Post by Nascent on Jul 13, 2009 21:42:38 GMT -5
[SKILL RANKS]
[[SKILL POINTS IN RELATION TO ABILITIES]]
When a new character is created they have 30 Skill Points allotted between Strength, Agility, and Cunning. These, and any Skill Points you earn from RPs, will greatly effect what Abilities the character will have at their disposal. By having enough points it even becomes possible to buy certain Abilities cheaper and earn Skill Ranks, which are effectively a bundle of Abilities your character earns all at once for FREE.
Every Ability has a number of important attributes to consider, so read them carefully.
ABILITY NAME:
ABILITY TYPE: (This distinguishes Standard Abilities from Weapon Abilities, Equipment Abilities, and Advancement Abilities)
ABILITY DESCRIPTION: (Gives a general description of the Ability, including what it looks like and what effect(s) it has)
USAGE: (This is how often and/or how many times the Ability may be used, as well as how long each use lasts)
RANGE: (For projectiles, this is how far they can fly; alternately, this can describe the size of the Ability's effect or the maximum distance from the user it can be created)
ELEMENT:
POWER: (There are four tiers of Ability power: Weak, Average, Strong, and Legendary)
SKILL REQUIRED: (If the Ability has a minimum Skill requirement it will be listed here, along with the Skill required to buy the Ability at half price)
COST: (Virtually all Abilities can be purchased with Munny, though certain Legendary Abilities cannot be. If the character the Ability is purchased for has less than the required Skill Points, the Ability cannot be bought; if their Skill Points equal or exceed the listed Discount, then the Ability may be purchased at half its normal price.)
[[SKILL RANKS]]
When a character's Skills reach specific levels they can earn Skill Ranks. This acts as a kind of 'class system', but allows for more freedom of development. However, a character is only allowed to have ONE Skill Rank from each Tier. Think carefully before taking a Rank in a Tier, as you can't change a Rank once recieved.
Also, each Skill Rank has its own unique Special Ability. This is free when you earn the rank; however, when the character gets a Skill Rank from the next Tier they will automatically lose the Special Ability from their previous Skill Rank unless they opt to buy it. The cost for retaining / recovering a previous Skill Rank's Special Ability are listed below:
1st TIER: 300 Munny
2nd TIER: 650 Munny
3rd TIER: 1000 Munny
EPIC TIER 3000 Munny
To request a Skill Rank, make a post in the Updates section like you would when making a Shop purchase. Provide a link to your character's profile and state which Skill Rank you wish to gain. Make sure to list which of the free Abilities that come with the Skill Rank you want. A C-mod or Staff Member will then edit your character's profile to reflect their new Skill Rank. If you wish to retain the Special Ability from a previous Skill Rank, you MUST state your intention to purchase it in the same post and have sufficient Munny to do so.
1st TIER
RANK: Fighter
REQUIRED: 15 Strength
[Long hours of grueling exercise and tough battlefield experience have forged you into a capable warrior. You are far from being the best, but you are no pushover either.]
ABILITIES GAINED:
• CHOOSE TWO: Bladed Weapon Trainee, Blunt Weapon Trainee, Ranged Weapon Trainee, Unarmed Combat Trainee
• CHOOSE TWO: Dodge Roll, Mantra, Once Again
• SPECIAL ABILITY: Don't Ignore Me!
ABILITY TYPE Standard
ABILITY DESCRIPTION If an enemy you attacked in your last turn doesn't attack you during their turn, you may make one normal attack on them that cannot be dodged or blocked without the use of an evasive or defensive Ability (unless the target is using a shield as a weapon, in which case they can block at will). Target must be in close combat range (no more than ten feet away).
USAGE Three uses per battle
RANGE Ten feet
ELEMENT None
POWER Weak
RANK: Acrobat
REQUIRED: 15 Agility
[You are quick on your feet and quick with your hands, and even those who know you best have a hard time keeping up with you... to say nothing of your enemies.]
