Administrator
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Post by Admin on Sept 22, 2013 2:11:53 GMT
STARTING SKILLS
these skills are only available to those who have speced for them when choosing their attribute.
Frenzy: Once per thread you may deliver a basic physical attack to all surrounding enemies. Parry: Twice per thread you can completely block any attack that would have hit you, otherwise. Caster: If at full MP, double the effect of your spell. Critical:
Once per thread, you may deliver an accurate physical attack that does double of your base weapon damage.
Dodge: Once per thread you may completely avoid anything that should have hit you.
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Administrator
Has made 50 posts.
Joined in September 2013
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Post by Admin on Dec 17, 2013 21:41:18 GMT
ADVANCED SKILLS
these skills are available as a character advances and buys traits
Power Attack: Any physical attacks performed in this turn deals double damage. May only be used once per thread. Berserkers Charge: Usable when Heart Points are below 15%. All damage dealt is doubled. When Heart Points would drop below zero, may continue fighting for one more turn. Lasts until Heart Points are restored above 15% or Heart Points drop below zero. May only be used once per thread. Stoic Bulwark: Gain Total Heart Points in temporary HP for the next four turns, reduce damage by half for the next two turns. May only be used once per thread. Resolute Defender: Immune to damage for one turn, gain half of your total of Heart Points back. Enemies are drawn to this character, but they cannot move for two turns. Mirror Cast: The next spell cast causes a duplicate spell to be cast. The second spell costs no Magic Points and has a 50% reduced effectiveness. May be used once per thread. Mystical Inspiration: You may cast a spell that is not on your list of spells. This spell must be under one of the elements you have access to. It cannot be a Sage spell. May be used once per thread. Dungeon Saboteur: Reduce the number of enemies in any dungeon room by half. Doesn’t work on bosses. May be used once per thread. Flurry of Action: Your number of actions for one round is doubled. There is no restriction of what can be done for those actions. All attack actions and spells cast deal 50% damage due to focus on speed than power. May be used once per thread.
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Administrator
Has made 50 posts.
Joined in September 2013
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Post by Admin on Jan 13, 2014 1:08:20 GMT
PASSIVE SKILLS Each character starts with one passive skill~ Animal Communication - the ability to speak to animals. Blacksmith - the ability to repair broken equipment. Alchemist - the ability to create potions from the proper materials. Farmer - you have a cow automatically, and you also get food automatically Chef - the ability to create soups from the proper ingredients. Leadership - the ability to boost morale if in a party. Natural Charm - the ability to get people to do what you want with charisma (NPCs) Natural Intimidation - the ability to get people to do what you want with fear (NPCs) Keen Eye - the ability to see through illusions and sensory trickery. Seraphim - the ability to evoke a sense of heroism in the good, fear in the evil. (NPCs) Pilot - the ability to maneuver through anything or anyone when manning a vehicle Sturdy Composition - immunity to paralysis Willpower - immunity to petrification Awakened - immunity to sleep Warm Blooded - immunity to freezing Courage - immunity to burning Outspoken - immunity to silence True Sight - immunity to blind Superb Immune System - immunity to poison Extra info on certain skills: Alchemist: This ability gives you the ability to make potions, which means you do not have to pay for them. BUT you must have ingredients, you get these through quests, if you defeat any Chuchus. - You need five red chu jellies for a red potion - You need five blue chu jellies for a blue potion - You need five green chu jellies for a green potion (Which does double damage with magic) - You need five purple chu jellies for a purple potion (Which adds double physical damage) - You can make ANY of these with a yellow chu jelly but you need 15 of them Chief: You can make pumpkin soup without paying for it BUT you must have these ingredients. You can get this from any quest where you go and collect food of some sort. For soup you need: - Two Pumpkins - Five Medical Herbs - Water Farmer: You can get Lon Lon Milk from your cow! But it has to be happy, so you have to have a thread of you taking care of your cow. OR have Epona's song to get milk from your cow.
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Administrator
Has made 50 posts.
Joined in September 2013
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Post by Admin on Jan 13, 2014 1:14:25 GMT
ATTRIBUTES Attributes contribute more than just their ability. Characters gain traits from their attributes as they progress. Characters begin with one trait from Tier One. They gain more traits from quest rewards and from progressing their character. This is measured by their total Hearts, or MP in the case of Wis. Certain heart values come with another trait of their choice. - 6 Hearts yields another Tier One Attribute
- 8 Hearts yields a Tier Two Attribute or lower
- 11 Hearts yields a Tier Two Attribute or lower, or they may choose another attribute at Tier One.
-Choosing to following another attribute locks your first attribute. Proceed as if you were starting over at this point. (14 yields Tier One, 16 yields Tier Two, 20 yields Tier Two) - 14 Hearts yields a Tier Two Attribute or lower
- 16 Hearts yields a Tier Three Attribute or lower
- 20 Hearts yields a Tier Three Attribute or lower
Strength (ATK):Tier One:- Level 1 Weapon
- Additional Quarter Heart of Damage on Physical Attacks
- Additional Use of Attribute Skill per Thread (May be selected multiple times)
Tier Two:- Free Lv. 2 Weapon or Upgrade
- Additional Quarter Heart of Damage on Physical Attacks
- May Wield One Heavy Style Weapon without Penalty
- All Lv. 0 Weapons Count as Lv. 1 Weapons when wielded by you
- Can Make a Single Attack Area of Effect Threatening All Enemies Near The User, Usable Once Every Three Posts
- Attacks Cause Stagger When Damage is Inflicted While Wielding Heavy Weapons, reducing the Enemy’s Actions by One.
