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Reply [Boo] Original Character Directory
abilities (mage, rogue, warrior)

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Booboopiggies

Vice Captain

Galactic Inquisitor

PostPosted: Wed Apr 01, 2015 3:36 pm


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            ROGUE STUFF

            you start with:
            - 1 passive ability from the regular rogue trees
            - 1 sustained ability from the regular rogue trees (or another activated ability/ deft hands)
            - 1 activated abilities from the regular rogue trees
            - 2-3 abilities from your specialization tree

            for example:
            a rogue could take: coup de grace, stealth, dirty fighting, and then 2-3 abilities from their personal.

            DIRTY FIGHTING TREE

            dirty fighting activated
            cost - 1 action point if used at end, 2 points if used anytime else
            description - if used as the first action of your post (cost 2), it will stun the enemy. you will only take half-damage for the enemy for that turn.
            if used at the end of your post (cost 1), if will stun the enemy for the person to post after you. they will take half-damage from the enemy on their turn.

            combat movement - not using for this rp

            coup de grace passive
            cost - always active, does not have a cost
            description - taking this passive will allow you to roll an extra die of damage against any foe that is stunned or paralyzed.

            feign death activated
            cost - 2 action points
            description - if used as the first action of your post, you will not take any damage from the enemy for that turn. it will also immediately end you turn, meaning you cannot make any more actions.
            if used at the end of your post, you will take half-damage in your next post. it must be used as the last action of your post.


            BELOW THE BELT TREE

            below the belt activated
            cost - 2 action points
            description - this attack does basic attack damage (2 d4's) but inflicts a penalty to the opponents defences. the next two people to post will get a free (no action cost) basic attack against the enemy.

            deadly strike - not using for this rp

            lethality - not using for this rp

            evasion passive
            cost - always active, does not have a cost
            description - the rogue gains a prenatural ability to sense and avoid danger. taking the ability gives the rogue a permanent extra dice when rolling for dodge (2 d4's, rather than 1 d4)
            OR: when in battle against more than one enemy, you roll an extra die when rolling for dodge (2 d4 rather than 1 d4)


            DEFT HANDS TREE

            no practical application in battle. however, if you want your rogue to be able to unlock boxes outside of combat, you must put a point in this tree. because of how we are setting things up, putting one point in lock picking will be sufficient to open any and all boxes outside of combat.


            STEALTH TREE

            this has practical applications outside, and inside, battle. if you want your character to be able to use stealth outside of battle, you must put a point into this tree.

            stealth sustained
            cost - 1 action point to activate, 1 action point to sustain (if you stealth during one post, and are still stealthed during the next post, it will cost you 1 action point)
            description - you slip into stealth. if you use stealth as your first action, you have a 1/4 chance of avoiding damage for that turn (roll an extra d4 of dodge). if you are still stealthed at the end of your turn, you have a 1/4 chance to avoid taking damage at the beginning of your next post (roll an extra d4 of dodge for your next post). you can only be stealthed once per post (if you start your post stealthed, then attack, you cannot re-enter stealth)

            while stealthed, you can use an item without breaking cover (it will still cost you 1 action point to use the item) and if you attack the enemy from stealth, you gain an extra dice of damage.



            POWER OF BLOOD TREE (unlocked for warden rogues through a quest)

            dark passage passive
            cost - always active, does not have a cost
            description - while in stealth, you can move from melee to ranged (or vice versa) without an action cost. you also have a 25% higher chance to dodge an attack when in stealth (50%)

            the tainted blade sustained
            cost - 1 or 2 action points to activate. each post after that, you lose 1 point of health to keep it active.
            description - your coat the edge of your blades with blood, providing you with an extra die of damage when rolling for your damage.



PostPosted: Thu Apr 02, 2015 4:23 pm


ROGUE SPECIALIZATION

BARD


following in the orlesian tradition, these rogues have taken the minstrel's arts to a new level. they sing songs to buff their allies, or inflict penalties to their foes. though they can only sing one song at a time, they are dangerous foes.

since a bard can only have one song active at a time, activating one song will automatically deactivate what was previously being sung. as well, if a new song is activated as the first action of a post, the bard does not have to pay the 1 action point cost for having another song active at the start of combat.

song of valor (sustained)
cost - 2 action points to activate, 2 action points of upkeep per post after that
description - while this song is active, the next two people to post after the bard will be granted an extra action point to use in battle. if the bard starts their turn with this song already active, they will gain 1 extra action point to use for that post.

song of courage (sustained)
cost - 2 action points to activate, 2 action point of upkeep per post after that
description - while this song is active, the next two people to post after the bard will be granted an extra dodge die (d4, or d6) if the bard starts their turn with this song already active, they will gain 1 extra dodge die (d4) to use for that post.

