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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

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The Extra Syllable

PostPosted: Mon Feb 11, 2013 6:12 pm


SorceressJacklyn
The Extra Syllable
SorceressJacklyn
The Extra Syllable
SorceressJacklyn


Alrighty

Veri gave me the impression I'd be able to also get a stat gain out of this. I'll take it out. As for Blessed Flames, saying that a passive given by a god isnt holy seems a bit redundant. By His Will specifically states that all effects will be removed. If poison gives a fear, stun, or mind control "effect", then yes. It gets purged from the body like all other effects of that nature. As for Avatar, I'll give it a charge. Making edits now.


I just had to remind Veri about the guild rules regarding stat gains when he asked me about this talent. For the holy remark, it can happen that way. The gods have their own agendas. Purging poison effects would purge the whole poison, making this a little more than original intent.


I was told it was a total of +3 global...so If I turn it to +2/+1 or +3/+0 would that be allowed? The gods may have their own agenda, but if it comes from a god's power, shouldnt it me holy? That and the fact that he's a paladin who specifically embodies this god....you know....Holy is kinda the go to thing here. As for the poisons, it wouldn't purge the poison, simply neutralize the stun effect.


Your net gain would still be over +3 considering your other skills within the talent.

Just add it in. It will harm nothing to do so and it makes things clear since people will try to find wiggle room to tear it apart.

Then you plan for the skill to just be a suppressor?


no it wouldnt. For one, that skill isnt a permanent skill gain. For two, it specifically states that my allies get that bonus. As I cannot be my own Ally, I do not get the gain. I'm not sue what you mean by a suppressor, but By His Will is supposed to channel the will of Rykort, who hates people being bent against their will, through them to free the target from the effects. That's all.
PostPosted: Mon Feb 11, 2013 6:25 pm


The Extra Syllable
SorceressJacklyn
The Extra Syllable
SorceressJacklyn
The Extra Syllable
SorceressJacklyn


Alrighty

Veri gave me the impression I'd be able to also get a stat gain out of this. I'll take it out. As for Blessed Flames, saying that a passive given by a god isnt holy seems a bit redundant. By His Will specifically states that all effects will be removed. If poison gives a fear, stun, or mind control "effect", then yes. It gets purged from the body like all other effects of that nature. As for Avatar, I'll give it a charge. Making edits now.


I just had to remind Veri about the guild rules regarding stat gains when he asked me about this talent. For the holy remark, it can happen that way. The gods have their own agendas. Purging poison effects would purge the whole poison, making this a little more than original intent.


I was told it was a total of +3 global...so If I turn it to +2/+1 or +3/+0 would that be allowed? The gods may have their own agenda, but if it comes from a god's power, shouldnt it me holy? That and the fact that he's a paladin who specifically embodies this god....you know....Holy is kinda the go to thing here. As for the poisons, it wouldn't purge the poison, simply neutralize the stun effect.


Your net gain would still be over +3 considering your other skills within the talent.

Just add it in. It will harm nothing to do so and it makes things clear since people will try to find wiggle room to tear it apart.

Then you plan for the skill to just be a suppressor?


no it wouldnt. For one, that skill isnt a permanent skill gain. For two, it specifically states that my allies get that bonus. As I cannot be my own Ally, I do not get the gain. I'm not sue what you mean by a suppressor, but By His Will is supposed to channel the will of Rykort, who hates people being bent against their will, through them to free the target from the effects. That's all.


They are only temp, yes. But it's still over +3. As well as the fact of what the rest of the talent can do and the fact I only have this bit of character thing to go off of since I haven't seen anything else regarding whatever character this might be posted up in the submissions threads.

By a suppressor, I mean it would suppress the poison for a duration, since you're not completely purging it. A poison's effects can't be cherry-picked and removed. It's an all or nothing kind of thing. (And so you know, I really like this skill. I just want to be sure of what you want to do with it.)

