a E rank attack, and a D rank. If she receives two C rank attacks, then she can use two E ranks, two D ranks, and a C rank attack. This of course is no perfect example or suggestion, but I would like you to take it to heart when thinking over your talent.

Soap Disco
Rpc Name: Katia

Rpc Profile Link: not done yet

Rpc Rank: Trainee

Combative Talent or Non Combative: Both

Talent Name: Mage Eater

Description:

for most of her life, it was believed Katia had no magical abilities. No matter how hard she trained, no matter how many masters taught her, she was unable to cast even the most basic of spells. It wasn't until she came across a group of ruffians in the streets that she found out the true nature of her magical powers. After taking several magical blows, Katia felt an odd energy flowing throughout her body, mana. Though she was only able to escape through a simple flash spell, her latent magical abilities were awakened. After some small tests, it seemed that Katia actually had a larger mana capasity than most, but lacked natural mana regeneration and regained her mana through the absorption of spells and potions. With this new knowledge, she began her training to harness her abilities.

Skills:

Mage Eater
passive
Katia absorbs half the damage from incoming magic based attacks, and heals, as energy. This reduces damage taken from spell damage and healing by 50%. Any melee attack with an energy based effect has it's added magic damage reduced by 50%, but still does full damage from Strength. This gift comes with a hefty drawback, however: Katia is unable to regenerate energy through rest or other natural means. In addition, Katia receives an extra 100 energy per rank (after all other calculations).

Untamed Spark
passive
Most students of the arcane arts have honed their powers over many years of intense study, but Katia, having only recently discovered her magical abilities, has no true control over her powers. This gives her spells a wild edge to them. When casting a spell, Katia must make a D6 check. Rolling 2-5 allows the spell to cast normally, rolling a 1 fizzles the spell while still uses 50% of the spell's casting cost, and rolling a 6 doubles the spell's power while draining and extra 50% energy. Spells that rolled a 1-5 have cool downs as they usually would, but spells that roll a 6 have an extra X posts added to their cooldown where X is equal to it's level, ie E=1, D=2, ect.


I get what you're trying to say, but it really kills the essence of the talent. The whole idea behind it is to get an edge on magical users, hence the name...mage eater. Taking full damage, yet abosrbing it's energy doesnt make much sense. You took the full blunt of the attack, so nothing was taken into you. Asking me to take out that stuff is just asking me to remake the whole talent into something different. This is the entire idea behind it: a risky gamble to gain a slight advantage over mages. And yes, while I do have an edge over magical users, If i fight a pure melee character, my character is screwed. It might be that I go into a fight with half my energy. If all he does is swing his sword, I wont regain any energy, 0 damage reductions, and my spells might fail in the middle of a fight. I know a 50% damage reduction seems like a bit much, but concerning the draw backs, I dont see how it would be too much.


...I'm confused by your idea there....I absorb 25% as energy, then absorb another 25% of the damage? Isnt that till a 50% reduction? Also, in case you missed it, and not that it'd do much to sway, but i also only take 50% from healing as well...while not regaining energy on my own....while being effective against 1 character type is the idea, it makes me potentially weak to all others...and even casters at certain levels.
PostPosted: Wed Nov 28, 2012 8:10 am


EDITED


Soap Disco
Rpc Name: Katia

Rpc Profile Link: not done yet

Rpc Rank: Trainee

Combative Talent or Non Combative: Both

Talent Name: Mage Eater

Description:

for most of her life, it was believed Katia had no magical abilities. No matter how hard she trained, no matter how many masters taught her, she was unable to cast even the most basic of spells. It wasn't until she came across a group of ruffians in the streets that she found out the true nature of her magical powers. After taking several magical blows, Katia felt an odd energy flowing throughout her body, mana. Though she was only able to escape through a simple flash spell, her latent magical abilities were awakened. After some small tests, it seemed that Katia lacked natural mana regeneration, and regained her mana through the absorption of spells and potions. With this knowledge, she began her training to harness her abilities.

