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Post by Rocket! on Jul 31, 2009 19:37:58 GMT -5
"When you purchase one of these skills, you will given a detailed pamphlet with many illustrations. After you read and learn the skills inside (and trust us, it will know), the pamphlet will disintegrate into a cloud of ash."
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Post by Rocket! on Dec 20, 2009 12:43:48 GMT -5
{PHYSICAL ABILITIES: Weak}
[name=Aim]ABILITY NAME Aim[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Rule #96! Take a turn to make sure your next shot lands home. After using Aim, a regular attack on your next turn will be twice as accurate. Works with melee, ranged, and thrown weapons. Cannot be used with another Ability. USAGE Unlimited. Requires one turn to activate. RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 1 Agility Discount: 3 Agility COST 75 Munny
[name=Basic Counterattack]ABILITY NAME Basic Counterattack[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When your character is attacked at close range they automatically retaliate with equal force. Only triggered by normal attacks. USAGE Three times per battle. Character must be prepared in advance for the attack. RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 1 Strength Discount: 3 Strength COST 75 Munny
[name=Basic Battlecry]ABILITY NAME Basic Battlecry[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Give a mighty shout, striking fear into your enemies and bolstering your friend's courage! One ally in range can use their normal attack at the strength of a Weak Ability on their next turn. USAGE Three times per battle RANGE One ally within 30 feet ELEMENT None POWER Weak SKILL REQUIRED 3 Strength Discount: 5 Strength COST 100 Munny
[name=Jump Boost]ABILITY NAME Jump Boost[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Characters with this Ability can jump 15 feet into the air at will. USAGE Passive, unlimited RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Agility Discount: 10 Agility COST 100 Munny
[name=Bladed Weapon Trainee]ABILITY NAME Bladed Weapon Trainee[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now twice as accurate as untrained and deal 1.5x normal damage. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Agility Discount: 10 Agility COST 100 Munny
[name=Blunt Weapon Trainee]ABILITY NAME Blunt Weapon Trainee[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with staffs, gauntlets, hammers, and other smash-and-bash weapons. Melee attacks with a blunt weapon are now twice as powerful as normal and slightly more accurate. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Strength Discount: 10 Strength COST 100 Munny
[name=Ranged Weapon Trainee]ABILITY NAME Ranged Weapon Trainee[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with throwing knives, bow and arrows, pistols, and similar 'reach out and touch someone' weapons. Ranged attacks are now twice as accurate as untrained and deal 1.5x normal damage. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Agility Discount: 10 Agility COST 100 Munny
[name=Unarmed Combat Trainee]ABILITY NAME Unarmed Combat Trainee[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now twice as powerful as normal and slightly more accurate. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Strength (or) 5 Agility Discount: 10 Strength (or) 10 Agility COST 100 Munny
[name=Precision Stab]ABILITY NAME Precision Stab[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This ability allows a bladed weapon to strike a single point with perfect accuracy. Only an ability will allow the target to avoid the blow. USAGE Three times per battle RANGE Close combat ELEMENT None POWER Weak SKILL REQUIRED 10 Agility Discount: 15 Agility ABILITY REQUIRED Bladed Weapon Trainee COST 200 Munny
[name=Pound]ABILITY NAME Pound[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A downward blow with a blunt weapon that knocks a target down. If they are standing when hit or fall less than 5 feet before hitting the ground the target will not land smoothly and will take 1 point of damage from the impact itself. USAGE Three times per battle RANGE Close Combat ELEMENT None POWER Weak SKILL REQUIRED 10 Strength Discount: 15 Strength ABILITY REQUIRED Blunt Weapon Trainee COST 200 Munny
[name=Redirection Shot]ABILITY NAME Redirection Shot[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This ability is activated when a ranged weapon collides with another Ranged Weapon's normal attack mid-flight, causing both to fly off at any 2 targets the user desires. The redirected normal attack gains the user's normal attack power and the user's original attack decreases to normal attack power as well. USAGE Three times per battle RANGE 20 feet ELEMENT None POWER Weak SKILL REQUIRED 10 Agility Discount: 15 Agility ABILITY REQUIRED Ranged Weapon Trainee COST 200 Munny
[name=Disorienting Chop]ABILITY NAME Disorienting Chop[/name] ABILITY TYPE Standard ABILITY DESCRIPTION If hit by this Ability a target's normal attacks and Physical Abilities will be half as accurate during their next turn. USAGE Three times per battle RANGE 20 feet ELEMENT None POWER Weak SKILL REQUIRED 10 Strength Discount: 15 Strength ABILITY REQUIRED Unarmed Combat Trainee COST 200 Munny
[name=Focus Lv1: Blade]ABILITY NAME Focus Lv1: Blade[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Bladed weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Weak ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv1: Blade. USAGE Three Turn Duration RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 15 Strength Discount: 20 Strength COST 400 Munny
[name=Focus Lv1: Ranged]ABILITY NAME Focus Lv1: Ranged[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Ranged weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Weak ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv1: Ranged USAGE Three Turn Duration RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Strength, 10 Agility Discount: 15 Strength, 20 Agility COST 400 Munny
[name=Focus Lv1: Blunt]ABILITY NAME Focus Lv1: Blunt[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Blunt weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Weak ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv1: Blunt. USAGE Three Turn Duration RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 15 Strength Discount: 20 Strength COST 400 Munny
[name=Dodge Roll]ABILITY NAME Dodge Roll[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows you to completely dodge one Weak Ability or normal melee attack, but not if your character is in the air or during a jump. Use common sense. USAGE Three uses per battle RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 5 Agility Discount: 10 Agility COST 100 Munny
[name=Rush]ABILITY NAME Rush[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When used at the end of their turn this ability allows a character to rush at another character and begin their next turn in close combat range of within 5 feet. During the time that the user is flying toward their goal they can not dodge or block any ranged-combat attacks that are used on them by the target before they reach them, but they will avoid normal or Weak Ability attacks from other enemies automatically due to their speed. USAGE Three times per battle RANGE 10 feet minimum, 30 feet maximum ELEMENT None POWER Weak SKILL REQUIRED 10 Agility Discount: 15 Agility ABILITY REQUIRED Basic Parkour COST 150 Munny
[name=Mantra]ABILITY NAME Mantra[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A battle meditation that restores 8 health. Cannot attack or use other Abilities in the same turn. USAGE Three uses per battle RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 10 Strength Discount: 15 Strength COST 250 Munny
[name=Once Again]ABILITY NAME Once Again[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A character that's taken normally fatal damage can rise up for one last-ditch attempt. If not healed IMMEDIATELY, the next attack to hit this character WILL finish them off. USAGE Passive; one use per battle. RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 10 Strength Discount: 15 Strength COST 250 Munny
[name=Sneak]ABILITY NAME Sneak[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A novice skill for remaining undetected. A character using Sneak remains undetected by all other characters until they take overt action against another character (by talking, using a normal attack or Ability, or physically interacting with a character in some way) or until their Sneak is declared 'broken'. Far from foolproof, Sneak can be automatically declared 'broken' if the sneaking character moves within five feet of an important NPC or any player character. Sneak can also be 'challenged' by other players and staff members if they feel that the character's cover or camouflage aren't convincing. Staff members can be requested to decide a challenge to Sneak if the players cannot agree. USAGE Three times per battle. Lasts until Sneak is 'broken' or player ends Sneak. Five turn cool-down. Character must be out of sight to begin Sneak. Unlimited use out of battle. RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 15 Agility, 5 Cunning Discount: 20 Agility, 10 Cunning COST 250 Munny
