Showing posts with label character abilities. Show all posts
Showing posts with label character abilities. Show all posts

Wednesday, March 30, 2011

Warlock Abilities: Technical List



Thanks again, Ashlee

Warlocks are the morally flexible spell casters. They rely on more on damage over time than mage spells. Their abilities are more difficult to dispel than mage spells. They are far more limited when it comes to defensive buffs, and are thus more vulnerable. Their abilities are divided into the categories of Perdition, Maleficium, and Demonology
Perdition

  1. Shadow Bolt (Direct damage)

    Shadow bolt deals damage(shadow) to one target. It may be avoided by dodge, block, or shadow resistance.


  2. Acid Bolt (Direct Damage, Debuffer, DDOT)

    Acid Bolt deals damage(acid) to one target. DDOT will last for one additional round at X%. It will also place Acid Bolt (Debuff) on the target, which lowers armor. Acid Bolt (Debuff) is a persistent debuff. Acid Bolt can be avoided by dodge, block, or acid resistance.


  3. Decay (DOT, Debuffer)
    Decay places the Decay (Debuff) on one target. Decay (Debuff) causes damage(Shadow) per round. Decay (debuff) is a disease debuff. Decay can be avoided by a saving throw or shadow resistance.


  4. Toxic Cloud (AOE, Debuffer, DOT)
    Toxic Cloud places the Toxin (Debuff) on all targets. Toxin (Debuff) does damage(bio) per round. Toxin (Debuff) is a poison debuff. It can be avoided by saving throw or nature resistance.

  5. Engulf (DOT, Debuffer)
    Engulf places the Engulf (debuff) on one target. This target will take damage(fire) for certain amount of rounds. Engulf (debuff) is a magical debuff. Engulf can be avoided by fire resistance.

Maleficium
  1. Curse of Fumbling (curser)
    Curse of Fumbling places the Fumbling (curse) on one target. Fumbling (curse) lowers the DEX and PRC of the target. It also penalizing saving throws by –x. Curse of Fumbling can be avoided by Shadow Resistance.

  2. Drain Life (Channel, DOT)

    Drain life does damage(shadow) to one target and heals the warlock for same amount. Drain life cannot be cast on non-living creatures, such as any undead or mechanical creature.


  3. Mana Burn

    Mana Burn destroys a certain amount of mana and deals damage(shadow) for the same amount. Targets can make a saving throw for half damage or avoid with shadow resistance.

  4. Curse of Torment (Curser)
    Curse of Torment (curser) places the Torment (curse) on one target. This curse lowers STR and WIL. It also does damage(shadow) per round. This curse can be avoided by shadow resistance.

  5. Death Touch (Direct Damage, Debuff)

    Death Touch deals damage(shadow) to one target. Characters hit by Death Touch get the Death Touch (Debuff). This debuff dispels any heal over time buffs and prevents the character from being healed while the buff is in effect. Death Touch (Debuff) is a magical debuff.


Demonology
  1. Curse of Wrath (Curser)

    Curse of Wrath places Wrath (Curse) on one target. Wrath (curse) increases the AR lowers the DR, and increases initiative. The targeted character will make a melee attack each round. This spell can be avoided by a saving throw or shadow resistance.


  2. Hell Fire (AOE, Channel)
    Hell Fire does damage(fire) to all enemies per round. Enemies may make a saving throw for half or avoid with fire resistance. The check for saving throw and fire resistance will occur each round.

  3. Wraith Form (Mode, Aura-source)

    The Warlock switches from normal mode into the form of a wraith. Changing to wraith form causes physical damage to warlock and costs mana.

    While in Wraith Form the Warlock gets a +x bonus to all shadow damage, increased WIL, increased armor. Armor is now considered Type II. It also activates Wraith Aura (Aura-source) on the caster. This places Wraith Aura (Aura-effect) on all enemies. This aura effect lowers WIL.

    In Wraith Form, the warlock is considered undead and vulnerable to certain abilities as such. A warlock in Wraith Form cannot be healed by any means except drain life.


  4. Demon Skin (Buffer)
    Demon Skin places the Demonskin (buff) on the warlock. demon skin (buff) increase DR and gives +x% resistance to fire, arcane, and shadow damage. Demons Skin (buff) is a magical buff.

  5. Horrify (debuffer)
    Horrify places the the horrify (debuff) on all enemies. Horrify (debuff) lowers DR and penalizes saving throws. Horrify can be avoided by a saving throw.