SorceressJacklyn
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The Extra Syllable

PostPosted: Mon Feb 11, 2013 6:53 pm


SorceressJacklyn
The Extra Syllable
SorceressJacklyn
The Extra Syllable
SorceressJacklyn


I just had to remind Veri about the guild rules regarding stat gains when he asked me about this talent. For the holy remark, it can happen that way. The gods have their own agendas. Purging poison effects would purge the whole poison, making this a little more than original intent.


I was told it was a total of +3 global...so If I turn it to +2/+1 or +3/+0 would that be allowed? The gods may have their own agenda, but if it comes from a god's power, shouldnt it me holy? That and the fact that he's a paladin who specifically embodies this god....you know....Holy is kinda the go to thing here. As for the poisons, it wouldn't purge the poison, simply neutralize the stun effect.


Your net gain would still be over +3 considering your other skills within the talent.

Just add it in. It will harm nothing to do so and it makes things clear since people will try to find wiggle room to tear it apart.

Then you plan for the skill to just be a suppressor?


no it wouldnt. For one, that skill isnt a permanent skill gain. For two, it specifically states that my allies get that bonus. As I cannot be my own Ally, I do not get the gain. I'm not sue what you mean by a suppressor, but By His Will is supposed to channel the will of Rykort, who hates people being bent against their will, through them to free the target from the effects. That's all.


They are only temp, yes. But it's still over +3. As well as the fact of what the rest of the talent can do and the fact I only have this bit of character thing to go off of since I haven't seen anything else regarding whatever character this might be posted up in the submissions threads.

By a suppressor, I mean it would suppress the poison for a duration, since you're not completely purging it. A poison's effects can't be cherry-picked and removed. It's an all or nothing kind of thing. (And so you know, I really like this skill. I just want to be sure of what you want to do with it.)


Okay, I talked it over with Veri. The +3 rule is for permanent stat gains like I stated earlier. I offered to go +3/+0, which should have no reason to be denied. The +1/+1 for 4 posts that DOESNT APPLY TO ME, wouldn't count towards that limit, it not being a permanent custom. And as for your comment about poisons, their effects can indeed be cherry picked. Case in point: Brown Recluse Venom. Their is currently no anti-venom to combat the tissue destruction, but by injecting novocaine, we can counter act the crippling pain it causes. 2 separate effects, but one is stopped.
PostPosted: Mon Feb 11, 2013 7:05 pm


The Extra Syllable
Okay, I talked it over with Veri. The +3 rule is for permanent stat gains like I stated earlier. I offered to go +3/+0, which should have no reason to be denied. The +1/+1 for 4 posts that DOESNT APPLY TO ME, wouldn't count towards that limit, it not being a permanent custom. And as for your comment about poisons, their effects can indeed be cherry picked. Case in point: Brown Recluse Venom. Their is currently no anti-venom to combat the tissue destruction, but by injecting novocaine, we can counter act the crippling pain it causes. 2 separate effects, but one is stopped.


I have not been talking about the ally +1/+1 skill at all. It's the unknown gain with the last form. But that's since I don't know the kind of character this would be applied to.

As for poisons, we don't have natural poisons like Recluse venom. So here, our poisons are a all or nothing deal. There is no cherry-picking in our world.

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The Extra Syllable

PostPosted: Mon Feb 11, 2013 7:17 pm


SorceressJacklyn
The Extra Syllable
Okay, I talked it over with Veri. The +3 rule is for permanent stat gains like I stated earlier. I offered to go +3/+0, which should have no reason to be denied. The +1/+1 for 4 posts that DOESNT APPLY TO ME, wouldn't count towards that limit, it not being a permanent custom. And as for your comment about poisons, their effects can indeed be cherry picked. Case in point: Brown Recluse Venom. Their is currently no anti-venom to combat the tissue destruction, but by injecting novocaine, we can counter act the crippling pain it causes. 2 separate effects, but one is stopped.


I have not been talking about the ally +1/+1 skill at all. It's the unknown gain with the last form. But that's since I don't know the kind of character this would be applied to.

