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Maborofel

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PostPosted: Wed May 19, 2010 6:42 pm


Name of Skill: Minor Telekinesis (MTK or Minor TK)

Posts to Learn: 5

Type: Active Indirect

Description: Mind over matter really does have merit! You have trained your mind to lift small objects...what more needs saying? A common side effect is mild headaches, but it's a small price to do the impossible.

Effect: Small objects may be lifted, moved, or hurled using only the power of your mind. The objects must be less than 1lb in weight and cannot be larger than a loaf of bread.
PostPosted: Thu May 20, 2010 1:50 pm


Name of Skill: Weapon Repair

Posts to Learn: 7

Type: Active Indirect

Description: You are a regular Anakin Skywalker with your mechanical abilities. Any weapon that you or an opponent have recently broken in a fit of rage will be put together as good as new with little more than duct tape, bailing wire and good ole elbow grease.

Effect: You are able to fix a weapon that has been broken or Shattered. Weapon is returned to original working condition.


Name of Skill: Shatter

Posts to Learn: 7

Type: Active Indirect

Description: Your grasp is so powerful that any weapon within it will shatter from sheer fear of your awesomeness.

Effect: You are able to break any weapon you have your hands upon. This includes an enemy's weapon that has been disarmed.

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Maborofel

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PostPosted: Thu May 20, 2010 3:56 pm


Name of Skill: Minor Knockback (MKB or Minor KB)

Posts to Learn: 4

Type: Active Direct

Description: A member of the Telekenetic class of spells, this one lets you fire a bolt of pure force at an object or person...Unfortunately, this force is quite weak, and likely won't do any lasting damage. It is however useful in a game of marbles, or to bust the glass of a window.

Effect: A mental surge of energy pushes an object or person, as chosen by the caster. If used on an object, this bolt of force has -functionally- the same effect as a thrown pebble, and requires no roll.
If used on another person, a partial success will cause a smallish person to lose their balance, similar to a slight push in the school hallway. With full success, it will cause most people to lost their balance, and will likely tip over a smallish person (similar to a semi-forceful shove)
-This spell, as with all others, cannot be used if Negation is in effect.
-This spell's effect is instantaneous, so attempting to Dispel it is futile.

Name of Skill: Minor Deflect (MDef. or Minor Def.)

Posts to Learn: 4

Type: Active Indirect

Description: Another mental force-based skill, Minor Deflect allows you to instantaneously knock away small flying objects. It won't stop that cow during the tornado, but it's quite good to avoid getting hit by spitballs!

Effect: A small object is stopped from hitting you. The object then falls straight to the ground or narrowly misses the caster, at the caster's discretion. This spell will not stop any object larger or heavier than a small bird, and cannot be used while Negation is in effect.
-Dispel has no effect against Minor Deflect, as its effects are instantaneous.
PostPosted: Sun May 23, 2010 5:58 pm


Name of Skill: Knockback

Posts to Learn: 8

Type: Active Direct

Description: Hey look, you got better! Now you can actually use this spell for something! No more pebble-forces for you, you're rolling with the stone-chuckers now. ...What, you want to use it on people? Perhaps I should call you 'Lineman' from now on.

Effect: A mental burst of energy is unleashed on an object or person. If used on an object, no roll is required, and the spell hits with the force of a thrown fist-sized rock.

If used on a person, a partial success will cause most people to fall on their rear. A full success causes them to be blown about 2 feet back, like they had just been hit by a charging football player.
-Knock's effects cannot be Dispelled, and Knock cannot be used when Negation is in effect.