Skills:

Mage Eater
passive
Katia absorbs half the damage/healing from all spells as energy equal to half it's casting cost, (ie E-rank deals 100 damage for 10 energy. Katia would take 50 damage and gain 5 energy, or if a debuff gives -2, katia takes -1). This reduces damage taken from spell damage by 50% and all healing and buff effects by 100%. Any melee attack with an energy based effect has it's added magic damage reduced by 25%, but still does full damage from Strength. This gift comes with a hefty drawback, however: Katia is unable to regenerate energy through rest or other natural means, potentially having her begin a fight in an exhausted state.

Untamed Spark
passive
Most students of the arcane arts have honed their powers over many years of intense study, but Katia, having only recently discovered her magical abilities, has no true control over her powers. This gives her spells a wild edge to them. When casting a spell, Katia must make a D6 check. Rolling 2-6 allows the spell to cast normally, rolling a 1 fizzles the spell while still uses the full casting cost. A spell that fizzled takes extra time to become prepared again (it's CD is increased by X, where X is a number correlating to it's rank, ie E=1, D=2, ect)


I'll try this one more time before I resort to logic breaking moves -.-

TL;DR version

Pros:
50% spell/magical weapons vamp

Cons:
No natural regenerating energy
100% healing spell vamp
100% buff spell vamp
Chance to fail spell
Increased cooldown for failed spells
Failed spell still uses full energy

Removed:
+100 energy per level
Critical hit chance on Untamed Spark
50% from healing/buffs changed to 100%

the pro to con ration is 1:6
I still dont see how a leg up on one character type, when at my fullest, is bad when all character types can potentially crush me. Even if a mage caught me at the wrong time, they'd still put out more damage than me. I'd have to cast spells conservatively, and take damage to allow my energy to refill. By the time I am at roughly enough mana to spam my big spells and double their damage output, I'd be near death anyway. Sure, when I'm at full power, I would be a mage's worst nightmare, but this talent makes fights a game of attrition.

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Ferregar

PostPosted: Thu Nov 29, 2012 3:02 pm


This is not the place to resort to logic breaking moves.

I understand where you are coming from, as does YoDae, but even without "natural" energy regeneration you can still restore and regenerate energy to full without being forced to soak damage to gain it back.

50% damage absorption is too much for a Talent. 50% energy regain from an attack is fine, as YoDae said, but half off all magic attacks is not going to happen. Reduced to 25%, your talent is still realized in exactly the way you want it to work, except that you don't get the same amount of resistance.

This is not a leg up on one character type. It's a leg up on all characters with spells and spell-like abilities. That includes just about every class, whereas you could potentially be caught unaware and defeated, that is mere potential.

If you feel this requires compensation in your talent, you can adjust your D6 roll so that on a 6, the spell cast deals an additional rank of damage.

Please make the adjustment of damage resistance from 50% to 25% unless YoDae decides it is not necessary. You will not need to cast spells conservatively, as most fights are finished before a character's energy pool is exhausted, and as a caster you get a considerable boost to your energy pool anyway.

This is where I would make a joke involving Gandolf and a Balrog.
PostPosted: Thu Nov 29, 2012 6:29 pm


Ferregar
This is not the place to resort to logic breaking moves.

the 50% for 25% is the logic breaking move. Think of the spell as a steak. For easy reference, we'll say for 10lbs of steak, you gain 100 calories, as akin to the 100 damage for 10 energy for E ranked. By this logic, 5 energy gets you 50 damage. If I eat 25% of that steak, I'm not going to get the same amount of calories as i would if I ate 50%. I know this is a magically inclined guild, but the law of conservation of energy does exist. the damage and energy absorbtion is arent 2 sperate effects. Her body eats half the spell, and if it takes 10 energy to do 100 damage, and she eats half of that energy, she eats half of the output as well. If it helps, though I doubt it would, I even came up for a reason for why she eats only half of damages and all of healing/buffs. Damaging spells are volatile in nature, so their energy is unstable. Her body cant quite sort it all out, so only part of it gets absorbed. Healing energy is soothing in nature. There is an even flow to it, which allows her body to sort it out faster and devour the entire spell. That is logic....