[name=Basic Parkour]ABILITY NAME Basic Parkour[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Parkour is the art of moving quickly and fluidly through an obstacled area, such as a city, town, forest, or cave setting, with superior climbing, jumping, balance, and acrobatic maneuvers. Basic parkour skills allow for characters to flee, dodge, and elude pursuit as well as overcome difficult terrain better than the average person. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 15 Agility Discount: 20 Agility COST 250 Munny
[name=Minor Shockwave]ABILITY NAME Minor Shockwave[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user strikes the ground, causing a visible ring of force to flow outward from the center of impact and cover an area. Anyone touched by the force while they are on or in the ground will sustain damage and be knocked off-balance, preventing them from using a Physical Ability in their next turn. This attack can not be dodged or blocked while on the ground, even with an Ability. USAGE Three times per battle RANGE 1 foot high, 5 foot radius area ELEMENT None POWER Weak SKILL REQUIRED 15 Strength Discount: 20 Strength COST 150 Munny
Specialty Techniques [/center] [name=Blade Dance]ABILITY NAME Blade Dance[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Your superior agility and skill with a blade allows you to string together movement and attack as one seamless effort, making your strikes and thrusts difficult for an opponent to perceive. You are guaranteed at least two solid hits with your blade (so long as your opponent does not have more Agility-focused Skill Ranks than you or a logical exception, such as being a ghost or being completely out of reach). This effect can be combined with other physical Abilities. USAGE Four times per battle. RANGE Close combat ELEMENT None POWER Weak SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Bladed Weapon Trainee COST 275 Munny
[name=Flash of Fists]ABILITY NAME Flash of Fists[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION You aim a salvo of rapid-fire punches at a single target, making it difficult for them to escape or defend. USAGE Four times per battle. RANGE Close combat ELEMENT None POWER Weak SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Unarmed Combat Trainee COST 275 Munny
[name=Wounding Impact]ABILITY NAME Wounding Impact[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION You bring your blunt weapon down on your target with great strength, aiming to break bones and force your adversary to fight with a limp or other handicap. If successful, the part of the body hit will be unusable for the next two turns. USAGE Twice per battle. RANGE Close combat ELEMENT None POWER Weak SKILL REQUIRED 20 Strength Discount: 25 Strength ABILITY REQUIRED Blunt Weapon Trainee COST 275 Munny
[name=Rapid Shot]ABILITY NAME Rapid Shot[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Where normally you would only be able to launch so many arrows, fire so many shots, or throw so many knives in a single turn, now you can temporarily double your output. USAGE Four times per battle. RANGE Minimum 7 feet, maximum 30 ELEMENT None POWER Weak SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Ranged Weapon Trainee COST 275 Munny
[name=Rebuff]ABILITY NAME Rebuff[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION With a mighty thrust of your shield you counter an opponent's melee attack and knock them flat on their back (only if human sized or smaller). USAGE Four times per battle. RANGE Close combat ELEMENT None POWER Weak SKILL REQUIRED 20 Strength Discount: 25 Strength COST 275 Munny
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Post by Rocket! on Dec 20, 2009 12:46:09 GMT -5
{PHYSICAL ABILITIES: Average}
[name=Advanced Jump Boost]ABILITY NAME Advanced Jump Boost[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Characters with this Ability can jump up to 40 feet in the air at will. Replaces Jump Boost. USAGE Passive, unlimited RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Agility Discount: 15 Agility COST 200 Munny
[name=Advanced Counterattack]ABILITY NAME Advanced Counterattack[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When your character is attacked at close range they automatically retaliate with equal force while receiving only half damage. Only triggered by normal attacks and Weak physical attack Abilities. USAGE Three times per battle. Character must be prepared in advance. RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Strength Discount: 15 Strength COST 200 Munny
[name=Advanced Battlecry]ABILITY NAME Advanced Battlecry[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Give a mighty shout, striking fear into your enemies and bolstering your friends' courage! Up to three allies in range can use their normal attack at the strength of a Weak Ability on their next turn, and one enemy in range is unable to use physical attack Abilities during that turn (enemy player characters and boss-type NPCs are immune). USAGE Three times per battle RANGE Up to three allies within 30 feet; one enemy within 30 feet ELEMENT None POWER Average SKILL REQUIRED 10 Strength Discount: 15 Strength COST 250 Munny
[name=Bladed Weapon Student]ABILITY NAME Bladed Weapon Student[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now three times as accurate as normal and twice as powerful. Replaces Bladed Weapon Trainee. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Agility Discount: 15 Agility COST 200 Munny
[name=Blunt Weapon Student]ABILITY NAME Blunt Weapon Student[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with staffs, gauntlets, hammers, and other smash-and-bash weapons. Melee attacks with a blunt weapon are now three times as powerful compared to normal and twice as accurate. Replaces Blunt Weapon Trainee. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Strength Discount: 15 Strength COST 200 Munny
[name=Ranged Weapon Student]ABILITY NAME Ranged Weapon Student[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with throwing knives, bow and arrows, pistols, and similar 'reach out and touch someone' weapons. Ranged attacks are now three times as accurate as normal and twice as powerful. Replaces Ranged Weapon Trainee. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Agility Discount: 15 Agility COST 200 Munny
[name=Unarmed Combat Student]ABILITY NAME Unarmed Combat Student[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now three times as powerful as normal and twice as accurate. Replaces Unarmed Combat Trainee. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Strength Discount: 15 Strength COST 200 Munny
[name=Spellcutter]ABILITY NAME Spellcutter[/name] ABILITY TYPE Standard ABILITY DESCRIPTION With a bladed weapon the user can cut through any Magical Ability of equal or lesser Power, that has a physical presence, in order to negate it. USAGE 3 times per battle RANGE Close Combat ELEMENT None POWER Average SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Bladed Weapon Student COST 300 Munny
[name=Impact Wave]ABILITY NAME Impact Wave[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A normal blunt weapon attack is the trigger for this ability, which creates an expanding shock wave upon impact. This sends out force in all directions that knocks anyone but the user back, but does them no harm itself. USAGE 4 times per battle RANGE 10 foot radius from point of impact ELEMENT None POWER Average SKILL REQUIRED 20 Strength Discount: 25 Strength ABILITY REQUIRED Blunt Weapon Student COST 300 Munny
[name=Falling Stars]ABILITY NAME Falling Stars[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Ranged weapons are sent upward into the air on one turn. At any point during the next 3 turns, the weapons will fall back down to earth on predetermined points at the user's discretion. No more than 1 of the available weapons can be sent toward a single target on 1 turn. Can not be used under any sort of roof. The number of Falling Stars is limited by the available supply of a single weapon set per use. USAGE 3 times per battle, 1 turn preparation, lasts up to 3 turns. RANGE 30 feet ELEMENT None POWER Average SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Ranged Weapon Student COST 300 Munny
[name=Palm Catch]ABILITY NAME Palm Catch[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows the user to catch enemy Physical Abilities with their open hand and negate their effect as long as they are of equal or lesser Power USAGE 3 times per battle RANGE Close Combat ELEMENT None POWER Average SKILL REQUIRED 20 Strength Discount: 25 Strength ABILITY REQUIRED Unarmed Combat Student COST 300 Munny
