Imp
09-18-2011, 06:55 PM
Here we have the obvious: Skills!
A player is given the choice to choose 5 various(you are not limited to staying in one group) skills/spells when making their character. When they earn exp, they can then purchase more skills.
These skills and spells can be modified only through action as to how it is cast/presented in battle. For instance Ice could be either just a iceball or a stream of ice, whatever the user wishes to have it look like is their choice.
The skills/spells below are subjective and thus prone to changing. If it is agreed that perhaps one doesn't workout, we can remove it. We can also add more depending on who likes what and skills that sound reasonable.
Many of these skills have higher levels that can be obtained once the pre-req(first spell/skill or otherwise noted) to it is learned.
Thus Blah1 -> Blah2 (description for blah 1 -> description for Blah 2)
Also, some skills require high religious belief in either the Dark Gods or Light Gods. Holy Light and Self Resurrect require great devotion toward the Light Gods as no one else can use this. Raise Hellspawn and Greater Demon require great devotion to the Dark Gods as no one else can use it.
White Magic
Heal -> Mass Heal (Heals wounds)
Cure -> Mass Cure (Cures illnesses)
Life -> Mass Life (bring one -> few back to life with treated wounds and illnesses)
Holy light (Cast down a beam of burning holy light which is good against many but more so demons and undead and can also be moved around for a short time)
Slow -> Still (slow a target or cause them to become temporarily immobile)
Deaf -> Blind (cause these illnesses on others. Deaf cannot hear orders or anything around them and are immune to any speechcraft)
Self Resurrect* (Bring yourself back from the dead, less you want to actually fight your way out of hell!)
Elemental
Fireball -> Inferno (throw a single fireball -> a medium powered attack able to hit several targets)
Wave -> maelstrom (Cast when around water or sand)
Thunderbolt -> Thunderstorm (Cast down lightning from single to multiple bolts)
Ice -> Ice wall (throw Ice property with the slight possibility of freezing target, create a defensive ice wall)
Gust -> Tornado (start with a strong gust to a nasty tornado, can cause blind due to dirt and sand flying about)
Tremor -> Quake (start small and work up to rockin' a large area that could shake a house into ruins)
Black Magic
Shadow (variety of spells that cause damage to holy property on single target)
Poison -> Plague* (poison foe or cast it on several foes at once)
Raise skeleton warrior -> Raise skeleton warrior group* (raise armed skeleton)
Raise Hellspawn -> Greater Demon* (raise a bizarre creature from below the surface -> Turn yourself into a Greater Demon for moderate amount of time)
Leech* (Take one's energy)
Shapeshifting, Mental, Teleport, and Other
Shapeshift Snake/Hawk -> Wolf/Bear (Turn into these creatures)
Nature whisperer -> Bestial talk* (talk to the trees and plants, talk to animals)
Green control* (control certain plant life)
Detect -> Whisper in your Ear (Detect hidden foes -> put voices in someone's head in attempt to persuade them)
Telekinesis Light -> Medium (pick up light/medium objects)
Teleport -> Teleport Group* (teleport yourself or a group and yourself to a short distance away)
Teleport great distance* (ability to teleport farther than before)
Insta-Cast* ( Cast magic instantly without having to use words or items)
Hover*(Hover about the area, going at a slow pace but being able to make state your dominance as you look down on everyone)
Greater Understanding (requires any 5 MAGI skills) (marked as * and allows for other spells/skills to open)
Illusion* ( Cast an illusion as a decoy.)
