When making your profiles, keep the following in mind.
-If something about the stat system is unclear to you, ASK QUESTIONS. It is much easier on you certainly if you pm one of the crew with your question before posting your profile to a thread and getting a massive critique. If you don't mind the critique, then do as you will. (El'jhas is very thorough and your likely to get one any way...)
-Every skill must have a cost, a cool-down time, and a very clear effect on the intended target.
-If you choose to take a sample skill or ability for your character, you need to copy and paste ALL the info from that skill into your profile.
-Sentinels: You can have only one combo finisher for each type of elemental damage: Earth, Air, Fire, Water/Ice, Thunder, Holy, Gravity, and Non-Elemental. You do not have to specify a combo finisher of every element, but one of them must be a Non-Elemental (this is your standard combo finisher). If you want to replace a combo finisher later, that's fine, but the substitution will have to be approved.
-Cannon Characters: Cannon characters are built the same way as OC's, but you submit their card to the Canon Characters List instead.
Profile Skeleton
First, make your own thread in the profiles sub forum. Your first post should include your INDEX, which is just a list of your characters so that others can see them at a glance who you have.
You must have more OC's than you do Canon characters. Current character cap is 3.
For more info on how to set up your profile, go here.
((Remove all text in parenthesis please.)) [imgright]url[/imgright][b]Appearance:[/b] ((Pm crew if you have trouble posting a picture)) [b]Name:[/b] [b]DOB:[/b] [b]Age:[/b] [b]Blood Type:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Ethnicity:[/b] IC (RL Equivalent ex. German, french, etc) [b]POB:[/b] [b]Archetype:[/b] [b]Occupation:[/b] ((Ex. SeeD, SeeD Instructor, Student, Cadet, Butcher, Painter, Diplomat, Baker, Soldier, etc))
[b]Likes:[/b] [b]Dislikes:[/b] [b]Fears:[/b] [b]Sexual Orientation:[/b] [b]Theme Song:[/b] (Optional) [b]Personality:[/b] (5 sentences or more) [b]Bio:[/b] (Paragraph or more)
[b]Magazines Collected:[/b] [b]Character Rank:[/b] G ((Do not change, See Ranking System)) [b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] ((See License System. List all that apply.)) [b]Weapon(s):[/b] ((Picture or description or both.)) [b]Inventory:[/b] Capacity: 20 [list] [*] (Ex. Vigor Salve x5) [*] (Add as many [*] as you need) [*] [*] [*] [/list]
[b]Stats:[/b] ((See Stat System))
HP ((CON x 50)) MP ((ACU x 5)) PDmg ((Adept+Weapon Damage)) MDmg ((POWxACU))
[strike][b]Companion[/b] Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number)) Name: HP: MP: Weakness: Immunities: Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.)) *[i]:AttackName:[/i]* *[i]:AttackName:[/i]*[/strike]
Willpower (POW) Willpower is how you manipulate your will over the primal forces. Dictating the damage you do with the magic. Defense (DEF) reduces how much damage you take, Alacrity (ALA) is your speed, basically Dexterity (DEX) is your deftness, flexibility Acuity (ACU) is your perception Constitution (CON) is how hearty you are
Your magic points, or MP, is your ACU x 5. Your health points, or HP, is your CON x 50.
Modifiers for HP and MP cannot be applied when figuring out your base health points and mana points. Why? Because the modifiers are temporary. Your HP and MP will still continue to rise as your natural CON and ACU are upgraded, but modifiers will not be applied to this calculation.
At start, you have 25 points to disperse among your 6 stats.
Your highest stat (usually one of the two your class specializes in) is your Adept stat: this will affect your Base damage and some special abilities.
Your lowest stat is your Inept stat: this is the primary stat used to calculate damage you take from an opponent's weapon or special abilities.
There are ten Ranks. Each rank you will be allotted an increment of 100gil of extra income, as well as the chance to gain extra weapons or tools for your class.
Almost everyone will start at Rank G. This grants a player an income of 1-100 gil(Rank SS being the acception), as you rank up your income will scale up. Your gil will be monitored by staff, if you are caught with a greater income than you earn, there will be consequences.
Full Rank List
R = 1g-100g G = 100g-200g F = 200g-300g E = 300g-400g D = 400g-500g C = 500g-600g B = 600g-700g A = 700g-800g AA = 800g-900g S = 900g-1,000g SS = 1,000g-1,500g
Technic's benefit from the DEX and ALA stats. These are the technological powerhouses. What they lack in magical talent or physical strength they make up for in ingenuity.