As for poisons, we don't have natural poisons like Recluse venom. So here, our poisons are a all or nothing deal. There is no cherry-picking in our world.


that final form isnt a stat gain.....it becomes 15/10....flat out
my character is a paladin tank

that's just the most asinine rule! You have freaking Black Widow venom on the poisons list! And all poisons and venoms are natural. They are chemical compounds of natural elements...but okay, it purges the poison entirely. For a B-ranked skill that cant even be used on himself, I think that's pretty fair.
PostPosted: Mon Feb 11, 2013 7:27 pm


The Extra Syllable
SorceressJacklyn
The Extra Syllable
Okay, I talked it over with Veri. The +3 rule is for permanent stat gains like I stated earlier. I offered to go +3/+0, which should have no reason to be denied. The +1/+1 for 4 posts that DOESNT APPLY TO ME, wouldn't count towards that limit, it not being a permanent custom. And as for your comment about poisons, their effects can indeed be cherry picked. Case in point: Brown Recluse Venom. Their is currently no anti-venom to combat the tissue destruction, but by injecting novocaine, we can counter act the crippling pain it causes. 2 separate effects, but one is stopped.


I have not been talking about the ally +1/+1 skill at all. It's the unknown gain with the last form. But that's since I don't know the kind of character this would be applied to.

As for poisons, we don't have natural poisons like Recluse venom. So here, our poisons are a all or nothing deal. There is no cherry-picking in our world.


that final form isnt a stat gain.....it becomes 15/10....flat out
my character is a paladin tank

that's just the most asinine rule! You have freaking Black Widow venom on the poisons list! And all poisons and venoms are natural. They are chemical compounds of natural elements...but okay, it purges the poison entirely. For a B-ranked skill that cant even be used on himself, I think that's pretty fair.


your character is a paladin, yes. what race?

The rules are in place for a reason. So while you may find it asinine, there is a precedent or foresight for the rule being in place.

And where the hell do you get Black Widow venom?

Poisons thread

SorceressJacklyn
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The Extra Syllable

PostPosted: Mon Feb 11, 2013 7:34 pm


SorceressJacklyn
The Extra Syllable
SorceressJacklyn
The Extra Syllable
Okay, I talked it over with Veri. The +3 rule is for permanent stat gains like I stated earlier. I offered to go +3/+0, which should have no reason to be denied. The +1/+1 for 4 posts that DOESNT APPLY TO ME, wouldn't count towards that limit, it not being a permanent custom. And as for your comment about poisons, their effects can indeed be cherry picked. Case in point: Brown Recluse Venom. Their is currently no anti-venom to combat the tissue destruction, but by injecting novocaine, we can counter act the crippling pain it causes. 2 separate effects, but one is stopped.


I have not been talking about the ally +1/+1 skill at all. It's the unknown gain with the last form. But that's since I don't know the kind of character this would be applied to.

As for poisons, we don't have natural poisons like Recluse venom. So here, our poisons are a all or nothing deal. There is no cherry-picking in our world.


that final form isnt a stat gain.....it becomes 15/10....flat out
my character is a paladin tank

that's just the most asinine rule! You have freaking Black Widow venom on the poisons list! And all poisons and venoms are natural. They are chemical compounds of natural elements...but okay, it purges the poison entirely. For a B-ranked skill that cant even be used on himself, I think that's pretty fair.


your character is a paladin, yes. what race?

The rules are in place for a reason. So while you may find it asinine, there is a precedent or foresight for the rule being in place.

And where the hell do you get Black Widow venom?

Poisons thread


Human Paladin. The most basic of the basic. And the venom call out was entirely my fault. I was ill informed and made a claim without backing up facts I was given. The issue has been sorted out. But the fact of the matter still stands, the poisons must come from a natural source. While my facts may have been wrong, my argument is still valid. I also see nothing in the poison rules stating that one effect out of X number cannot be nullified. Feel free to deny the skill, but I will not change it until the rules reflect your ruling.

All other edits will be made shortly.
PostPosted: Mon Feb 11, 2013 7:40 pm


The Extra Syllable
Human Paladin. The most basic of the basic. And the venom call out was entirely my fault. I was ill informed and made a claim without backing up facts I was given. The issue has been sorted out. But the fact of the matter still stands, the poisons must come from a natural source. While my facts may have been wrong, my argument is still valid. I also see nothing in the poison rules stating that one effect out of X number cannot be nullified. Feel free to deny the skill, but I will not change it until the rules reflect your ruling.