Melee-based magic (weaker than pure magic spells)
Forward blitz (variety of attacks meant to get in an opponent's face in a second)
Elemental strike (use a small scale elemental attack to slow your opponent)
Telekinetic combat (use light-medium melee combos on foes from a distance)
Magic Snare (variety of spells used to grab onto an enemy and open them up for a free hit)
Path of the Warrior
Heavy weapon (requires great strength)
Great strength(req. any 5 COMBAT skills) (ability that grants greater strength and the use of other skills)
Wrestler (req great strength) (wrestle with targets bigger than yourself in a chance to knock them down instead of you being overtaken easily)
Endure l -> ll (req great strength) (Take a beating and be mentally unaffected by it for a short period of time -> longer period of time)
Furious Charge (Ability to charge an opponent, knocking the foe down or stunning them(choice given to target))
Uplifted (req Great strength)(allows the user to fight faster when wearing medium and heavy armor, allowing them to move through difficult terrain easily)
Burning Embodiment (Engulf the user's body in flame and give enhanced strength for a short period of time, after that, the character becomes weak for a short time)
Sweeping Strike (hit multiple targets via 180o angle in front with the ability to cause knockdown on other players)
2-Hand Specialization (Ability to handle a 2-handed sword better than others and parry incoming attacks with it without the need for a shield)
The Tribal Journey
Exotic weapon (A single weapon can be upgraded to inflicting poison status or slow status on a struck target, simply must have 'Exotic' next to it)
Tiger's Ferocity (Allows immunity to being stunned or knocked down)
Nimble Edge (ability to move swiftly and fight through difficult terrain)
Fleet (move fast enough to either flee or catch up to a target)
Arsenal l -> ll* -> lll (+1 weapon added for each stage)
Long-Distance Runner (ability to continue running for a greater time than others)
The Shooting Range
Marksman (greater chance to hit others at ease and allow to hit small target areas)
Sleight of Hand (Ability to reload at a fast rate and continue shooting)
Eagle Eye (see farther and clearer than any other without some magnifying device)
Gun-kata (requires martial arts) (ability to fight in melee with the addition of using guns)
No recoil (requires great strength) (ability to shoot far more accurate when spraying any ballistic weapon)
Ballistic Genius (Ability to fire an arrow farther than any other)
Medium weapon throw (requires great strength) (throw a medium weapon with good accuracy)
Riding Gunner (ability to shoot accurately on a moving vehicle/horse/flyer more so than others)
Quick-draw (Allows one to equip and fire their pistol/bow faster than another can react to, giving first strike)
Tools of an Assassin
Martial artist (dominate others in hand to hand)
Martial weapons (Increase blocking ability with weapons and critical/precise hits that can knock an opponent down)
Lock picking/Hacking (ability to pick locks instead of beating a door down or hack a computer)
Stealth -> Invisible* (move silently, become invisible and walk about freely)
Ambidextrous (the character is equally skilled with both hands in combat. Allows dual wielding)
Quick snatch -> Pickpocket (take things in the open without others seeing -> take things from pockets at ease)
Athletic -> Parkour (move swiftly and acrobatically -> be able to traverse over just about anything via running and jumping (bad idea when area is wet))
Smith
Repair Weapon/item/armor (Repaire the target weapon by any emans sought best by the smith)
Create small weapon -> medium weapon (allows the creation of various weapons when the right equipment is around)
Create EMP/Smoke/Flashbang/Concussion grenade (create any of these with the right elements)
Defense
Heavy shield (ability to equip heavy shield)
Heavy Armor (ability to equip heavy armor)
Quick reflex (Ability to counter first strikes as well as recover faster from knockdown strikes)
Sensor (gives you a tool that detects nearby units even if invisible)
Shock neutralizer (gives you a tool to take the brunt of an attack and nullify chance to be knocked around thanks to machinery)
Education
Speechcraft -> Master of Lore (easily persuade and lie - learn all languages new and ancient)
Almost Honest* (Ability to tell if someone is lying and unaffected by speechcraft)
Survivalist (ability to survive off your surroundings)
Herb Gatherer -> Poison/Venom gatherer (gather healing properties in nature -> gather poison from plants and venom from animals)
Learn skills faster (Learn skills at 75% discount on price/time)
Awareness (a subconscious ability to react to things that the conscious mind may not perceive. You can notice traps, ambushes, or cleverly hidden objects based on a "sixth sense")
Flight Training (Training to use jetpack for characters who don't have wings)
Contortionist (use an innate flexibility from double joints to selective dislocation to assist them in tight situations)
Animal Tamer (resort to peace and keep the animal from attacking or evading using various means)
Animal Riding (grants the ability to fight and properly ride on any trained animal)
Climbing l-ll-lll (A strength based ability that allows the character to scale otherwise unimaginable obstacles. First lv. able to scale walls quickly, 2nd lv. scale towers quickly and at lv. III, a character can scale a sheer cliff without the use of tools)
Equipment
EMP Grenade (have a handy EMP grenade that will render any tech that uses circuits or chips useless for a short period of time)
Smoke Grenade (Cloud one's vision as you throw a smoke grenade to cover your movement)
Flashbang (a grenade that casts blind and deaf on nearby targets for a short period of time)
Concussion grenade (grenade that casts slow and minor blind on nearby targets for a short period of time)
A player is given the choice to choose 5 various(you are not limited to staying in one group) skills/spells when making their character. When they earn exp, they can then purchase more skills.
