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#31 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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Vampires have above average physical statistics, and make superior Breakers and especially Rushers. They have excellent elemental defense against Darkness and do not require Healing spells cast upon them because of their awesome regenerative abilities that close wounds when cleaved, mend bones when broken, and render serious status effects like Internal Bleeding ineffectual.
Unfortunately, vampires cannot replace lost blood through magic like living beings do. They must get it off of their enemies. Thus, they have an ability unique to their class called Drain Blood. When using this ability, the vampire doesn't exactly have to have his or her fangs in the target's neck. He or she could just do the whole Legacy of Kain ranged drinking ability. Just as a note, there is one enemy organization that cannot be Blood Drained, and one that will induce strange effects when drained (though you shouldn't ever need to). Vampires have elemental weaknesses to Fire, Water and Light effects of sufficient potential. In other, you can be damaged by the rush of water from a flood, but won't recieve damage in a rainstorm. Natural sunlight won't affect you either. To finish the whole statistical change, there will be two additional advantageous situations for vampires, but I won't ruin them for you. To be honest, these effects are only possible on Red Island and you wouldn't know about them until you are actually caught up in them. Last edited by Astral Harmony; 11-08-2008 at 06:21 PM. |
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#32 |
oi
Join Date: Jul 2007
Posts: 270
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Name: Cael Hoyake
Age: 24 Gender: Male Category / Class: Forcer Weapon(s): None, he believes none are needed Element(s): Fire and Ice Elemental Mastery/ies: Three LPs in fire, and three in Ice Appearance: Cael has short brown hair and dark blue eyes. He has burn marks all over his body, from multiple years of practice. He wears a brown duster that covers his entire body. He stands at six feet, and weighs 170 pounds. Cael looks like he never has done a day of hard work in his life because of his excessive use of magic. Personality/ies: Cael is a very unstable man, he can be cool and collected one moment and then the next moment be blistering in anger. He is also the type of person that would use a bomb when the job calls for a scalpel. His instability has caused him to have to leave many homes behind him…in flames. He doesn’t care about others, and would just as easily kill someone as help them. Backstory: Cael wasn’t always so unstable. As a kid he grew up knowing love, but as he grew older he became more distant to his parents. But even with this rift his parents still loved him, and they sent him to train in the arts of magic at the young age of 12. While training his teachers realized his natural affinity to the elements of fire and ice. After this discovery his training was confined to these two opposing elements. The two elements battled constantly inside him where they were personified. Because of these constant battles inside of him his personality was split into three. The first was Fire, a brash explosive personality that took no prisoners and enjoyed killing others, seeing them burn to ash before his very eyes. The second was Ice, a cool, calm, and collected personality that would would always think before acting. The third was Cael, trapped between the two personalities. No one can ever figure out which one they will get, and they switch constantly. |
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#33 | |
Shyguy
Join Date: Dec 2007
Location: the unwriten End
Posts: 135
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I put 2LPs in Brawl and 2LPs in Biting, which are enchanced due to the innate above average physical statistics of vampires. I put the other 2LPs into Heart. My wounds regenerate over time. I'm immune to darkness. And I get the unique class ability, "Drain Blood", plus the special skill "Assassination". Along with those boons I have elemental weaknesses to Fire, Water and Light effects of sufficient potential. If that's all correct fine. Otherwise please let me know. Edit: You know what I'd rather have "Assassination" as my special skill rather than Drain Blood. Anyways here's my profile: Name: Rudolph "Rudy" Douglas Age: 20 Gender: Male (Vampire) Category / Class: Rusher Weapon(s): Brawl(Standard), Biting(Standard) Element(s): Heart (Advanced) Powers: August Corpus: This power allows a supernatural degree of charm; people affected by the power fawn over and are fascinated by the user. They won’t take actions that will result in harm to them, but they will be polite and deferential. Many non-hostile targets can be effected by this power. Hypnotic Death Stare: Once the vampire eyes a suitable victim, the vampire's will can subject the victim to his thrall. The target momentarily sinks into a deep trance, and takes no actions until the vampire breaks eye contact. Only one target at a time can be put under a trance (assuming the target has eyes which to look at). Frightening Cadaver: When Rudy activates Frightening Cadaver, he does so in conjunction with a ferocious baring of fangs and a raspy, malevolent hiss. The