[name=Advanced Rush]ABILITY NAME Advanced Rush[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When used at the end of their turn this ability allows a character to rush at another character and begin their next turn in close combat range of within 5 feet. During the time that the user is flying toward their goal they can not dodge or block any ranged-combat attacks that are used on them by the target before they reach them, but they will avoid normal or Weak/Average Ability attacks from other enemies automatically due to their speed. USAGE 3 times per battle RANGE 10 feet minimum, 50 feet maximum ELEMENT None POWER Average SKILL REQUIRED 20 Agility Discount: 25 Agility ABILITY REQUIRED Advanced Parkour COST 250
[name=Focus Lv2: Blade]ABILITY NAME Focus Lv2: Blade[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Bladed weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Average ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv2: Blade. USAGE Three turns RANGE Self ELEMENT None POWER Average SKILL REQUIRED 25 Strength Discount: 30 Strength COST 600 Munny
[name=Focus Lv2: Ranged]ABILITY NAME Focus Lv2: Ranged[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Ranged weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Average ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv2: Ranged USAGE Three Turn Duration RANGE Self ELEMENT None POWER Average SKILL REQUIRED 20 Strength, 25 Agility Discount: 25 Strength, 30 Agility COST 600 Munny
[name=Focus Lv2: Blunt]ABILITY NAME Focus Lv2: Blunt[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Blunt weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Average ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv2: Blunt USAGE Three Turn Duration RANGE Self ELEMENT None POWER Average SKILL REQUIRED 25 StrengthDiscount: 30 Strength COST 600 Munny
[name=Advanced Dodge Roll]ABILITY NAME Advanced Dodge Roll[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows you to completely dodge one Weak/Average Ability or normal melee attack, but not if your character is in the air or during a jump. Use common sense. Replaces Dodge Roll. USAGE Three uses per battle RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Agility Discount: 15 Agility COST 200 Munny
[name=Aerial Dodge]ABILITY NAME Aerial Dodge[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows you to completely dodge one Weak/Average Ability or normal melee attack, but ONLY while your character is in the air or during a jump. Use common sense. USAGE Three uses per battle RANGE Self ELEMENT None POWER Average SKILL REQUIRED 10 Agility Discount: 15 Agility COST 200 Munny
[name=Advanced Mantra]ABILITY NAME Advanced Mantra[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A battle meditation that restores 16 health. Cannot attack or use other Abilities in the same turn. USAGE Two uses per battle RANGE Self ELEMENT None POWER Average SKILL REQUIRED 15 Strength Discount: 20 Strength COST 400 Munny
[name=Moderate Shockwave]ABILITY NAME Moderate Shockwave[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user strikes the ground, causing a visible ring of force to flow outward from the center of impact and quickly cover an area. Anyone touched by the force while they are on or in the ground will sustain damage and be knocked off-balance, preventing them from taking physical action in their next turn. This attack can not be dodged or blocked while on the ground, even with an Ability. USAGE 3 times per battle RANGE 4 feet high, 10 foot radius area ELEMENT None POWER Average SKILL REQUIRED 25 Strength Discount: 30 Strength COST 300
[name=Fall Breaker]ABILITY NAME Fall Breaker[/name] ABILITY TYPE Standard ABILITY DESCRIPTION With this ability a character can land safely from a height of up to 100 feet, at any speed, safely without sustaining injury from the fall, regardless of how they came to be in one. The character will still need to consciously break their fall by landing purposefully in order for this ability to take effect. Fall Breaker will not prevent damage from being slammed into the ground without any real falling time by an enemy. It will also not prevent the damage caused by landing on a naturally hazardous surface. USAGE Passive, unlimited RANGE Self ELEMENT None POWER Average SKILL REQUIRED 25 Strength, 25 Agility Discount: 35 Strength, 35 Agility COST 400
[name=Blade Handler]ABILITY NAME Blade Handler[/name] ABILITY TYPE Standard ABILITY DESCRIPTION With enough training in bladed weaponry, a sufficiently skilled character can handle blades safely even with their bare hands. This allows them to hold blades by the edges and even wield them that way as if it were the handle, catch bladed weapons out of the air, or grab a hold of an enemy's bladed weapon without harming their hands (so long as it is not being used in an attack at the time). USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 15 Cunning, 25 Agility Discount: 35 Cunning, 45 Agility ABILITY REQUIRED Unarmed Combat Student COST 350 Munny
[name=Stealth]ABILITY NAME Stealth[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Advanced training grants the character true stealth. A character using Stealth remains undetected by all other characters until they take overt action against another character (by talking, using a normal attack or Ability, or physically interacting with a character in some way) or until their Stealth is declared 'broken'. Stealth can be 'challenged' by other players and Staff Members if they feel that the character's cover or camouflage aren't convincing. Staff Members can be requested to decide a challenge to Stealth if the players cannot agree. When there is consent or a Staff decision, Stealth's effect can be 'broken'. USAGE Three times per battle. Lasts until Stealth is 'broken' or player ends Stealth. Five turn cool-down. Character must be out of sight to begin Stealth. Unlimited use out of battle. RANGE Self ELEMENT None POWER Average SKILL REQUIRED 30 Agility, 15 Cunning Discount: 40 Agility, 20 Cunning COST 600 Munny
[name=Sneak Attack]ABILITY NAME Sneak Attack[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Relying on the advantages of remaining undetected, the character launches an attack that catches their target with their guard down. Any non-magical attack launched while the character is using Sneak, Stealth, Infiltrate, or Invisibility is automatically considered a Sneak Attack, and the player may opt to combine Sneak Attack with other physical Abilities. Sneak Attack has two types: close combat and ranged combat. When attacking from a distance using a bow, crossbow, gun, or throwing weapon Sneak Attack guarantees your first shot will not only strike true, but strike a body part / area of the target if you designate one. When attacking up close with melee weapons or unarmed combat Sneak Attack does damage equivalent to an Average Ability and cannot be avoided or blocked. A character may use up to two long-distance Sneak Attacks in a row without being detected, but a Sneak Attack at close range causes the character to be detected immediately after the attack. USAGE Three times per battle. RANGE Weapon range ELEMENT None POWER Average SKILL REQUIRED 35 Agility, 20 Cunning Discount: 50 Agility, 30 Cunning COST 600 Munny
[name=Steal]ABILITY NAME Steal[/name] ABILITY TYPE Standard ABILITY DESCRIPTION For those looking to line their pockets, the life of a thief is the quick and easy way to go. This Ability allows you to steal valuable Munny, Items, and occasionally even Weapons and Equipment from monsters and NPCs -- note however that it doesn't work on other player characters and may not work all the time. Some enemies may not have anything to steal, while others may be extremely difficult or impossible to steal from. If you use Steal, it is the ONLY Ability that you may do during that turn. The outcome and profits from any attempt to steal are determined by (A) how well executed (how well written and believable) the attempt is, and (B) the Staff Member who gives you the reward. Using Steal while using Sneak, Stealth, Infiltrate, or Invisibility is considered FAR more effective than without it. Note that abusing this Ability can result in it being revoked without a refund! Staff Members can't sit around all day while you eagerly pickpocket a whole town -- not only would it break the Munny system, but it'd also be extremely annoying! That said, you cannot use Steal on monsters, enemies, or NPCs you make and control yourself. Please contact a Staff Member when you use this Ability, providing a link to the post where the attempt to Steal was made. USAGE Unlimited RANGE One target within reach ELEMENT None POWER Average SKILL REQUIRED 35 Agility, 25 Cunning Discount: 50 Agility, 30 Cunning COST 600 Munny