All other edits will be made shortly.


Okay, we can make more progress here now. I'd like to see no more than a +2 stat gain for this talent since you do have a human character at start and that can change later down the road with how we have them set up. As for last form, it should be SSS Rank from all the extra stat and HP coming from it.

I don't mind the skill fully neutralizing poisons with those effects. And I noticed the rule and half of one of the poison's ingredient list was missing so I'm fixing that now.

SorceressJacklyn
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The Extra Syllable

PostPosted: Mon Feb 11, 2013 8:00 pm


SorceressJacklyn
The Extra Syllable
Human Paladin. The most basic of the basic. And the venom call out was entirely my fault. I was ill informed and made a claim without backing up facts I was given. The issue has been sorted out. But the fact of the matter still stands, the poisons must come from a natural source. While my facts may have been wrong, my argument is still valid. I also see nothing in the poison rules stating that one effect out of X number cannot be nullified. Feel free to deny the skill, but I will not change it until the rules reflect your ruling.

All other edits will be made shortly.


Okay, we can make more progress here now. I'd like to see no more than a +2 stat gain for this talent since you do have a human character at start and that can change later down the road with how we have them set up. As for last form, it should be SSS Rank from all the extra stat and HP coming from it.

I don't mind the skill fully neutralizing poisons with those effects. And I noticed the rule and half of one of the poison's ingredient list was missing so I'm fixing that now.


You're going to limit me on what I may do?
No way, other races are able to get +3, then so should I. I'll just take out the stats and do them through items. For the record, the new humans are a really solid bloodline. I wouldn't change.

I've also got a rewrite for the SS rank skill.
PostPosted: Mon Feb 11, 2013 8:22 pm


The Extra Syllable
SorceressJacklyn
The Extra Syllable
Human Paladin. The most basic of the basic. And the venom call out was entirely my fault. I was ill informed and made a claim without backing up facts I was given. The issue has been sorted out. But the fact of the matter still stands, the poisons must come from a natural source. While my facts may have been wrong, my argument is still valid. I also see nothing in the poison rules stating that one effect out of X number cannot be nullified. Feel free to deny the skill, but I will not change it until the rules reflect your ruling.

All other edits will be made shortly.


Okay, we can make more progress here now. I'd like to see no more than a +2 stat gain for this talent since you do have a human character at start and that can change later down the road with how we have them set up. As for last form, it should be SSS Rank from all the extra stat and HP coming from it.

I don't mind the skill fully neutralizing poisons with those effects. And I noticed the rule and half of one of the poison's ingredient list was missing so I'm fixing that now.


You're going to limit me on what I may do?
No way, other races are able to get +3, then so should I. I'll just take out the stats and do them through items. For the record, the new humans are a really solid bloodline. I wouldn't change.

I've also got a rewrite for the SS rank skill.


It was a suggestion but please remember it is my job to set how things need to go. It is why I am in the captain position of the guild and why I'm trying to work through potential questions you may have to answer later on with this custom. +3 is over the entire customs you submit. I suggested a +2 with the talent so you can still have one more stat point to use in another place. All eggs in one basket can lead to a mess if it falls. I've been here long enough to see many players change their talent multiple times.

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Verideathul

PostPosted: Mon Feb 11, 2013 10:37 pm


RPC Name: Linara Aurel

RPC Profile Link: Cmon...Kiranu Pital Cleric, 4/9. Trainee.

Customs Thread: See RPC Profile link.

RPC Rank: Trainee

Combative Talent: Earthen Efficacy

Aspect of the Earth: Rank E Passive
The power of Pital has warped all of Linara's powers into earth based skills, blessing them with her power to make them holy as well. Since Pital is a goddess who believes in protecting all things natural, Linara may ignore light/dark restrictions and heal anyone except for Ghouls, Vampires, and Anima Machinae. These races are considered "dark" to her faith, take an extra rank of damage from her earthen abilities, and cannot be healed or blessed by Linara.