result is a visage most foul, one that can make stalwart foes cower at the vampire’s feet. Only one victim at a time may be effected by this power. Backstory: There once was a very old and affluent family by the name of Douglas. Under the wise and steadfast patriarch, the extensive health care service, Douglas Health, retained contracts with a majority of the lower class, while keeping key state officials in their cliental. Douglas Health had infant health plans, life insurance, dental. Walking down the street you could tell who had coverage and who didn’t by the number of teeth they smiled at you with. From the cradle to the grave, Islanders were guaranteed their policy would be there when they needed it. But death is never denied long and in the very late autumn of his life, Grandfather Douglas felt his share of the Divine Data slipping away into the ether. The family reassured him they would be alright. His policy would cover all his debts and pay for the funeral. This did not bring solace the patriarch craved. Throughout his life he’d delayed the inevitable to a gracious populace, and once a general wounded out of war time by an errant mortar at a victory celebration. Grandfather Douglas wanted to take it one step farther. He wanted to suspend the Divine Data in himself for as long as possible. Rudy knew nothing of his great uncle’s plans. He was too busy being the ideal of physical health. Still in the spring of the semester, his instructors all had high praise for his track prowess and recommended he continue training through the summer to be in peck condition to run the Douglas Three Hundred. The Douglas Three Hundred was the Island’s most elevated competition, known as the pinnacle foot race in the Archipelago. The rest of family was as well ignorant of the patriarch’s dark schemes. They were busy congratulating the favored son, while in the bedroom Grandfather Douglas was hacking into the sacred order of things. The change happened overnight, the night before the Douglas Three Hundred. From Grandfather Douglas’ notes it reads, “4 am hack into genus, family encryptions. Tweak species identification into one longer lasting. 4:15 early breakfast.” Rudy was admittedly slow to wake the morning after. No matter how much the staff poked and prodded Rudy refused to get up from his bed. The staff became concerned that a sickness had griped the youth during the night. They were making preparations to send the Rudy to the hospital, until Grandfather Douglas entered his bedroom walking without the aid of a cane and stopped them. When the whole family woke up that night, they were surprised to see the patriarch was so active; they were more surprised to find they had all slept through the day. And Rudy was severely disappointed in himself for missing the race. Grandfather Douglas seemed practically giddy when he explained his wise and measured response to the threat of old age. In the middle of the night he had successfully hacked into the Divine Data of the family, and changed them all into a longer lasting species. By this time Rudy’s stomach was crumbling. When Rudy asked what they would do for food, Grandfather Douglas took another slip from his blood wine and said the family wouldn’t starve for not. He opened the vault holding the contracts of nearly a hundred families. He was dead right. All those health plans issued by Douglas Health had maintained a healthy feeding stock. For years the family was able to deceive policy holders into giving at private blood drives. But when Rudy's cousin was seen sucking from the vein of one of the donors, everything came out. They became social pariahs. People were afraid to even come close to their person, because for Gods sake they did bite. There were cancellations from all markets. Nobody returned their calls. The major religious leaders shunned the family for it's lifestyle. They said Data Leeches were a bane to the Sacred Lifestream crafted from Divine Data into the blood. It all eventually got to Rudy. He was prohibited from competing in foot races. His instructors suspected he never had any talent apart from his vampiric abilities. Social graces couldn't blotch out the newspaper headlines, couldn't convince people to stop staring, couldn't remove the gossip from their conversation. Even if the family never verbally ridiculed his decision, Grandfather Douglas felt the disrepute in the house. One night one of the staffers called to him, but when she entered the study the only thing she found was shattered glass. Some time after Grandfather disappeared, Rudy also left the Island to find more understanding tribesmen. From then on he's roam from island to island to hide his family's shame. Rudy made a vow on the desolate seas to find the magic bullet that'll remove his great uncle's taint. Gotta find that magic bullet to restore the Douglas name. Fights have harden his fists and keened his wits, but he'd rather wait until they're absolutely necessary. Appearance: He has a runner's lean body, and that's about it. Modesty prevents him from running around in his skives. His inventory of ragged possessions is short. A plain white long shelve shirt, green cargo trousers, and woolen sports jacket are all that cover his body. One discerning feature impressing the observant, he trots the earth in bare feet, and he never wears sandals. That would only slow him down when he charges.