- New Ability: Power Attack – Any physical attacks performed in this turn deals double damage. May only be used once per thread.
Tier Three:- Free Lv. 3 Weapon or Upgrade
- Any Weapon Counts as Lv. 2 in Your Hands
- Additional Half Heart of Damage on Physical Attacks
- Gain an Additional Quarter Heart of Damage for Every Enemy Defeated in a Room
- Attacks are Capable of Sending Unarmored Foes Flying While Wielding Heavy Weapons
- Capable of Dual-Wielding Massive (Heavy) Weapons
- Damage Dealt can be increased by x1½, but Damage Received is increased by x1½ (rounded down)
- New Ability: Berserker’s Charge – Usable when Heart Points are below 15%. All damage dealt is doubled. When Heart Points would drop below zero, may continue fighting for one more turn. Lasts until Heart Points are restored above 15% or Heart Points drop below zero. May only be used once per thread.
Constitution (DEF):Tier One:- Additional Heart Point
- Negate One Status Ailment per Thread
- Additional Use of Attribute Skill per Thread (May be selected multiple times)
Tier Two:- Additional Heart Point
- Gain ½ Heart Points of Damage Reduction naturally
- Choose one status ailment, gain an immunity to this status ailment
- May Wield One Heavy Style Defensive Item With No Penalty
- Shields can block single target magic attacks though they suffer similar consequences to being hit. (IE. Ice may freeze shield, Lightning is conducted, Fire may set it ablaze and burn flammable materials.)
- Shields Gain One Additional Action Every Two Turns. This Action May Be Used as a Counter Attack.
- New Ability: Stoic Bulwark – Gain Total Heart Points in temporary HP for the next four turns, reduce damage by half for the next two turns. May only be used once per thread.
Tier Three:- Additional Heart Point
- Gain One Heart Point of Damage Reduction Naturally
- Choose One Status Ailment, Gain An Immunity to this Status.
- May Wield Two Heavy Style Defensive Items Without Penalty
- When Attacked, Regardless of Damage Dealt, Attacker Suffers 1/4 Heart of Damage
- When an Attack is Parried or Blocked Three Times, It Takes On the Broken Status Reducing Damage by Half
- Any Part Of Your Body May Be Used as a Shield, No Durability
- Shields Gain One Additional Action Every Turn. This Action May Be Used as a Counter Attack.
- New Ability: Resolute Defender – Immune to damage for one turn, gain half of your total of Heart Points back. Enemies are drawn to this character, but they cannot move for two turns.
Wisdom (MAG):Tier One:- Additional Magic Point
- Passively Regain One Magic Point Every Three Posts
- Gain One Additional Spell (May be selected multiple times)
Tier Two:- Additional Magic Point
- Passively Regain One Magic Point Every Two Posts
- Reduce All Magical Damage by ½ Hearts
- Gain One MP Upon Taking Spell Damage
- Increase Magical Effectiveness by One and One Fourth (1 ¼ )
- Cast a Spell On Your Weapon to Imbue Them With That Element For One Thread. Damage and Effect Dependent Upon Element.
- Weapons and Objects can be Infused with a One Time Casting of Any Spell Known
- New Ability: Mirror Cast – The next spell cast causes a duplicate spell to be cast. The second spell costs no Magic Points and has a 50% reduced effectiveness. May be used once per thread.
Tier Three:- Additional Magic Point
- Passively Regain One Magic Point Every Post
- Reduce All Magical Damage by ½ Hearts
- Upon Being Hit by a Spell of a Particular Element, All Spells of that Element Deal Half Damage to You
- By Spending an Additional Magic Point, Double a Spell’s Effectiveness
- After Casting a Spell, Another Spell Of Equal Or Lesser Cost May Be Cast Without MP Cost. May Be Used Once Per Three Spells.
- Weapons Can Have Two Magical Effects On Them
- New Ability: Mystical Inspiration – You may cast a spell that is not on your list of spells. This spell must be under one of the elements you have access to. It cannot be a Sage spell. May be used once per thread.
Dexterity (SPD):Tier One:- May Make an Additional Action without Restriction Once Every Three Posts
- Avoid One Room in a Dungeon
- Additional Use of One Attribute Skill per Thread
Tier Two:- May Make an Additional Action without Restriction Once Every Two Posts
- Feint Action Becomes Available, Denying the Opponent of One Action to Prevent Damage. Usable Once Per Three Turns.
- Acrobatics Can Be Used to Avoid an Obstacle Only Passable By Certain Tools, IE. Hookshot
- The Dodge Action Can Be Used to Avoid Area of Effect Attacks, No Other Actions Can Be Performed on That Turn.
- May Use Two Items during One Action
- New Ability: Dungeon Saboteur – Reduce the number of enemies in any dungeon room by half. Doesn’t work on bosses. May be used once per thread.
Tier Three:- May Make An Additional Action Without Restriction Every Post
- Feints May Be Used Once Every Two Posts
- May Make a Dodge Action Once Per Turn without Action Cost, Any Additional Dodge Actions Cost Actions
- May Use Three Items during One Action
- Can Steal Items Off of Enemies without Defeating Them
- When Wielding a One-Handed Weapon or Dual-Wielding Light Weapons an Additional Attack May Be Performed At 50% Damage
- New Ability: Flurry of Action – Your number of actions for one round is doubled. There is no restriction of what can be done for those actions. All attack actions and spells cast deal 50% damage due to focus on speed than power. May be used once per thread.
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