Wall of Earth: Rank D
Linara calls up an impromptu wall of earth three feet long in front of her, blocking a ranged attack that is equal to or lower than Linara's rank. This wall is thin and shatters upon taking the attack, as well as automatically shattering should a RPC of 4 or more strength run into it. 5 post CD at trainee, 6 post CD at expert and beyond.

Wrath of the Earth: Rank C-SSS
Mother nature, or in this case Pital, is not always friendly and nurturing. By sheer willpower, Linara can cause a chunk of the earth to fragment off as an spiked bolt that lodges itself in the opponent's armor if it connects. The damage and cooldown depends on the rank of the bolt:

Trainee: C rank damage, E ranked bleed for two posts. 5 post CD.
Journeymen: B rank damage, E rank bleed for two posts. 6 post CD.
Expert: A ranked damage, D rank bleed for two posts. 7 post CD.
Master: S ranked damage, D rank bleed for two posts. 8 post CD.
Hero: SS ranked damage, B rank bleed for two posts. 9 post CD.
Legend: SSS ranked damage, A rank bleed for two posts. 10 post CD.

Grasping Vines: Rank B
On the first post, Linara redirects energy from herself into the ground for a moment, sending out a wave in a fifty foot radius that can only be seen by those with energy sight. On the second post, small but numerous vines come up from the earth to attempt to ensnare up to three opponents, successfully grasping them unless they have +3 speed in comparison to Linara because of the advantage of surprise. These vines last for two posts and can be broken by an attack of B rank or higher, but as the vines are thin and wrapped around the legs tightly cutting them off early causes the user to take D rank damage from their own attack. 8 post CD.

Boon of Vitality: Rank A
After a post of focusing, Linara surges her energy into the earth and directs it into all nearby allies in the thread, increasing their speed and strength by 1 for 5 posts. This also heals each of her allies for C rank damage. 8 post CD.

Pital's Gift: Rank S Passive
As a Master cleric of Pital, all of Linara's heals cause the target to brim with a portion of the earth's energy as well, giving the target +1 strength for two posts (this cannot stack with itself, but is stackable with Boon of Vitality and the Blessing of Strength). This ability also allows Linara to heal any member of Pital's faith or those wielding the element of earth for an additional rank (excluding herself).

Condemnation of the Wicked: Rank SS
Linara focuses on the earth around her for two posts, forming several spikes that lay dormant in the earth until the third post. On the third post, all enemies in the area have several spikes appear around them that attempt to impale them; unless the opponents have +2 speed over Linara, they will be hit for SS damage and take S rank damage bleed for three posts. This attack is meant to be devastating and as such it is interrupt-able by an attack of A rank or higher, causing the ability to have a 3 post CD before it can be attempted again and Linara to be winded for a post. If completed, this ability has a 15 post CD.
PostPosted: Mon Feb 11, 2013 10:51 pm


Verideathul
RPC Name: Linara Aurel

RPC Profile Link: Cmon...Kiranu Pital Cleric, 4/9. Trainee.

Customs Thread: See RPC Profile link.

RPC Rank: Trainee

Combative Talent: Earthen Efficacy

Aspect of the Earth: Rank E Passive
The power of Pital has warped all of Linara's powers into earth based skills, blessing them with her power to make them holy as well. Since Pital is a goddess who believes in protecting all things natural, Linara may ignore light/dark restrictions and heal anyone except for Ghouls, Vampires, and Anima Machinae. These races are considered "dark" to her faith, take an extra rank of damage from her earthen abilities, and cannot be healed or blessed by Linara.

Wall of Earth: Rank D
Linara calls up an impromptu wall of earth three feet long in front of her, blocking a ranged attack that is equal to or lower than Linara's rank. This wall is thin and shatters upon taking the attack, as well as automatically shattering should a RPC of 4 or more strength run into it. 5 post CD at trainee, 6 post CD at expert and beyond.