These skills and spells can be modified only through action as to how it is cast/presented in battle. For instance Ice could be either just a iceball or a stream of ice, whatever the user wishes to have it look like is their choice.
The skills/spells below are subjective and thus prone to changing. If it is agreed that perhaps one doesn't workout, we can remove it. We can also add more depending on who likes what and skills that sound reasonable.
Many of these skills have higher levels that can be obtained once the pre-req(first spell/skill or otherwise noted) to it is learned.
Thus Blah1 -> Blah2 (description for blah 1 -> description for Blah 2)
Also, some skills require high religious belief in either the Dark Gods or Light Gods. Holy Light and Self Resurrect require great devotion toward the Light Gods as no one else can use this. Raise Hellspawn and Greater Demon require great devotion to the Dark Gods as no one else can use it.
White Magic
Heal -> Mass Heal (Heals wounds)
Cure -> Mass Cure (Cures illnesses)
Life -> Mass Life (bring one -> few back to life with treated wounds and illnesses)
Holy light (Cast down a beam of burning holy light which is good against many but more so demons and undead and can also be moved around for a short time)
Slow -> Still (slow a target or cause them to become temporarily immobile)
Deaf -> Blind (cause these illnesses on others. Deaf cannot hear orders or anything around them and are immune to any speechcraft)
Self Resurrect* (Bring yourself back from the dead, less you want to actually fight your way out of hell!)
Elemental
Fireball -> Inferno (throw a single fireball -> a medium powered attack able to hit several targets)
Wave -> maelstrom (Cast when around water or sand)
Thunderbolt -> Thunderstorm (Cast down lightning from single to multiple bolts)
Ice -> Ice wall (throw Ice property with the slight possibility of freezing target, create a defensive ice wall)
Gust -> Tornado (start with a strong gust to a nasty tornado, can cause blind due to dirt and sand flying about)
Tremor -> Quake (start small and work up to rockin' a large area that could shake a house into ruins)
Black Magic
Shadow (variety of spells that cause damage to holy property on single target)
Poison -> Plague* (poison foe or cast it on several foes at once)
Raise skeleton warrior -> Raise skeleton warrior group* (raise armed skeleton)
Raise Hellspawn -> Greater Demon* (raise a bizarre creature from below the surface -> Turn yourself into a Greater Demon for moderate amount of time)
Leech* (Take one's energy)
Shapeshifting, Mental, Teleport, and Other
Shapeshift Snake/Hawk -> Wolf/Bear (Turn into these creatures)
Nature whisperer -> Bestial talk* (talk to the trees and plants, talk to animals)
Green control* (control certain plant life)
Detect -> Whisper in your Ear (Detect hidden foes -> put voices in someone's head in attempt to persuade them)
Telekinesis Light -> Medium (pick up light/medium objects)
Teleport -> Teleport Group* (teleport yourself or a group and yourself to a short distance away)
Teleport great distance* (ability to teleport farther than before)
Insta-Cast* ( Cast magic instantly without having to use words or items)
Hover*(Hover about the area, going at a slow pace but being able to make state your dominance as you look down on everyone)
Greater Understanding (requires any 5 MAGI skills) (marked as * and allows for other spells/skills to open)
Illusion* ( Cast an illusion as a decoy.)