ABILITIES GAINED:
• CHOOSE TWO: Aim, Dodge Roll, Jump Boost, Ranged Weapon Trainee, Unarmed Combat Trainee
• SPECIAL ABILITY: Can't Catch Me!
ABILITY TYPE Standard
ABILITY DESCRIPTION You see your enemy making their move and use it as an opportunity to slip around behind them, gaining the advantage! If an enemy makes a close combat normal attack on this character they can automatically dodge the attack and take up a position behind the attacking character.
USAGE Three uses per battle
RANGE Close combat
ELEMENT None
POWER Weak
RANK: Initiate
REQUIRED: 15 Cunning
[You have taken the opening steps as a student of the arcane arts, and are learning things about the nature of reality that would baffle lesser minds.]
ABILITIES GAINED:
• CHOOSE FIVE: Fire, Fireball, Flame Infusion, Ice, Ice Arrow, Frost Infusion, Lightning, Lightning Bolt, Shock Infusion, Wind, Stone Spike, Entangle, Protect, Barrier
• SPECIAL ABILITY: Magic Missile
ABILITY TYPE Standard
ABILITY DESCRIPTION A simple but effective conjuration of non-elemental magic energies, the spell Magic Missile is a favorite amongst beginning magicians. The spellcaster can conjure up to three Magic Missiles per turn, radiant balls of energy the size of a cantaloupe that explode on contact with any solid surface. The magic missiles fly towards their target with a very slight homing ability -- they don't do sharp turns or weave through obstructions, but they will attempt to make a straight line to their target.
USAGE Ten uses per battle (up to three Magic Missiles per use)
RANGE 50 feet
ELEMENT None
POWER Weak
RANK: Rogue
REQUIRED: 20 Agility, 10 Cunning
[You're a shady individual with quick hands, a clever mind, and more than a few tricks up your sleeve.]
ABILITIES GAINED:
• AUTOMATIC: Sneak
• CHOOSE ONE SET: Bladed Weapon Trainee & Blade Dance, Ranged Weapon Trainee & Rapid Shot, Unarmed Combat Trainee & Flash of Fists
• CHOOSE ONE: Dodge Roll, Once Again, Basic Parkour
• SPECIAL ABILITY: Altered Voice
ABILITY TYPE Standard
ABILITY DESCRIPTION A handy talent for any rogue needing a distraction or wanting to stir up a little chaos, Altered Voice concerns the two main skills of a ventriloquist: changing one's voice, and making that voice sound like it came from somewhere else. The rogue is readily able to modify his or her voice to match any person they've heard speak, and can do it well enough that only a computer or someone else with the skill could tell the difference. They can also "throw" their voice, making it sound to listeners as if the sound is originating with another person, object, or location nearby.
USAGE Unlimited
RANGE 30 feet
ELEMENT None
POWER Weak
RANK: Mercenary
REQUIRED: 20 Agility, 20 Strength
[When someone needs a sword and they need it quickly, you're not one to disappoint.]
ABILITIES GAINED:
• CHOOSE THREE: Advanced Counterattack, Advanced Battlecry, Bladed Weapon Student, Blunt Weapon Student, Ranged Weapon Student, Unarmed Combat Student, Advanced Dodge Roll, Aerial Dodge, Advanced Mantra
• SPECIAL ABILITY: Soldier of Fortune
ABILITY TYPE Standard
ABILITY DESCRIPTION Mercenaries don't fight for free, and you shouldn't be expected to either! When you kill/destroy/defeat an enemy, request that a Staff Member deposit 50 Munny into your account. This may be used on up to three enemies per battle; only pays for enemies you delivered the final blow to.
USAGE Three enemies per battle
RANGE None
ELEMENT None
POWER Average
RANK: Battlemage
REQUIRED: 20 Strength, 30 Cunning
[Balancing up-close combat advantage with the powers of magic, you are a foe to be feared and an ally worth respecting.]