Wrath of the Earth: Rank C-SSS
Mother nature, or in this case Pital, is not always friendly and nurturing. By sheer willpower, Linara can cause a chunk of the earth to fragment off as an spiked bolt that lodges itself in the opponent's armor if it connects. The damage and cooldown depends on the rank of the bolt:

Trainee: C rank damage, E ranked bleed for two posts. 5 post CD.
Journeymen: B rank damage, E rank bleed for two posts. 6 post CD.
Expert: A ranked damage, D rank bleed for two posts. 7 post CD.
Master: S ranked damage, D rank bleed for two posts. 8 post CD.
Hero: SS ranked damage, B rank bleed for two posts. 9 post CD.
Legend: SSS ranked damage, A rank bleed for two posts. 10 post CD.

Grasping Vines: Rank B
On the first post, Linara redirects energy from herself into the ground for a moment, sending out a wave in a fifty foot radius that can only be seen by those with energy sight. On the second post, small but numerous vines come up from the earth to attempt to ensnare up to three opponents, successfully grasping them unless they have +3 speed in comparison to Linara because of the advantage of surprise. These vines last for two posts and can be broken by an attack of B rank or higher, but as the vines are thin and wrapped around the legs tightly cutting them off early causes the user to take D rank damage from their own attack. 8 post CD.

Boon of Vitality: Rank A
After a post of focusing, Linara surges her energy into the earth and directs it into all nearby allies in the thread, increasing their speed and strength by 1 for 5 posts. This also heals each of her allies for C rank damage. 8 post CD.

Pital's Gift: Rank S Passive
As a Master cleric of Pital, all of Linara's heals cause the target to brim with a portion of the earth's energy as well, giving the target +1 strength for two posts (this cannot stack with itself, but is stackable with Boon of Vitality and the Blessing of Strength). This ability also allows Linara to heal any member of Pital's faith or those wielding the element of earth for an additional rank (excluding herself).

Condemnation of the Wicked: Rank SS
Linara focuses on the earth around her for two posts, forming several spikes that lay dormant in the earth until the third post. On the third post, all enemies in the area have several spikes appear around them that attempt to impale them; unless the opponents have +2 over Linara, they will be hit for SS damage and take S rank damage bleed for three posts. This attack is meant to be devastating and as such it is interrupt-able by an attack of A rank or higher, causing the ability to have a 3 post CD before it can be attempted again. If completed, this ability has a 15 post CD.


I'd like to see some detriment to having the SS one not work...

SorceressJacklyn
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Verideathul

PostPosted: Mon Feb 11, 2013 10:53 pm


SorceressJacklyn
Verideathul
RPC Name: Linara Aurel

RPC Profile Link: Cmon...Kiranu Pital Cleric, 4/9. Trainee.

Customs Thread: See RPC Profile link.

RPC Rank: Trainee

Combative Talent: Earthen Efficacy

Aspect of the Earth: Rank E Passive
The power of Pital has warped all of Linara's powers into earth based skills, blessing them with her power to make them holy as well. Since Pital is a goddess who believes in protecting all things natural, Linara may ignore light/dark restrictions and heal anyone except for Ghouls, Vampires, and Anima Machinae. These races are considered "dark" to her faith, take an extra rank of damage from her earthen abilities, and cannot be healed or blessed by Linara.

Wall of Earth: Rank D
Linara calls up an impromptu wall of earth three feet long in front of her, blocking a ranged attack that is equal to or lower than Linara's rank. This wall is thin and shatters upon taking the attack, as well as automatically shattering should a RPC of 4 or more strength run into it. 5 post CD at trainee, 6 post CD at expert and beyond.

Wrath of the Earth: Rank C-SSS
Mother nature, or in this case Pital, is not always friendly and nurturing. By sheer willpower, Linara can cause a chunk of the earth to fragment off as an spiked bolt that lodges itself in the opponent's armor if it connects. The damage and cooldown depends on the rank of the bolt:

Trainee: C rank damage, E ranked bleed for two posts. 5 post CD.
Journeymen: B rank damage, E rank bleed for two posts. 6 post CD.
Expert: A ranked damage, D rank bleed for two posts. 7 post CD.
Master: S ranked damage, D rank bleed for two posts. 8 post CD.
Hero: SS ranked damage, B rank bleed for two posts. 9 post CD.
Legend: SSS ranked damage, A rank bleed for two posts. 10 post CD.