Taking Omni-Tool is Optional, though it does effect your abilities as a Technic. It can become an indispensable tool for certain specializations.
*:Omni-Tool:* Class Specific Special Attack (see spoiler for details) It will change colors when one of its abilities is activated. When not active, the omni-tool is orange.
::--K.A.T (Kinetic Activity Transfer) Boots COSTS 0 MP Utility, changes tool to purple color Passive - Anti-Gravity Gives the ability to land softly, attach feet securely to vertical and upside down surfaces. If attached to a surface, user cannot move without deactivating function. Active - Super Jump 1 turn CD Allows the technic to 'super jump' twice in a row. If jumping off an enemy you deal 2x(A) additional damage. Technic can spend a super jump to cause knock back effect. ::--Pulsefire COSTS 2 MP Offensive, changes tool to red color 3 turn CD Sends an energy wave towards a single target, dodge-able. Does 6X(A) in additional damage. ::--Mana Siphon Costs 0 MP Support, changes tool to blue color 1 turn CD Sacrifice 4x(CON) of your health points to grant half points in Mana points to ally or self. ::--Kinetic Barrier COSTS 0 MP Defensive, Changes tool to Green color 2 turn CD Creates a holographic barrier that adds 4x(DEF) in addition to your Defense. Can be cast on ally.
Magi are particularly talented in the magical arts and benefit from the POW and ACU stats. They are the only class that has access to a multitude of spells at any given time through the special ability Arcana.
Taking Arcana is Not Optional, and every Magi must start with one of their special attacks taken by this slot. Magi must choose three spells to start with.
*:Arcana:* Magi have a natural affinity for the use of magic, and do not need to draw it artificially. They summon the heavens and hells to their whim.
Rank G Spell List
Destruction Aero - A gust of wind slams into the target. It is a single-target spell inflicts moderate Wind-elemental damage. (3xA) Costs 8 Mana.
Thunder - A bolt of lightning strikes target inflicting minor Lightning-elemental damage on one target. (3xA) Costs 8 Mana.
Fire - A fire ball blasts the target, inflicting minor Fire-elemental damage on one target. (3xA) Costs 8 Mana.
Blizzard - A shard of ice drops on the enemy, inflicting minor Ice-elemental damage on one target. (3xA) Costs 8 Mana.
Support Recovery - Revives a KO'd party member, giving them 10% of their life back. Costs 15 Mana.
Cure - Restores a minor amount (2xA) of HP on one target. Deals damage (3xA) to Undead enemies. Costs 6 Mana.
Reflect - Bestows Reflect on one target, reflecting all single-target spells from the target onto the enemy who cast it. Dealing half damage of the spell cast. Lasts for 3 turns. Costs 10 Mana.
Phase Sleep - Has a chance to put enemy or monster to sleep for 3 turns. Costs 4 Mana.
Sentinel's are trained specifically to harness the powers of the Guardian Force, a beastly figure of pure energy in physical form. They are strong and hearty individuals and benefit most by the CON and DEF stats.
Each Sentinel may easily learn the ability called Draw Magic. Copying a spell that was just cast and using it to their advantage. You can also imbue a Combo Finisher with an element to add an effect or increase damage.
Taking Draw Magic is Optional, but it could affect you later if you do not.
*biggrinraw Magic:* Mimic spell, Store spell, Imbue element, Magic Damage 0 Mana Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties. Spells effectiveness are dictated by your stats. Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge. Draw Charge Capacity: (5xPOW)
Charges:
((Add as needed))
Destruction Magic
(G)Aero - A gust of wind slams into the target. It is a single-target spell inflicts moderate Wind-elemental damage. MDmgx2 Costs 4 Mana.
Cyclone - A gust of wind slams into the target. It is a single-target spell inflicts moderate Wind-elemental damage. MDmgx3 Costs 12 Mana.
(G)Thunder - A bolt of lightning strikes target inflicting minor Lightning-elemental damage on one target. MDmgx2 Costs 4 Mana.
Thundara - A bolt of lightning strikes target inflicting minor Lightning-elemental damage on one target. MDmgx3 Costs 12 Mana.
(G)Fire - A fire ball blasts the target, inflicting minor Fire-elemental damage on one target. MDmgx2 Costs 8 Mana.
Fira - Fire balls rain from the sky and blasts the target, inflicting minor Fire-elemental damage on one target. MDmgx3 Costs 16 Mana.
(G)Blizzard - A shard of ice drops on the enemy, inflicting minor Ice-elemental damage on one target. MDmgx2 Costs 8 Mana.