ABILITIES GAINED:
• CHOOSE THREE: Haste, Glide, Cure, Flame Infusion Lv2, Frost Infusion Lv2, Shock Infusion Lv2, Earth Wall, Aero
• SPECIAL ABILITY: Magic Reserve
ABILITY TYPE Standard
ABILITY DESCRIPTION This Ability gives the Battlemage an edge in casting magic Abilities. When used, the character can opt for one of the following to happen: recharge the USAGE of ONE of their spells by half (for Abilities with a 'uses per battle' count) or make a spell immediately usable (for Abilities with a 'once every so many turns' count).
USAGE Twice per battle
RANGE Self
ELEMENT None
POWER Average
2nd TIER
RANK: Knight
REQUIRED: 50 Strength
[Honor is your battle standard, courage your armor, and victory your anthem. The whisper of your name brings fear to your enemies and boldness to those who join your cause.]
ABILITIES GAINED:
• CHOOSE ONE SET: Bladed Weapon Student & (either) Steel Whirl (or) Disarming Strike, Blunt Weapon Student & Iron Thunder, Ranged Weapon Student & (either) Trick Shot (or) Sniper, Unarmed Combat Student & (either) Brutal Strike (or) Judo Throw
• SPECIAL ABILITY: Defender of the Realm
ABILITY TYPE Standard
ABILITY DESCRIPTION If the knight is fighting on their home world, they may tap into the world's own strength for a single turn. This lets the knight nullify all regular attacks and non-Legendary Abilities used to attack them that turn while also healing the knight back to full health and dispelling any negative status effects.
USAGE Once per battle
RANGE Self
ELEMENT None
POWER Strong
RANK: Acrobat Superior
REQUIRED: 50 Agility
[Your every step bears a certain grace, an undeniable finesse, that whispers of your lightning-fast nature. Few can track your motions, and fewer still can ever hope to catch you.]
ABILITIES GAINED:
• AUTOMATIC: Haste
• CHOOSE TWO: Advanced Parkour, Dance, Advanced Jump Boost, Glide
• SPECIAL ABILITY: Extended Haste
ABILITY TYPE Standard
ABILITY DESCRIPTION Acrobat Superiors can use Haste for an additional two turns. This also applies to the Lv2 and Lv3 versions of the spell.
USAGE Passive
RANGE Self
ELEMENT None
POWER Average
RANK: Protector
REQUIRED: 50 Strength, 30 Cunning
[Your destiny seems to ask that you defend what you see dear and you have no problem adhering to it. Protection is what people see when they look at you and those close to you feel as if nothing in the world can harm them.]
ABILITIES GAINED:
• CHOOSE TWO: Unarmed Combat Student, Bladed Weapon Student, Blunt Weapon Student, Ranged Weapon Student
• CHOOSE THREE: Advanced Counterattack, Protect Lv2, Barrier Lv2, Earth Wall, Esuna, Silence, Reflect, Blade Ward, Arrow Ward, Blunt Ward
• SPECIAL ABILITY: Power of the Heart
ABILITY TYPE Standard
ABILITY DESCRIPTION This ability can only be used once per fight. This ability can only be used when an ally (including your summon) is in critical health. The user will begin to glow with an aura of light, seeming to glimmer whenever light is shone upon them. For the next five turns, the user may block any abilities up to Strong strength without taking damage. If the user tries to block a legendary ability, they will take 50% damage.
RANGE Self
USAGE: Once Per Battle
ELEMENT None
POWER Average
RANK: Wizard
REQUIRED: 50 Cunning
[The unseen powers of the universe react to your will, and you possess a mind with many secrets and much learning. Lesser mages turn to you for guidance and advice.]