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Stop acting, clear the crap out of your own eye, before you get anywhere near mine. ~ (Matthew 7:1-5) New Apathetic Version Last edited by ApatheticFoxboy; 11-11-2008 at 08:10 PM. |
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#34 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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Man, Queen Viris sure finds some weird people to invite for a princess search in Red Island. You two are approved. Now it's time to put on some hentai and hopefully grind out the Field elements.
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#35 |
SMARTASS
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Yes, he is an old swinger. I find that funny. Don’t judge me!
By the way, Beladere needs more ladies in his party, it isn’t fun without them! Name: Beladere Sestis Age: 64 Gender: Male Category / Class: Shooter Weapon(s): Dual .40 Caliber Pistols; Rocket Launcher Element: Gravity Masteries: Pistol: II Rocket Launcher: II Gravity: II Signature Spells: These spells have been split into two themes, representing Beladere’s changing tastes as he moved on in life. He still uses the spells of his youth, but the second list of “shooting tricks” is his preferred mode of fighting, and what made him famous. Moon Walking: A simple, utilitarian spell. This spell partially releases gravities hold on the subject. At its most basic use the subject may use this lowered gravity to make huge leaps into the sky, and descend slowly and safely back to the ground. Reach for the Moon: Requires a firm touch on the part of the caster. Sends the victim gently catapulting into the sky, to meet the gods of the heavens in person. The speed of the flight can be adjusted, but the spells quickly loses potency as the target rushes away from the caster if this is done. Lunar Pull: This spells effects depend on the conditions of the day. Whenever the moon lights up the sky, the spell functions normally. During most of the day and on moonless nights, it is diminished. And naturally, when the moon is full, its effects skyrocket, and it can be most impressive indeed. With the use of this spell, the power of the moons pull is increased around the caster. The unwary walkers will find their steps dangerously light, and the may fly off into the heavens if they can’t keep at least one foot firmly on the ground. When the moon is full, even that precaution may not be enough, and one should hope for a convenient tree to grab onto unless he has the foresight to anchor himself to the ground with both feet. Cross-Fire: With both pistols in hand, an interesting trick presents itself to the gravity user. Two shots are fired, both with a different gravity spell held within. One shot goes high the other low. When the first shot strikes its target, the chest, gravity is amplified around that area it down to the ground. The other shot reverses gravity, pulling the target’s lower body into the air. This trick leaves the victim hanging upside down in the air, a perfect target for whatever the shooter wishes. Gravity Well: A powerful combination of magic and explosives. A rocket is imbued with gravity energy set to trigger the spell when it explodes. In the blast radius of the rocket, the gravity is amplified ten-fold, pulling the targets to the ground. Hard. Those brave few who can survive both the rocket and the pull of the ground will find their every move sluggish and heavy, sitting ducks on a hectic battlefield. Chaos Shrapnel: A rain of bullets is fired in rapid succession, filling the air with smoke, and riddling the ground or the target with small holes. But this is only the beginning. Every shot creates its own little pull of gravity, separate from all the others. Someone trying to move through the remnants of this attack will find himself being pulled every which way. The affects of being simultaneously pulled in a dozen different directions are not something most people would care to experience. Appearance: To the casual observer, Beladere appears to be an old man, clad in a fading brown longcoat from a long passed youth. But to the astute, another plane reveals itself. Every move he makes is fueled with the power and vitality of a man many years his junior. His steps are steady, his gaze confident, his back is unbent, and his entire stance is coiled like a spring; ready to be released at a moments notice. Beyond that his appearance is that of an old man, handsome and powerful in his youth. Though he has retained his looks, he is past his prime. He isn’t especially tall, and his body simply average and unimposing. His hair has long gone to white, but it is slicked back into a sort of fan, his face is lined with rigors of life, but this only serves to add to his dignified air. But the cold metal of his weaponry, mostly hidden by his clothes, stands at odds with this appearance. Personality/ies: Beladere is supremely confident in all that he does. He feels that the world owes him anything and everything. Enjoys showing off and showing precisely why he has so much due to him. Youthful and energetic, he is quick to laugh and quick to smile. He has an easy charm about him. His fondness for the fairer sex hasn’t gone with age, and he pursues them at all time, with great aplomb. He only wishes he were more successful. Perhaps attempting to rescue the young, nubile princess of the land appealed to him, and motivated him to join this expedition. He can be quick-witted when he chooses to be, but this isn’t always apparent in his cocksure attitude. Lazy and prideful, he doesn’t often see the need to exert himself mentally against the unworthy. Backstory: Beladere was born in some minor island out of the eyes of the politics of the larger nations. Expansive it was, and it hosted a multitude of small, perpetually feuding tribes, but all of that