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Fighter Abilities; Part III
Topic Started: May 8 2009, 11:45 AM (421 Views)
LJ
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My suggestion for an overhaul of the Fighter Ability system, as posted before. I've got some more seperate skills to add in still, but this is to give the general idea.

First off: Each ability now has a 'Level', which can be either Basic, Intermediate or Advanced. The only thing that this level affects is the amount of magic spells that a character can use.

Basic level abilities will limit a character to seven spells.

Intermediate level abilities will limit a character to three spells.

Advanced level abilities will remove a character's ability to use magic spells.

This is basically an attempt to introduce an aspect of specialisation into the combat system. Those characters who have spent enough time to master their weapon arts will have access to the higher-level abilities, but having spent all that time training for physical combat, they will have had no time to follow any magical pursuits. The reverse is also true. The Basic and Intermediate level skills cater to those people who wish to play mixed-class characters; they gain more versatility over the specialists at the expense of not being able to perform the most advanced skills, which would have required more focused training on one single area.

Please do not make a post about how useless the Parrying ability is. As it says in the description, you are not required to purchase it in order to parry normally. It's only there for people who wish to justify extremely unlikely parries from impossible angles and so on. I've already heard the arguement about about it, so don't waste everyone's time by bringing it up again. ^^

One part I'd particularly like to have looked at is the inclusion of Strength and Speed levels. As can be seen below, there are now abilities to increase both strength and speed without having to rely on the magic spells. There are also several other abilities which modify this level, and there will be some more things that change it in my next suggestion post. The result is that it becomes possible to have negative levels, also. What this amounts to is a rudimentary system of statistics, but I think it's still simple enough to work here. Below, I've detailed what each level of strength means in role-play terms. Speed I've yet do do, but it will work in a similar fashion. Click the spoiler to see the list.

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That's about it. The current list of abilities follows.

As I'd mentioned, I've still got a list of other things to add in, but feel free to make suggestions.

/// /// ///

Fighter Abilities

Basic Abilities
IconNameDescriptionLevelPrice
XXXArmour FocusIf the character would suffer a penalty to Fighter Speed due to their armour, that penalty is reduced by one level. Has no effect if the character is not suffering from any penalty.Basic$175


IconNameDescriptionLevelPrice
Posted ImageBerserkAllows the fighter to battle with an uncontrollable fury. They become unaware of their own pain and their physical abilities effectively increase. This bonus is equivalent to one additional level of Fighter Strength and Fighter Speed on top of any levels a character already has. However, a berserked character is unable to use any other abilities or spells while enraged, except for the innate Physical Enhancements and Resistances. This ability lasts for a minimum of three of the character's posts in a combat situation.Basic$100



IconNameDescriptionLevelPrice
Posted ImageBestial RoarA character with this ability is able to unleash a deafening roar. This intimidating sound has the effect of negating any magical strength spells or supernatural strength enhancements in effect. Due to the nature of the ability, it will have no effect on a character who cannot hear it.Basic$350



IconNameDescriptionLevelPrice
Posted ImageBlessingThe character's ability to recover from injury increases. Minor wounds are healed over the span of a few minutes, and serious injuries are undone in a matter of hours as opposed to days or weeks.Intermediate$200
Upgrades
IconNameDescriptionLevelPrice
Posted ImageSanctuaryThe effect of Blessing may be spread to any allies nearby. However, the effect is somewhat decreased for each additional person affected.Intermediate+$100



IconNameDescriptionLevelPrice
Posted ImageDeflect ArrowThe character is able to use their weapon (Does not work if unarmed) to deflect an incoming arrow, bolt, or similar projectile that would otherwise move too quickly to be intercepted. The ability also works on daggers, stones and other thrown weapons. Can be used once every eight of a character's posts.Basic$150
Upgrades
IconNameDescriptionLevelPrice
Posted ImageArrow GrabPermits a character to use their Deflect Arrow ability when unarmed. If Arrow Grab is used, then instead of averting the arrow, it is stopped mid-flight by grabbing the shaft. A character needs to have at least one free hand in order to use this ability.Intermediate+$100
IconNameDescriptionLevelPrice
Posted ImageImproved Deflect ArrowThe character can deflect an arrow once every six of their character's posts, instead of eight. Does not alter the frequency limit of the Arrow Grab upgrade.Intermediate+$100



IconNameDescriptionLevelPrice
Posted ImageDurabilityWhen activated, this ability will negate the character's sense of pain, allowing them to ignore otherwise crippling injuries for a short time. In exchange, the character's Fighter Strength level is reduced to zero. If it is already at zero or less, they lose two effective levels.Basic$150
Upgrades
IconNameDescriptionLevelPrice
Posted ImageAura of PerseveranceThe effect of Durability may be spread to any allies nearby. However, the effect is somewhat decreased for each additional person affected.Intermediate+$100
IconNameDescriptionLevelPrice
XXXBastionWhen activated, this ability will negate the character's sense of pain, allowing them to ignore otherwise crippling injuries for a short time. In exchange, the character's Fighter Speed level is reduced to zero. If it is already at zero or less, they lose two effective levels.Intermediate+$100



IconNameDescriptionLevelPrice
XXXIntimidateThe character's aura of strength is capable of affecting opponents just by being present. If your character has an advantage of at least two levels of Fighter Strength over an opponent, their own Fighter Strength and Fighter Speed levels are reduced by one. If your advantage is five or more levels, this reduction is increased to two levels of each.Basic$250