[name=Aura Thief]ABILITY NAME Aura Thief[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This is a very useful Ability for those seeking to gather Synthesis Materials. Aura Thief works much like Steal except that it may also be used on other player characters. The rewards given for Aura Thief, however, are only Synthesis Materials -- this is because your character is essentially "condensing" a small amount of the aura of another being into a solid material. However, because a being's aura is strongest while in combat or using Abilities, those are the only times when Aura Thief may be used. As with Steal, abuse of Aura Thief will cause the Ability to be revoked without refund. If you use Aura Thief, it is the ONLY Ability that you may do during that turn. Please contact a Staff Member when you use this Ability, providing a link to the post where the attempt at Aura Thief was made. USAGE Three times per battle. RANGE One target within reach ELEMENT None POWER Average SKILL REQUIRED 30 Agility, 40 Cunning Discount: 40 Agility, 50 Cunning COST 600 Munny
[name=Advanced Parkour]ABILITY NAME Advanced Parkour[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Parkour is the art of moving quickly and fluidly through an obstacled area, such as a city, town, forest, or cave setting, with superior climbing, jumping, balance, and acrobatic maneuvers. Advanced parkour skills make a character especially adept at moving amongst busy surroundings; they needn't even slow down when faced with most obstacles, and can run up or along walls for a maximum distance of twenty feet in complete defiance of gravity. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Average SKILL REQUIRED 30 Agility, 15 Cunning Discount: 40 Agility, 20 Cunning COST 500 Munny
[name=Munny Toss]ABILITY NAME Munny Toss[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Feel like gambling with your fate? How about your Munny? With this skill you can do both! Using Munny Toss is essentially pay-to-play damage, and YOU set the stakes! To use this Ability, simply list the following at the top of your post: the amount you want to dedicate to damage, and the amount you want to dedicate to accuracy. From there, your first normal attack in that post will have the damage and accuracy boost that you paid for. In damage 50 Munny equals a Weak Ability, 100 equals an Average Ability, 300 is a Strong Ability, and 1,000 is a Legendary Ability! For accuracy we go in increments of 10 Munny; 10 equals 1% accuracy, 100 is 10%, 500 is 50%, and 1000 is 100%! All payment required up front. No IOUs, no negative balance. Notify a Staff Member before using this Ability. No other Abilities, such as Aim, may be used to "improve the odds" of Munny Toss. USAGE Unlimited (but I bet your Munny's not!) RANGE Close combat or normal ranged attack ELEMENT None POWER Whatever you pay for SKILL REQUIRED None COST 50 Munny
[name=Spirit of War]ABILITY NAME Spirit of War[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This Ability draws out the spirit of whatever weapon the character is holding at the time, allowing that weapon to use a specific power for a limited time. See the list below: - UNARMED: Yin and Yang For four turns this character becomes immune to normal attacks and Weak/Average physical Abilities, able to dodge and evade seemingly anything that comes at them. In the fifth turn they gather together a powerful ball of ki containing the combined strength of every attack they dodged in previous turns and fire that energy as a devastating beam upon one target. Does not protect against magic; any magic Ability used on the character, whether harmful or beneficial, automatically interrupts this Ability. Requires Unarmed Combat Student. - DAGGER / SHORT SWORD / WRISTBLADES: Tale of a Thousand Wounds For five turns this character's melee attacks with their blade(s) cannot be blocked, parried, or deflected (by anything less than magical defensive Abilities or Strong physical defensive Abilities) and automatically target weak spots in the opponent's armor/defenses. These attacks can be dodged, but only by use of a non-passive evasive Ability such as Haste. Attacked character(s) take damage equal to an Average Ability each turn that they're attacked. - REGULAR SWORD / LONG SWORD: Storming the Castle While this Ability is in use no shield, armor, or defensive Ability (physical or magical) can block the attacking character's strikes; whether they find an opening or make one through sheer brute force, this character's normal attacks will hit their mark. Limit of one target per turn. - SHIELD: Unbreakable Charge For five turns anything that comes into contact with this character's shield gets flung ten feet away (in the direction of the shield character's choice), including enemies and less-than-Legendary spells. Thrown enemies are stunned and cannot attack or use Abilities in their next turn. This Ability makes it possible for a shield-bearer to break through nearby impenetrable enemy lines and smash through all but the toughest walls. - STAFF / SPEAR: Reap the Whirlwind Character using this Ability must remain standing in a single spot, otherwise the Ability will end the moment they move. While in use this character is able to deflect all normal attacks, including ranged attacks, nullify any less-than-Legendary physical attack Ability that's used against them, nullify Weak attack magic Abilities used on them, and disarm any opponent who attacks them in close combat. - WHIP / CHAIN / FLAIL: Animus For five turns your character's weapon is able to move like a living thing and act independently, striking at your foes with twice the accuracy it would normally have. For the duration of this Ability the weapon's every strike does damage equal to a Weak Ability. This is also the only Spirit of War power that doesn't prevent its user from using other Abilities at the same time. The animated weapon will continue to do your character's will regardless of who picks it up. - HAMMER / GAUNTLET / OVERSIZED SWORD / OTHER LARGE, HEAVY, UNWIELDY BLUNT WEAPON: Titan Strength The strikes and blows of lesser mortals hardly phase you at all! For five turns your every close combat strike does damage equal to an Average Ability, while attacks used against you have a lessened impact. Normal attacks leave only scratches; Weak Abilities do the damage of normal attacks, Average Abilities do the damage of Weak Abilities, and Strong Abilities do the damage of Average Abilities. Does not effect damage from Legendary Abilities. - BOW AND ARROWS / CROSSBOW / THROWN WEAPONS: Hallelujah Chorus For five turns your shots glow with a radiant light that can penetrate even the strongest magical barriers (except Light-element barriers). What's more, your shots will do Light-elemental splash damage in an area of twenty feet on impact (equal to an Average Ability). Does double damage to Heartless, Nobodies, and other inherently dark creatures. - GUNS: Fey Hunter For five turns you every shot does damage equal to a Weak Ability against "unnatural" targets such as Heartless, Nobodies, monsters, or anything not considered a normal mortal being. - SCYTHE: Reaper's Gift During the five turns that this Ability is active the character may auto-kill ONE enemy target, excluding boss-type enemies and any player characters with at least one Strong or three Average Abilities. - KEYBLADE: World Wonder Drawing power from the heart of the world, the Keyblade's chosen one becomes a nigh-unstoppable opponent on the field of battle. For five turns the Keyblade wielder is immune to damage from anything less than Legendary Abilities, and other Keyblades. Counts as a Light-element Ability. USAGE Two uses. Each use lasts five turns unless stated otherwise. Five turn cool-down between uses. Ability stays with the weapon even if it is taken by another character. RANGE (see Ability Description) ELEMENT (see Ability Description) POWER Average SKILL REQUIRED 30 Agility, 30 Strength, 15 Cunning Discount: 40 Agility, 40 Strength, 20 Cunning COST 700 Munny
