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Posted: Sat May 15, 2010 2:03 pm
SPIRITUALISM
Comprehensive List of skills:
Sterilise Create Holy Water Create Holy Oil Pray Treat Minor Wounds Dia Alleviate Pain Treat Wounds Remove Poison Ruwach Cure Sanctuary Protection Prayer of Healing Heal Lex Aeterna Mea Culpa Pacify Shell Agnus Dei Heal Deadly Wounds Sanctify Weapon Connection with Water I Would Die For You I Have Been Chosen Evil Must Not Prevail
Deleted Skills:
Skills up for deletion or requiring discussion:
Circle of Salt
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Posted: Sat May 15, 2010 2:21 pm
And finally, the long-awaited form:
Name of Skill: [Name]
Posts to Learn: [Number]
Type: [Passive, Active, Direct, Indirect - so a skill might be Passive Indirect]
Description: [What happens when you use the skill, how it is cast etc.]
Effect: [What the skill does, IN DETAIL - this is where you detail tecnicalities such as roll bonuses]
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Posted: Sat May 15, 2010 2:40 pm
GUIDANCE:
On Naming:
The skills have names already, as you know, but I'm thinking of renaming a couple of them. If you have a better name in mind for the skill, feel free to change it. Try and keep it rather short, though, unless it is a higher-level skill and for effect (such as, for example, I Have Been Chosen)
On Posts to Learn:
We haven't discussed this much, but there's no need to try and keep a constant for skills. Depending on the EFFECT of the skill, posts to learn will be longer or shorter. I'm thinking skills with a minor effect will take around 5, while the most advanced could take nearer to 30. Also I think that some skills which HAVE been Basic, such as Disarm, may in fact have an effect that merits a higher learning time... so BASICALLY when you're looking at a skill FORGET all that has come before and use your own judgement. Perhaps this should be the last field you fill in.
On Type:
There are FOUR criteria here - Passive, Active, Direct and Indirect.
A PASSIVE skill is a skill which is always working in the background on your character, for example a weapon proficiency.
An ACTIVE skill is a skill which is performed by your character, for example an attack such as Strike.
A skill which is DIRECT has an immediate effect on another character and must be rolled for, such as Boiling Torrent.
A skill with is INDIRECT has no immediate effect on another character and need not be rolled for, such as a trap.
Together, we have 4 potential combinations - PASSIVE INDIRECT, ACTIVE DIRECT, ACTIVE INDIRECT, PASSIVE DIRECT.
PASSIVE INDIRECT - This is a skill which is both passive and has no direct effect on another character, such as a skill which provides a background roll bonus like Fel and Storm's event reward skill.
ACTIVE DIRECT - The most common type of skill, this is a skill, usually an attack, which is used by your character and has an effect on another character... such as our favourite skill, Fatal Blow, or a spell such as Knock.
ACTIVE INDIRECT - This is a skill such as a trap or a roll bonus which can be activated but has no immediate effect on another character, such as Reputation or Hilt Binding.
PASSIVE DIRECT - This is slightly different to how you might imagine - it's actually a skill which is passive but may be activated under certain conditions, such as Dodge. It may or may not require a roll depending on the skill, this must be specified in the Effect part of the form.
On Description:
Actually, most of the current skills have more of a Description than an actual Effect. I've split the two because we've had trouble with skilsl not actually DOING anything significant, only being there to look pretty.
THIS is section for prettiness. This is where you describe the skill itself, what it does, in more creative terms.
On Effect:
THIS is possible the most important section next to Type. This is where you describe all specifics about a skill - any roll bonuses, exactly what the skill can and cannot do.
I'll post an example in a minute so that maybe you guys can get your head around it better... jeeze I am tired... x___x
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Posted: Sat May 15, 2010 3:14 pm
Name of Skill: Thundercrash
Posts to Learn: 27
Type: Active Indirect
Description: The enemy is trapped in a cage of electricty, with any attempt to move causing severe pain.