ABILITIES GAINED:
• CHOOSE FIVE: Cure, Fire Lv2, Fireball Lv2, Ice Lv2, Ice Arrow Lv2, Lightning Lv2, Lightning Bolt Lv2, Dark Burst Lv 2, Dark Blast Lv 2, Dark Barrier, Light Burst Lv2, Light Beam Lv2, Light Barrier, Protect Lv 2, Barrier Lv 2, Esuna, Poison, Silence, Blue Magic, Illusion, Aqua Breath, Smokescreen, Aether Vision, Whispering Wall, Animal Form, Teleport
• SPECIAL ABILITY: Arcane Ward
ABILITY TYPE Standard
ABILITY DESCRIPTION Relying heavily on arcane knowledge, the wizard creates a defensive circle of esoteric runes and sigils five feet wide. This magic circle takes three turns to create; the wizard must draw each symbol and pattern, and thus cannot attack or cast spells while making the circle (they can, however, benefit from spells cast before they began the process). When completed, anyone standing within the Arcane Ward will have it protecting them -- the Ward's purpose is to completely nullify magic attacks of a specific element: fire, ice, lightning, wind, earth, poison, light, or darkness. The circle does not effect non-elemental magic, physical Abilities, or normal attacks. NOTE: those standing inside the circle also cannot use the selected element, and no one can Teleport into or out of the Ward. The Arcane Ward remains until the wizard chooses to dispel it.
USAGE Twice per battle
RANGE Five feet
ELEMENT None
POWER Strong
RANK: Infiltrator
REQUIRED: 50 Agility, 30 Cunning
ABILITIES GAINED:
• AUTOMATIC: Stealth
• CHOOSE ONE SET: Bladed Weapon Student & (either) Steel Whirl (or) Disarming Strike, Ranged Weapon Student & (either) Trick Shot (or) Sniper
• CHOOSE ONE: Sneak Attack, Steal, Aura Thief
• SPECIAL ABILITY: Ninja Vanish!
ABILITY TYPE Standard
ABILITY DESCRIPTION Throwing down a small smoke grenade, the Infiltrator can vanish from sight and reappear at a location of their choosing within 50 feet as if by magic (cannot bypass walls). This opportunity can be used to re-enter Sneak, Stealth, or Infiltrate; alternately, it can be used to perform an immediate Sneak Attack or Superior Sneak Attack. Smoke disappears within moments after being used.
USAGE Three times per battle.
RANGE Self
ELEMENT None
POWER Average
RANK: Warlock
REQUIRED: 50 Strength, 50 Cunning
[Few can hope to stand before your enchanted weapons and devastating combat presence. Magic leaps like lightning from your fingers and fills your every strike with power.]
ABILITIES GAINED:
• CHOOSE THREE: Flame Infusion Lv3, Frost Infusion Lv3, Shock Infusion Lv3, Earth Wall Lv2, Dark Infusion Lv3, Light Infusion Lv3, Protect Lv3, Barrier Lv3, Superior Clone, Toxic
• SPECIAL ABILITY: Ether Strike
ABILITY TYPE Standard
ABILITY DESCRIPTION Using this Ability, your weapon(s) temporarily become enchanted with a spell that drains the magic of anything it strikes. For two turns after using this Ability any normal attack you make that hits renders the target incapable of using magic Abilities for the next four turns. Does not effect physical Abilities or nullify existing magic buffs (such as Haste). Ether Strike is considered a physical Ability.
USAGE Two times per battle.
RANGE Self
ELEMENT None
POWER Strong
3rd TIER
RANK: Legendary Warrior
REQUIRED: 75 Strength, 30 Agility
[Your enemies cannot stand before you, so undeniable is your prowess. You are a master with your chosen weapon and several others besides. Greatness exudes from your every action, and your deeds have put kings and worlds in your debt.]