Specialty Techniques [name=Dance]ABILITY NAME Dance[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Has a variety of effects, all determined by the dominant theme of the dancer's surroundings. See list below: -SKY: Wind Rhapsody Creates a windstorm that knocks enemies' attacks off target. Lasts two turns. -DESERT: Barren Aria Creates a sandstorm that blinds enemies and makes movement difficult. Lasts two turns. -FOREST: Forest Nocturne Gradually heals all allies over the course of five turns and removes all status ailments. Healing is equivalent to Cure each turn; if uninterrupted, can heal all damage. -MOUNTAIN: Earth Blues Triggers a small landslide, effecting up to two enemy targets near each other. Be careful using this dance. -TOWN/CITY: Love Sonata Causes all enemies within 20 feet of the dancer to become Confused, causing their attacks for the next three turns to have an equal chance of broadly missing, targeting an ally, targeting themself, or targeting the dancer / dancer's allies. If used in a player verses player battle, contact a QM or Staff Member to oversee the status effect. -HIGH TECH: Techno Remix Surrounds the dancer in random sparks of plasma, damaging any foes who come within three feet of them. -CAVE: Dusk Requiem Creates six small floating blue flames ("Will-o-the-wisps") which attack enemies as the dancer directs. Flames are destroyed on contact after damaging enemies. If not used to attack, the flames last up to five turns. -WATER: Water Rondo Causes violent water currents that lash out at enemies, doing water-type damage over two turns. -ICE: Snowy Jazz Triggers a mini avalanche, able to bury up to two targets in snow. It takes a minimum of two turns to dig out of the snow. USAGE Three uses per battle. Two turn cool-down. RANGE See individual dances for details ELEMENT None POWER Average SKILL REQUIRED 25 Agility, 10 Cunning Discount: 35 Agility, 15 Cunning COST 350 Munny
[name=Steel Whirl]ABILITY NAME Steel Whirl[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Your skill with a blade is not to be underestimated. Your strikes are a blur and your motions are trained to conceal your next move. You are far from a master, but neither are you an amateur anymore. USAGE Four times per battle. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 30 Agility Discount: 40 Agility ABILITY REQUIRED Bladed Weapon Student COST 450 Munny
[name=Spire Drop]ABILITY NAME Spire Drop[/name] ABILITY TYPE Specialty ABILITY DESCRIPTION While in the air the user of this Ability may aim this attack downward and then drop out of the sky at 2x normal falling speed. They will fall directly down regardless of their previous momentum. USAGE 3 times per battle RANGE Minimum 10 feet above ground ELEMENT None POWER Average SKILL REQUIRED 35 Agility Discount: 40 Agility COST 450
[name=Disarming Strike]ABILITY NAME Disarming Strike[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Sometimes the best strategy is not attack or defense, but to attack an opponent's attack and steal the advantage. With a flourish of steel your blade dances around their weapon, comes in from behind, and aims to remove it from their hands. USAGE Twice per battle. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 35 Agility, 20 Strength Discount: 45 Agility, 25 Strength ABILITY REQUIRED Bladed Weapon Student COST 450 Munny
[name=Brutal Strike]ABILITY NAME Brutal Strike[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION You channel all your strength into a single punch or kick, giving it the raw force needed to break bricks and snap bones neatly in two. USAGE Two uses per battle. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 35 Strength Discount: 45 Strength ABILITY REQUIRED Unarmed Combat Student COST 450 Munny
[name=Judo Throw]ABILITY NAME Judo Throw[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION It is not always the application of force that wins a battle... sometimes it is the ability to dispel force. Your enemies learn this the hard way when they charge you head-on, only to watch you flow around their attack unharmed and use their momentum against them. Nullifies one non-Legendary physical attack Ability or normal melee attack and delivers damage equal to the nulled attack when enemy is thrown. USAGE Two uses per battle. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 35 Agility Discount: 45 Agility ABILITY REQUIRED Unarmed Combat Student COST 450 Munny
[name=Iron Thunder]ABILITY NAME Iron Thunder[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION You strike the ground with your blunt weapon so hard it creates a small tremor, knocking enemies within ten feet of your character off their feet. You can then follow up on this with a normal attack on up to two targets in the same turn. USAGE twice per battle. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 35 Strength Discount: 45 Strength ABILITY REQUIRED Blunt Weapon Student COST 450 Munny
[name=Trick Shot]ABILITY NAME Trick Shot[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Though not true homing, the trick shot technique is a very good substitute. Instead of aiming straight at the target the shot is targeted at something in the surrounding area which it deflects off of. After one or more "bounces" the shot eventually zeroes in on its target. The mental planning that goes into this is truly remarkable, a combination of complex ballistics geometry, tactical forecasting, and more than a bit of luck. The arrow/blade/bullet is shot in one turn and hits its target with great precision next turn. If nothing in the surroundings can be used to deflect the shot, shoot into the sky; if that doesn't work, you'll just have to be creative. USAGE Two times per battle. RANGE 50 feet ELEMENT None POWER Average SKILL REQUIRED 35 Agility, 20 Cunning Discount: 45 Agility, 25 Cunning ABILITY REQUIRED Ranged Weapon Student COST 450 Munny
[name=Power Slide]ABILITY NAME Power Slide[/name] ABILITY TYPE Specialty ABILITY DESCRIPTION The user of this Ability bursts forward across a distance at high speed. Anything they come into contact with during Power Slide is damaged and blown away by at least five feet. This ability can only be used while on the ground and the user can not change direction or stop their movement once it had begun. If they come into contact with something that can not be knocked away, such as a solid wall they can not knock down, then the user will be stopped and sustain half of the Ability's attack power in damage as backlash. USAGE 4 times per battle RANGE 10 feet ELEMENT None POWER Average SKILL REQUIRED 40 Strength, 10 Agility Discount: 45 Strength, 15 Agility COST 500
[name=Sniper]ABILITY NAME Sniper[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Combining excellent eyesight, solid training, and steady hands, the character is able to land a shot accurately at very long range. Limit one shot per turn; no other actions may be taken that turn. USAGE Four times per battle. RANGE 1000 feet for bow and arrows; 700 feet for guns/crossbows; 400 feet for throwing weapons ELEMENT None POWER Average SKILL REQUIRED 40 Agility, 15 Cunning Discount: 50 Agility, 20 Cunning ABILITY REQUIRED Ranged Weapon Student COST 550 Munny
[name=Bastion]ABILITY NAME Bastion[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Your character's shield temporarily gains the fortitude to withstand Weak and Average Abilities. USAGE Four times per battle. Lasts four turns. Two turn cool-down. RANGE Close combat ELEMENT None POWER Average SKILL REQUIRED 45 Strength Discount: 55 Strength COST 700 Munny
[name=Limit Break]ABILITY NAME Limit Break[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION This is a special kind of Custom Ability that your character can use only after they've taken damage equivalent to two Strong Abilities. You may design this Ability as you see fit, but it must be approved by a Staff Member before you may add it to your character's Ability list. A character may only have one Limit Break. Limit Break does not require a Custom Ability Slot. USAGE RANGE ELEMENT POWER Average SKILL REQUIRED 50 Agility, Strength, or Cunning (player's choice)
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Post by Rocket! on Dec 20, 2009 13:23:14 GMT -5
{PHYSICAL ABILITIES: Strong}
[name=Superior Jump Boost]ABILITY NAME Superior Jump Boost[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Characters with this Ability can jump up to 80 feet in the air at will. Replaces Advanced Jump Boost. USAGE Passive, unlimited RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 40 Agility Discount: 55 Agility COST 500 Munny
[name=Superior Counterattack]ABILITY NAME Superior Counterattack[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When your character is attacked at close range they automatically retaliate with twice as much force while receiving only half damage. Only triggered by normal attacks and Weak/Average physical attack Abilities. (Advancement Abilities do not apply with Counterattack) USAGE Three times per battle. Character must be prepared in advance. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Strength Discount: 50 Strength COST 500 Munny
[name=Superior Battlecry]ABILITY NAME Superior Battlecry[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Give a mighty shout, striking fear into your enemies and bolstering your friends' courage! Up to five allies in range can use their normal attack at the strength of an Average Ability on their next turn, and three enemies in range are unable to use physical attack Abilities during that turn (enemy player characters and boss-type NPCs are immune). USAGE Three times per battle RANGE Up to five allies within 50 feet; up to three enemies within 30 feet ELEMENT None POWER Strong SKILL REQUIRED 30 Strength Discount: 50 Strength COST 600 Munny