Effect: Imobilises a single enemy for 4 turns. Effect may be pre-emptively countered by a spell which protects the user from magical damage. May be Negated, but is otherwise inescapable (via Snatch or any other skill). Anyone who attempts to physically interact with the immobilised character will be repelled and shocked by the electricity. EDIT: May only be used 3 times a day.
BE AS DETAILED AS YOU LIKE/AS DETAILED AS POSSIBLE IN CRAFTING, because depending on how I end up presenting these skills (I'm thinking of a graphic format, like cards) they may be cut down. I know it's not possible to think of every possibility (good god, I know it's IMpossible), but do consider each skill carefully and spend a little while thinking about what could or could not affect it.
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Posted: Sat May 15, 2010 3:15 pm
After I take a little break I'm going to assign each of the devs which skills they are to work on specifically.
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Posted: Sat May 15, 2010 4:21 pm
Skills for Meta:
Snakeblood Slippery Mind Sneak Attack Soul Crush Defending Aura Rally the Troops Plan Ahead Hammer Fall Tempered Blade Hilt Binding Instructor Vulture's Eye Deflect Arrows Hunter's Reflexes Flaming Arrow Poison Arrow Eagle Eye Seeking Missile Glamour Horror Become Unnoticeable Prestidigitation Conjure Shade Paint Mesmerise Funny Legs Blind Hallucination Conjure Illusion Mind Blank
Total: 30
Skills for Mabo:
Back Slice Break Fatal Blow Whirlwind Attack Bullheaded Rage Brandish Berserk Reputation Light Conjure water/food Minor Telekinesis Minor Knockback Minor Deflect Knock Glue Scribble Minor Reparation Deflect Bounce Vaccuum Telekinesis Summon Tool Break Change Appearance Minor Levitation Transmute Property Reparation Transfigure Mundane Object Walk on Water Melt Transfigure Living object Change Form Water Breathing
Total: 34
Skills for Fel:
Weapon Repair Shatter Weapon Research Crippling Disarm I Feel Your Pain Guardian Water Shot Pull Water Change Water Property Water to Wine Water Curtain Water to Ice Boil Water Bursts Walk on Water Water Breathing Water to Fuel True Sight Rain of Forgiveness
Total: 19
Skills for Me:
Dispel Negation Strike Parry Counter Disarm Bladed Weapon Proficiency Exotic Weapon Proficiency Dual Weapon Proficiency Ranged Weapon Proficiency Blade Master Proficiency Grapple Taunt Pin Pierce Dodge Snatch Sterilise Create Holy Water Create Holy Oil Pray Treat Minor Wounds Dia Alleviate Pain Treat Wounds Remove Poison Ruwach Cure Sanctuary Protection Prayer of Healing Heal Lex Aeterna Mea Culpa Pacify Shell Agnus Dei Heal Deadly Wounds Sanctify Weapon Connection with Water I Would Die For You I Have Been Chosen Evil Must Not Prevail Scry Channel Rain of Grudge Glimpse Summon Water Ghost Strike of Flowing Waters Icy Spear Biting Mist Silent Waters Drown Boiling Torrent Shield of Water/Ice Candles in the Wind Summon Air Spirit Fly Shock Mind Shock Ride the Storm Nature's Vengeance Penetration
Total: 63
Skills for Panda:
Call Wind Trampoline Whispering Gale Dust Storm Gust Levitation Zephyr's Touch Catch the Wind Cyclone Tender Breeze Shroud
Total: 11 (I wasn't sure how many you wanted, Pandy, so if you feel you can take on more just ask)
Yeah, if anyone feels like they have too many or would like some more just ask and I can give you more. I tried to give people the kind of skills I thought they could handle best (though I avoided giving Mab illusion skills because I have a feeling he may go over the top with them... >3> wink . I also tried to split the skills so that only one person is handling a particular "type" of skill. (E.g I gave myself all the summoning skills and skills such as Grapple, Snatch etc.)
Anyway, yeah, take a glance and any complaints just say so.