I understand where you are coming from, as does YoDae, but even without "natural" energy regeneration you can still restore and regenerate energy to full without being forced to soak damage to gain it back.

no I cant, not unless I have a healer sitting their pumping full spells into me. If I cast a buff on myself, I'd be wasting a turn. I'd abosrb the full spell and gain it's full energy. I'd be back to start. The only way I can get a positive outcome is if I am hit with a spell, which deals damage, or am healed. And even then, I'd have to cast spells wisely. If I use more than I'm taking in, It could turn ugly.

50% damage absorption is too much for a Talent. 50% energy regain from an attack is fine, as YoDae said, but half off all magic attacks is not going to happen. Reduced to 25%, your talent is still realized in exactly the way you want it to work, except that you don't get the same amount of resistance.

see the steak analogy

This is not a leg up on one character type. It's a leg up on all characters with spells and spell-like abilities. That includes just about every class, whereas you could potentially be caught unaware and defeated, that is mere potential.

This only effects spells, not melee attacks. If a warrior uses a spell to boost the strength of his swing, that energy is being diverted into his body to boost his power. Strength, and there for damage, comes from the user, not the blade. The same applies if someone uses a skill to magically speed their attacks. The sword doesnt become faster, your muscle movements do. The only way I could absorb damage is through a full on energy coated blade, from which i'd still take full melee damage and some of the energy damage.

UPDATE: I talked it over with Veri on this one, and Mind-blader weapons would fall into a catagory with normal swords. It's take the full hit from the energy blade, but absorb some of the added spell damage, even though it's an energy weapon


If you feel this requires compensation in your talent, you can adjust your D6 roll so that on a 6, the spell cast deals an additional rank of damage.

that was originally in there. I'm trying to get it approved at 50%, and apparently the old 1:2 benefit to fault ratio wasnt alright, so i took out and even weakened some of the benefits

Please make the adjustment of damage resistance from 50% to 25% unless YoDae decides it is not necessary. You will not need to cast spells conservatively, as most fights are finished before a character's energy pool is exhausted, and as a caster you get a considerable boost to your energy pool anyway.

Even if most fights end before both energy pools are empty, my opponent can take a nap and regain their energy to full, meanwhile I'm still at whatever I ended with. If i just go burning 75% of my energy willy nilly, I start my next fight at 25%, which extremely lowers my damage capabilites, so even a mage could kill me before I had the chance to regain damage to cast off larger spells.

This is where I would make a joke involving Gandolf and a Balrog.

you're joke is probably right -.-

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YoDaeTatsuya

Distinct Prophet

PostPosted: Fri Nov 30, 2012 10:11 am


It is in no way anybody's intention to have this talent resort to logic breaking status, but it remains that the talent will not be approved as is.

To be honest, there is no problem with your cons to the talent. The problem is simply that a 50% damage reduction is too much of an advantage, even with appropriate disadvantages. No matter how much more work you put into balancing this talent, unless you are to reduce the damage reduction to 25% then this talent will remain as unusable.

As a suggestion, I will say this. You spoke of attack based magic as being volatile and unstable, so she is only able to absorb 50% of it into her body for use. What you can use as an excuse for being affected by the other 25% damage we are requiring is this:
The changing of the damage to energy within her body is a process seperate from the original absorbtion, and as it is essentially a molecular reconstruction that is happening inside of her. Why not say that her body has trouble handling the delicate and unstable process, damaging it further.

That is essentially an idea that is plausible, but whether you accept to work off of it or not is up to you. You may resubmit the talent at any time in the future if you wish, but it will not be accepted as long as the damage reduction is any higher than 25%.
PostPosted: Mon Dec 31, 2012 11:56 am


Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Special

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her father, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.

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PostPosted: Sun Jan 06, 2013 8:17 pm


Rpc Name: Elizabeth Bishop

Rpc Profile Link: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=23307031#343337277

Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=21925719#315040453

Rpc Rank: Trainee

Combative Talent or Non Combative: non-combative

Talent Name: Mind-Blaster

Description:
Elizabeth has little physical strength and an amazing mind. Naturally, one with such bleak physical prowess wouldn't dare engage in hand to hand combat, and that's exactly what Elizabeth did. During her mind blader training, Elizabeth took a different approach to the subject of mental weapons. Instead of creating blades and hammers, She crafted muskets and bombs to fight from a distance. Naturally, as a result of spending so much time creating ranged weapons, she is entirely unable to create melee style weapons.