hardly interested their neighbors. On this island, (mostly) called Daris, did Beladere make his beginning. There was great trafficking among the islanders and the various spirits that came to gather worshipers and shamans. One spirit in particular is important here. It was a moon spirit, fairly powerful as spirits go, that set its sight on a woman of one of the many tribes. It lusted greatly after her, but contrary to its expectations, it was rebuffed by the woman, she was smitten with her husband to be, and he would have nothing to do with the spirits at all. The spirit, angry, plotted its revenge. On the night of the couples wedding, moments before the all important consummation could begin, the spirit took control of the husband’s body. And after the deed was done, he left, after informing the pretty wife of what had happened. Eventually the couple managed to deal with what had happened between themselves, and they thought that the matter was done. But a spirit is a creature of great supernatural power, even imprisoned inside a mortal body, and sometimes, a little power can come through. 9 months later a child was born, and within him was a small supernatural spark. And as he grew, so did the spark. The powers of the moon manifested themselves in this child, called Beladere, and gravity was his to control. Soon the child was 18, a man grown, and ready to achieve his desires. He revealed his powers, claiming to be the divinely chosen chief of his tribe. With his quick wits and charm, he managed to win over the influential of his tribe. It didn’t hurt that he sent any opposers up into the heavens, to consult the gods personally on their choice of chief. And thus began the reign of Beladere. Using his skills, and the loyalty of his warriors, he began expanding the territory of his people. He had all that he wanted, wealth, power, and perhaps most importantly to him, and steady supply of young women. He enjoyed his good fortune for eight long years. It was then that their neighbors chose to come. It was the age of technology, and they couldn’t simply leave such a great amount of land to savages. The good people of Ankolis would drag the barbarians kicking and screaming into the new century. The technological wonders they brought with them quickly brought the tribes to their knees, and the new lord of the island was none too lenient to the fledgling God-King that was Beladere. He was kicked down and banished into the remote Sullen and angry at the new conquerors, and their filthy technology, Beladere swore that he would scourge them, until they all bled dry. He would be the defender of all that was mystic and pure about the world, and would beat them with the power of the natural world. Beladere fought them for fifteen years, though he hardly noticed their passing. He would strike at the various enemy caravans and troops that passed through his path. On clear nights, when the moon was high in the sky, he would leap in, tearing at them with his magic, and then escape into the sky, unharmed. He slowly became a feared entity on the island, and many were sent to try and hunt him down. Eventually, there came a great turning point in his career as a bandit. One fine night, as he handily managed to take down one of his pursuers, he discovered a weapon on one of them. It was a pistol, still loaded. At first he was wary of the alien technology, but eventually he decided to test it out. Beladere was shocked. There was so much power in the small metal tube, so much raw energy. He decided that it would perhaps be most efficient to combat fire with fire, technology with technology. Slowly over the years, he trained and practiced with his new weapons, salvaging new parts. After one raid on a military supply train, he added a rocket launcher to his repertoire. One fine day, he was ready to face get his revenge, and perhaps get on with his life. Beladere was already a well known danger in those parts, and soon he would rise into legend. The common folk had named him the crow, after his appearance as he leaped down on his targets from above. The nobility had long ago begun to plan their journeys around the phases of the moon, and traveled only at day, or when the moon was dark. And to face his enemy, the one who had brought fire and carnage to his land, Beladere decided to part with his old habits, and with them, much of his old life. He attacked under the noon sun, and left no survivors. In some ways, Beladere felt his quest was finished, and now, many years after his exile, he returned to the company of other men; in the new cities of the realm. As he walked in the streets of the city, he was amazed to see how people treated him. They carefully walked around him, some even tipped their hats in respect. He was amazed, could it be that the supplicants of his past still remembered their leader. It was a mirror that showed him the truth. His divine blood, strong as it was, had maintained his strength long after it would have faded in a mortal. It would likely extend his life far beyond them as well. But it could not maintain his youth. Beladere had not seen his form for fifteen years. To him, it seemed he had aged overnight. Though he did not feel it, his features reflected the hard years he had lived. But he was stubborn, and was unwilling to let old age hold him back. He began to earnestly build his legend, while living life to its fullest. He was perfectly capable of living a life of leisure without any sort of job to support him, and he spent his days seeking the company of the fairer sex. During the rest of the time, he built the legend of the Crown, the fierce gun slinging bandit of the land. He kept his double life secret, and was one day shocked, to find that the Queen knew everything about him. But adventure awaited him on the Red Island, and he hoped, a few women, and so he accepted her offer.