Blizzara - A pillar of ice drops on the enemy, inflicting minor Ice-elemental damage on one target. MDmgx3 Costs 16 Mana.
Demi - Cuts an enemies HP by 25%. Costs 12 mana
Quake - Breaks the earth beneath the feet, disrupting all attacks and dealing damage to the enemy. MDmgx4
Support Magic
(G)Recovery - Revives a KO'd party member, giving them 10% of their max HP back. Costs 15 Mana. CD 5
(G)Cure - Restores a minor amount (2xA)x2 of HP on one target. Deals damage (4xA)x2 to Undead enemies. Costs 2 Mana. CD 2
(G)Reflect - Bestows Reflect on one target, reflecting all single-target spells from the target onto the enemy who cast it. Dealing half damage of the spell cast. Costs 5 Mana. CD 3
(G)Haste - Change speed of Target. Increases ALAcrity by 3 for 2 turns. Speeds up movement speed by 50% for 1 turn. Costs 4 mana CD 4
Regen - Regenerates 5% of targets max health per turn, number of turns is equal to Caster's natural POW (No modifiers). Costs 6 mana CD 5 after effects end
Dispel - Removes all buffs, debuffs, and ailments on one target. Costs 6 mana CD 3
Aura - Refresh Limit Break Cooldown, once in a battle. Channel time of 3 posts, interrupt-able, costs 2x(ACU) to cast.
Esuna - Removes any status ailment and makes it unable to be reapplied for 3 turns. 6 mana CD 4
Phase Magic
(G)Sleep - Has a chance to put enemy or monster to sleep for 3 turns. Costs 4 Mana. CD 4
(G)Silence - Makes a spell or special attack non usable for 4 turns. Costs 3 mana. CD 5
Slow - Change speed of Target. Decreases ALAcrity by 2 for 1 turn. Slows down targets movement speed by 50% for 3 turn. Costs 4 Mana CD 5
Stop - Stops targets movements, root them in place. Enemies are still able to cast magic and attack from afar, but cannot do anything involving movement for half of Caster's POW. Costs 4 mana CD 5
Petrify - Turn Target to stone over the course of 6 turns. Stays frozen in stone until cured. Does not kill effected Target. Cost 5 mana CD 8
Berserk - Cause target to become enraged and attack friend and foe for 4 turns. Cost 5 mana. CD 6
Zombie - Makes target take damage from all regenerative and healing capabilities for 4 turns. Costs 5 mana (Usable by all varieties of Magi)
Fog- Target loses the ability to fight from a distance. Anything within melee range (roughly 5 feet) is visible and can be hit, but beyond that potential targets are obscured. costs 5 mana.
Blind- Target cannot see for 2 turns. Abilities that do not involve attacking (such as support magic or kinetic barrier) can be used, but all attacks will miss. costs 5 mana
Posted: Tue Jun 18, 2013 12:25 pm
Special Attacks
You will end up having four special attacks: One given to you by your class (All optional with the exception of Magi), and three you will have to create yourself.
Each of the three attacks you create must have a Cost (in either MP or HP), a Cooldown (a set number of posts before you can use it again), and an effect of some kind. Please scale Cost and Cooldown to correlate with the amount of damage it is doing! Powerful attacks that do lots of damage or have a devastating effect should have a high cost and cooldown time, while weaker attacks that do only a little extra damage should cost less and have a low cooldown.
What defines a Powerful Attack: I doubt anyone is going to have an HP of less than 100, so let's use that as a baseline. If you are dealing more than about 45% of that, (or 40% and adding a special effect) it can be considered a powerful attack.
What defines a Weak Attack: if it only does slightly more than a standard weapon hit it can safely be considered weak.
On Special Attacks that add Effects: No Special Attack should copy the effect of a Spell or Class Feature exactly. Beyond that, go nuts!
On Drawbacks for Powerful Attacks: Anything less than a LIMIT BREAK should not cause your character to drop below 5% hp in a single action. If you become K.O.'d in a fight, your character can DIE. I cannot stress this enough. Although this doesn't mean that every K.O. means death. Simply, it brings your character in a state that death may happen, even without your consent.
Here are some special attacks that we provide besides the class specific ones. Feel free to use them or gain inspiration from them.
*:Final Gambit:* Combo Finisher, Elemental Affinity Costs 15% HP
(Standard) -Relentless Fury- With an underhanded swipe the foe is knocked into the air, and you with it as you smash it repeatedly dealing (AdeptxDEX)x3 to the target. Finally smashing them down to the ground to deal CONx3 additional damage.