Grasping Vines: Rank B
On the first post, Linara redirects energy from herself into the ground for a moment, sending out a wave in a fifty foot radius that can only be seen by those with energy sight. On the second post, small but numerous vines come up from the earth to attempt to ensnare up to three opponents, successfully grasping them unless they have +3 speed in comparison to Linara because of the advantage of surprise. These vines last for two posts and can be broken by an attack of B rank or higher, but as the vines are thin and wrapped around the legs tightly cutting them off early causes the user to take D rank damage from their own attack. 8 post CD.

Boon of Vitality: Rank A
After a post of focusing, Linara surges her energy into the earth and directs it into all nearby allies in the thread, increasing their speed and strength by 1 for 5 posts. This also heals each of her allies for C rank damage. 8 post CD.

Pital's Gift: Rank S Passive
As a Master cleric of Pital, all of Linara's heals cause the target to brim with a portion of the earth's energy as well, giving the target +1 strength for two posts (this cannot stack with itself, but is stackable with Boon of Vitality and the Blessing of Strength). This ability also allows Linara to heal any member of Pital's faith or those wielding the element of earth for an additional rank (excluding herself).

Condemnation of the Wicked: Rank SS
Linara focuses on the earth around her for two posts, forming several spikes that lay dormant in the earth until the third post. On the third post, all enemies in the area have several spikes appear around them that attempt to impale them; unless the opponents have +2 over Linara, they will be hit for SS damage and take S rank damage bleed for three posts. This attack is meant to be devastating and as such it is interrupt-able by an attack of A rank or higher, causing the ability to have a 3 post CD before it can be attempted again. If completed, this ability has a 15 post CD.


I'd like to see some detriment to having the SS one not work...


Detriment other than losing the ability to cast over 1000 guaranteed healing and deal up to 4 melee attacks with earthen abilities in between them, all for just the chance of making this one work?
PostPosted: Mon Feb 11, 2013 11:25 pm


Verideathul
RPC Name: Linara Aurel

RPC Profile Link: Cmon...Kiranu Pital Cleric, 4/9. Trainee.

Customs Thread: See RPC Profile link.

RPC Rank: Trainee

Combative Talent: Earthen Efficacy

Aspect of the Earth: Rank E Passive
The power of Pital has warped all of Linara's powers into earth based skills, blessing them with her power to make them holy as well. Since Pital is a goddess who believes in protecting all things natural, Linara may ignore light/dark restrictions and heal anyone except for Ghouls, Vampires, and Anima Machinae. These races are considered "dark" to her faith, take an extra rank of damage from her earthen abilities, and cannot be healed or blessed by Linara.

Wall of Earth: Rank D
Linara calls up an impromptu wall of earth three feet long in front of her, blocking a ranged attack that is equal to or lower than Linara's rank. This wall is thin and shatters upon taking the attack, as well as automatically shattering should a RPC of 4 or more strength run into it. 5 post CD at trainee, 6 post CD at expert and beyond.

Wrath of the Earth: Rank C-SSS
Mother nature, or in this case Pital, is not always friendly and nurturing. By sheer willpower, Linara can cause a chunk of the earth to fragment off as an spiked bolt that lodges itself in the opponent's armor if it connects. The damage and cooldown depends on the rank of the bolt:

Trainee: C rank damage, E ranked bleed for two posts. 5 post CD.
Journeymen: B rank damage, E rank bleed for two posts. 6 post CD.
Expert: A ranked damage, D rank bleed for two posts. 7 post CD.
Master: S ranked damage, D rank bleed for two posts. 8 post CD.
Hero: SS ranked damage, B rank bleed for two posts. 9 post CD.
Legend: SSS ranked damage, A rank bleed for two posts. 10 post CD.