IconNameDescriptionLevelPrice
Posted ImageParryingPermits a character to parry a weapon strike that would otherwise be unavoidable (This is not required for regular parrying). Can be used once every twelve of a character's posts.Basic$100
Upgrades
IconNameDescriptionLevelPrice
Posted ImageBlade GrabGives the character the option of turning their parry into a blade grab, where they take hold of the character's weapon with a free hand when attacked. No damage is taken except from enchantments such as Flame or Lightning Imbued.Intermediate+$150
IconNameDescriptionLevelPrice
Posted ImageImproved ParryingAllows the use of the Parrying ability once every eight of a character's posts instead of twelve. Does not affect the frequency limit of the Blade Grab upgrade.Intermediate+$100
Posted ImageGreater ParryingThe frequency limit for the Parrying ability is lowered to six posts. Does not affect the Blade Grab upgrade.Advanced+$100



IconNameDescriptionLevelPrice
Posted ImageRapid ReloadA person with this skill is able to overcome the one-shot-per-post limit on crossbows. The character is able to fire three shots from a light crossbow, or two from a heavy crossbow.Basic$100



IconNameDescriptionLevelPrice
Posted ImageSalvoWhen using a bow, this skill permits a character to fire two arrows simultaneously.Basic$100
Upgrades
IconNameDescriptionLevelPrice
Posted ImageImproved SalvoWhen using a bow, this skill permits a character to fire three arrows simultaneously.Intermediate+$50
Posted ImageGreater SalvoWhen using a bow, this skill permits a character to fire four arrows simultaneously.Intermediate+$75
Posted ImageMaster SalvoWhen using a bow, this skill permits a character to fire five arrows simultaneously.Intermediate+$100
Posted ImageEpic SalvoWhen using a bow, this skill permits a character to fire six arrows simultaneously.Advanced+$125
Posted ImagePerfect SalvoWhen using a bow, this skill permits a character to fire seven arrows simultaneously.Advanced+$150



Intermediate Abilities
IconNameDescriptionLevelPrice
XXXBarricadeThe character becomes rooted to the spot, unable to move their feet. In exchange for mobility, they gain the ability to deflect every single close-range attack which is unleashed upon them, regardless of speed or reflexes, provided they have either a melée weapon or a shield to deflect them with. Weapons such as bows and crossbows can not be used to defend with this ability. Barricade can be maintained indefinately, however, after a character ends the effect, they will be unable to start it again for the next ten or their own posts.Intermediate$220



IconNameDescriptionLevelPrice
XXXBlood SwordIf the blade of the character's weapon comes into contact with fresh blood, they will regain some of their lost health; the amount of life force restored is proportional to the amount of blood flowing across the blade of the weapon. This does not work if it is the character's own blood. Once activated, this ability lasts for fifteen of the character's posts. Blood Sword can be used once every twenty-four hours.Intermediate$350



IconNameDescriptionLevelPrice
Posted ImageChannel NatureA character becomes able to apply a single enchantment, based on their innate element, to any weapon they wield; this does not work when unarmed. You can pick one of the following: Flame Imbued (Fire); Frost Imbued (Water); Acid Imbued (Water); Song of the Sea (Water); Acid Imbued (Earth); Woodland Summoning (Earth); Wind Slash (Wind); Holy Blessing (Light); Dark Blessing (Darkness); Lightning Imbued (Non-Elemental).Intermediate$250



IconNameDescriptionLevelPrice
XXXDark SwordThe character can inflict terrible damage upon an opponent at the expense of their own health. With this ability, any bladed melée weapon can be made to pierce armour (except blackrock). As well, Dark Sword attacks are treated as though the chatacter's Fighter Stength is three levels higher than normal. If the attack lands, the target also suffers additional physical damage from a wave of force that emanates from the weapon upon impact.

However, using the Dark Sword will weaken the character using it. Every time a character attempts a Dark Sword attack, they will suffer a penalty of two levels of Fighter Strength for their next three posts whether they hit or miss (This penalty stacks with itself). Additionally, if the attack injures a target, the user will lose a fraction of their own health as well; even a resilient character will find it difficult to land more than five Dark Sword strikes without killing themselves - unless they are healed in the mean time. Using this skill also negates the effects of Blessing and Sanctuary on the user.
Intermediate$300



IconNameDescriptionLevelPrice
Posted ImageDire StrikeThe striking distance of the character's melée weapon is temporarily increased by up to two times. The physical size does not change, but a tangible, visible force makes up the extra length; taking of the form of a blade or a blunt object depending on the type of weapon. The effect lasts for three of the character's posts, and can be used once in every ten.Intermediate$200



IconNameDescriptionLevalPrice
Posted ImageForce NeedleWhen a character uses this ability, the charater must concentrate on it for one full post, therefore making themselves unable to attack. In any following post, once the ability is charged, they may use any melée weapon capable of dealing piercing damage (Swords, spears, etc) to launch a projectile, by simply thrusting with it. This projectie is treated as though it were a bolt fired by a heavy crossbow.Intermediate$175