(Fire) -Wall of Flames- Sweeping the weapon at the target, a wall of fire is created. The wall shoots 15 fireballs that do Adept in damage to any enemy in its path. Deals 8xAdept to foes the wall lands on. Effect: Burn any enemy hit by the fireballs by 8 damage for 3 turns. Foes who walk through the wall are burned for 10 damage for 2 turns.
(Earth) -Haymaker- Stomping on the ground the user causes a boulder sized pile of earth to rise into the air. Jumping up and rearing their weapon back, they slam the pile of rock with all of their might, causing it to careen towards the ground. Dealing PDmg x 6 and does twice as much to Earth weak enemies, chance to cripple targets for 3 turns.
(Dark) -Inner Demon- By making the deal with Diabolos, user becomes engulfed in darkness. All stats are boosted by 6 for 6 turns, user becomes Berserked. User blinds all enemies in a radius of 60 feet for 3 turns. At the end of their 6th turn, the darkness surrounding the user lashes out, dealing 6xAdept damage.
(Holy) -Clerical Prayer- Beseech Hyne making all enemies weak against holy and smite all enemies with 7xadept Holy damage. Heals allies for 70% Max HP. And give them a shield that negates 7+POW magic damage for 3 turns.
*:Reticence:* Combo Starter Effect: Silence 15% HP 3 post CD Silences the ability the target just cast, Stealing the ability for 3 turns. Replacing Reticence on the skill list. While the ability is stolen it has a Cool-down of 0 and the skill can be used as a Combo Starter. (Cannot be used on Limit Breaks or Combo Finishers.)
*:Jackpot:* Combo Standard Mana 6 4 post CD 5 post Stance Effect: Daze Spawns two floating spheres that act as guns, after a focus of energy they fire rapidly at any target he is shooting at. If user deviates to multiple targets, only one of the extra mage guns do the same. Shots fired are non elemental deal DEX additional damage for each hit, with the potential to hit 10 times and has a chance to daze.
*:Magic Bullet:* (Sentinel or Magi only) Combo Starter Mana 6 CD 0 User can imbue their bullets from guns with magic, there is no channel time doing this, cannot go past G Rank spells and they do half as much damage as their true versions. Skill can be used even if user is silenced. When using a spell, the normal spell on the spell list goes on CD.
*:Adrenalin:* 4 post CD 15% HP cost "The fight must go on." Some warriors carry on, some cannot end the battle before their last breath. With this determination the warrior stands again, and fights on. Immune to Status effects such as Slows, Stuns, Stops, and one hit Knock Out for 3 turns.
*:Gust Dance:* Combo Standard Effect: Daze 10% hp Planting the pole-arm into the ground, the user launches themselves around the pole. Doing a sweeping kick that deals Adept twice as they sweep around the pole again. Sliding on their heels and charging in again with a sweep to their head to deal PDmg, then to their legs to deal a last PDmg again. If they trip them, they slam the pole arm into the chest of the target for 3xAdept, knocking the wind out of them and causes Daze for their next turn.
*biggrinisarm Labai:* Combo Finisher Effect: Stun, Disarm 10% HP The Labai works on a concept called the couple, by taking a hold of the target's wrists, and locking the arms across each other at the elbow, it creates a single fault point. Turning the opponents arms into a lever in which the user could use his/her own leverage and strength to throw the opponent over themselves and onto the ground. Dropping with the target forces them to the ground faster with concussive force, dealing 4xPDmg and stunning them for 3 turns. Disarming them after their jarring drop onto the ground.
*:If Nothing Else:* 2 post CD 4 mana Combo Standard Effect: Knockback, Stun User jumps into the air, spinning as the rise, and as the fall. When they reach range of the target, they kick the target in the head with such force the target is knocked back 5xDEX distance and stunned for 2 turns and the target takes 3xPDmg in damage. More damage is dealt the higher the user gets into the air. 10 feet: 3xPDmg; 20 feet: 5xPDmg; 25 feet: 6xPdmg; 30 feet or higher: 10xPDmg but the user gets the 'Hamstring' Fatigue. And for the next 2 rounds they are effected by Cripple and Daze and Bleed for 4 True Damage for 5 turns.
Weapon Liscenses
A Weapons License proves that you are proficient in the use of that weapon, as well as giving you a bonus to one of your stats. To start, you will only be given a weapon you actually know how to use.
Technically you can use a weapon without a license. However, you don't gain any stat benefit while using it and you run the risk of hurting yourself in the attempt.
