Friday, March 11, 2011

Fighter Abilities, the Technical list

Fighters are exactly as the name implies. They can use any weapon and the heaviest armor. They can play defensibly or aggressively, and change abilities as a result. Fighters will have a “limit break” system. As the warriors deal and receive damage, they will increase their “limit bar.” This bar gradually increase as the fighter deals/takes damage. When that bar is full, they can perform certain limit breaks. Otherwise, the fighter abilities consume energy, which is replenished at a steady rate each round. Fighters will have three modes: Standard (the initial mode), Precision, and Bloodlust.
Martial
  1. Precision (mode)
    While in Precision mode, the fighter gains +x% to evade and +x to AR.

  2. Energy Surge (Limit Break, Buffer)
    Energy Surge performs a standard melee attack on one target. It also replenishes the fighter’s energy bar. The fighter will also receive the Energy Surge (buff) on himself. This Buff increases STR and WIL as well and gives +x% chance to Critical Strike and +x to AR.

    Energy Surge (buff) is a persistent buff.

  3. Gouge (debuffer)
    Gouge performs a standard melee attack with +x AR. It places the Gouge (debuff) on the target. Gouge (debuff) lowers the PRC. On the defending character. Gouge (debuff) is a persistent debuff. Gouge can be avoided by a block or evade.

  4. Nerve Strike (debuffer)
    Nerve Strike performs a standard Melee attack on one character to AR. On a successful hit, the target gets Nerve Strike (debuff). This debuff lowers DEX. Nerve Strike (debuff) is a persistent debuff. Nerve Strike can be avoided by a block or evade. Nerve Strike requires Precision mode.

  5. Smash armor (debuffer)
    Smash Armor performs a standard melee strike with 50% damage. On a hit, the target gets the Smash Armor (debuff). Smash Armor (debuff) lowers the DR by x. X depends on the type of armor of the target and the rank of Smash Armor. Smash Armor can be avoided by Evade, but not by block. Smash Armor (debuff) is persistent, stackable, debuff.

Guardian
  1. Counter Attack (passive)
    Counter Attack gives the warrior a +x% chance to perform a standard melee attack after getting attacked by a melee attack. Counter Attacks cannot be re-counted.

  2. Provoke (debuffer)
    Provoke causes the target to attack the fighter for the next round. It places the Provoked (debuff) on the target. It has no effect the current round. The attacker, if a player, may perform any ability as long as it targets the fighter who caused provoke.

    Provoke requires standard mode. It can be resisted by a saving throw.


  3. Blaze of Glory (Limit Break, Buffer, Debuffer)
    Blaze of Glory places the Blaze of Glory (buff) on the fighter. All enemies will receive the Blaze Provoked (debuff). Blaze of Glory (buff) increases the chance to Counter attack by x%, increases DR and AR. Characters with Blaze Provoke (debuff) must target the fighter each round. Players may still choose what ability to use. Blaze of Glory (buff) and Blaze Provoked (debuff) are persistent. Blaze Provoked (debuff) can be avoided by a saving throw. Blaze of Glory requires standard mode.
  4. Knock out Punch (debuffer)
    Knockout Punch performs a standard melee attack with +x AR. If successful, it places the Knock-out (debuff) on the target. This will interrupt spell casting, attacks, or any other action. Characters with the Knock-out (debuff) can perform no actions while under the debuff and are considered unconscious. Knock-out (debuff) is a persistent debuff.

  5. Rallying Cry (buffer)
    Rallying Cry places the rallying cry (buff) on all allies. Rallying cry (buff) increases AR and WIL. Rallying Cry (buff) is a persistent buff.


Rage
  1. Intimidating Shout
    Intimidating Shout places the Intimidated (debuff) on all enemies. Intimidated (debuff) lowers AR and gives –x to all saving throws. Intimidating Shout can be avoided by a saving throw. Intimidating Shout requires Bloodlust mode.


  2. Blood Lust (mode)
    Bloodlust increases AR, lowers DR, and increases WIL and STR.

  3. Heroic Strike

    Heroic Strike performs a standard melee attack with +x to AR. Damage is increased by X%.


  4. Savage Strikes (Limit Break)
    Savage Stirkes performs x standard melee attacks instead of the usual 1 per round. The fighter may choose multiple targets. Savage Strikes requires Bloodlust mode.

  5. Rend (debuffer, ddot)
    Rend performs a standard melee attack with +x AR. On a hit, it place the Rend (debuff) on the target. The target will continue to lose HP ddot for three rounds. Rend (debuff) is a persistent debuff.

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