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Do geese see god? Everyone is an asshole. Including me. Especially including the double asshole who read this and nodded smugly. Last edited by secretskull; 11-09-2008 at 03:12 PM. |
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#36 |
Master of Silver
Join Date: Aug 2004
Location: Silver Keep
Posts: 1,433
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I've just realized there is no real way to make my character work under the magic system. I wanted to have him be an expert in life forces, and be equally good at magically healing wounds and soothing pain as he was at weakening the life energies and tortuting. Unfortunately I think the first one would fall under healing, a fielder element, and the second darkness, a forcer element. I am now sad. Not sure if I'll make a new character or just skip out on the RP entirely, considering my internet issues. Or AB could make an exceptions for me... *puppydogeyes*
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Dovie'andi se tovya sagain |
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#37 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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@ secretskull: You're in, and there'll be plenty of ladies. Armored Bishoujo RPs are always densely populated by estrogen equipped badasses.
@ The Argent Lord: Don't gimme that look. Coming from you, it's really disturbing. And if you didn't clue in, that means I'm caving. ----- Okay everyone, new update. I'm merging the Forcers and Fielders into a single class: the Forcer. I don't think any of the profiles have a Fielder yet, so this should be simple. Basically, Forcers still have their six LP which they must put into magic masteries. This can be a mixture of three Force and three Field elements at the max. If you wanna put all your LPs into Force elements, that's fine. Just no more than three Force elements. Pretty simple, right? All you Forcers who created your profiles can redo them if you wanted Field elements. Speaking of Field elements, they're almost done. Just gotta do Gravity and Time and that should be finished tomorrow morning and posted along with the Force elements in a notepad on the first post of this very thread. I'm giving this RP the official starting date of Thursday afternoon. That is all. |
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#38 |
Aim for the top!
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I'm always happy to provide some estrogen fueled bad assery into the mix. I'm just waiting on the Field magic to see if I want any to add to my character, then I'll post it up/
Little preview: Chain smoking hottie with brass knuckles. |
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#39 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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It's done! ...More or less.