At Character Creation you may choose one of the following:
Sword License G Base damage = 12 (+2 for great swords)
Gun License G Base damage = 12 (+2 for rifles, +3 for shotguns if Target is within 5 feet and -3 if the target is further away than 10 feet.)
Staff License G Base damage = 10 (+3 for any spear type weapon; +2 for large blunt ends or long hammers; +4 for scythes)
Gloves License G Base damage = 10 (+1 for gauntlets, +2 for spiked gauntlets)
Throwing License G Base damage = 10 (+2 for large blunt throwing weapons, +3 for large bladed throwing weapons)
Licenses at rank G have only one of three specializations:
(A) = +1 (Def) = +1 (Dmg) = +1
Adept (A) gives your adept power a bonus Damage (DMG) means your weapon will do extra damage Defense (DEF) you will take a little less damage from attacks
Obtained at Rank E, Advanced licenses are the merging of two existing licenses to create a hybrid weapon. (ex gunblade, nunchuck) You must have Two Licenses of the same level in order to merge the two.
((Only Cannon Characters may start off with Advanced Licenses for their weapons.(Ex. Squall must start with gunblade, Selfie must start with nunchuck) Canon Characters will not be able to change their weapons. ))
Weapons can also be combined with other items to create new ones.
Combo's
There are 4 different types of Combos. Starters, Standards, Additions and Finishers.
First of all a Finisher cannot be used without the use of a Starter, or Standard.
A Standard cannot be used without a starter, and usually deal an average amount of damage.
A Starter is a free Major Action if used with a Standard. But it generally does low damage, or is complete utility.
Combo Additions are abilities that can boost another persons combo, usually a person who has this does not have combo's themselves.
The use of all three in one post severely depletes resources. Either MP or HP. Total damage of the entire Combo is reduced by half if used on a player character. If this becomes a problem, combos would not be able to be used on PC's.
Combos cannot be combined with a limit break. All abilities must be labeled by their appropriate type in order to be classified as a combo.
Quickening
Use of all combo's Plus limit break in one turn. Can only be used on NPC bosses. Can be chained with other people's Quickening's. For those who do not have Combo's as part of their special attacks, their Limit Break is used as a free action and channeled into the Quickening. Quickening's will be classified as a Limit Break Combo, and can be labeled under Limit Break.
Uses 75% percent resources. HP and MP of all participants.
Elements
- Earth - Weak against Gravity, Strong against Thunder - Fire - Weak against Water, Wind, Strong against Ice - Holy - Weak against Dark, Strong against Dark - Dark - Weak against Holy, Strong against Holy - Ice - Weak against Fire, Strong against Wind - Poison - No weakness, Strong against Biological Constructs. - Thunder - Weak against Earth, Strong against Water, Strong against Mechanical Constructs. - Water - Weak against Thunder, Wind, Strong against Fire - Wind - Weak against Ice, Strong against Fire, Water - Gravity - No weakness, Strong against Earth - Non-elemental - No Weakness, No Strength - Physical - Varies
AILMENTS and EFFECTS
Anything can inflict these effects and ailments. You can put them in your abilities, which some of you have done, and some spells inflict this. Keep in mind that anything that modifies your stats during battle or confrontation is temporary.
True damage - Any damage that cannot be mitigated by ones Defense.
Channel - A user intensely focuses over a set number of turns, a user then unleashes use a powerful action or spell.
Focus - An ability or spell that requires concentration to keep an ability or action going. Highly Interrupt-able.
Taunted - Can't use an Special Attack next turn, and it focuses attention on the Taunter.
Stun - Prevents any action on your next turn.
Daze - Forces a target to take only one action in a single post, and they have to choose to use a Minor, Movement, or Major action.
Cripple - Unable to do dexterous movements, abilities and movement based tactics. (Sprinting, jumping, Rush, etc)
Slow - Movement Speed impaired by half. Movement is based on your ALAx5.
Confusion - You have a chance to hit yourself or an ally instead of your enemy. (Divide your previous Gil roll by 2. Even number: You hit an ally. Odd Number: You hit an enemy. Fraction or Decibel Number: You hit yourself.)
Corrosive - Causes 9 True damage over time, lowers the durability of armor and Machina. On unarmored target, lower DEF stat by 2. Lasts for 3 turns.
Rot - Target takes damage from all regenerative and healing sources for twice as much value as the healing for 4 turns.