((while I was reading the Spellcasting guide, I realized that Knock -what I thought I was doing- was different from Knockback -which I was doing somehow-...and I nearly ended up combining them. Then I turned it into Knockback, checked the lists to make sure somebody else wasn't doing it already, and turns out, Lorika forgot to assign somebody the Knockback skill! -it wasn't up for deletion-))

Maborofel

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Maborofel

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PostPosted: Sun May 23, 2010 6:28 pm


Name of Skill: Glue

Posts to Learn: 10

Type: Active Indirect

Description: Magic works in mysterious ways...but at least you can use it to make stuff sticky! With Glue, no object can resist being stuck to a wall, or squirrel, or pretty much anything else you can think of! Don't like your teacher? Glue them to their chair, and the chair to the floor! Getting beaten up by archers? Glue their arrows together in the quiver! The possibilities are endless!

Effect: An object is made incredibly sticky, and will stick to the next thing it touches. It cannot be removed by force, but can be un-stuck by Dispel or Negation. Glue only works on solid objects, and people may not be Glued. Weaponry and other such things are fair game however. Glue will wear off after 5 of your turns, regardless of what it was used for.
PostPosted: Sun May 23, 2010 6:36 pm


Name of Skill: Knock

Posts to Learn: 7

Type: Active Indirect

Description: Well, it isn't quite a Knockback, but if used correctly, it can be much more effective. Knock fires a bolt of energy at an object in the hopes of shattering it into tiny pieces or making a large dent. This works great on wooden objects such as doors. And for any fighter-mages out there, Knock-dented armor is extremely uncomfortable.

Effect: Energy is shot at an object with the intent to splinter or dent it. Small wood (2 inch or less in diameter) will snap, larger wood will splinter quite a bit. Metal will get a fist-sized dent.
-A person's bones cannot be targeted.
-Knock's effects cannot be Dispelled
-Knock cannot be used if Negation is in effect

Maborofel

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Maborofel

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PostPosted: Sun May 23, 2010 6:51 pm


Name of Skill: Scribble

Posts to Learn: 4

Type: Active Indirect

Description: Oh dear, you're out of note paper. Whatever will you do? Thankfully, you know how to make words appear through use of magic, and now no flat surface is safe from your text-making mind!

Effect: Words appear on an object. The caster gets to choose both the object and the text that appears. Vigorous scrubbing will dissipate the Scribbled words, as will the use of Dispel or Negation. Scribbled words will wear off after 10 of your turns unless Scribble is re-cast to keep them there.
Scribble has no combat value and cannot have an Illusion-type effect under any circumstances
PostPosted: Sun May 23, 2010 11:14 pm


Maborofel


Name of Skill: Whirlwind attack

Posts to Learn: 12

Type: Active Direct

Description: Oh dear...you seem to be surrounded. You couldn't possibly attack all of them at once, right? Ha! We all know that you're kidding, one Whirlwind Attack and they're all bleeding on the ground. Just remember, your friends won't like it if you cut them up as well.

Effect: Whirlwind Attack allows you to attack in a very broad arc around yourself, hitting numerous people with a single roll. Everybody within the weapon's range is affected by this skill, and allies are affected the same as enemies. If the weapon is too large to be spun in an area, for example, a battleaxe in a narrow hallway, this skill cannot be used. It cannot be Parried, but may be Dodged.
EDIT: may only be used 3x per battle




Name of Skill: Rage

Posts to Learn: 11

Type: Active Indirect

Description: Failure is not an option with this skill...literally. All of your bloodlust and anger is focused in an incredible burst of energy, granting you the ability to make a single strike without rolling. Can you say 'Desperation move' anyone?

Effect: This skill must be stacked with an offensive Combat skill. The chosen attack will strike with full success.
-If a Parry is attempted, assume that the Rage-enhanced skill rolled a 6,8, or 10, depending on which dice was rolled (6,8,and 12, respectively)
-Rage-enhanced skills may be Dodged.
-Immediately after using Rage, your character is Stunned for one turn.
-Rage may only be used once per battle.

((is this what you intended for the original Rage?))
((I made it 11 because of all the restrictions I added...besides, if it is Parried successfully, the Rage-er is helpless to defend))




Name of Skill: Brandish

Posts to Learn: 9

Type: Active Direct

Description: Send that coward running with a well-prolonged look at your mighty weapon...well, they might not run, but they will be having second thoughts, and that's all that matters in battle.