IconNameDescriptionLevelPrice
Posted ImageIron FistThrough great focus and an insurmountable willpower, a character becomes capable of breaking rock and denting steel with his bare hands and feet - regardless of his physical strength - without so much as flinching. This does not apply to any weapons that a character is holding, and will not work if the character is wearing gloves or boots more substantial than leather.Intermediate$300
Upgrades
IconNameDescriptionLevelType
Posted ImageHeavenly FistThe character's fists deal additional magical-type damage upon striking, as though he had cast a lesser version of either Magic Missile, Holy Bolt or Crushing Darkness (Depending on the character's innate balance of light and dark) at the moment of impact. As a result, the character is able to damage incorporeal creatures such as ghosts or phantasms with his unarmed attacks.Advanced+$200
IconNameDescriptionLevelPrice
Posted ImageTerra FistA character is able to channel the power of the planet through their own body. Their unarmed strikes will do either burning, freezing or shock damage to anything they hit. A character can only do one type of additional damage at a time, but can change between them during battle. In order to do this, the character must release the previous of type of energy from their body, wait one post to recharge, and then select a new damage type.Advanced+$100



IconNameDescriptionLevelPrice
Posted ImageKeen EyeThis ability gives the character the power to detect those shielded by magical invisibility by sensing their faint outline. They are by no means completely visible, but this is still an advantage. The Keen Eye ability also negates the effects of the Blur spell on a character, and reduces the effect of the Blind spell so that it only blurs vision. Keen Eye is also of great help against the Mirage family of abilities.Intermediate$200



IconNameDescriptionLevelPrice
Posted ImageMirageThe character is able to channel their own energy outwards blurring the area around them and making it more difficult for an enemy to hit precisely. A character must have a Fighter Speed level of at least 2 in order to use this skill. The effect lasts for three of the user's posts once activated, and can be used once in every ten.Intermediate$200
Upgrades
IconNameDescriptionLevelPrice
Posted ImageMirror TrailThe character is capable of expanding the effects of the Mirage ability. As they move duplicates move with them within the same area, leaving massive and confusing 'image' trails that only gradually fade. A character must have a Fighter Speed level of at least 3 in order to use this skill. The effect lasts for three of the user's posts once activated, and can be used once in every ten.Advanced+$100
IconNameDescriptionLevelPrice
Posted ImageScatterThe character no longer appears as a solid object, their body and aura appear fractured apart from each other, mimicing the effects of the 'Displacement' spell for their current post and the next post. Can be used once in every eight of the character's posts. A character must have a Fighter Speed level of at least 3 in order to use this skill.Advanced+$150



IconNameDescriptionLevelPrice
XXXNight SwordThe character with this ability may use a Night Sword attack once in every ten of their own posts. This attack, if it hits, will have two effects. The first effect is that it will prevent the target from using one of their magic spells for ten posts. The second effect is that the character using Night Sword will steal one spell from the target, giving them a single use of the chosen magic.

If hit by this attack, the recieving character must pick either: The spell which they will be unable to use, or; the spell which the attacker will be able to use. If they choose the spell to let their opponent use, then the attacker can choose to seal off any one of the target's magic spells, and vice-versa. The stolen spell may only be used once, and if another spell is stolen before the previous one has been used, the first spell will be lost.
Intermediate$350



IconNameDescriptionLevelPrice
Posted ImagePower ShotA skill for use with a bow and arrows. In order to use this ability in a combat situation, the character must remain still for the duration of one post in order to properly line up the shot. In the next post, they can fire an arrow which will pierce any armour except for Blackrock.Intermediate$150



IconNameDescriptionLevelPrice
Posted ImageReturnPermits a character to be able to throw a weapon in such a way that it will return to them after striking a single target. The weapon's path may be interrupted, but the ease with which this can be done is relative to the size and weight of the weapon in question.Intermediate$150
Upgrades
IconNameDescriptionLevelPrice
Posted ImageChain ThrowWhen thrown, a weapon can hit up to three targets, if they are within ten feet of each other, before returning.Advanced+$100



Advanced Abilities
IconNameDescriptionLevelPrice
XXXAwesome BlowOnce every ten of their own posts, the character may turn one of their attacks into an Awesome Blow. If this blow connects with another character, they will be sent flying back a hundred feet (even if it was blocked), regardless of size or weight. This will only work with melée weapons, and does not affect ranged weapons such as arrows or throwing axes. A character requires at least four levels of Fighter Strength in order to use this ability.Advanced$275



IconNameDescriptionLevelPrice
Posted ImageRune BladeAny bladed weapon - including swords, axes and spears - held by a character with this skill becomes a runic weapon. The weapon will absorb any magical energy that touches it, and store it. This energy can then remain within the weapon to grant additional magical damage of the elemental type of the spell that was absorbed, or disperse the accumulated magic in the form of a beam attack, similar to that of the Dimension Slash spell.

A runic weapon is also capable of absorbing certain magical spells that would usually hit a character directly - those spells are as follows: Blind; Hold Person; Poison; Silence; Sleep; Weaken. A weapon holding one of these spells will unleash its effect once upon striking, or can be dissipated immediately to make room for another. Note that Hold Person can be absorbed, but is always immediately lost and has no effect upon impact.

