Blackstar RP Dojo Forum Index
FAQ  *  Search  *  Memberlist  *  Usergroups  * Register  *  Profile  *  Ranks  *  Staff  *  Log in to check your private messages  *  Log in 
Cash exchange  *  First Bank of Blackstar Dojo  *  Shops  *  Auctions  *  Your Items  *  All Items  *  Lottery  *  Bookmakers
Medals  *  On Blackstar Now  *  Blackstar Wiki  *  Affiliates  *  CC Chat


Style abilities

 
Post new topic   Reply to topic    Blackstar RP Dojo Forum Index -> The Secret Passage
View previous topic :: View next topic  
Author Message
LordPsycho
Black Tiger (Admin)

Blue Mantis (Admin)

Old Friend

Blackstar Native




Posts: 1785


PostPosted: Wed Aug 15, 2007 9:37 am    Post subject: Style abilities Reply with quote

Well, with the plot over, the admins are taking a break for a few days, but we are giving the sensei's homework to do whilst we rest.

We admins are thinking of creating a system that would let our users gain abilities. These abilities can be magical, practical, stealthy, defensive, offensive, or anything. Lock-picking to magic missles. We'ed prefer these to be able to be used like an item, so they need to something a character could concievably do.

For Tiger abilities, they'd be like Magic missle, healing touch, and telekenisis.

What we need from you is a list of abilities you think characters of your style would use, and a short description of what those abilities do. there is no such thing as to many. so please be thorough.

I'll post my list later.

thanks, DP

_________________

Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Author Message
3kul
Black Mantis (Mod)

Green Spider (Mod)

Evil Council Member

Blackstar Native

Old Friend




Posts: 2955


PostPosted: Wed Aug 15, 2007 9:42 am    Post subject: Reply with quote

Mantis would basically be... Any sort of weapon, which doesn't give me a very easy job Razz

I'll wait to see the your list first DP, hopefully I'll be able to use it as an example so that I can at least get a better idea of where to start on this.

_________________
If I'm not here, I'm probably over at...
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Author Message
LordPsycho
Black Tiger (Admin)

Blue Mantis (Admin)

Old Friend

Blackstar Native




Posts: 1785


PostPosted: Wed Aug 15, 2007 9:56 am    Post subject: Reply with quote

We knew mantis would probably be one of the trickier ones to nail down. Imagine what the spider clan to try
_________________

Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Author Message
Embri
Black Spider

Blackstar Native

Old Friend




Posts: 2172


PostPosted: Wed Aug 15, 2007 12:13 pm    Post subject: Reply with quote

Well, I'm going to give a tech tree a shot... here goes nothing... no idea if this would even be a useful tree or not, it's sort of a non-combat type deal.

Mhur, I'm going to assume that branching trees are alright, if not, let me know.
(R) - Realistic Skills
(M) - Magical or Supernatural Skills

First Aid (R)
Required: n/a
Function: Treatment of basic injuries in the field, assuming appropriate supplies are on hand or can be improvised.

Diagnose (R)
Required: First Aid
Function: Used to diagnose medical problems or illnesses in sentient creatures of a similar physiology to the user that are not obvious at first glance.

Diagnose, Exotic (R)
Required: Diagnose
Function: Advanced knowledge and experience with many types of biological organisms, allowing diagnosis even when the species is unfamiliar or very unusual.

Triage (R)
Required: Diagnose
Function: Basic field medicine - setup and operation of a temporary hospital (or as best as can be arranged in given circumstances), abilities equal to those of a general practitioner.

Herbalisim (R)
Required: Wilderness Lore (Plants) and Diagnose
(Don't know if you can specify more than one pre-requisite, if not, please let me know...)
Function: Extensive knowledge of natural remedies, providing the ability to produce cures for minor illnesses, poisonings, and similar maladies.

Surgery (R)
Required: Triage, Diagnose, Exotic
Function: Advanced medical knowledge, ability to perform various operations (assuming appropriate facilities are available.)