Melee-based magic (weaker than pure magic spells)
Forward blitz (variety of attacks meant to get in an opponent's face in a second)
Elemental strike (use a small scale elemental attack to slow your opponent)
Telekinetic combat (use light-medium melee combos on foes from a distance)
Magic Snare (variety of spells used to grab onto an enemy and open them up for a free hit)
Path of the Warrior
Heavy weapon (requires great strength)
Great strength(req. any 5 COMBAT skills) (ability that grants greater strength and the use of other skills)
Wrestler (req great strength) (wrestle with targets bigger than yourself in a chance to knock them down instead of you being overtaken easily)
Endure l -> ll (req great strength) (Take a beating and be mentally unaffected by it for a short period of time -> longer period of time)
Furious Charge (Ability to charge an opponent, knocking the foe down or stunning them(choice given to target))
Uplifted (req Great strength)(allows the user to fight faster when wearing medium and heavy armor, allowing them to move through difficult terrain easily)
Burning Embodiment (Engulf the user's body in flame and give enhanced strength for a short period of time, after that, the character becomes weak for a short time)
Sweeping Strike (hit multiple targets via 180o angle in front with the ability to cause knockdown on other players)
2-Hand Specialization (Ability to handle a 2-handed sword better than others and parry incoming attacks with it without the need for a shield)
The Tribal Journey
Exotic weapon (A single weapon can be upgraded to inflicting poison status or slow status on a struck target, simply must have 'Exotic' next to it)
Tiger's Ferocity (Allows immunity to being stunned or knocked down)
Nimble Edge (ability to move swiftly and fight through difficult terrain)
Fleet (move fast enough to either flee or catch up to a target)
Arsenal l -> ll* -> lll (+1 weapon added for each stage)
Long-Distance Runner (ability to continue running for a greater time than others)
The Shooting Range
Marksman (greater chance to hit others at ease and allow to hit small target areas)
Sleight of Hand (Ability to reload at a fast rate and continue shooting)
Eagle Eye (see farther and clearer than any other without some magnifying device)
Gun-kata (requires martial arts) (ability to fight in melee with the addition of using guns)
No recoil (requires great strength) (ability to shoot far more accurate when spraying any ballistic weapon)
Ballistic Genius (Ability to fire an arrow farther than any other)
Medium weapon throw (requires great strength) (throw a medium weapon with good accuracy)
Riding Gunner (ability to shoot accurately on a moving vehicle/horse/flyer more so than others)
Quick-draw (Allows one to equip and fire their pistol/bow faster than another can react to, giving first strike)
Tools of an Assassin
Martial artist (dominate others in hand to hand)
Martial weapons (Increase blocking ability with weapons and critical/precise hits that can knock an opponent down)
Lock picking/Hacking (ability to pick locks instead of beating a door down or hack a computer)
Stealth -> Invisible* (move silently, become invisible and walk about freely)
Ambidextrous (the character is equally skilled with both hands in combat. Allows dual wielding)
Quick snatch -> Pickpocket (take things in the open without others seeing -> take things from pockets at ease)
Athletic -> Parkour (move swiftly and acrobatically -> be able to traverse over just about anything via running and jumping (bad idea when area is wet))
Smith
Repair Weapon/item/armor (Repaire the target weapon by any emans sought best by the smith)
Create small weapon -> medium weapon (allows the creation of various weapons when the right equipment is around)
Create EMP/Smoke/Flashbang/Concussion grenade (create any of these with the right elements)
Defense
Heavy shield (ability to equip heavy shield)
Heavy Armor (ability to equip heavy armor)
Quick reflex (Ability to counter first strikes as well as recover faster from knockdown strikes)
Sensor (gives you a tool that detects nearby units even if invisible)
Shock neutralizer (gives you a tool to take the brunt of an attack and nullify chance to be knocked around thanks to machinery)
Education
Speechcraft -> Master of Lore (easily persuade and lie - learn all languages new and ancient)
Almost Honest* (Ability to tell if someone is lying and unaffected by speechcraft)
Survivalist (ability to survive off your surroundings)
Herb Gatherer -> Poison/Venom gatherer (gather healing properties in nature -> gather poison from plants and venom from animals)
Learn skills faster (Learn skills at 75% discount on price/time)
Awareness (a subconscious ability to react to things that the conscious mind may not perceive. You can notice traps, ambushes, or cleverly hidden objects based on a "sixth sense")
Flight Training (Training to use jetpack for characters who don't have wings)
Contortionist (use an innate flexibility from double joints to selective dislocation to assist them in tight situations)
Animal Tamer (resort to peace and keep the animal from attacking or evading using various means)
Animal Riding (grants the ability to fight and properly ride on any trained animal)
Climbing l-ll-lll (A strength based ability that allows the character to scale otherwise unimaginable obstacles. First lv. able to scale walls quickly, 2nd lv. scale towers quickly and at lv. III, a character can scale a sheer cliff without the use of tools)
Equipment
EMP Grenade (have a handy EMP grenade that will render any tech that uses circuits or chips useless for a short period of time)
Smoke Grenade (Cloud one's vision as you throw a smoke grenade to cover your movement)
Flashbang (a grenade that casts blind and deaf on nearby targets for a short period of time)
Concussion grenade (grenade that casts slow and minor blind on nearby targets for a short period of time)