[name=Bladed Weapon Ardent]ABILITY NAME Bladed Weapon Ardent[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now four times as accurate as normal and three times more powerful. Replaces Bladed Weapon Student. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Agility Discount: 50 Agility COST 600 Munny
[name=Blunt Weapon Ardent]ABILITY NAME Blunt Weapon Ardent[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with staffs, gauntlets, hammers, and other smash-and-bash weapons. Melee attacks with a blunt weapon are now four times as powerful as normal and three times more accurate. Replaces Blunt Weapon Student. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Strength Discount: 50 Strength COST 600 Munny
[name=Ranged Weapon Ardent]ABILITY NAME Ranged Weapon Ardent[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with throwing knives, bow and arrows, pistols, and similar 'reach out and touch someone' weapons. Ranged attacks are now four times as accurate as normal and three times more powerful. Replaces Ranged Weapon Student. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Agility Discount: 50 Agility COST 600 Munny
[name=Unarmed Combat Ardent]ABILITY NAME Unarmed Combat Ardent[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now four times as powerful as normal and three times more accurate. Replaces Unarmed Combat Student. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Strength Discount: 50 Strength COST 600 Munny
[name=Piercing Assault]ABILITY NAME Piercing Assault[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A bladed weapon is used to perform several thrusts in rapid machine gun-like succession. Each attack must be along the same general direction from the user but each split-second thrust may target distinct individual points. USAGE 3 times per battle, lasts up to two turns RANGE Close Combat ELEMENT None POWER Strong SKILL REQUIRED 40 Agility Discount: 50 Agility ABILITY REQUIRED Bladed Weapon Ardent COST 800 Munny
[name=Solid Tornado]ABILITY NAME Solid Tornado[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user spins around with a blunt weapon held out, attacking in all horizontal directions. Anything struck by the attack will be knocked backward by five feet. The user can move around the ground at high speed while using this Ability without losing their sense of direction or maneuverability, but they can not leave the ground. USAGE 3 times per battle, lasts up to 2 turns RANGE Close Combat ELEMENT None POWER Strong SKILL REQUIRED 40 Strength Discount: 50 Strength ABILITY REQUIRED Blunt Weapon Ardent COST 800 Munny
[name=Bounder Shot]ABILITY NAME Bounder Shot[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A ranged weapon attack is aimed at up to 8 sequential targets. After it strikes the first it bounces off and immediately flies to the next, repeating the process to attack all targets, even if the attack would not normally ricochet. One target can be selected multiple times, but not in succession. Each individual strike deals 1 point of damage. USAGE 4 times per battle RANGE 30 feet ELEMENT None POWER Strong SKILL REQUIRED 40 Agility Discount: 50 Agility ABILITY REQUIRED Ranged Weapon Ardent COST 800 Munny
[name=Spirit Strike]ABILITY NAME Spirit Strike[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user faces a target and attacks without a weapon from a distance as if they were in close range. The target of the attack will sustain damage unless the attack is avoided as if it were made in close range. USAGE 4 times per battle RANGE 30 feet ELEMENT None POWER Strong SKILL REQUIRED 40 Agility Discount: 50 Agility ABILITY REQUIRED Unarmed Combat Ardent COST 800 Munny
[name=Focus Lv3: Blade]ABILITY NAME Focus Lv3: Blade[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Your focus with your currently-equipped Bladed weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Strong ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv3: Blade. USAGE Three Turn Duration RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 40 Strength Discount: 60 Strength COST 800 Munny
[name=Focus Lv3: Ranged]ABILITY NAME Focus Lv3: Ranged[/name] ABILITY TYPE Standard Ranged weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Strong ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv3: Ranged. USAGE Three Turn Duration RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 30 Strength, 45 Agility Discount: 40 Strength, 60 Agility COST 800 Munny
[name=Focus Lv3: Blunt]ABILITY NAME Focus Lv3: Blunt[/name] ABILITY TYPE Standard Blunt weapon(s) becomes heightened, causing all attacks you perform with it to become equal to an Strong ability in power. In exchange for this level of concentration no actions but normal attacks and normal movement can be used and you can not change the weapon(s) you are wielding for the full duration of Focus Lv3: Blunt. USAGE Three Turn Duration RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 40 StrengthDiscount: 60 Strength COST 800 Munny
[name=Superior Dodge Roll]ABILITY NAME Superior Dodge Roll[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows your character to completely dodge one non-Legendary Ability or normal attack, but not if your character is in the air or during a jump. Use common sense. Replaces Advanced Dodge Roll. USAGE Six uses per battle RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 35 Agility Discount: 60 Agility COST 600 Munny
[name=Advanced Aerial Dodge]ABILITY NAME Advanced Aerial Dodge[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Allows you to completely dodge one non-Legendary Ability or normal melee attack, but ONLY while your character is in the air or during a jump. Use common sense. Replaces Aerial Dodge. USAGE Three uses per battle RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 35 Agility Discount: 60 Agility COST 700 Munny
[name=Superior Mantra]ABILITY NAME Superior Mantra[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A battle meditation that restores 32 health. Cannot use any other Abilities in the same turn. USAGE Three uses per battle RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 40 Strength Discount: 60 Strength COST 700 Munny
[name=Major Shockwave]ABILITY NAME Major Shockwave[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user strikes the ground, causing a visible ring of force to flow outward from the center of impact and rapidly cover an area. Anyone touched by the force while they are on or in the ground will sustain damage and be knocked off-balance, preventing them from taking physical action in their next turn. This Ability can not be dodged or blocked while on the ground. This attack can not be dodged or blocked while on the ground, even with an Ability. USAGE 3 times per battle RANGE 7 feet high, 20 foot radius area ELEMENT None POWER Strong SKILL REQUIRED 40 Strength Discount: 50 Strength COST 650
[name=Submission]ABILITY NAME Submission[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user of this attack grapples a target and holds them firmly, making them unable to take Physical or Magical actions. During this Ability the user can also not take any Physical or Magical actions without ending Submission. The Ability will last 1 turn for every 10 Strength the user has. The target may break free 1 turn earlier for every 10 Strength that they have. Submission will attack the target 1x for every turn that it lasts. USAGE 3 times per battle RANGE Close Combat ELEMENT None POWER Strong SKILL REQUIRED 50 Strength Discount: 60 Strength COST 1000 Munny
[name=Flash Strike]ABILITY NAME Flash Strike[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When Flash Strike is activated the user attacks a target with normal attacks. For every 10 Agility the user has they will launch 1 attack. For every 10 Agility the target has they may block 1 attack. USAGE 3 times per battle RANGE Close Combat ELEMENT None POWER Strong SKILL REQUIRED 50 Agility Discount: 60 Agility COST 1000 Munny
[name=Detect Weakness]ABILITY NAME Detect Weakness[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user of this Ability attempts to determine the weakest point of their target's defence and strikes there. For every 10 Cunning the user has the attack's damage increases by 8 points after normal calculation. For every 10 Cunning the target has the attack's damage decreases by 8 points after normal calculation. USAGE 3 times per battle RANGE Normal Attack ELEMENT None POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 1000 Munny