It is important to note that a runic weapon can only hold a single spell at any given time. If the weapon is currently storing energy or a spell, then it can not absorb any more. After releasing any stored energy or spells, the Rune Blade skill is not usable again for another five of the character's posts. The Shelter family of abilities also weakens this skill; a character with Shelter will weaken any incoming spells or energy before they are transferred to the weapon.
Advanced$350



Other Abilities
Physical Bonuses
A person can have a total of four physical enhancements, which each represent a boost to their natural abilities. The second tier on the Strength side, and the third tier on the Speed side are comparable to the corresponding magic spells; tiers beyond those exceed them in effectiveness. A general guide to the meanings of each level can be found here - [link] (See top of this post)
Fighter Strength
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100
Fighter Speed
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100



Resistances
A person can have a total of three resistances. Shelter protects against the effects of Magical type spells, whilst Asylum reduces the potency of Psychic type spells. The precise effects of each individual level is listed here - [link].
Shelter
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
Asylum
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
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Rurouni
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I like them so far. These new abilities will really help me flesh out my planned new character. Well done, L.J.
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Who said: Two vast and trunkless legs of stone
Stand in the desert. Near them on the sand,
Half sunk, a shatter'd visage lies, whose frown
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Tell that its sculptor well those passions read
Which yet survive, stamp'd on these lifeless things,
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Rylianis
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This is good stuff, so long as it can be expanded and customised to include new abilities. It has the potential to resolve disputes in fight threads in a more civilised manner than "NO MY CHARACTUR IS MOAR EPIC!!11"

On the other hand, many people will prefer the unrestricted style to "have to post post post so I can get my character some extra strength" or something to that effect. Will this system be imposed on all threads?
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Aw look at my cute little icons. :shifty:
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Ant
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Let's not make an ass out of 'u' and 'me'.
Yay for Mirage and Co. being used, and hurray for Psychic reductions. Had this only been implemented months ago. :whip: I hope there will be more inclusions to, later, as people think of more things.
Edited by Ant, May 8 2009, 02:01 PM.

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I've made some as well, but have not integrated them into LJ's system yet. xD
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LJ
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Rylianis
May 8 2009, 12:52 PM
This is good stuff, so long as it can be expanded and customised to include new abilities. It has the potential to resolve disputes in fight threads in a more civilised manner than "NO MY CHARACTUR IS MOAR EPIC!!11"
That was what I had in mind.

Quote:
 
On the other hand, many people will prefer the unrestricted style to "have to post post post so I can get my character some extra strength" or something to that effect. Will this system be imposed on all threads?

I imagine it would only be enforced in the same way as it is currently with the Strength spell, which people seem to have decided is compulsory, even though it isn't. In the case of these abilities, though, it works out cheaper to achieve the same level of strength. Also, there will be other ways of increasing the effective levels of the Physical Enhancement abilities, as noted in my first post.

I should probably clarify about those. When it says 'you can have four enhancements in total', that means you can only purchase the fourth level of Fighter Strength if you haven't already bought any levels of Fighter Speed. The same applies to resistances; you can not have the maximim level in both Shelter and Asylum; you can have either have three levels of one, or two levels of one and one level of the other.
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Wren
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Wouldn't it make more sense to have a minimum strength requirement in order to get a certain degree of speed instead of making them take one or the other?

If someone was superfast and was possessed of an average build (ie: Didn't have a mass of like, 5kg), then they'd have to be powerful in order to generate the required kinetic energy to travel at those sorts of speeds.
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LJ
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Different kinds of strength. Linford Christie (A 100m sprinter) is not going to punch you anywhere near as hard as Mike Tyson. By comparison, Tyson is so heavy that he probably couldn't even run for the bus. ^^
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Sir
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Sounds excellent.

Some practical questions just to clarify:
Are you allowed to have as many fighter abilities as you want? (Ignoring the Other Abilities section and its restrictions) Obviously if you want to have 7 spells you can only stick to Basic Abilities, and if you want to have 3 spells you can only stick to Basic and Intermediate.

What if someone has 7 spells and they decide later that they want to buy an Intermediate Ability. They decide which three spells to keep and sell the others off for half-price back to stores/auction them off?

The table with the strength levels...does it tie in with the Traits suggestion? So the traits are like an OPTIONAL way of getting some advantages (that come hand-in-hand with weaknesses)? I like the Traits idea, but it really has to be made clear to people that if they want the advantages they /must/ also stick to the weaknesses and there's no way around that.

I'll edit with a small idea in a bit. Your mind must weigh a ton with all those great ideas, LJ.
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LJ
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May 8 2009, 10:52 PM
Are you allowed to have as many fighter abilities as you want? (Ignoring the Other Abilities section and its restrictions) Obviously if you want to have 7 spells you can only stick to Basic Abilities, and if you want to have 3 spells you can only stick to Basic and Intermediate.
Yes, you can have as many as you like within the given level.

Quote:
 
What if someone has 7 spells and they decide later that they want to buy an Intermediate Ability. They decide which three spells to keep and sell the others off for half-price back to stores/auction them off?

Well, it's really up to you people how you want to run it. Personally, I'd just say that you have to sell off any surplus spells before you are allowed to purchase higher level abilities. People will just need to think carefully about what direction they wish to take in order to avoid wasting gold. I'd say that you should give a period for full refunds on spells and so on, though, just so people can update to the new system without losing any value.

Quote:
 
The table with the strength levels...does it tie in with the Traits suggestion? So the traits are like an OPTIONAL way of getting some advantages (that come hand-in-hand with weaknesses)? I like the Traits idea, but it really has to be made clear to people that if they want the advantages they /must/ also stick to the weaknesses and there's no way around that.

As you say, traits are entirely optional. Part of the reason I created them was to cater to people who would say things like, 'My character is a part giant, so surely he should be stronger than an elf with the same set of spells?', which is a fair comment. The current system does not make any differentiation, though. As well, it will solve the problem of people signing up as shape shifters, then complaining that they had to make 60 posts or whatever before they could actually change form. Only it then forces them to make their character more believable by giving them undeniable weaknesses. So no more, 'Oh, you can't damage me with silver because I'm a special kind of werewolf', because the trait list will be posted up for all to see, and a character will have to have the trait name in their inventory in order to get the benefit from it.
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Sir
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Sweet. (Yes, of course there will be a period for full refunds when we implement this system.)