BEFORE YOU START MAKING A LOAD OF SKILLS, I WANT EVERYONE TO POST UP ONE OR TWO EXAMPLE SKILLS JUST SO I CAN CHECK THAT YOU'RE UNDERSTANDING THE PRINCIPLES AND DON'T REQUIRE ANY HELP
Post every skill you make in this thread.
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Posted: Sat May 15, 2010 4:30 pm
Oshit, I forgot - limits for "may only be used once a day" or whatevah will go in the Effect part of the form. Don't forget about this!!! This is vital! The GREATEST limit I would say is once per day, don't go any higher than that. Because of how the roleplay moves, if a person is restricted from using a skill for up to a week or even longer... well, it just doesnt work.
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Posted: Sat May 15, 2010 5:14 pm
So, how about this as an example?
Name of Skill: Snakeblood
Posts to Learn: 7
Type: Passive Indirect
Description: The blood of snakes seems to run in your veins. You're slippery, you're cunning, you're impossible to pin down, but you're just as ready to strike.
Effect: Negates the effects of Pin and Grapple [[Writer's note: any others to include?]] for as long as the effects of either skill lasts. However, you're still vulnerable to Taunt. [[and other such skills? Need a list!]]
Limits: 3 uses per opponent.
And...
Name of Skill: Slippery Mind
Posts to Learn: 12
Type: Passive Indirect
Description: Your eyes grow dark, a crafty smile spreads across your face. Pah! It's hopeless for them, your mind cannot be caged.
Effect: You become immune to all mind-altering and Illusion-type skills for one application of such by your opponent. If your opponent hits you with a skill of the same type within 5 posts after their initial cast, their roll will be half as effective. Limits: 3 uses per day.
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Posted: Sat May 15, 2010 5:46 pm
A couple of problems - Passive Indirect skills do not have such limits on usage. They're like background skills, benefits which are constantly running. So a personw ho chooses snakeblood will ALWAYS be immune to Pin and Grapple - no, I do not think there are others to include there. Taunt... and Snatch, I think.
The descriptions are lovely, though!
hang on, I'll just make some minor edits...
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Posted: Sat May 15, 2010 5:50 pm
Metaburo Fanmaker Name of Skill: Snakeblood Posts to Learn: 7 Type: Passive Indirect Description: The blood of snakes seems to run in your veins. You're slippery, you're cunning, you're impossible to pin down, but you're just as ready to strike. Effect: You are immune to the effects of Pin and Grapple. However, you're still vulnerable to Taunt and Snatch. Name of Skill: Slippery Mind Posts to Learn: 23 Type: Passive Indirect Description: Your eyes grow dark, a crafty smile spreads across your face. Pah! It's hopeless for them, your mind cannot be caged. Effect: You are immune to all mind-altering and Illusion-type skills. As you can see, the fact that limits on these passive indirect skills have been lifted means thet they must take longer to learn. If it's okay, could you do another one/two for me to look at before launching off to do the rest? I should've known you'd be first in =) Good old meta!
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Posted: Sun May 16, 2010 6:19 pm
Name of Skill: Sneak Attack
Posts to Learn: 20
Type: [[I'm not sure if this should be passive or active indirect.]]
Description: The shadows cover your movements, your foe is befuddled; you've disappeared, but they should be wary. You'll catch them from behind.
Effect: You are able to sneak up behind an enemy and attack them without. This skill cannot be Countered or Parried,but you can be noticed by another person other than your target/opponent and therefore you may be caught. However, you must have cast Sneak successfully to be able to use this skill.
Limit: Duration of Sneak, and same limits as Sneak.
...Phail. That one was even worse! Here's a problem, though; what about Durations? Should something last for so many posts? Or only one?
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Posted: Sun May 16, 2010 6:48 pm
Name of Skill: Melt
Posts to Learn: 15
Type: Active Indirect
Description: You use your magical energy to destroy the bonds that hold any solid object together, causing the whole thing to melt into a puddle on the floor. Great for parties...or to bust into a safe.
Effect: An object is turned from a solid to a liquid. A larger object, such as a door, will take longer to Melt than a smaller object, such as a door's hinges. People and animals cannot be Melted under any circumstances. Melt's effects cannot be undone by Negation or Dispel. Melt cannot be used if Negation is in effect. After a week, the puddle will evaporate and leave no trace that there was anything there.