Here you are, the more or less complete list of Field elements. Remember, the Force and Field elements will be added as a notepad to the first post of this thread. ----- Field Elements Healing ~ Basic - Restore: Closes up external wounds and replenishes lost blood. - Mend: Restores fractured bones. Does not work on broken bones or other internal wounds. - Detoxify: Removes toxic impurities both natural and manmade from the body. - Grant Sight: Heals eyes and removes magical impairments. Does not remove terrain effects that reduce visibility. Advanced - Baptism: Makes you feel like a million bucks. - Total Mending: When bones go from fractured to flat out broken, this is the power you need to deal with it. Healing wounds caused by a bone ripping through the skin and flesh requires separate healing. - Clearance: Removes the "Unauthorized" effect that allows the encryption of divine data into magic. - Sproutling of Life: Plants a crystallized root that resonates at a special frequency and opens a miniature gateway into the Healing Plane, causing its healing powers to eke out and spread across a small radius. It is not a good substitute to standard healing, but can supplement it nicely. Expert - Total Healing: When you've got that feelin', you need sexual healing. - Revive: Gets a knocked out person back on their feet. Unfortunately, being knocked out and being dead are two different things. I think that's why Aeris/th couldn't be saved. - Surgery: Recovers the target from Internal Bleeding, a nasty status effect that saps overall potential and can't be removed with normal healing. - Infusion: Creates "healing sources" in edible terrain features, like fruits and water. Shields ~ Basic - Kinetic Bolt: Not really made to damage the target, this spell creates a bolt of kinetic force and ejects it at your target, knocking them back usually. Ineffective against large, heavy creatures. - Damage Shield: Negates some physical damage through kinetic force reduction. - Cypherwall: Reduces magical damage by decrypting some of the spell's signal. - Kinetic Bounce: Strikes the ground below you with kinetic force, sending you skyward. A kind of super jump. By getting close to someone, you can cause them to be launched. This could be helpful in reaching airborne targets as well as performing a truely wicked bodyslam. Advanced - Immunity Field: Negates all status effects except being knocked out. - Kinetic Absorber: Completely negates all physical damage for a very short amount of time. - Decryption Firewall: Destroys the encryptions in magic spell signals, eliminating them completely for a short amount of time. - Kinetic Mine: Creates a small, scarcely noticeable kinetic bomb for unwary idiots to step on. It then rapidly expands and sends them skyward, hopefully into something lethal. Expert - Kinetic Recoil: Counters physical damage. Doesn't last long and may not counter every physical attack.- Redirection Field: Counters magical damage. Doesn't last long and may not counter certain spells. - Supreme Shielding: Nullifies all physical and magical damage to the target. - Environmental Field: A special field that protects the party from hazardous environmental effects. With this up, you can trudge through a river of magma. Heart ~ Basic - Pacify: Keeps naturally calm beasts from going crazy during the chaos of battle. Rampaging monsters to deal with on top of your actual foes is really not a good thing. - Get Assistance: Gets small, normally insignificant creatures, like bees, to jump (or in this case, buzz) to your aid. - Distract: Causes something in the environment to become interesting to your target. Certain enemies and enemies with certain motivations cannot be distracted. Advanced - Dishearten: Causes humanoid targets to lose their fight. They remain in the battle zone, unwilling to take action until someone, or the environment, makes them choose their next action. - Domesticate: Causes a creature of the wildlife organization to fight for you, though you can't exactly choose how it fights for you. - Charm: Causes a member of the opposite sex to fall for you and support you if not your organization. Expert - Heart Control: Takes full control of the enemy humanoid target. - AI Shock: A strange play on heart control which actually allows you to control certain robots. - Detraumatize: Obstructs the flow of evil energy and causes a Trauma organization enemy to halt its attack temporarily. Boost ~ Basic (each specific Boost spell overrides any other Boost spell cast on the target) - Vitalization: Increases Endurance (total amount of physical health) - Wildheart: Increases Power (physical damage dealt by target). - Guardianship: Increases Toughness (reduction of physical damage recieved). - Wisdom: Increases Encryptivity (total amount of magical storage) - Focus: Increases Influence (magical damage dealt by target). - Aura: Increases Willpower (reduction of magical damage recieved) - Displacement: Increases Movement (speed of action) - Coordinate: Increases Reflexes (dodge chance) - Wish: Increases Desperation (critical hit chance) - Vaccinate: Increases Immunity (overall resistance to most status effects) Advanced - The Lord's Might: Increases Endurance, Power, and Toughness. - The Maiden's Spirit: Increases Encryptivity, Influence, and Willpower. - The Ninja's Shadow: Increases Movement, Reflexes, and Desperation. Expert - God's Grace: Increases all statistics. Enhance ~ Basic - (Force Element) Fusion: Eight different spells that represent the eight individual Force elements. Fusion grants the target weapon a specific elemental attack. - Torrent: Increases all Force elemental damage just like the Boost