Gains:
Gun based Mind-Blader charms
+2 Speed
Becomes [Full Magic] instead of [Magic with some Melee]

Loss:
Melee based Mind-Blader charms
Melee weapons
Strength caps at 4 [6 with temporary spell buffs]


Rp Sample:
PostPosted: Sun Jan 13, 2013 2:40 pm


Rpc Name: Elizabeth Bishop

Rpc Profile Link: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=23307031#343337277

Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=21925719#315040453

Rpc Rank: Trainee

Combative Talent or Non Combative: Combo

Talent Name: Foul Temptress

Description:
Elizabeth is a master in the art of seduction; no man, and few women, can resist her charm. While scoundrels are known to have a silver tongue, Elizabeth has perfected the art of attraction with the use of her vulpine charm and illusionary abilities.

Skills:

Vulpine Charm
C-rank
Upon making eye contact, Elizabeth casts an illusion on her target, forcing them to become completely infatuated with Elizabeth for as long as she is near them, allowing her to bend them to her will. Those who are totally infatuated with her may not make any moves that would harm her and may even jump to defend her. If Elizabeth is attacked, the charmed RPC will defend her unless the RPC attacking Elizabeth shares a strong bond with the charmed RPC. Male RPCs and Lesbian RPCs have no chance to resist this illusion, but Female RPCs, Bisexual RPCs, and Gay RPCs have a 50% chance to resist. Any of the above who have charm used on them rolls a D6. On evens, they resist her lure, but they fall in love with her on odds. While Vulpine charm lasts as long as Elizabeth is around the target, it must be reapplied every 8 posts or the spell breaks. In addition, the spell is broken if Lizzy causes any kind of harm to the charmed individual. Only one RPC may be charmed at a time and applying a new charm to a new target instantly breaks the old one. While the RPC will remember what happened while they were charmed, the memories will be very fuzzy. Breaking the charm in any way gives the charmed RPC immunity to charm for 10 posts. In addition, charm may only be used twice in a row on one target. Charmed RPCs may not be drug to other threads.

Pillow Talk
Passive
Those under the effect of Vulpine Charm cannot lie to Elizabeth.

Kiss of Death
C-rank
If Elizabeth kisses an RPC who is under the effects of Vulpine charm, their stats will drop by -2/-2 for 4 posts. Only one instance of Kiss of Death may be applied to the charmed RPC. Kiss of Death does not break the Vulpine Charm.

Heart Breaker
C-rank
Elizabeth makes a quick strike on a charmed RPC, aiming right for the heart. The force behind this blow, along with the location, ramps up it's damage in accordance to her rank. At Trainee, Heart Breaker does x1.5 melee damage, at Journeymen, x2, ect. Heart Breaker caps at x3 damage. This attack not only breaks charm, but a target hit by Heart Breaker cannot be the target of Vulpine Charm for 20 posts after Elizabeth leaves the area.

Rp Sample:

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Verideathul

PostPosted: Sun Jan 13, 2013 3:47 pm


Soap Disco
Rpc Name: Elizabeth Bishop

Rpc Profile Link: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=23307031#343337277

Your Customs Thread: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=21925719#315040453

Rpc Rank: Trainee

Combative Talent or Non Combative: Combo

Talent Name: Foul Temptress

Description:
Elizabeth is a master in the art of seduction; no man, and few women, can resist her charm. While scoundrels are known to have a silver tongue, Elizabeth has perfected the art of attraction with the use of her vulpine charm and illusionary abilities.