Name of Skill: Summon Tool
Posts to Learn: 9
Type: Active Indirect
Description: Oh no, you forgot to pack that GPS for your camping trip! Whatever shall you do? Thankfully, you know how to Summon such things, and soon you and your friends are back on your merry way. Summon Tool is great for grabbing the thing's you've forgotten; just be careful, they need to come from somewhere, and nobody likes a thief.
Effect: Summon Tool allows the caster to select any handheld tool. The nearest tool of the chosen kind will be teleported directly into the caster's hands. Handheld weaponry, such as pistols or tasers, cannot be summoned, regardless of an individual's view on what 'a tool' is. Pocketknives, hatchets, small saws, and other slightly hazardous tools are allowed. Summon Tool cannot be used while Negation is in effect. Summoned Tools cannot be Dispelled to Negated.
((I didn't know whether to add the 'negation can prevent it's use' part, but I'm not sure if there's going to be a 'grand overarching notice' on this point))
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Posted: Sun May 16, 2010 7:49 pm
@Mabo, Your skills are perfect. Excellent job. There's nothing I can criticise about those. Go forth and create moar! o3o
I think there WILL be some kind of blanket notice about negation and dispel, but at this point please try and include whether or not they apply in each skill just so we're as specific as possible before doing any cuts.
@Meta I'll take a closer look at yours now...
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Posted: Sun May 16, 2010 8:05 pm
Metaburo Fanmaker Name of Skill: Sneak Attack Posts to Learn: 15 Type: Active Direct Description: The shadows cover your movements; you've disappeared, but foes should be wary. You'll attack them from behind! Effect: This skill cannot be Countered or Parried, but it can be Dodged. Can only be used if the character is Sneaking, and usage will cancel the status of Sneak. As this is a sub-skill of Sneak it also hosts all of Sneak's restrictions, including the ability to be caught - it's best not to try this in one-on-one as such, as it is required that your opponent's attention is diverted from you. You've done a good thing there, realising that Sneak Attack is dependent on Sneak, which I seem to have forgotten *vaguely recalls putting Sneak in the pile for deletion* No... isn't it UP for deletion, with all the other "dependent on" skills? Anyway, now we realise that we need it for this, so it has to stay. Couple more tips... as the skill has so many limits imposed on it I decided it might be better to slash its training time a little. As it's still quite advanced however, not TOO much. Also, "descriptive" things like "you sneak up and attack the opponent from behind" should be saved for Description rather than effect, though I know it can be hard to judge where one should end and Effect begin. As for the rest... well, you'll get the hang of it. ^^ Maybe Mab could also offer some tips? Also, the skill is Active Direct because, even though it's based upon a Passive Direct skill (which means it's always available but needs to be activated under conditions, much like Dodge), it's a direct attack that requires rolling. Get me? ^^ Try another one! You'll get the hang of this o3o Just take your time and try and think of everything at once. Not hard at all! 8D;
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Posted: Sun May 16, 2010 8:13 pm
hooray!...wait, micro-stories for descriptions are fine?
Name of Skill: Back Slice
Posts to Learn: 12
Type: Active Direct
Description: It's always easier to stab them from the back than from the front...right? Get behind them to win...right? A quick roll, a swift stab, and a dead body come in succession...right? Regardless, it is always better to go for the back, so you do so.
Effect: Rather than go for a frontal attack, you attempt to roll behind your enemy and deliver a powerful blow to their back. Parry and/or Counter take a -2 penalty against this attack. If you could Dodge your enemy's last attack, this skill can be used in addition to Dodge. Back Slice be used up to 2 times per battle with no penalty. Each use after the 2nd takes a -3 success penalty.
((I added the -3 penalty because fighters learn as they fight, and eventually they start to expect certain things, like this attack)) ((the 'if could dodge=add to dodge' part is there because you could possibly roll to avoid an attack...take it out if you'd like))
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