ABILITIES GAINED:
• CHOOSE TWO SETS: Bladed Weapon Ardent & Peregrine Strike, Blunt Weapon Ardent & Black Dawn, Ranged Weapon Ardent & Deadly Seeker, Unarmed Combat Ardent & Momentum Breaker
• CHOOSE ONE: Spirit of War, Desperation Attack, Inner Power, Epic Battlecry
• SPECIAL ABILITY: Heroic Aura
ABILITY TYPE Standard
ABILITY DESCRIPTION A faint glow shines from you as you charge into battle, and anyone foolish enough to attack you in close combat finds themselves on the receiving end of a fierce jolt of electricity. This effect lasts for five turns. Counts as a magic Ability.
USAGE Two times per battle.
RANGE Self
ELEMENT Electric
POWER Strong
RANK: Speed Freak
REQUIRED: 75 Agility, 30 Cunning
[The sheer speed and reaction time you're capable of are widely considered unnatural, like a flash of lightning given mortal form. Distance has begun to lose its meaning to you, and you look upon the horizon as the only finish line you'll never cross.]
ABILITIES GAINED:
• AUTOMATIC: Superior Parkour, Superior Jump Boost
• CHOOSE TWO: Haste Lv2, Superior Dodge Roll, Advanced Aerial Dodge, Peregrine Strike, Impossible Jump Boost
• SPECIAL ABILITY: Miracle Runner
ABILITY TYPE Standard
ABILITY DESCRIPTION Feet glowing with a radiant aura, Speed Freaks can run across virtually anything that's even remotely solid, all without breaking the surface or losing traction. Ice, snow, water, burning coals, lava, mudslides, avalanches, they're all no different from a paved highway to a Speed Freak. The one trick to this Ability is that the character HAS to keep moving -- slow down or stop, and the magic vanishes.
USAGE Unlimited
RANGE Self
ELEMENT None
POWER Strong
RANK: Sentinel
REQUIRED: 65 Strength, 45 Cunning
[Saving cities from peril, defeating the dire threats of darkness... These are all tasks you have accomplished. Passion for those close to you runs through your veins and no one but the gods themselves, dare to hurt the ones you love.]
ABILITIES GAINED:
• CHOOSE TWO: Unarmed Combat Ardent, Bladed Ardent, Blunt Weapon Student, Ranged Weapon Ardent
• CHOOSE ONE: Superior Counterattack, Protect Lv3, Barrier Lv3, Cura, Aeroga, Reflecta, Earth Wall Lv2
• SPECIAL ABILITY: Loving Sacrifice
ABILITY TYPE Standard
ABILITY DESCRIPTION The user specifies an ally. For the rest of the battle, that ally and the user share damage. This can be equipped to multiple people at once, and the damage taken is divided by their number. A user and one other person halves the damage, one more makes it one third. This effect does not apply to Legendary abilities.
RANGE Self and Allies
USAGE Once Per Battle
ELEMENT None
POWER Strong
RANK: Sage
REQUIRED: 75 Cunning, 30 Agility
[Your skill as a magic-wielder is not to be questioned. The heavens answer your calls and the supernatural is produced at your very thought. Those who know you can only begin to understand your mind, and those close to you realize that it is better to not mess with a beast trained to strike...]
ABILITIES GAINED:
• CHOOSE ONE SET: Fire Lv3 & Fireball Lv3, Ice Lv3 & Ice Arrow Lv3, Lightning Lv3 & Lightning Bolt Lv3, Dark Burst Lv3 & Dark Blast Lv3, Light Burst Lv3 & Light Beam Lv3
• CHOOSE THREE: Cura, Dark Barrier Lv2, Light Barrier Lv2, Protect Lv3, Barrier Lv3, Toxic, Advanced Blue Magic, Reflecta, Advanced Illusion, Superior Animal Form, Superior Teleport, Blade Ward, Arrow Ward, Blunt Ward
• SPECIAL ABILITY: Doublecast
ABILITY TYPE Standard
ABILITY DESCRIPTION Your magical power is so great that not even the normal constraints of magic have a hold on your mind. The amount of uses for each of your spells is doubled, and if the spell has unlimited uses, it's duration is doubled or if it is passive, it's strength is doubled.