Skills:

Vulpine Charm
C-rank
Upon making eye contact, Elizabeth casts an illusion on her target, forcing them to become completely infatuated with Elizabeth for as long as she is near them, allowing her to bend them to her will. Those who are totally infatuated with her may not make any moves that would harm her and may even jump to defend her. If Elizabeth is attacked, the charmed RPC will defend her unless the RPC attacking Elizabeth shares a strong bond with the charmed RPC. Male RPCs and Lesbian RPCs have no chance to resist this illusion, but Female RPCs, Bisexual RPCs, and Gay RPCs have a 50% chance to resist. Any of the above who have charm used on them rolls a D6. On evens, they resist her lure, but they fall in love with her on odds. While Vulpine charm lasts as long as Elizabeth is around the target, it must be reapplied every 8 posts or the spell breaks. In addition, the spell is broken if Lizzy causes any kind of harm to the charmed individual. Only one RPC may be charmed at a time and applying a new charm to a new target instantly breaks the old one. While the RPC will remember what happened while they were charmed, the memories will be very fuzzy. Breaking the charm in any way gives the charmed RPC immunity to charm for 10 posts. In addition, charm may only be used twice in a row on one target. Charmed RPCs may not be drug to other threads.

Pillow Talk
Passive
Those under the effect of Vulpine Charm cannot lie to Elizabeth.

Kiss of Death
C-rank
If Elizabeth kisses an RPC who is under the effects of Vulpine charm, their stats will drop by -2/-2 for 4 posts. Only one instance of Kiss of Death may be applied to the charmed RPC. Kiss of Death does not break the Vulpine Charm.

Heart Breaker
C-rank
Elizabeth makes a quick strike on a charmed RPC, aiming right for the heart. The force behind this blow, along with the location, ramps up it's damage in accordance to her rank. At Trainee, Heart Breaker does x1.5 melee damage, at Journeymen, x2, ect. Heart Breaker caps at x3 damage. This attack not only breaks charm, but a target hit by Heart Breaker cannot be the target of Vulpine Charm for 20 posts after Elizabeth leaves the area.

Rp Sample:


Approved -- love the balancing here.
PostPosted: Mon Jan 14, 2013 8:58 pm


Hiroically Tragic
Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Special

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her father, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.


Just a couple things:

1. By calling your talent "Special," are you saying both combative and non-combative?

2. I'd like to see "Glance of Fear" to be raised to two posts. A single glance is not quite enough for someone to learn something as deeply hidden as fears.

YoDaeTatsuya

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PostPosted: Mon Jan 14, 2013 9:02 pm


YoDaeTatsuya
Hiroically Tragic
Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Combative

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her father, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.


Just a couple things:

1. By calling your talent "Special," are you saying both combative and non-combative?

2. I'd like to see "Glance of Fear" to be raised to two posts. A single glance is not quite enough for someone to learn something as deeply hidden as fears.


Actually, I might just make this combative, because the ability is there... but this is more like, a boost.
PostPosted: Mon Jan 14, 2013 9:28 pm


Hiroically Tragic
YoDaeTatsuya
Hiroically Tragic
Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Combative

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her father, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.


Just a couple things:

1. By calling your talent "Special," are you saying both combative and non-combative?

2. I'd like to see "Glance of Fear" to be raised to two posts. A single glance is not quite enough for someone to learn something as deeply hidden as fears.


Actually, I might just make this combative, because the ability is there... but this is more like, a boost.


Alrighty, that is fair.

I will still ask that you raise the "Glance of Fear" to two posts, as per requested before.

YoDaeTatsuya

Distinct Prophet


Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Mon Jan 14, 2013 9:39 pm


YoDaeTatsuya
Hiroically Tragic
YoDaeTatsuya
Hiroically Tragic
Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Combative

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her brother, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear. 1 post to learn what the RPC dislikes, and 2 posts to learn fears.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.


Just a couple things:

1. By calling your talent "Special," are you saying both combative and non-combative?

2. I'd like to see "Glance of Fear" to be raised to two posts. A single glance is not quite enough for someone to learn something as deeply hidden as fears.


Actually, I might just make this combative, because the ability is there... but this is more like, a boost.


Alrighty, that is fair.

I will still ask that you raise the "Glance of Fear" to two posts, as per requested before.

Of course.
PostPosted: Mon Jan 14, 2013 9:45 pm


Hiroically Tragic
YoDaeTatsuya
Hiroically Tragic
YoDaeTatsuya
Hiroically Tragic
Rpc Name: Alyssa Cintere

Rpc Profile Link: Profile

Your Customs Thread: None yet, though I will make one once some thing of mine gets approved.