ABILITY NAME Superior Blade Handler ABILITY TYPE Standard ABILITY DESCRIPTION With enough training in bladed weaponry a sufficiently skilled character can handle blades safely even with their bare hands. This allows the character to hold blades by the edges as if it they were the handle, catch bladed weapons out of the air, or grab a hold of an enemy's attacking bladed weapon without harming their hands. Blade Handler would not, however, allow a character to catch blades with the force of Strong or higher power behind them at the time. Replaces Blade Handler. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 35 Cunning, 45 Agility Discount: 45 Cunning, 55 Agility ABILITY REQUIRED Unarmed Combat Ardent COST 1000 Munny
[name=Infiltrate]ABILITY NAME Infiltrate[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Supreme training grants the character stealth with almost no limits. A character using Infiltrate remains undetected by all other characters until they take overt action against another character (by talking, using a normal attack or Ability, or physically interacting with a character in some way); unlike Sneak and Stealth, Infiltrate cannot be 'broken' except by overt action. If the Infiltrated character isn't even trying to avoid being seen and still claims to be Infiltrated, Staff Members can be requested to 'break' their Infiltration -- if this happens, that character cannot use Infiltrate again for twenty turns. Aside from this one penalty, Infiltrate is unremitted license to skulk in the shadows and operate undetected until you decide to act. USAGE Three times per battle. Character must be out of sight to begin Infiltrate. Unlimited use out of battle. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 60 Agility, 35 Cunning Discount: 80 Agility, 50 Cunning COST 1000 Munny
[name=Superior Sneak Attack]ABILITY NAME Superior Sneak Attack[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Relying on the advantages of remaining undetected, the character launches an attack that catches their target with their guard down. Any non-magical attack launched while the character is using Sneak, Stealth, Infiltrate, or Invisibility is automatically considered a Superior Sneak Attack, and the player may opt to combine Superior Sneak Attack with other physical Abilities. Superior Sneak Attack has two types: close combat and ranged combat. When attacking from a distance using a bow, crossbow, gun, or throwing weapon Superior Sneak Attack guarantees your first shot will not only strike true, but strike a body part / area of the target if you designate one. This kind of targeted damage can cripple an opponent's arm or leg if used properly (effect lasts until battle ends). When attacking up close with melee weapons or unarmed combat Superior Sneak Attack does damage equivalent to a Strong Ability and cannot be avoided or blocked. A character may use up to four long-distance Sneak Attacks in a row without being detected, but a Sneak Attack at close range causes the character to be detected immediately after the attack. Additionally, if the target doesn't have at least one Strong or three Average Abilities you may opt to auto-kill them with a Superior Sneak Attack. USAGE Three times per battle. RANGE Weapon range ELEMENT None POWER Strong SKILL REQUIRED 65 Agility, 40 Cunning Discount: 80 Agility, 50 Cunning COST 1200 Munny
[name=Status Thief]ABILITY NAME Status Thief[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A rare technique to learn, Status Thief is based on the principles which make Aura Thief possible... only, instead of "stealing" Synthesis Materials, Status Thief allows its user to steal all buffs or temporary advantages effecting a single target. For instance, if a targeted character is boosted with Haste, Night Vision, and Protect, using Status Thief causes them to lose these advantages and gives them to the character who used Status Thief. The downside, however, is that to actually use Status Thief the thief must physically touch their target (or, in the case of energy barriers, touch the energy)... and it isn't only positive status effects that transfer. If the target is poisoned, for instance, the thief will steal that character's poisoned status as well. Be mindful of this. It should be noted that the success of Status Thief does not depend on remaining unseen. USAGE Three times per battle. RANGE Close combat ELEMENT None POWER Strong SKILL REQUIRED 35 Cunning Discount: 50 Cunning COST 1000 Munny
[name=Superior Parkour]ABILITY NAME Superior Parkour[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Parkour is the art of moving quickly and fluidly through an obstacled area, such as a city, town, forest, or cave setting, with superior climbing, jumping, balance, and acrobatic maneuvers. Superior parkour skills make a character especially adept at moving amongst busy surroundings and performing elaborate evasive maneuvers and stunts. They can justify dodging an arrow or crossbow bolt that would have without question hit a normal person, but not a bullet of the same accuracy and nothing at point-blank. Characters with Superior Parkour can run on the surface of walls for a maximum distance of fifty feet in complete defiance of gravity, sprint across circus tightropes or thin wooden poles like they were solid ground, jump huge gaps between rooftops without so much as a scratch, and generally outperform what are considered the normal limits of human acrobatic potential. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 60 Agility, 15 Cunning Discount: 80 Agility, 30 Cunning COST 800 Munny
Specialty Techniques [/center] [name=Peregrine Strike]ABILITY NAME Peregrine Strike[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION This technique is the mark of an expert of bladed combat, and often the final nail in an enemy's coffin. With impossible speed a single close-combat attack is made, able to do critical damage to a single target. The attack is too fast for anyone without at least three Strong Abilities or one Legendary Ability to block, evade, or even see coming. No other attacks or Abilities may be used in the same turn as Peregrine Strike. USAGE Two times per battle. RANGE Close combat ELEMENT None POWER Strong SKILL REQUIRED 70 Agility, 40 Strength Discount: 85 Agility, 65 Strength ABILITY REQUIRED Bladed Weapon Ardent COST 1000 Munny
[name=Black Dawn]ABILITY NAME Black Dawn[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION With remarkable strength and surprising accuracy you fiercely attack one or more points on a single enemy's body that, be they tiny pressure points or simply a good THWACK! upside the head, result in your adversary being temporarily blind for their next two turns. USAGE Once per battle. RANGE Close combat ELEMENT None POWER Strong SKILL REQUIRED 70 Strength, 40 Agility, 15 Cunning Discount: 85 Strength, 65 Agility, 25 Cunning ABILITY REQUIRED Blunt Weapon Ardent COST 1000 Munny
[name=Deadly Seeker]ABILITY NAME Deadly Seeker[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Defying all laws of physics (in whatever style you deem appropriate) your character fires off a shot with an irrevocable mission: strike one specific target NO MATTER WHAT. The shot can fly at high speed, twisting, turning, weaving through city streets or a crowded battlefield like it has a life of its own, all to hit that ONE designated target. If blocked or dodged the shot will continue its relentless pursuit for up to four turns or until it hits its mark. Up to three of these shots can be launched in a single turn, at the shooter's discretion. Each shot does damage equal to an Average Ability. USAGE Nine times per battle. RANGE Up to 500 feet ELEMENT None POWER Strong SKILL REQUIRED 60 Agility, 40 Cunning Discount: 70 Agility, 55 Cunning ABILITY REQUIRED Ranged Weapon Ardent COST 1000 Munny
[name=Momentum Breaker]ABILITY NAME Momentum Breaker[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION For three turns your character can nullify all normal attacks and Weak/Average physical Abilities used against them... at the expense of only being able to perform close combat normal attacks. Provides no protection against magic Abilities. USAGE Two times per battle. RANGE Close combat ELEMENT None POWER Strong SKILL REQUIRED 70 Agility, 40 Strength Discount: 80 Agility, 60 Strength ABILITY REQUIRED Unarmed Combat Ardent COST 1000 Munny
[name=Guardian Angel]ABILITY NAME Guardian Angel[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Putting your trust in your mighty shield, your character is able to withstand a single physical attack Ability without even slight damage, even a Legendary Ability. Provides no protection against magic Abilities. USAGE Once per battle. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 80 Strength Discount: 95 Strength COST 1000 Munny