Effect: Your fearsome weapon inspires terror in one nearby enemy. They get a -2 to all rolls for 2 turns if this skill is fully successful. They get a -1 to all rolls for 2 turns if used with partial success.
-Brandish may only be used twice per battle.
-Brandish may not be used on the same enemy both times
-May be stacked with Battle Cry to add +2 to your roll
-May be stacked with Reputation, in which case, effect will last 1 additional turn (total of 3)

((When I thought of 'show off your weapon,' I couldn't help but think of THIS...IS....SPARTA! and that's where the stacking bonuses came from))





Name of Skill: Berserk

Posts to Learn: 19

Type: Active Indirect

Description: fight...fight...Fight...FIGHT...FIGHT!!! RRRRAAAAHHHH!
You become completely overtaken by adrenalin and go into a rampage. Your foes cower in fear, your allies step back...a few miles. Nothing can stop you but an arrow through the skull, and even then, it might not slow you down...

Effect:
If a partial success is rolled, all rolls made against you take a -1 penalty, whereas all of your combat rolls get a +2 bonus. This effect lasts for 2 of your turns.
If a full success is rolled, all rolls against you take a -2 penalty, and all of your attacks are fully successful without rolling. This effect lasts for 3 of your turns. Berserk attacks may be Dodged, but not Parried.
-When Berserk is in effect, you must use offensive Combat moves.
-After Berserk's effects lift, your character is Stunned for 3 turns.
-Berserk can only be used once per battle



Name of Skill: Reputation

Posts to Learn: 13

Type: Active Indirect

Description: They know who you are. They've seen what you can do. Speak a single word and they'll flee in terror. Lots of perks to being feared, no? ...What? Nobody fears you? Well, you can always fake it, they won't know the difference.

Effect: With partial success, all nearby enemies take a -1 penalty to all rolls, and this effect lasts 3 turns. With full success, this effect lasts 5 turns and the penalty increases to -2.
-Reputation may be stacked with Battle Cry or Brandish to increase its success by +1 (for each)
-Reputation may only be used once per battle




Name of Skill: Light

Posts to Learn: 1

Type: Active Indirect

Description: Magic is fun, no? With this spell, you can create a floating orb of light to brighten your day! It can also be used to cause an object to glow. Perfect for making an improvised disco ball at parties.

Effect: An object -or floating orb of light- gives off a continual glow for up to 7 turns. The caster can choose which colors for it to glow in, but they must be from the visible spectrum. (no harmful radiation now!)





Name of Skill: Conjure Food/Water

Posts to Learn: 4

Type: Active Indirect

Description: With this spell, you can create a small piece of food or cup of water from thin air! Feeling snackish all the time? This spell is perfect for you.

Effect: The caster creates a food object in his hand.
-No more than 1 cup of water can be made at one time
-Food must be roughly the size of a candy bar, unless it is a bread-type food.
-If it is a bread-type food (bagel, donut, cake) it must be smaller than half a loaf of bread
-You cannot conjure a poisonous food or non-water liquid.



Just minor changes to a couple. Good job!

Lorika
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Maborofel

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PostPosted: Mon May 24, 2010 7:26 pm


Name of Skill: Minor Reparation (M-Repair)

Posts to Learn: 6

Type: Active Indirect

Description: So what's wrong with your glasses? With Minor Reparation, nothing...anymore. Utilizing a complex system of scientific stuff, you can 'undo' small damages to an object.