One last question.

You mentioned the half-giant, half-whatever thing. What kind of traits do half-breeds (for lack of a better term) get?
What if someone is a half-elf, quarter-demon, quarter-angel? (And don't say there isn't such a thing, I'm sure Avalon has at some point had that exact combination.)

You can't get half traits can you? Should such people just not get traits or should they apply for "custom traits" that are made for that specific half-breed that includes a weaker combination of the strengths and weaknesses of those traits?

These are kind of hypothetical questions, but I guess it's better to have them answered beforehand, 'cause I'm sure some half-half will come along asking for traits.
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LJ
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The idea was that if people had demi-races like half elf or half ogre or whatever, then they would apply to have a new trait added into the list - with reduced effects from either parent race. As I'd mentioned in the other thread, a character can take one racial trait only, but can pick an unlimited number of other traits.

Quote:
 
As with all the other suggestions I'm making, people will be free to create their own, subject to staff approval. These accepted traits will be added into the list for easy reference (Also so that you can't try and alter the attributes of your trait later). As things stand, this is a bare-bones list; I didn't want to waste too much time on it if the idea was going to be passed over. There should be enough to give you an idea, at least.
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Alternative layout 1:
Basic Abilities
IconNameDescriptionLevelPrice
XXXArmour FocusIf the character would suffer a penalty to Fighter Speed due to their armour, that penalty is reduced by one level. Has no effect if the character is not suffering from any penalty.Basic$175


IconNameDescriptionLevelPrice
Posted ImageBerserkAllows the fighter to battle with an uncontrollable fury. They become unaware of their own pain and their physical abilities effectively increase. This bonus is equivalent to one additional level of Fighter Strength and Fighter Speed on top of any levels a character already has. However, a berserked character is unable to use any other abilities or spells while enraged, except for the innate Physical Enhancements and Resistances. This ability lasts for a minimum of three of the character's posts in a combat situation.Basic$100



IconNameDescriptionLevelPrice
Posted ImageBestial RoarA character with this ability is able to unleash a deafening roar. This intimidating sound has the effect of negating any magical strength spells or supernatural strength enhancements in effect. Due to the nature of the ability, it will have no effect on a character who cannot hear it.Basic$350



IconNameDescriptionLevelPrice
Posted ImageBlessingThe character's ability to recover from injury increases. Minor wounds are healed over the span of a few minutes, and serious injuries are undone in a matter of hours as opposed to days or weeks.Intermediate$200
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IconNameDescriptionLevelPrice
Posted ImageDeflect ArrowThe character is able to use their weapon (Does not work if unarmed) to deflect an incoming arrow, bolt, or similar projectile that would otherwise move too quickly to be intercepted. The ability also works on daggers, stones and other thrown weapons. Can be used once every eight of a character's posts.Basic$150
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IconNameDescriptionLevelPrice
Posted ImageDurabilityWhen activated, this ability will negate the character's sense of pain, allowing them to ignore otherwise crippling injuries for a short time. In exchange, the character's Fighter Strength level is reduced to zero. If it is already at zero or less, they lose two effective levels.Basic$150
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IconNameDescriptionLevelPrice
XXXIntimidateThe character's aura of strength is capable of affecting opponents just by being present. If your character has an advantage of at least two levels of Fighter Strength over an opponent, their own Fighter Strength and Fighter Speed levels are reduced by one. If your advantage is five or more levels, this reduction is increased to two levels of each.Basic$250



IconNameDescriptionLevelPrice
Posted ImageParryingPermits a character to parry a weapon strike that would otherwise be unavoidable (This is not required for regular parrying). Can be used once every twelve of a character's posts.Basic$100
Upgrades
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IconNameDescriptionLevelPrice
Posted ImageRapid ReloadA person with this skill is able to overcome the one-shot-per-post limit on crossbows. The character is able to fire three shots from a light crossbow, or two from a heavy crossbow.Basic$100



IconNameDescriptionLevelPrice
Posted ImageSalvoWhen using a bow, this skill permits a character to fire two arrows simultaneously.Basic$100
Upgrades
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Intermediate Abilities
IconNameDescriptionLevelPrice
XXXBarricadeThe character becomes rooted to the spot, unable to move their feet. In exchange for mobility, they gain the ability to deflect every single close-range attack which is unleashed upon them, regardless of speed or reflexes, provided they have either a melée weapon or a shield to deflect them with. Weapons such as bows and crossbows can not be used to defend with this ability. Barricade can be maintained indefinately, however, after a character ends the effect, they will be unable to start it again for the next ten or their own posts.Intermediate$220



IconNameDescriptionLevelPrice
XXXBlood SwordIf the blade of the character's weapon comes into contact with fresh blood, they will regain some of their lost health; the amount of life force restored is proportional to the amount of blood flowing across the blade of the weapon. This does not work if it is the character's own blood. Once activated, this ability lasts for fifteen of the character's posts. Blood Sword can be used once every twenty-four hours.Intermediate$350



IconNameDescriptionLevelPrice
Posted ImageChannel NatureA character becomes able to apply a single enchantment, based on their innate element, to any weapon they wield; this does not work when unarmed. You can pick one of the following: Flame Imbued (Fire); Frost Imbued (Water); Acid Imbued (Water); Song of the Sea (Water); Acid Imbued (Earth); Woodland Summoning (Earth); Wind Slash (Wind); Holy Blessing (Light); Dark Blessing (Darkness); Lightning Imbued (Non-Elemental).Intermediate$250



IconNameDescriptionLevelPrice
XXXDark SwordThe character can inflict terrible damage upon an opponent at the expense of their own health. With this ability, any bladed melée weapon can be made to pierce armour (except blackrock). As well, Dark Sword attacks are treated as though the chatacter's Fighter Stength is three levels higher than normal. If the attack lands, the target also suffers additional physical damage from a wave of force that emanates from the weapon upon impact.