Petrify - Lowers ALA stat by INEPT for every turn until the stat reaches 0. Once it reaches 0, the effected persons are turned to stone. Stunned in place and knocked out until released by use of the item Silkseed, or the spell Esuna. Cannot lose LP while in Stoned State. Stoned people are given 500 HP and a Net defense of 60 to all incoming attacks.
Berserk - Doubles Attack Damage, and makes the user unable to use Special Attacks. But they could still use Offensive Major Tactics. Attack nearest target, friend or foe.
Pain - Grants 'Interupt' on all abilities and tactics used by the effected target. Disrupts channeled and abilities requiring focus.
Bleed - Causes true physical damage for a set amount of time.
Burn - Causes true fire damage for a set time.
Sneak Attack Damage - Causes double physical damage to those hit from behind.
Blind - Decreases ACU by half for 3 turns, effected target can not see. Ranged attacks fail. (Does not effect hearing or other senses. If someone is near you and screaming, punch them in the face. smile )
Fatigue - Gives a drawback for particularly useful or high damage dealing abilities. (Ex. Limit Breaks, Summoning, High level magic, etc)
Paralysis - Disable movement, but still allows you to attack if you have a ranged weapon. Reduces DEX by 3.
Sleep - Have a nice nap. You are unable to act but getting hit or having something particularly noisy happen next to you will wake you.
Darkness - Makes effected target weak to light magic. Reduced ranged damage (From all sources) by 25%.
Stupify - Roll a 1d20 (add 1d to each 3 Character Ranks) to see if you retain enough intelligence to keep going on as normal. You must roll your ACU+POW or lower to succeed.
Charm - Enemy does not attack user or the previous targeted ally for 1 turn.
Elemental Weakness - Take double damage to your elemental weakness.
Siphon - Steal or drain health, or mana.
Silence - Prevents Special Attacks and spells from being used, disables vocal communication. (Tactics are not effected)
Absorb - Reduces damage taken.
Distract - If the user's ACUx2 is higher than the targets ACUx2, target is forced to focus on something else.
Homing - Projectile cannot be dodged.
Suffocate - Lowers CON stat by INEPT for every turn until the stat reaches 0. Once it reaches 0, the effected persons are are knocked out.
Knocked Out - You are knocked unconscious and have a chance to die. Everyone gets 8 Life Points, when the LP reaches 0, you die. LP is replenished every IC day, days are controlled by Moderators.
Sorcellerie Stigma - Permanent Ailment. A rare allergy to magic. The use of spells on afflicted wracks their body in Pain. Over time spells and destruction spells do prolonged damage to their magic allergic body. (Causes 5xInept True Damage per turn for as long as the spell is in effect.)
Movement
It was discussed on how to give players a reason to go with ranged weaponry for some situations, or melee with others. We decided that during combat specifically there could be easier ways to gauge how quickly your opponent moves. This isn't as important with facing monsters as it is with facing players. We hope this will help with the implementation of TACTICS, which allow more movement and options besides just our basic attacks and special attacks.
In combat, you may only move a number of feet equal to your ALAx5, expending your Movement Action for that turn. Again outside of battle, you are not restricted by this number. Think of it like: Battle requires intense focus. Walking down the street does not.
To strike an opponent with a Melee weapon, you need to be within 5 feet of them. Magic should have an effective range of about 20 feet, and ranged weapons such as Throwing weapons have a range of 35ft. While Guns should have an effective range of about 50 feet. However, some guns don't actually have that reach. For example, its impractical that a shotgun would shoot you from 50ft away. Longer ranged guns such as rifles used by snipers may exceed reach to up to 70ft, but no more because its difficult to gauge this far of a range in a roleplay setting. You would have to be substantially descriptive.
Now lets move on to tactics.
Tactics
Tactics are special maneuvers you can do in combat. They cannot be disabled by Silence, and can be used as long as you meet the requirements for them (in the case of Rush, you need to be able to move). Every class can use basic tactics.
Special Abilities have a specific rule about effects: If you do not specifically state that the ability causes an effect, you will not be able to implement the full capability of the effect. (i.e. if your attack's flavor text says you knock them back, but you do not have Effect: Knockback, you can't use the full effect.)
It should be noted that Tactics are free abilities. They do not take up ability slots, have no mana or HP cost, no cooldown time unless stated, and can be used anytime you meet the requirements. (Advanced Tactics have individual cooldown times.)
Taunt - Minor Action. The enemy won't be able to use an Special Attack next 2 turns, and it focuses their attention on the Taunter. For players, this means that if you are taunted you are only allowed to attack the one that taunted you for two turns. Minor Action.