[name=Desperation Attack]ABILITY NAME Desperation Attack[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION When this character is severely wounded (under 5 health), they can opt to temporarily turn their normal attack into an unblockable Desperation Attack capable of penetrating any defense, be it armor, shield, or magic barrier. Each Desperation Attack packs the full strength of a Strong Ability and is able to do critical damage to targets it hits. This power is not without cost, however. To use a Desperation Attack, the character forfeits the use of all other Abilities (even passive Abilities) for the remainder of the fight. What's more, if the character is healed after using a Desperation Attack they immediately lose the ability to make any more Desperation Attacks AND they still cannot use Abilities until the battle ends. Desperation Attacks cannot be blocked, but they can be evaded. Five turns after the first Desperation Attack is used, the character automatically dies (unless healed by an ally or item). USAGE Unlimited. Character must be seriously wounded. See description for limitations. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 85 Strength, 30 Cunning Discount: 90 Strength, 40 Cunning COST 850 Munny
[name=Inner Power]ABILITY NAME Inner Power[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION There is power within all life... awaken yours, and demonstrate to the world how fierce your spirit can burn! When using Inner Power, select one of the following Powers from the list below. • Forcefield - For two turns your character becomes immune to all damage, even from Legendary Abilities. • Hidden Strength - For two turns character gains the ability to perform superhuman feats of muscle such as lifting objects of ungodly size/weight and breaking otherwise unbreakable walls/barriers. Physical attacks from your character during this time cannot be blocked and do damage equal to a Strong Ability. Does not grant any direct damage resistance. • Secret Skills - For four turns your character has unbeatable agility, reflexes, and supernatural awareness of everything going on around them. While this Ability is active the character can perform feats of skill such as catching arrows or sword blades with their bare hands and dodging bullets. This character is able to dodge any close combat attack used on them (unless the Ability used specifically states it cannot be dodged) and their every attack has 100% accuracy. While this Ability is in effect the character may only use Weak Abilities. USAGE Once per battle RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 80 Strength or 80 Agility, 50 Cunning Discount: 93 Agility or 93 Agility, 70 Cunning COST 1200 Munny
[name=Mage Hunter]ABILITY NAME Mage Hunter[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION This character has mastered the secrets of anti-magic energy and utilizes them in combat to bring powerful magic users to their knees. The character's normal attacks can break through non-Legendary defensive magic Abilities, and their weapons can be used to nullify Weak/Average magical attack Abilities on contact. Status effects caused by magic do not effect this character, and they do not show up on Aether Vision. However, the price of this power is that magical healing Abilities and magical buffs (such as Haste) do not effect this character whatsoever. These anti-magic effects stay with a character permanently -- this Ability cannot be traded, sold, or discarded once it is purchased. USAGE Passive, unlimited, constant effect. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 75 Agility, 30 Cunning Discount: 85 Agility, 40 Cunning COST 1200 Munny
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Post by White on Jul 8, 2010 15:16:53 GMT -5
{PHYSICAL ABILITIES: Legendary}
[name=Impossible Jump Boost]ABILITY NAME Impossible Jump Boost[/name] ABILITY TYPE Standard ABILITY DESCRIPTION With this Ability a character is able to perform a jump while in mid-air, letting them either double their jumping height or shoot off in a new direction without warning. USAGE Unlimited; must land in-between uses RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 80 Agility COST 1000 Munny
[name=Epic Battlecry]ABILITY NAME Epic Battlecry[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Give a mighty shout, striking fear into your enemies and bolstering your friends' courage! All allies within the sound of your voice (or half a mile, whichever comes first) can use their normal attack at the strength of an Average Ability on their next turn, and ten enemies in range are unable to use attack Abilities during that turn (enemy player characters and boss-type NPCs are immune). USAGE Three times per battle RANGE All allies within half a mile; up to ten enemies within 50 feet ELEMENT None POWER Legendary SKILL REQUIRED 50 Strength Discount: 75 Strength COST 800 Munny
[name=Master Parkour]ABILITY NAME Master Parkour[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Parkour is the art of moving quickly and fluidly through an obstacled area, such as a city, town, forest, or cave setting, with superior climbing, jumping, balance, and acrobatic maneuvers. Master-level parkour skills give a character the skill, knowledge, and agility necessary to navigate even the most treacherous environs with a dancer's grace and a ninja's cunning. They can justify dodging arrows, crossbow bolts, bullets, and melee attacks even at point-blank range, although this evasiveness doesn't carry over to magical attacks. Characters with Master Parkour can run, walk or even stand on walls and ceilings in complete defiance of gravity for two turns at a time, sprint up a rock slide, leap and jump from pieces of falling debris with pinpoint accuracy, land without a scratch after falling hundreds of feet, and outperform other such impossible acrobatic feats even while carrying a human-sized person or object. USAGE Passive; constant effect. Character can run, walk, or stand on any surface for up to two turns in complete defiance of gravity - ten turns if the character has the Ability of Super Glide. RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 80 Agility, 30 Cunning Discount: 90 Agility, 45 Cunning COST 1000 Munny
[name=Bladed Weapon Master]ABILITY NAME Bladed Weapon Master[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION You are an unrivaled master with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now six times as accurate as normal and five times more powerful. Replaces Bladed Weapon Ardent. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 60 Agility Discount: 80 Agility COST 800 Munny
[name=Blunt Weapon Master]ABILITY NAME Blunt Weapon Master[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION You are an unrivaled master with staffs, gauntlets, hammers, and other smash-and-bash weapons. Melee attacks with a blunt weapon are now six times as powerful as normal and five times more accurate. Replaces Blunt Weapon Ardent. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 60 Strength Discount: 80 Strength COST 800 Munny
[name=Ranged Weapon Master]ABILITY NAME Ranged Weapon Master[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION You are an unrivaled master with throwing knives, bow and arrows, pistols, and similar 'reach out and touch someone' weapons. Ranged attacks are now six times as accurate as normal and five times more powerful. Replaces Ranged Weapon Ardent. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 60 Agility Discount: 80 Agility COST 800 Munny
[name=Unarmed Combat Master]ABILITY NAME Unarmed Combat Master[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now six times as powerful as normal and five times more accurate. Replaces Unarmed Combat Ardent. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 60 Strength Discount: 80 Strength COST 800 Munny
Specialty Techniques [name=Epic Mantra]ABILITY NAME Epic Mantra[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A battle meditation that restores you to full health. Unlike previous Mantra Abilities, your character may act freely during the turn they use this Ability. USAGE Three uses per battle RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 90 Strength Discount: 100 Strength COST 1500 Munny
[name=Legendary Technique]ABILITY NAME Legendary Technique[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION This is a free custom Ability that you gain upon purchasing your first Legendary physical Ability, as a token tribute to your character's remarkable physical aptitudes. You may design it to your liking, but it must be submitted for approval like any other custom Ability. USAGE RANGE ELEMENT POWER Legendary SKILL REQUIRED none COST Free! (must have one other Legendary physical Ability)
[name=Legacy of Power]ABILITY NAME Legacy of Power[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Your normal attacks gain the strength of a Strong Ability and cannot be blocked or dodged by anyone with less than three Strong Abilities. USAGE Passive, constant effect RANGE Self ELEMENT None POWER Legendary SKILL REQUIRED 90 Strength Discount: 100 Strength COST 1500 Munny
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