However, using the Dark Sword will weaken the character using it. Every time a character attempts a Dark Sword attack, they will suffer a penalty of two levels of Fighter Strength for their next three posts whether they hit or miss (This penalty stacks with itself). Additionally, if the attack injures a target, the user will lose a fraction of their own health as well; even a resilient character will find it difficult to land more than five Dark Sword strikes without killing themselves - unless they are healed in the mean time. Using this skill also negates the effects of Blessing and Sanctuary on the user.
Intermediate$300



IconNameDescriptionLevelPrice
Posted ImageDire StrikeThe striking distance of the character's melée weapon is temporarily increased by up to two times. The physical size does not change, but a tangible, visible force makes up the extra length; taking of the form of a blade or a blunt object depending on the type of weapon. The effect lasts for three of the character's posts, and can be used once in every ten.Intermediate$200



IconNameDescriptionLevalPrice
Posted ImageForce NeedleWhen a character uses this ability, the charater must concentrate on it for one full post, therefore making themselves unable to attack. In any following post, once the ability is charged, they may use any melée weapon capable of dealing piercing damage (Swords, spears, etc) to launch a projectile, by simply thrusting with it. This projectie is treated as though it were a bolt fired by a heavy crossbow.Intermediate$175



IconNameDescriptionLevelPrice
Posted ImageIron FistThrough great focus and an insurmountable willpower, a character becomes capable of breaking rock and denting steel with his bare hands and feet - regardless of his physical strength - without so much as flinching. This does not apply to any weapons that a character is holding, and will not work if the character is wearing gloves or boots more substantial than leather.Intermediate$300
Upgrades
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IconNameDescriptionLevelPrice
Posted ImageKeen EyeThis ability gives the character the power to detect those shielded by magical invisibility by sensing their faint outline. They are by no means completely visible, but this is still an advantage. The Keen Eye ability also negates the effects of the Blur spell on a character, and reduces the effect of the Blind spell so that it only blurs vision. Keen Eye is also of great help against the Mirage family of abilities.Intermediate$200



IconNameDescriptionLevelPrice
Posted ImageMirageThe character is able to channel their own energy outwards blurring the area around them and making it more difficult for an enemy to hit precisely. A character must have a Fighter Speed level of at least 2 in order to use this skill. The effect lasts for three of the user's posts once activated, and can be used once in every ten.Intermediate$200
Upgrades
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IconNameDescriptionLevelPrice
XXXNight SwordThe character with this ability may use a Night Sword attack once in every ten of their own posts. This attack, if it hits, will have two effects. The first effect is that it will prevent the target from using one of their magic spells for ten posts. The second effect is that the character using Night Sword will steal one spell from the target, giving them a single use of the chosen magic.

If hit by this attack, the recieving character must pick either: The spell which they will be unable to use, or; the spell which the attacker will be able to use. If they choose the spell to let their opponent use, then the attacker can choose to seal off any one of the target's magic spells, and vice-versa. The stolen spell may only be used once, and if another spell is stolen before the previous one has been used, the first spell will be lost.
Intermediate$350



IconNameDescriptionLevelPrice
Posted ImagePower ShotA skill for use with a bow and arrows. In order to use this ability in a combat situation, the character must remain still for the duration of one post in order to properly line up the shot. In the next post, they can fire an arrow which will pierce any armour except for Blackrock.Intermediate$150



IconNameDescriptionLevelPrice
Posted ImageReturnPermits a character to be able to throw a weapon in such a way that it will return to them after striking a single target. The weapon's path may be interrupted, but the ease with which this can be done is relative to the size and weight of the weapon in question.Intermediate$150
Upgrades
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Advanced Abilities
IconNameDescriptionLevelPrice
XXXAwesome BlowOnce every ten of their own posts, the character may turn one of their attacks into an Awesome Blow. If this blow connects with another character, they will be sent flying back a hundred feet (even if it was blocked), regardless of size or weight. This will only work with melée weapons, and does not affect ranged weapons such as arrows or throwing axes. A character requires at least four levels of Fighter Strength in order to use this ability.Advanced$275



IconNameDescriptionLevelPrice
Posted ImageRune BladeAny bladed weapon - including swords, axes and spears - held by a character with this skill becomes a runic weapon. The weapon will absorb any magical energy that touches it, and store it. This energy can then remain within the weapon to grant additional magical damage of the elemental type of the spell that was absorbed, or disperse the accumulated magic in the form of a beam attack, similar to that of the Dimension Slash spell.

A runic weapon is also capable of absorbing certain magical spells that would usually hit a character directly - those spells are as follows: Blind; Hold Person; Poison; Silence; Sleep; Weaken. A weapon holding one of these spells will unleash its effect once upon striking, or can be dissipated immediately to make room for another. Note that Hold Person can be absorbed, but is always immediately lost and has no effect upon impact.