Knock back - Movement action. Throws an opponent backwards a number of feet equal to DEX x5
Rush - Movement/Minor action. You can move double your speed in a single post, but special attacks and spells are disabled. You may make a regular attack at (Adeptx2) + WD while Rushing. Technics have the option of using a weak Pulsefire(2xA) during attack, but nothing else and may use a Super Jump to retreat up to their movement speed after a Rush.
Reprisal - Minor Action. After a receiving an attack you can interrupt your opponent quickly, causing them to lose focus and putting the tactic on a 1 turn CD. If used on a special ability, ability is on CD 2 turns after the original CD has refreshed.
Interrupt - Minor Action. Cancels a channeling magic spell, or disrupts a technique that requires focus. (Does not effect summoning, or limit break channeling)
Use Item - Allows the use of items. These items are consumable, you can only hold 20 items. Unless you have a 'Bag Gear' item, which allows you to store more items on your person.
Item List: Phoenix Feather - Costs 250 gil ea. Consumable. Stacks 5. Major Action. Can only be used on ally. Revives ally immediately from a KO status with 10% hp.
Spirit Salve - Costs 100 gil ea. Recovers 3 mana on target ally or self. CD 3 turns. Stacks 10. Minor Action.
Medical Kit - Costs 90 gil ea. Recovers 10% health back over the course of 4 turns. CD 5 turns. Stacks 10. Minor Action.
Molotov Cocktail - Costs 150 Gil Ea. Throwing this item into the enemy causes fire damage of 10 for 3 turns to a total of 2 enemies. CD 4. Stacks 3. Minor action. Liquid Nitrogen - Costs 150 Gil Ea. Throwing this item into the enemy causes ice damage of 10 for 3 turns to a total of 2 enemies. And slows them for 3 turns. CD 4 Stacks 3. Minor action. Bag of Caltrops - Costs 150 Gil ea. Throw item on ground to cause pain on enemy, bleed the enemy for 5 damage for 4 turns, and slow them, lowering ALA by 3. CD 4 Stacks 3 Minor/Movement action. Glue Pellet - Costs 150 Gil ea. Throw item on ground to cause a sticky situation! Lowers ALA by 5. CD 4 Stacks 3 Minor/Movement action.
Dart - Costs 150 gil ea. Throw item at enemy, causes 5 damage and 2 bleed damage over 3 turns. CD3 Stacks 4 Minor action.
Net Trap - Costs 200 gil ea. Toss trap, or set up trap in a specific area. When enemy is trapped on it, their ALA is decreased by 6 for 3 turns and they cannot attack until they get out of the trap. CD 5 Stacks 2 Major/Movement action.
Bola - Costs 250 gil ea. Throw Bola to trap an enemy. If used on legs, enemy trips and is rooted for 2 turns. CD4 Stacks 2
Pouch - Costs 500 Gil. Bag Gear. Increases your inventory capacity to 25.
Weapon Specific Tactics
Guns Quick shot - Minor action. Allows you do fire at your opponent quickly, doing 2x base damage.
Staff Sweep - Minor action. Disrupt your opponents movement by sweeping them off their feet, can interrupt movement based attacks
Sword Parry - Minor action. Block attack, and brush it do the side. Gives you a defense bonus equal to your Inept for the next round.
Thrown Ricochet -Minor action. Bounce your weapon off of objects or enemies, increases damage on one target of 3xbase damage and allows for the thrown weapon to hit enemies behind walls, both physical and magical. Cannot go through shields.
Glove Mantis - Minor action. Interrupts a combo, disabling the use of a finisher for that round and deals 2xbase damage in bonus damage. Can interrupt channeling magic or abilities.
Advanced Tactics
Called Shots - Major Action. Sentinel only. Does half total damage of last turn and disables a body part, reducing a stat by 1. Effects last entire fight, but you can only hit the same body part once. Different body parts decrease different stats Head=ACU, Arms=POW, Legs=DEX or ALA(targets higher stat),Chest=DEF or CON(targets higher stat). 4 post CD
Root - Major action. Technic only. Inflict pain or immobilize the targets feet, causing inability to move for 2 turns. 1 mana, CD- Can only be used once per battle. cannot be used on mechanical or flying things. To use Root, you will need to buy a glue pellet, dart, bag of caltrops, bola or net.
Augury - Major action. Magi only. Siphons the amount of Mana equal to the enemy's Adept or highest stat x3. Once per battle.
The Magazine is a good resource to read about new released weapons and upgrades.
There are three magazines to look out for; Focus, Armament, and Hardware. They are printing their first issue re-release soon so get on the ball.