Grasping Vines: Rank B
On the first post, Linara redirects energy from herself into the ground for a moment, sending out a wave in a fifty foot radius that can only be seen by those with energy sight. On the second post, small but numerous vines come up from the earth to attempt to ensnare up to three opponents, successfully grasping them unless they have +3 speed in comparison to Linara because of the advantage of surprise. These vines last for two posts and can be broken by an attack of B rank or higher, but as the vines are thin and wrapped around the legs tightly cutting them off early causes the user to take D rank damage from their own attack. 8 post CD.

Boon of Vitality: Rank A
After a post of focusing, Linara surges her energy into the earth and directs it into all nearby allies in the thread, increasing their speed and strength by 1 for 5 posts. This also heals each of her allies for C rank damage. 8 post CD.

Pital's Gift: Rank S Passive
As a Master cleric of Pital, all of Linara's heals cause the target to brim with a portion of the earth's energy as well, giving the target +1 strength for two posts (this cannot stack with itself, but is stackable with Boon of Vitality and the Blessing of Strength). This ability also allows Linara to heal any member of Pital's faith or those wielding the element of earth for an additional rank (excluding herself).

Condemnation of the Wicked: Rank SS
Linara focuses on the earth around her for two posts, forming several spikes that lay dormant in the earth until the third post. On the third post, all enemies in the area have several spikes appear around them that attempt to impale them; unless the opponents have +2 speed over Linara, they will be hit for SS damage and take S rank damage bleed for three posts. This attack is meant to be devastating and as such it is interrupt-able by an attack of A rank or higher, causing the ability to have a 3 post CD before it can be attempted again and Linara to be winded for a post. If completed, this ability has a 15 post CD.


better. approved

SorceressJacklyn
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Verideathul

PostPosted: Mon Feb 18, 2013 10:18 am


RPC Name: Linara Aurel

RPC Profile Link/Customs Link: X

RPC Rank: Trainee

Non-Combative Talent: Caretaker's Convalescence

Healing Touch: Rank E Passive
While out of combat, Linara can increase her healing towards a target by one rank through touch; the touch allows her to feel and manipulate the energy within her target to heal him or her faster, costing the target 10 energy or if the target is completely out, costing Linara 10 energy.

Extended Natural Anti-Venom: Rank D
This ability replaces Cure Poison while out of combat.
Linara extends her energy to two targets of her choosing, curing all poisons inside of them by boosting up the body's natural immune system through her energy; while this ability has no cooldown, it may be used only once a post.

Ameliorated Life in Bloom: Rank C Passive
By extending the charge post of the Pital devout skill "Life In Bloom" by 2 posts (making it a total of 4 posts), this ability's radius extends to the whole of the thread; while resurrection of animals and people only extends to the same 50 feet, all of the plant life in the thread is restored permanently. If Linara uses dodges to increase the speed of this spell, her dodges replenish at 1 per post after the skill is cast and her dodges do not replenish at all until after combat if caught in combat. At Expert, this passive extends to cut the cooldown of all Pital faithful/devout skills to 15 posts.

Neutralize Plague: Rank B
This ability replaces Cure Disease while out of combat.
Similar to Extended Natural Anti-Venom, this ability allows Linara to cure two targets of disease while out of combat; likewise, this ability has no cooldown and can only be used once a post.

Life's Blossom: Rank A Passive
While out of combat, Linara's heals cause the target to regenerate E health per post for two posts. This form of healing stacks up to two times, and the regeneration is cancelled if the target engages in combat.

Hastened Healing: Rank S Passive
While out of combat, Linara's basic heal "Restore Life (Heal)" can be used twice a post. Her basic heals, while out of combat, also restores up to one lost limb per target per post.

Rebirth: Rank SS
This skill replaces Reviviscence while out of combat.
By placing the hands on the bones or body of a dead ally that is laid against the earth (sand, grass, wood or wooden floors, but not metal floors or stone floors without first breaking through it using an earthen ability such as Wall of Earth or Grasping Vines), Linara hastens and expedites the process of reviving a slain ally; after focusing for two posts, tendrils from the earth spring up and cover the body to regenerate the target to 50% health and energy, leaving Linara drained of 500 energy and unable to use uncanny dodges, acrobatics, or any other heals except for her basic one for two posts. This ability has a 12 post CD.
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