It is important to note that a runic weapon can only hold a single spell at any given time. If the weapon is currently storing energy or a spell, then it can not absorb any more. After releasing any stored energy or spells, the Rune Blade skill is not usable again for another five of the character's posts. The Shelter family of abilities also weakens this skill; a character with Shelter will weaken any incoming spells or energy before they are transferred to the weapon.
Advanced$350



Other Abilities
Physical Bonuses
A person can have a total of four physical enhancements, which each represent a boost to their natural abilities. The second tier on the Strength side, and the third tier on the Speed side are comparable to the corresponding magic spells; tiers beyond those exceed them in effectiveness. A general guide to the meanings of each level can be found here - [link] (See top of this post)
Fighter Strength
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100
Fighter Speed
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100



Resistances
A person can have a total of three resistances. Shelter protects against the effects of Magical type spells, whilst Asylum reduces the potency of Psychic type spells. The precise effects of each individual level is listed here - [link].
Shelter
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
Asylum
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
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Basic Abilities
IconNameDescriptionLevelPrice
XXXArmour FocusIf the character would suffer a penalty to Fighter Speed due to their armour, that penalty is reduced by one level. Has no effect if the character is not suffering from any penalty.Basic$175
Posted ImageBerserkAllows the fighter to battle with an uncontrollable fury. They become unaware of their own pain and their physical abilities effectively increase. This bonus is equivalent to one additional level of Fighter Strength and Fighter Speed on top of any levels a character already has. However, a berserked character is unable to use any other abilities or spells while enraged, except for the innate Physical Enhancements and Resistances. This ability lasts for a minimum of three of the character's posts in a combat situation.Basic$100
Posted ImageBestial RoarA character with this ability is able to unleash a deafening roar. This intimidating sound has the effect of negating any magical strength spells or supernatural strength enhancements in effect. Due to the nature of the ability, it will have no effect on a character who cannot hear it.Basic$350
Posted ImageDeflect ArrowThe character is able to use their weapon (Does not work if unarmed) to deflect an incoming arrow, bolt, or similar projectile that would otherwise move too quickly to be intercepted. The ability also works on daggers, stones and other thrown weapons. Can be used once every eight of a character's posts.Basic$150
Upgrades: Deflect Arrow
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Posted ImageDurabilityWhen activated, this ability will negate the character's sense of pain, allowing them to ignore otherwise crippling injuries for a short time. In exchange, the character's Fighter Strength level is reduced to zero. If it is already at zero or less, they lose two effective levels.Basic$150
Upgrades: Durability
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XXXIntimidateThe character's aura of strength is capable of affecting opponents just by being present. If your character has an advantage of at least two levels of Fighter Strength over an opponent, their own Fighter Strength and Fighter Speed levels are reduced by one. If your advantage is five or more levels, this reduction is increased to two levels of each.Basic$250
Posted ImageParryingPermits a character to parry a weapon strike that would otherwise be unavoidable (This is not required for regular parrying). Can be used once every twelve of a character's posts.Basic$100
Upgrades: Parrying
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Posted ImageRapid ReloadA person with this skill is able to overcome the one-shot-per-post limit on crossbows. The character is able to fire three shots from a light crossbow, or two from a heavy crossbow. This skill is considered innate, and is constantly active on a character once purchased.Basic$100

Posted Image
SalvoWhen using a bow, this skill permits a character to fire two arrows simultaneously.Basic$100
Upgrades: Salvo
Spoiler: click to toggle


Intermediate Abilities
IconNameDescriptionLevelPrice
XXXBarricadeThe character becomes rooted to the spot, unable to move their feet. In exchange for mobility, they gain the ability to deflect every single close-range attack which is unleashed upon them, regardless of speed or reflexes, provided they have either a melée weapon or a shield to deflect them with. Weapons such as bows and crossbows can not be used to defend with this ability. Barricade can be maintained indefinately, however, after a character ends the effect, they will be unable to start it again for the next ten or their own posts.Intermediate$220
Posted ImageBlessingThe character's ability to recover from injury increases. Minor wounds are healed over the span of a few minutes, and serious injuries are undone in a matter of hours as opposed to days or weeks.Intermediate$200
Upgrades: Blessing
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XXXBlood SwordIf the blade of the character's weapon comes into contact with fresh blood, they will regain some of their lost health; the amount of life force restored is proportional to the amount of blood flowing across the blade of the weapon. This does not work if it is the character's own blood. Once activated, this ability lasts for fifteen of the character's posts. Blood Sword can be used once every twenty-four hours.Intermediate$350
Posted ImageChannel NatureA character becomes able to apply a single enchantment, based on their innate element, to any weapon they wield; this does not work when unarmed. You can pick one of the following: Flame Imbued (Fire); Frost Imbued (Water); Acid Imbued (Water); Song of the Sea (Water); Acid Imbued (Earth); Woodland Summoning (Earth); Wind Slash (Wind); Holy Blessing (Light); Dark Blessing (Darkness); Lightning Imbued (Non-Elemental).Intermediate$250
XXXDark SwordThe character can inflict terrible damage upon an opponent at the expense of their own health. With this ability, any bladed melée weapon can be made to pierce armour (except blackrock). As well, Dark Sword attacks are treated as though the chatacter's Fighter Stength is three levels higher than normal. If the attack lands, the target also suffers additional physical damage from a wave of force that emanates from the weapon upon impact.