Focus releases weapons, and proficiencies for the Magi class. Armament releases weapons, and proficiencies for the Sentinal class. Hardware releases weapons, and proficiencies for the Technic class.
So lets create a Sentinel. For this exercise I will give a few basic diagrams. Assuming that you have no idea where to put your points, we will lesson the confusion.
In this diagram we have dispersed 15 stat points into the stat list. Leaving you 10 to disperse yourself. POW and ACU are at 2 because of the Sentinel's potential to do Magic damage if you take Draw Magic. Sentinel's that plan on being Blue Mage's when they choose a Sub-class may be tempted to put more into their POW and ACU, which is alright but be aware you won't be doing much magic damage as a magi would this early in. You may want to put more points into CON or DEF instead, depending on how much damage you want to do or how tanky you want to be.
Let's create a damage dealer, shall we? Choose a weapon. Staff? Okay. As stated above, you can choose 1 of 3 license specializations. Which are modifiers to help you deal or mitigate more damage. (A) = +1 ; (Def) = +1 ;(Dmg) = +1 For this exercise we are going to choose +1 to adept. See the mini sheet below.
#NOTE: Keep in mind that even though your CON is your Adept and you have the +1 modifier, this does not give you more HP. Why? Because the modifier is a temporary modifier, and figuring out your HP only includes your natural CON. Same goes for ACU.
So lets move on to your Special Attacks. Let's Assume that you have chosen Draw Magic, Gust Dance, If Nothing Else, and Final Gambit.
Quote:
Special Attacks: *biggrinraw Magic:* Mimic spell, Store spell, Imbue element, Magic Damage 0 Mana Spells effectiveness are dictated by your stats. You do not do the same amount of damage as a Magi unless you spec into it.
Para-magic:Mimic Spell - 3Post CD Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally. Passive - Junctioneer Fatigue -
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell.
Para-Magic:Store Magic - 0 Post CD If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge. Draw Charge Capacity: (5xPOW)
Charges:
((Add as needed))
*:Reticence:* Combo Starter Effect: Silence No mana 3 post CD Silences the ability the target just cast, Stealing the ability for 3 turns. Replacing Reticence on the skill list. While the ability is stolen it has a Cool-down of 0 and the skill can be used as a Combo Starter. (Cannot be used on Limit Breaks or Combo Finishers.)
*:Gust Dance:* Combo Standard Effect: Daze 10% hp Planting the pole-arm into the ground, the user launches themselves around the pole. Doing a sweeping kick that deals Adept twice as they sweep around the pole again. Sliding on their heels and charging in again with a sweep to their head to deal PDmg, then to their legs to deal a last PDmg again. If they trip them, they slam the pole arm into the chest of the target for 3xAdept, knocking the wind out of them and causes Daze for their next turn.
*:Final Gambit:* Combo Finisher, Elemental Affinity Costs 15% HP
(Standard) Relentless Fury With an underhanded swipe the foe is knocked into the air, and you with it as you smash it repeatedly dealing (AdeptxDEX)x3 to the target. Finally smashing them down to the ground to deal CONx3 additional damage.
(Element Example: Fire) Wall of Flames Sweeping the weapon at the target, a wall of fire is created. The wall shoots 15 fireballs that do Adept in damage to any enemy in its path. Deals 8xAdept to foes the wall lands on. Effect: Burn any enemy hit by the fireballs by 8 damage for 3 turns. Foes who walk through the wall are burned for 10 damage for 2 turns.
(Elemental Example: Earth) -Haymaker- Stomping on the ground the user causes a boulder sized pile of earth to rise into the air. Jumping up and rearing their weapon back, they slam the pile of rock with all of their might, causing it to careen towards the ground. Dealing PDmg x 6 and does twice as much to Earth weak enemies, chance to cripple targets for 3 turns.
(Elemental Example: Dark) Aberrant Construct By making the deal with Diabolos, user becomes an Aberrant to his whim, and is engulfed in darkness. All stats are boosted by 6 for 6 turns, user becomes Berserked. User blinds all enemies in a radius of 60 feet for 3 turns. At the end of their 6th turn, the darkness surrounding the user lashes out, dealing 6xAdept damage.
(Elemental Example: Holy) Clerical Prayer Beseech Hyne making all enemies weak against holy and smite all enemies with 7xadept Holy damage. Heals allies for 70% Max HP. And give them a shield that negates 7+POW magic damage for 3 turns.
Limit Break: --Limit Name-- ((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))