Monday, March 21, 2011

Paladin Abilities: The Technical List



Art courtesy of Ashlee Melinat

Paladin Abilities
Paladins are a hybrid class of melee combat and healing. They have the unique ability to bless other characters as well as anti-undead abilities. Paladin Abilities are divided into three categories, Leadership, Chivalry, and Vengence. Paladins have four modes, standard (the initial mode), Defense Aura, Courage Aura, and Retribution Aura.
Leadership
  1. Aura of Defense (mode, aura-source)
    When the Paladin activates this Aura, all allies receive Defense Aura (Aura-effect). Defense Aura (Aura-effect) increases DR and gives a bonus to all saving throws.

  2. Blessing of Wisdom (bless)

    Blessing of Wisdom places the Wisdom (blessing) buff on target character. Wisdom (buff) increases INT and WIL.


  3. Remove Curse
    Remove Curse takes off one curse effect from the target.

  4. Holy Strike
    Holy Strike performs a standard melee strike against one target with +x AR. The Paladin will deal Melee damage plus and additional amount of holy damage, which will be multiplied by WIL.

  5. Courage (mode, aura-source)
    Courage places the courage (aura-effect) on all allies. Courage (aura-effect) increases AR (melee, ranged, and spell) and WIL.

Chivalry
  1. Basic Heal
    Basic heal takes a sometime to cast and install heals the target for moderate amount of damage.

  2. Guard (buffer)
    The Paladin places Guarded (buff) on a friendly ally. All melee and ranged attacks that would target that character target the Paladin instead. The effect of this buff occurs immediately and affects all subsequent steps in the initiative chain.


  3. Blessing of Defense (Bless)

    Blessing of Defense places the Defense (blessing) on one target. Defense (blessing) increases the DR of the target and adds X% resistance to shadow and fire.


  4. Heal over Time spell (HOT, buffer)
    Heal over Time spell places the Heal over Time (buff) on a single target. The target will heal damage each round. Heal over time (buff) is a magical buff.

  5. Purify

    Purify removes any and all poison and/or magical debuffs from one target.


Vindication
  1. Exorcism (debuffer, DOT)

    Exorcism can only target demons or undead. The Paladin deals holy damage to one target. The target may make a saving throw for half. Exorcism places the Exorcism (curse) on the target. Exorcism (curse) lowers STR, DEX, PRC, WIL, and INT and deals damage over time.


  2. Holy Might (Bless)

    The Paladin places a powerful blessing on himself. Holy Might (blessing) increases STR, WIL, DEX, DF, AR, and adds x% resistance to shadow, arcane, fire, and electrical.


  3. Conviction (AOE, debuffer)
    Conviction deals holy damage to all enemies. Character’s must make a saving throw. If they fail, they receive the Conviction (debuff) which reduces AR. Conviction (Debuff) is a magical debuff.

  4. Retribution Aura (mode, Aura-source)

    Retribution (Aura-Effect) causes holy damage against melee attackers based on how much damage was dealt to the target with the aura-effect. 10% of the damage dealt is returned to attacker as holy damage.


  5. Blessing of Offense (Bless)
    Blessing offense places the Offense (blessing) on one target. This blessing increases AR and STR.

Tuesday, March 15, 2011

Rogue Abilities: Technical List

Rogue Abilities
Rogues are the martial arts type fighters. They prefer to fight with fewer encumbrances than warriors and rely on stealth, surprise, and manipulation to overcome their adversaries. Rogue abilities are divided into weaponry, Subterfuge, and Grappling. Rogues have two modes standard (the initial mode) and stealth. While stealthed opponents must make a saving throw at the end of each round to see if they can target the rogue in the following round. Unless otherwise noted, performing any ability or attack breaks stealth and puts the rogue back into standard mode. Like warriors, Rogues will also perform “limit break” abilities.
Subterfuge
  1. Stealth (mode)
    When entering stealth mode, all following actions on the initiative chain which target the rogue are cancelled. At the end of the round, opponents may make a saving throw to “spot stealth” and thus are able to target the rogue in the subsequent round. Otherwise, the rogue cannot be targeted. Stealth mode also makes certain abilities available.
    Any offensive ability, unless otherwise noted, will break stealth. If the rogue is hit by any attack or spell, stealth mode is broken. When stealth mode is broken, the rogue returns to standard mode.

  2. Poison (Debuffer, DOT)

    Poison performs a standard melee attack on one target. That target will receive the Poison (debuff). Poison (debuff) deals nature damage to the target each round. Poison (debuff) is a poison debuff. The effect of a poison can be avoided by nature resistance.


  3. Shadow Strike
    Shadow Strike performs a standard melee attack on one target with +x AR. The attack deals an additional amount of shadow damage to the target. The shadow damage can be avoided with shadow resistance. Shadow Strike does not break stealth. Shadow Strike requires stealth mode.