USAGE Passive
RANGE Self
ELEMENT None
POWER Strong
RANK: Pariah
REQUIRED: 75 Agility, 40 Cunning
[You are nothing, no one, and nowhere... until you need to be. Few ever achieve such unity with the unseen as you have, and thus you are a keeper of a great many valuable secrets. Acting unseen, you influence the fortunes of everyone you come across and hold sway over all that nightfall can offer.]
ABILITIES GAINED:
• AUTOMATIC: Infiltrate• CHOOSE ONE: Superior Sneak Attack, Status Thief, Invisibility
• SPECIAL ABILITY: Shadow Travel
ABILITY TYPE Standard
ABILITY DESCRIPTION Closely guarded secret of an ancient sect of shadow warriors, Shadow Travel allows the Pariah to use naturally occurring shadows as portals, greatly aiding their stealth and infiltration. The Pariah enters a shadow in one turn and emerges from another that was within their field of view in the turn following. This means that the destination must be selected before entering. If the shadows are dispelled (either by a bright light or by total darkness) before the Pariah emerges then they appear where the shadow they entered originally was.
USAGE Four times per battle. Unlimited uses and travel distance out of battle.
RANGE 100 feet
ELEMENT None
POWER Strong
EPIC TIER
RANK: Guardian
REQUIRED: 100 Cunning And/Or 100 Strength
[The creator of sanctuary, the keeper of peace, these are all titles you have earned. You are the slayer of tyrants and the ultimate defense. Love, Honor, and Pride are all attributes you know and cherish. None, not even the greatest enemies, shall think to ever hurt you or those even remotely close to you]
ABILITIES GAINED:
• CHOOSE TWO: Unarmed Combat Master, Bladed Master, Blunt Weapon Master, Ranged Weapon Master
• CHOOSE THREE (100 CUNNING): Black Hole, Radiant Fury, Holy, 3 Custom Weak Abilities, 2 Custom Average Abilities, 1 Custom Strong Ability
• CHOOSE THREE (100 STRENGTH): Guardian Angel, Status Thief, Inner Power, Epic Mantra, 3 Custom Weak Abilities, 2 Custom Average Abilities, 1 Custom Strong Ability
• SPECIAL ABILITY: Bastion
ABILITY TYPE Standard
ABILITY DESCRIPTION The user creates one massive wall of stone that surrounds their allies and themselves. This wall is twenty-feet thick and however high the user wishes. This stronghold can be dismissed at any time after summoning. It may only be summoned three times per battle, however. This bastion is able to take 5 Legendary Abilities, 10 Strong Abilities, 20 Average Abilities, or 40 Weak Abilities. Damage taken during summonings is cumulative.
RANGE Self and Allies
Usage: Three Times Per Battle. Damage taken during summoning is cumulative during the battle.
ELEMENT None
POWER Legendary
RANK: Magister
REQUIRED: 90 Cunning
[The ebb and flow of magic is like an old familiar friend to you, and you are intimately acquainted with all its ways. The mysteries of the cosmos unfold daily before your discerning gaze, and the power at your command is nothing less than extraordinary.]
ABILITIES GAINED:
• CHOOSE TWO: Invisibility, Superior Teleport, Terra Form, Fire Storm, Arctic Storm, Thunder Storm, Midnight Tempest, Radiant Fury, Maelstrom, Meteor
• SPECIAL ABILITY: Epic Summon
ABILITY TYPE Standard
ABILITY DESCRIPTION A custom Ability specifically for bringing a creature of immense magical/unnatural power to the battlefield to fight for you. The summon remains for twelve turns before vanishing. The summon may have Abilities of its own -- see the Custom Abilities thread for details. Like any custom Ability, summons must be approved by staff before they can be used.
USAGE Once per battle
RANGE 100 feet
ELEMENT None
POWER Legendary
RANK: Master of War
REQUIRED: 90 Strength, 30 Agility
[You have seen countless battlefields, felled countless foes. Your strength and skill have scattered armies and accomplished what were thought to be impossible feats. You are the master of every weapon, unfettered lord of countless combat techniques. Yours is a name that will endure through the ages...]