spell, Focus. Torrent upgrades all Force elemental damage despite element, so there's no need to be specific. - Fortify: Increases the power of elements when they affect the terrain (makes a terrain fire go even more out of control). Advanced - (Force Element) Guard: Eight different spells that represent the eight individual Force elements. Guard grants the target character defense against a specified Force element. - Soul Break: Cast on the enemy, this spell can eliminate specific elemental resistances. - Spirit Void: Weakens elemental terrain effects. Expert - Spiritual Blessing: Upgrades magical mastery of target in all possessed elements by 1. Lasts a short time and can only be used once per battle. - (Force Element) Fury: Eight different spells that represent the eight individual Force elements. Melee damage dealt to the target is countered with an elemental strike. - Spiritual Purging: Downgrades magical mastery of target in all possessed elements by 1. Lasts the entire battle and can only be used once per battle. Control ~ Basic - Press: Causes the target to slow down. Be forewarned that some enemies can bear the extra magical weight. - Flash: A blast of really powerful light strikes your enemies right in its eyes. A staggering is expected, and if the creature prefers the dark, you've probably stunned it completely. - Lullaby: Makes the enemy take a power nap. An action taken against the target or a particularly loud terrain effect occurs too closely will awaken it. Advanced - Entangler: The enemy is bound to the ground by powerful forces, usually solid rock that molded around its feet or strong plant roots. - Takedown: Renders creatures of the Flying perception flightless. - Shellcracker: Renders creatures of the Armored perception unprotected. Expert - Denial: Unauthorizes the target's encryption abilities, preventing them from using magic. - Lockdown: prevents everyone from going anywhere. Everyone. This more or less makes it a battle of the Shooters and Forcers. Time ~ Basic - Slug: Slows down the targeted creature. Slowed creatures move slower, do less damage, have more easily accessed physical weaknesses, and are easier to hit and dodge. - Hyper: Speeds up the targeted creature. Fast creatures move faster, do more damage by being able to do multiple attacks, are more difficult to exploit weaknesses against, and can both hit and dodge their enemies easily. - Lull: Slows down the targeted terrain effect. - Hasten: Speeds up the targeted terrain effect. Advanced - Freeze: Locks the target in time. The target cannot be struck or affected by magic or terrain effects. The target cannot take any actions. This is good for locking down an enemy until you're ready for it, or locking down a wounded friend to keep them from being further harassed until you can actually help them. - Time Warp: Let's do the Time Warp again! You don't move forward or back in time with this, you just warp, either to get right up in your enemies' face or away from them. - Lag: Causes the target's projectiles and spells to be slow in flight and/or execution, making them much easier to detect and dodge. Expert - Childhood: Turns the target into a much younger version of itself. This is a good thing, right? Ah, not always, but usually it is. You'll just have to cast it and see for yourself. C'mon, it'll be fun. - Elderhood: Turns the target into a much older version of itself. Like the Childhood spell, this should usually be a good thing, but just be ready for it to be bad. Anyways, it's sure to be interesting. - Time Lock: Locks the environment in time. The effects of this are strange and various. For example, you could freeze enemies into a lake by locking down the lake, but everyone is trapped if you lock down a rainstorm because of the impenetrable rain in the air. Gravity ~ Basic - Heavier: Somewhat locks the target down by making them heavier. Some monsters can fight like usually even with the additional weight. - Lighten: Increases Movement and Reflexes of the target by taking a load off of them. - Freedom: Removes the effects of gravity around the target's projectiles, allowing them to get plenty of range out of their weapons. Advanced - Uplift: Inflicts the target with a Zero-G condition. This has a variety of applications, like granting a Shooter a good vantage point for hitting the enemy, lifting a giant boulder for a Breaker to knock towards your enemies, etc. - Suction: Causes a gravity anomaly at a certain point, gathering nearby enemies at that point. - Slingshot: Causes a gravity anomaly that pulls an object to it and lets it go in the chosen direction, creating a powerful projectile attack. Expert - Zero: Grants a Zero-G condition to the entire environment. This is usually best employed after at least letting everyone know that gravity is about to go bye-bye or when enclosed in an environment with ceilings and walls for better movement. - Web: Inflicts grievous wounds on the target by causing powerful gravitic anomalies to hurl them into the ceiling, the walls, the terrain, etc. - Yoink: Brings something down from the sky. What is it? It's probably something big and painful. Yeah, you're not gonna wanna be anywhere near the shadow that will appear before this thing touches down. Last edited by Astral Harmony; 11-11-2008 at 03:27 PM. |
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Hmmmmmmm
Join Date: Jul 2007
Location: The Middle of Nowhere
Posts: 518
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You don't say what the Freedom spell under Gravity does.
How often can we use these spells? You prolly already answered this, but I forgot.
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