captivating song (activated)
cost - 4 action points (this is the ONLY action the rogue can take in their post)
description - the bard begins an entrancing song that stuns all hostile targets nearby for the next three posts, preventing them from doing damage to their allies for those three posts. the bard will still take damage on the post they activate this ability.

the bard cannot use this ability in back to back posts (if the bard posts, then two other people post, the bard cannot post this song again until their next post)



DUELIST
taken by way-to-dawn-xx


deadly combatants who prefer to fight in light armour, and strike with light, but precise attacks. your abilities do not work effectively when wearing heavy armour (you can't use them, so don't do it)

dueling sustained
cost - 1 action point to activate, 1 action point of upkeep per post after that.
description - you focus on proper form , gaining a bonus to attack as long as this ability is active. you gain an extra die of damage per attack (ex: if you do three basic attacks in your post, you get an extra die for each of them, for a total of three extra dice)

upset balance activated
cost: 2 action points
description: the duelist executes a quick move that throws the opponent off balance, leaving their defences lowered. for the next 2 posts, the enemy takes an extra die of damage on each attack.

keen defence passive
cost - always active, does not have a cost
description - the duelist truly shines when in combat against a single foe. when only in battle against one enemy, they get to add an extra die to their dodge roll.



SHADOW


self-taught rogues of concealment and ambush. they live and strike from the darkness, employing personal decoys to confuse their enemies.

shadow form (sustained)
cost - 1 action point to activate, 1 action point of upkeep per post after that
description - the shadow flits in and out of concealment, making it harder for the enemy to stay interested in attacking them. they gain an extra dodge die (1 d4) while this is active.

decoy (activated)
cost - 2 action points
description - the shadow creates a personal decoy that keeps enemies occupied while the shadow escapes into stealth. this ability automatically puts the shadow into stealth (without an extra action point cost) but the stealth breaks at the end of the shadow's post. the shadow will take no damage in a post in which they make a decoy, as long as they do not do any direct damage to the foe (other actions that would usually result in taking damage, like dirty fighting will not trigger damage) if the shadow does damage a foe in a post that decoy has been used, they will only take ½ damage.

shadow strike (passive)
cost - always active, does not have a cost
description - the shadow has become more adept when ambushing or using deception. they gain a bonus when attacking out of stealth, or when shadow form is active, allowing them to roll an extra die of damage.





Booboopiggies

Vice Captain

Galactic Inquisitor



Booboopiggies

Vice Captain

Galactic Inquisitor

PostPosted: Sat Apr 04, 2015 10:04 pm


MAGE SPECIALIZATION

ARCANE WARRIOR
taken by Booboopiggies


an ancient elven discipline that uses their magical arts to augment their martial prowess. channelling magical power through their body and into their weapon and armour allows them to become terrors on the battlefield. can wear mage robes or heavy/warrior armour, and could wear light/rogue armour, but it isn't really suggested. the arcane warrior uses a warrior basic attack (d6) instead of a mage basic (d4)







fade shroud passive
cost - always active, does not have a cost
description - you exist partly in the fade while combat magic is active, making you harder to hit. you roll one extra dodge die each post.






PostPosted: Fri Apr 17, 2015 9:15 pm


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            Let's have an example using Meredith from DA2

            OPPONENT: KNIGHT-COMMANDER MEREDITH
            attack sphere: can attack melee and ranged characters. can use stun attack simultaneously against melee and ranged targets
            damage per post: she will do 4 damage to your character each time you attack her
            health: she has 200 hit points
            armour: her armour will absorb 2 points of damage each time she is attacked
            other: immune to stun

            Knight-Commander Meredith has gone crazy. Her sword has been smithed with the Red Lyrium Idol that turned Bartrand crazy, and now she see's everyone around her as enemies. Knight-Captain Cullen stands against her, doing an addition 20 points of damage to her hit points each time four people have attacked her successfully. You aren't the only ones with help, however. The red lyrium imbedded in her sword has given Meredith that power to bring the courtyard statues alive to fight for her. There are three of them, and they each do one point of damage every time that four people have posted. Their targets are chosen at random in the combat thread (dice roll) but they do not attack in turn each time they are hit. They each have 50 hit points.

            stun attack: meredith will use her stun attack at the end of a full round (plus or minus a +1/+2) which means once the total number of people participating in the fight have attacked (if there are 6 characters participating, then she will use the stun attack after 6 posts have been made attacking her, plus or minus +1/+2)
            the stun attack cuts down the available action points of the next two people to post by half.


Booboopiggies

Vice Captain

Galactic Inquisitor

Reply
[Boo] Original Character Directory

 
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