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Posted: Wed Jul 30, 2014 1:30 pm
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Alumni Mentorship
As time goes by, more and more students from Amityville graduate. But of course, there's still many more new students coming in. Does your alumni wish to help prepare those younger than they are for what lies ahead? Look no further! If you have an alumni, they may now take students under their wing to help teach or train them.
Apart from acting as a guide if they choose, your alumni will also be able to teach their underlings a learned ability.
OOC Any Alumni from Amityville is qualified for taking students under them. Students can be y1, y2, or y3. An alumni can only have two students at a time (see below for more info) A student may only have two alumni mentors at a time (see below for more info). You can only take home all the skills but you can only use one skill PER battle (pick and choose which one at the start of battle). A mentorship must last a series of 3-4+ rps (at your discretion), but if the mentor goes AFK for a long duration of time without notice, then you can change mentors (see below for details)
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Posted: Wed Jul 30, 2014 1:31 pm
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Being a mentor
So you've decided to become a mentor now! You can take up to two students under you at one time and select permanently one of the abilities. After you've finished working with one, you may take on another if you so choose. - As there are multiple skills to learn, mentors can have overlapping students. Ie: a student learning attack from one, and defense from another. - If your student goes AFK while in mentorship for a long period of time, feel free to pick up another student!
Being a student
- As a student, you can have up to two mentors at a time until your training is complete. - You are responsible for communicating with your mentor and making sure you get the RPs out. You will need at least 3 RPS AND one final test battle RP to get the skill. The 3 RPS can include simply orps or mission/group/ etc RPS WHERE you are buddied with your mentor and must go over 600 words. They only count after you have found a mentor. A suggestion of RP breakup may be something like: RP 1 is to find a mentor and request mentorship, RP 2 is to train in a group and/or do some bonding, RP three is to train privately and extensively with mechanics the mentor has made, and RP four is the "test" where you do the spar battle 1VS1. If you do not want to do a battle, you can also do something like taking an open class together or an artifact quest together to count as the final one too.
Battle Abilities Your Alumni may only teach one of these. You can train for TWO skills at a TIME. The Student will gain this ability after 3 mentoring prps and 1 mentor pvp. Normal wordcount of 600 needed. These types of rps get +1 rp point as well. Once completed, you may consider mentorship to be finished on an OOC level. You may continue to rp your alumni guiding the student afterwards, but no other bonuses will be given. You may also take on a new student if you wish. These abilities do not take up a turn to activate. They do not stack with fears, artifacts, or other learned abilities. You can only use it ONCE per battle for ONE TURN. These abilities cannot be stacked with each other so it means you can only use ONE of them per battle. You can learn as many as you want but once again you can only pick ONE to use per battle. [ Offensive Technique ] Permanently add +1 to your first attack turn no matter what on the first round of your battle. You can only use this once, and on that first turn. [ Defensive Technique ] Permanently add +1 to your first defend turn no matter what on the first round of your battle. You can only use this once, and on that first turn. [ Healing Technique ] Permanently add +2 to your HP when you start a battle. This persists until the end, obviously, so if you have 30/30HP, you now have 32/ 32 HP. You cannot stack this skill with another healing technique. [ Precision Technique ] Permanently subtract 1 from your damage modifier when you start a battle. You can only use this once, and on the first turn of battle. [ Evasion Technique ] Permanently add 1 to your opponent's damage modifier when you start a battle and attack/defend/heal. You can only use this once, and on that first turn. Quote your opponent to let them know that you are using this ability. It applies to them the next turn. [ Speed Technique ] Permanently add 1 to your roll for initiative @ 1d20. So if you rolled 12, your roll is now 13. Note: These are just the mechanics! How your alumni goes about to teaching it is up to you. Do they teach the student to add a bit of fire to their punch? How to roll up into a ball defensively? How to better apply a bandaid? Whatever works for your character!
Non battle abilities Aside from the battle abilities, an alumni may teach one non-battle ability in addition. These are similar to natural abilities in that regard. You have more freedom for what's taught here, but please keep it reasonable. It will also need approval upon applying to be a mentor. These abilities have no effect in battle and are just a little extra flavor. Need some ideas? Perhaps they teach how to juggle knives. How to make camouflage paint. Maybe how to do a 1080 double kickflip! These should be things that aren't tied to magic or a species' ability specifically so anyone can technically do them.
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Posted: Wed Jul 30, 2014 1:37 pm
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Posted: Wed Jul 30, 2014 2:10 pm
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Posted: Wed Jul 30, 2014 3:48 pm
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