Effect: An object's small chips, tears, scratches, and other superficial damage is undone, leaving the object in perfect condition once more. Chemical damage, such as rust, is also undone. Repairs are limited to such small things though, and cannot fix anything that has a deep slice, large piece missing, or similar 'major' damage.
-Minor Reparation's effects cannot be Dispelled, the object is physically whole once more
-Minor Reparation cannot be used if Negation is in effect.
PostPosted: Mon May 24, 2010 7:32 pm


Name of Skill: Deflect

Posts to Learn: 9

Type: Active Indirect

Description: With practice comes experience. Magic follows this law as well, and now you can Deflect larger things than before. Perhaps now you can bat away that tornado-thrown cow...but if you need to try, you probably have bigger problems to deal with. And yes, arrows and other projectile weapons are fair game...if you can react fast enough

Effect: A moderately large object is stopped from hitting you. The object either falls straight to the ground or veers out of the caster's way, at the caster's discretion. This spell cannot stop anything larger or heavier than an average-sized rocking chair.
-Effects cannot be Dispelled
-Cannot be used if Negation is in effect

Maborofel

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Maborofel

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PostPosted: Mon May 24, 2010 7:35 pm


Name of Skill: Bounce

Posts to Learn: 8

Type: Active Indirect

Description: Sick of actually being hurt when you fall out of a window? Don't like it when your pencil falls and stays on the ground? With Bounce, it isn't so much of a problem. Any object or person is fair game for the incredible rebounding abilities of Bounce!

Effect: An object -or person- is made to be incredibly bouncy, like a bouncy ball. Bounce's effects wear off in 3 of your turns.
-Bounce cannot be used to make improvised armor ('oh, the attacks will just Bounce right off, I'm perfectly fine!' doesn't work)
-Bounce's effects can be Dispelled and Negated, and Bounce cannot be used if Negation is in effect
PostPosted: Wed May 26, 2010 7:55 pm


Name of Skill: Vacuum

Posts to Learn: 9

Type:Active Indirect

Description: Who said gravity was the only thing that could work like this? With Vacuum, your hand has it's own gravity! ...Well, that's an exaggeration, it can only attract small objects or air from a small area. Oh well, at least you can put out fires without an extinguisher!

Effect: Small objects, such as pens, sticks, loose paper, etc., float to the caster's hand. Vacuum can also be used to pull a small amount of air away from an object, but only if expressly intended to do so. When used in that way, it can also cause difficulty breathing in combatants, giving them a -2 to their next roll.
-Vacuum cannot be used in an area where Negation is in effect.
-Objects or air that are moving due to Vacuum may be halted with Dispel

Maborofel

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Maborofel

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PostPosted: Wed May 26, 2010 8:01 pm


Name of Skill: Telekinesis (TK)

Posts to Learn: 11

Type: Active Indirect

Description: You've already broken most of the laws of physics...what to do now? Break them more! Your Telekinetic abilities have increased dramatically since you first began to use them, and now you can do amazing things with your mind. A major bonus, those dratted headaches are gone!

Effect: Large objects can be lifted, moved, and/or hurled using only mental power. Objects cannot be larger or heavier than a standard recliner.
-TK cannot be used if Negation is in effect
-If Dispel is used, your hold on the object is broken and it falls to the ground. If it was moving fairly fast, it will continue on its airborne path as a large-ish projectile.
-Cannot be used on people unless they expressly give permission.
PostPosted: Wed May 26, 2010 8:12 pm


Name of Skill: Break (Spellcasting flavor)

Posts to Learn: 13

Type: Active Direct/Indirect (depending on use)

Description: If your mental bolts of force started out like tiny sparks, they're now comparable to bolts of lightning. No more will a door or fleshy pink thing stand in your way, you can just Break them...well, the door perhaps, we don't want a bloodbath here.

Effect: If used on a person, Break has the effect of a powerful impact, causing the victim to fly back about 1 yard (partial success) or 10 feet (full success)
If used on an object, Break shatters it into tiny pieces, but only if it's human-sized or smaller. Anything larger than a human, such as a concrete wall, will take severe damage in the form of large cracks and/or splinters.
-Break cannot be used if Negation is in effect
-Break's effects cannot be Dispelled, as they are instantaneous.

((cool, only 9 more to go!))

Maborofel

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Lorika
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PostPosted: Thu May 27, 2010 12:36 am


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Uuugh iunno, do you guys like this idea? Have I done it too sloppily? I just don't know.
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