Rpc Rank: Trainee

Combative Talent or Non Combative: Combative

Talent Name: Fear Itself

Description: Born with the ability to induce fear into anything or anyone, though not being able to use it until she becomes more experienced. When her father taught her how to respect the creators, she began to pray. Later on, she realized she gained more abilities called Mantras. The idea came from her brother, Jasper.
The initial idea was that if one could use the fear inducing ability of the Nightmare along with the emotion amplifying ability of the Mantra of Emotion, fear could be induced to the even mightiest of warriors.
A test run had been run on the idea. The result was nothing they could have expected. The Amplified fear was able to bring living nightmares to life. Literally giving shape to one's biggest fears.
But it could also be used to strike an opponent and cause dementia. But while trying this, they realized that a black cloud seeped from Alyssa's body only to try and seep into someone else's. But it was slow. About half the speed Alyssa could travel.

Skills:
Glance of Fear
Rank: D
Description: With a single glance, Alyssa can learn everything that her enemy dislikes or fears. The skill can be used in or out of combat, mostly because it is not a combative skill. Though, the user must at least look at the target to know what they fear. 1 post to learn what the RPC dislikes, and 2 posts to learn fears.

Living Nightmare Lvl. 1
Rank: C
Description: Once Alyssa learns the fear of her opponent, she is able to create anything that her opponents fear. It may even strike an opponent. (One strike equals a full strike from Alyssa. Though, this isn't as perfect as it sounds. The Nightmare only lasts for 1 post. So if its attack misses, then it disappears. 1 post cool down.

Paranoia
Rank: C
Description: This skill comes before the user is able to learn the Dementia skill. This skill, like the Dementia skill, travels like a black cloud at half the speed that Alyssa can travel. If caught, the user's vision is randomly obstructed by an equal mix of fears and random objects. This allows the user to come in an strike.
While using the skill, the user will roll a 6-sided die. Regardless if it hits or not, so that the opponent may know how to react.
1. Nothing happens.
2. Something you fear appears like its going to strike you from the right.
3. Nothing happens.
4. Something you fear appears like it's going to strike you from the left.
5. Nothing happens.
6. Frozen with paranoia. Appears as if something you fear is attacking you on all side, completely obstructing your vision.

All for now. When I rank up, I will create more through custom skills.


Just a couple things:

1. By calling your talent "Special," are you saying both combative and non-combative?

2. I'd like to see "Glance of Fear" to be raised to two posts. A single glance is not quite enough for someone to learn something as deeply hidden as fears.


Actually, I might just make this combative, because the ability is there... but this is more like, a boost.


Alrighty, that is fair.

I will still ask that you raise the "Glance of Fear" to two posts, as per requested before.

Of course.


Thank you very much! With that, you have full approval of your talent. ^_^

YoDaeTatsuya

Distinct Prophet


YoDaeTatsuya

Distinct Prophet

PostPosted: Mon Jan 14, 2013 11:43 pm


I'd look over the whole thing. I had to re-word a fair amount, fix some errors in logic/grammar, and made changes to a fair amount of the Talent, including a complete revamp of the second branding.

Rpc Name: Allysa

RPC Profile: Here

Your Customs Thread: Here

Rpc 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.

Strengths
Special temporary boosts to skills or power.
Stronger fighting capabilities.
Grant an innate boost to speed. (+1 Speed)

Weaknesses
Each activation of a Branding costs Allysa 325 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 until the time it had finished its duration, Allysa loses 100 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.

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 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 one 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 Rejuvenate. When Allysa activates this brand, her body begins to mend itself and draw in energy at a fast rate, returning 250 energy and 50 hit points per post over the course of four posts. While this branding is activated, Allysa cannot attack in any way, and cannot stop the branding preemptively. For the duration of the four posts she also suffers from a -3 in speed. This branding can only be activated once per battle, and can only be used twenty times in total.

♦Third Branding♦
The third and final branding is known as Last Resort. When Allysa activates 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 custom and bloodline skills are treated as one rank higher. This lasts for five posts. Though her power gain is great, the reprimands are as well. Allysa cannot use class 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 200, and her stats are lowered to 1/1 for six posts.
Has a 20 post cooldown period.

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