However, using the Dark Sword will weaken the character using it. Every time a character attempts a Dark Sword attack, they will suffer a penalty of two levels of Fighter Strength for their next three posts whether they hit or miss (This penalty stacks with itself). Additionally, if the attack injures a target, the user will lose a fraction of their own health as well; even a resilient character will find it difficult to land more than five Dark Sword strikes without killing themselves - unless they are healed in the mean time. Using this skill also negates the effects of Blessing and Sanctuary on the user.
Intermediate$300
Posted ImageDire StrikeThe striking distance of the character's melée weapon is temporarily increased by up to two times. The physical size does not change, but a tangible, visible force makes up the extra length; taking of the form of a blade or a blunt object depending on the type of weapon. The effect lasts for three of the character's posts, and can be used once in every ten.Intermediate$200
Posted ImageForce NeedleWhen a character uses this ability, the charater must concentrate on it for one full post, therefore making themselves unable to attack. In any following post, once the ability is charged, they may use any melée weapon capable of dealing piercing damage (Swords, spears, etc) to launch a projectile, by simply thrusting with it. This projectie is treated as though it were a bolt fired by a heavy crossbow.Intermediate$175
Posted ImageIron FistThrough great focus and an insurmountable willpower, a character becomes capable of breaking rock and denting steel with his bare hands and feet - regardless of his physical strength - without so much as flinching. This does not apply to any weapons that a character is holding, and will not work if the character is wearing gloves or boots more substantial than leather.Intermediate$300
Upgrades: Iron Fist
Spoiler: click to toggle
Posted ImageKeen EyeThis ability gives the character the power to detect those shielded by magical invisibility by sensing their faint outline. They are by no means completely visible, but this is still an advantage. The Keen Eye ability also negates the effects of the Blur spell on a character, and reduces the effect of the Blind spell so that it only blurs vision. Keen Eye is also of great help against the Mirage family of abilities.Intermediate$200
Posted ImageMirageThe character is able to channel their own energy outwards blurring the area around them and making it more difficult for an enemy to hit precisely. A character must have a Fighter Speed level of at least 2 in order to use this skill. The effect lasts for three of the user's posts once activated, and can be used once in every ten.Intermediate$200
Upgrades: Mirage
Spoiler: click to toggle
XXXNight SwordThe character with this ability may use a Night Sword attack once in every ten of their own posts. This attack, if it hits, will have two effects. The first effect is that it will prevent the target from using one of their magic spells for ten posts. The second effect is that the character using Night Sword will steal one spell from the target, giving them a single use of the chosen magic.

If hit by this attack, the recieving character must pick either: The spell which they will be unable to use, or; the spell which the attacker will be able to use. If they choose the spell to let their opponent use, then the attacker can choose to seal off any one of the target's magic spells, and vice-versa. The stolen spell may only be used once, and if another spell is stolen before the previous one has been used, the first spell will be lost.
Intermediate$350
Posted ImagePower ShotA skill for use with a bow and arrows. In order to use this ability in a combat situation, the character must remain still for the duration of one post in order to properly line up the shot. In the next post, they can fire an arrow which will pierce any armour except for Blackrock.Intermediate$150
Posted ImageReturnPermits a character to be able to throw a weapon in such a way that it will return to them after striking a single target. The weapon's path may be interrupted, but the ease with which this can be done is relative to the size and weight of the weapon in question.Intermediate$150
Upgrades: Return
Spoiler: click to toggle


Advanced Abilities
IconNameDescriptionLevelPrice
XXXAwesome BlowOnce every ten of their own posts, the character may turn one of their attacks into an Awesome Blow. If this blow connects with another character, they will be sent flying back a hundred feet (even if it was blocked), regardless of size or weight. This will only work with melée weapons, and does not affect ranged weapons such as arrows or throwing axes. A character requires at least four levels of Fighter Strength in order to use this ability.Advanced$275
Posted ImageRune BladeAny bladed weapon - including swords, axes and spears - held by a character with this skill becomes a runic weapon. The weapon will absorb any magical energy that touches it, and store it. This energy can then remain within the weapon to grant additional magical damage of the elemental type of the spell that was absorbed, or disperse the accumulated magic in the form of a beam attack, similar to that of the Dimension Slash spell.

A runic weapon is also capable of absorbing certain magical spells that would usually hit a character directly - those spells are as follows: Blind; Hold Person; Poison; Silence; Sleep; Weaken. A weapon holding one of these spells will unleash its effect once upon striking, or can be dissipated immediately to make room for another. Note that Hold Person can be absorbed, but is always immediately lost and has no effect upon impact.

It is important to note that a runic weapon can only hold a single spell at any given time. If the weapon is currently storing energy or a spell, then it can not absorb any more. After releasing any stored energy or spells, the Rune Blade skill is not usable again for another five of the character's posts. The Shelter family of abilities also weakens this skill; a character with Shelter will weaken any incoming spells or energy before they are transferred to the weapon.
Advanced$350


Other Abilities
Physical Bonuses
A person can have a total of four physical enhancements, which each represent a boost to their natural abilities. The second tier on the Strength side, and the third tier on the Speed side are comparable to the corresponding magic spells; tiers beyond those exceed them in effectiveness. A general guide to the meanings of each level can be found here - [link] (See top of this post)
Fighter Strength
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100
Fighter Speed
Posted Image
AbilityLevelPrice
Level IBasic$25
Level IIIntermediate+$50
Level IIIIntermediate+$75
Level IVAdvanced+$100



Resistances
A person can have a total of three resistances. Shelter protects against the effects of Magical type spells, whilst Asylum reduces the potency of Psychic type spells. The precise effects of each individual level is listed here - [link].
Shelter
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
Asylum
Posted Image
AbilityLevelPrice
Level IBasic$100
Level IIIntermediate+$100
Level IIIAdvanced+$200
Items Owned:

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Rocket Launcher

Posted Image
Time Stop


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