  4. Neuro Toxin (debuffer)
    Neurotoxin performs a standard Melee attack on one target. If there is a hit, that target receives the Neurotoxin (debuff). Neurotoxin (debuff) lowers INT, DEX, and initiative. It is a poison debuff. It can be avoided by Nature Resistance.

  5. Sleeper Hold (debuffer)
    Sleeper Hold requires stealth. Sleeper Hold places the Unconscious (debuff) on a target. This is the same debuff as in warrior (“Knock out Punch”). Unconscious (debuff) prevents the character from performing any actions and reduces their block and evade rates to 0%. Unconscious (debuff) is a persistent debuff. Sleeper Hold requires stealth.

Weaponry.
  1. Mystical Strike
    Mystical Strike performs a standard melee attack on one target with +x AR. The mystical strike will remove a certain number of buffs/debuffs (except for Disease debuffs) at random from the target. The amount of buffs/debuff removed depends on the strength of the strike. A full hit removes 5 buffs/debuffs, a 4/5ths hit removes 4 (buffs/debuffs) and so on.

  2. Mortal Blow (Limit Break, Debuffer)

    Mortal Blow performs a standard melee attack on one target with +x AR and +x% damage. If there is a hit, it places the Mortal Blow (debuff) on the target. Characters with Mortal Blow (debuff) cannot be healed. Mortal Blow (debuff) a persistent debuff.


  3. Expose Armor (Limit Break, Debuffer)

    Expose Armor places the Expose Armor (debuff) on a single target. The targets armor is lowered depending on the type of Armor. Expose Armor (Debuff) is a persistent debuff.


  4. Throat Punch (debuffer)
    Throat punch performs a standard melee attack on target with +x to AR and –X% to damage. If there is hit, it places the Throat Punch (debuff) on the target. Throat Punch (debuff) prevents all spell casting, which is any ability that uses mana.

  5. Rake (debuffer, ddot)

    Rake performs a standard melee strike on one target with +x AR. If successful, it will place Rake (debuff) on the target and the target will continue to take damage. Rake (debuff) is a persistent debuff. Rake does not break stealth.


Grappling
  1. Back stab

    Backstab requires stealth mode. The Rogue must be holding a dagger in the main hand. It performs a standard attack with +x AR and +x% damage.


  2. Circle Kick
    Circle Kick performs a standard Melee Attack with –x% damage. On a successful hit, it interrupts a spell.

  3. Hyper Activity (limit break, buffer)

    Hyper Activity performs one standard melee attack on any one target. It is also gives the rogue Hyperactivity (buff). This Buff increases the rogues initiative, AR, and chance to critically hit. Hyperactivity (buff) removes any poison or magic debuffs on the rogue. When Hyperactivity is cast, the rogue replenishes his energy bar.


  4. Chi Punch (Limit Break, debuffer)
    Chi Punch performs a melee attack with a +x AR. If successful (and it will almost always be so) it interrupts any action about to be performed by the target. The target will also receive the Chi Punch (debuff) which lowers STR, DEX, PRC, WIL, and INT. Chi Punch (debuff) is a persistent debuff.
  5. Disarm (debuffer)
    Disarm places the disarm (debuff) . The Disarm (debuff) severally lowers the targets attack rating for Melee weapons. Disarm can be avoided by a saving throw.
    Disarm costs no energy. Disarm automatically activates on a melee attacker when the rogue evades (unless it is on a cool down).

Saturday, December 25, 2010

Please, you offer damage types!

One thing that is great about books like The Artist's Way is that it teaches you to shut off the left brain and let the right brain run free. That is what imaginative brainstorming is. It is only after you have done all the imaginative brainstorming that it makes sense to turn on the left brain that will judge the work you spit out on paper.

What needs to be imagined now is every type of damage in a fantasy role-playing setting. Sure, many of much I am about to list could be condensed, simplified, and cut down. However, that's what you do after you list all the brainstorming. In fact, if you have any more suggestions, go ahead and mention them. If you think anything on this list should be collapsed, eliminated, or simplified, you can mention that too.

Here goes:

Damage from weapons can be divided into piercing, slashing, and bludgeoning.

Damage can also be divided up by four elements, such as Earth, Fire, Wind, and Water.

Magical Damage can be divided up into Arcane, Shadow, Necromantic, Electric, and Frost

Other types of damage could be Biological, Acidic, Poison, or the broad Nature

Finally, there is always Holy damage.

Now, I already think that many of these can be collapsed. Some can be gotten rid of. However, every conceivable type of damage should be covered and then people can turn on the left brains and cut things out.

Please, tell me what you think of the list and add, remove, adjust etc as you see fit because that is an important step before listing off abilities of characters.