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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)

StormWolf
09-20-2011, 06:57 AM
-Combat skills/magic-
Ambidextrous (the character is equally skilled with both hands in combat. Allows dual wielding)

Furious Charge (the character charges or leaps in to the fray with great force, knocking enemies back or stunning them, giving the character equal or greater initiative)
-Advanced Uses: Berserk Charge (allows the character to put greater force behind the initial blow of the charge. Makes War Cry more effective)

Bulging Biceps (the character wields heavy weapons like greatswords, mauls, great axes, and great lances without a penalty to movement.)

Blademaster (requires mastery of all edged weapons. The character can wield any bladed weapon like an extenuation of their flesh)

Parry I-V (allows the character to block and deflect incoming enemy attacks. Lv. 5 Parry allows the character to block arrows and bullets with a sword)

Counter Attack (pre-req. Parry III. The character moves with stunning fluidity and lethality, continuing the parry in to an attack before the enemy can recover.)

Crippling Strike (the character can attack precise weak points on an enemy to deal the most damage)
- Advanced Uses: Severing Strike (sever the limb or extremity off of an enemy)

Crushing Blow (the character can focus all of his strength behind a single attack)
-Advanced Uses: Titanic Blow (the attack crushes armor and pulps flesh as it strikes)


-General Skills-
Acrobatics (advanced movements of the body with use of agility.)
-advanced uses: Disengage, Jump and Leap (use superior agility to evade an enemy you would prefer not to fight; use strength instead of agility to bound great distances)

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")

Carouse I-III (a strength and toughness based ability that allows the character to resist the intoxicating effects of alcohol and drugs. Resistance is increased with every level.)
- Advanced Uses: Tough as Nails I-III (Tough as Nails can only be taken once Carouse III is reached. The character has a greater resistance to alcohol and drugs and also has a resistance to toxins and poisons)

Charm (A charisma based skill that allows the player to improve his/her disposition with other characters.)
-Advanced Uses: Inspire (Those in a position of authority or have Air of Authority can use Inspire to remove psychological effects like Fear and Confusion)

Air of Authority (Sometimes the most savage of barbarians may be more authoritative than a king or emperor. This strength and charisma based skill is passive, giving the character a kingly aura that can either inspire or intimidate.)

Climb I-III (A strength based ability that allows the character to scale otherwise unimaginable obstacles. At lv. III, a character can scale a sheer cliff without the use of tools.)

Contortionist (an agility based ability that will allow the character to use their innate flexibility from double joints to selective dislocation to assist them in tight situations)
-Advanced Uses: Escape Bonds, Escape Grapple, Squeeze Through (The character can escape from forms of imprisonment; the player can squeeze through the iron grip of a combatant; the player and twist and compress their body to fit through tight places.)

Concealment (The character uses agility to hide things as small as coyote traps to cave entrances and even oneself)

Interrogation (a willpower based skill that allows the character to use psychology to extract information from a captive and non-combative opponent.)

Intimidate (a strength based skill that allows the character to extract information from a captive opponent through physical pain and/or violence. Sometimes it takes a few cracks on the head or the breaking of a few fingers. Other times it takes a powerful vocalization and a believable threat to get what you want)
-Advanced Uses: War Cry (As part of a Charge of Furious Charge, the player may use War Cry to stress enemy combatants. With a high enough Strength rating, the player can actually make the enemy route if they are of sufficiently low willpower)

Lore (Intellect based knowledge of the world around you and its history, myths, and legends)
-Advanced Uses: Common Lore, Forbidden Lore, Scholastic Lore (Common Lore means you know the ins and outs of the world as it is known to the common man, including history, legend, and religion; Forbidden Lore signifies that the character is learned in forbidden knowledge of dark magic, dark gods, heretical incantations, monsters, demons, and dangerous knowlegde; Scholastic Lore means that the character has studied all there is to study in any library. They know the Runes of Old, Cryptology, Government, Economics, Anatomy, Law, Ancient Cartography, and other things that would be found buried in the dusty shelves of a library)



more to come

SQJ
09-20-2011, 09:34 AM
Animal riding and animal taming?
And also maybe some more archery abilities such a horse archer abilities not simply relating to accuracy but speed, range and power too.
Like ranged shooting, using a long bow to shoot twice as far as any regular archer.
Twin shots, being able to shoot two arrows at once.
Being able to pull out your bow and shoot in a fraction of the time others could.
Being able to specialize quickly with different bow types. Short, long, composite, twin.

yeah...i dont play enough RPGs to know if they have fancy names or not, I guess you could just call it an overall archery skill I guess X__X

Deadmind
09-20-2011, 10:43 AM
Void (Power over space,able to use portal/teleportation,use vacuum as a mean of slashing)
Burning Embodiment (Engulf the user's body in flame and give enhanced strength)
Flight Training (Training to use jetpack for characters who don't have wings)
EMP blast (render any tech that uses circuits or chips useless)
Lock On (Improve accuracy when using ranged weapons)
Rocket Dive (Jump to the sky and dive into the target)

This is all I can think of for now

Imp
09-21-2011, 01:40 AM
I had EMP listed but took it off as well as a EMP shield that nullifies the effect. XD
Guess it goes back up!

As for the rest of these skills, I'll look over them and add what sounds reasonable. I may join some together and change my ones to include yours.

SikstaSlathalin
09-21-2011, 08:15 PM
Might be able to make things look more organized by putting them under more general categories like Body magic, Mind magic, and Spirit magic. If anyone has played Crusaders of Might and Magic for the PS1 they might know what I'm getting at.

Imp
09-24-2011, 04:50 AM
Yeah I'll be working on that, Siksta. Already edited some parts.

PLUS I'd like to note that we should hold off on some skills and leave them to be discovered in the next chapter. That way when the next chapter does pop up, so will a set of new skills being optional for people to take on if they have the xp for it.

AngelicAsylum
09-25-2011, 07:07 AM
Sounds good boss man!

SikstaSlathalin
09-26-2011, 11:45 PM
This is looking like a work of genius lad.

Imp
09-29-2011, 08:32 PM
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END RESULT - so far
These skills will be added to the character bio for now. Anymore skills will be shown in chapter 2
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