ABILITIES GAINED:
• CHOOSE TWO: Mage Hunter, Bladed Weapon Master, Blunt Weapon Master, Ranged Weapon Master, Unarmed Combat Master, Epic Mantra, Legacy of Power
• SPECIAL ABILITY: Army of the Beyond
ABILITY TYPE Standard
ABILITY DESCRIPTION Raising your weapon high and shouting your battlecry unto the very heavens, you bring forth an army of 100 ghostly soldiers to fight for you. These phantoms are immune to physical attack Abilities and normal attacks, but the damage from their swords is very real. If touched by magic, however, a ghost soldier will vanish into nothing but haze.
USAGE Once per battle
RANGE Within 100 feet of self
ELEMENT None
POWER Legendary
RANK: Untouchable
REQUIRED: 90 Agility, 30 Cunning
[Your brother is the swift cheetah, your sister the peregrine falcon. Some say you were conceived by the flash of lightning in the fiercest of hurricane winds. It is almost impossible to see your movements, much less counter them. Foes and allies alike are taken aback by your indomitable speed.]
ABILITIES GAINED:
• CHOOSE TWO: Haste Lv3, Teleport, Illusion, Reflect, Superior Clone, Maelstrom
• SPECIAL ABILITY: After Image
ABILITY TYPE Standard
ABILITY DESCRIPTION This character moves so fast that no one can keep up, and this Ability is proof positive. The character can leave behind an illusory 3D still image of themself which any attacking enemy will think is the character; meanwhile the character has already moved up to a mile away, moving too fast to be seen. Any enemy that attacks the After Image can suffer a normal attack too fast to avoid by the character (at the player's choice). The After Image is destroyed if attacked and automatically disappears after two turns. Very effective for launching or escaping from ambushes.
USAGE Five times per battle
RANGE Self
ELEMENT None
POWER Legendary
RANK: Jack of All Things
REQUIRED: 75 Strength, 75 Agility, 75 Cunning
[The scope and scale of your abilities is formidable in every field, so much so that people wonder whether there's truly anything you can't do.]
ABILITIES GAINED:
• CHOOSE SIX: (Select any six non-Legendary Abilities. These can be custom Abilities if you wish. If Custom Abilities are chosen, no Custom Ability Slots are needed.)
LEGENDARY TIER
RANK: Demigod
REQUIRED: 100 Strength, 100 Agility, 100 Cunning
[Power. Power beyond what any mortal should ever, ever, EVER have. You're so powerful you'd scare yourself, except fear lost its meaning a long time ago.]
ABILITIES GAINED:
• CHOOSE THREE: Fire Mastery, Ice Mastery, Lightning Mastery, Dark Overlord, Paragon of Light, Ultima, Epic Summon (see Magister)
• CHOOSE TEN: (Select any ten non-Legendary Abilities. These can be custom Abilities if you wish. If Custom Abilities are chosen, no Custom Ability Slots are needed.)
• SPECIAL ABILITY: Divine Fortress
ABILITY TYPE Unique
ABILITY DESCRIPTION As the master of your own destiny, it is only fitting that you have a throne from which to rule your existence. And a throne deserves a throne room, and a throne room deserves a master suite, a grand dining hall . . . oh heck, let's just cut to the chase! With your semi-godly powers you can create and design a massive castle, fortress, or stronghold and place it where you see fit, all in only a matter of three turns! Both the layout of the building and what's inside are completely yours to decide: traps, tunnels, secret rooms, giant mazes, chess boards the size of a football field -- your choice! Your Divine Fortress will remain wherever you put it unless you opt to move it or someone destroys it.
USAGE Unlimited; you may only have one Divine Fortress at a time, but once it's created you may revise it's design at any time
RANGE Within sight
ELEMENT None
POWER Legendary