Sense Aura (M)
Required: Supernatural Awareness (okay stupid name, but a skill which indicates you're not a normal reality person, basically.)
Function: Magical version of Diagnose, with similar functions - identifying causes of illness or injury.

Heal Self (M)
Required: Supernatural Awareness
Function: Allows the user to speed up their own healing rate.

Heal Others (M)
Required: Sense Aura and possibly Empathy as a requirement as well.
Function: Speeds up the recipient's own natural healing processes.

Cure Illness (M)
Requirement: Sense Aura
Function: Magical curing of an illness.

Neutralize Poison (M)
Requirement: Sense Aura
Function: Destroys toxins or poisons present in the recipient's body.

Restoration (M)
Requirement: Heal Others, Cure Illness, Neutralize Poison
Function: Capable of repairing almost any type of damage, limited only by the user's own available energy.

_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Author Message
LordPsycho
Black Tiger (Admin)

Blue Mantis (Admin)

Old Friend

Blackstar Native




Posts: 1785


PostPosted: Thu Aug 16, 2007 6:31 am    Post subject: Reply with quote

-Attack Spells
These are, obviously, the main spells you can use for attacks.


--Enflame
Description: Blast the area surrounding the caster with a wave of fire.

--Lightning
Description: This spell creates an arc of pure energy which leaps from the
fingertips of the caster to the target.

--Battle Charge
Description: The Battle Charge propels the caster forward at a great speed,
smashing into anything in his path, and blasting all nearby aside.

--Fireball
Description: The Mage's favorite! This creates a ball of fire in the palm of
the caster's hand which flies towards the target when released.

-Physical Spells
These spells increase certain attributes of your character.


--Telekinetic Shield
Description: Surrounds the caster with a protective sphere of energy.

--Psychosis
Description: This spells sends the caster into a hulking frenzy, increasing
speed and strength, while conversely decreasing reason and civilized manners.

--Assassin Rush
Description: This spell propels the caster through space in the blink of an
eye. If a victim is targeted, the spell enables the caster to move behind this
unfortunate instantaneously.

--Heal Life
Description: This allows the caster to trade in his magical energy for health.
Health can also be passed on to non-hostile entities in the vicinity. Only the virtuous can master this
spell.

--Phantom Swordsman
Description: Summons one ethereal blade per level from the netherworld to d
battle on behalf of the caster.


-Surround Spells
These spells affect enemies (and sometimes allies) within a surrounding area of the caster.


--Telekinesis
Description: This spell creates a powerful blast of energy which radiates out
from the caster, sending nearby enemies sprawling. Useful when greatly
outnumbered.

--Slow Time
Description: This spells affects the very fabric of time itself: slowing
everything around you to a crawl while leaving the user or caster immune.

--Turncoat
Description: This insidious spell manipulates the enemy's mind whilst the
caster is close enough, gradually turning the target into an unwitting ally.

--Vampirism
Description: A singularly unpleasant spell, Drain Life allows the caster to
heal himself by sapping the life force of his enemies. Only the evil can master this spell.

--Summon
Description: Summon wrenches a creature's soul from the netherworld to help the caster. If this creature kills another, it is replaced by the soul of the
newly fallen victim.

_________________

Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Author Message
3kul
Black Mantis (Mod)

Green Spider (Mod)

Evil Council Member

Blackstar Native

Old Friend




Posts: 2955


PostPosted: Thu Aug 16, 2007 8:28 am    Post subject: Reply with quote

... This is just going to take me forever, isn't it? Razz

Well I'll try out some easier stuff first and see how I go from there:

Healing-based Abilities:

I imagine that this is going to be pretty basic, as a Mantis healer's not going to be very common. I'd say that Mantis medicine should be done as quickly as possible, to allow the Mantis belt bearer to get back into the fight as soon as possible. Anything else is just meant to keep them fighting for as long as they can.

- Immunity Boost (R)
Req.: Diagnose (see Embri's list)
Desc.: Better protects the user's body from a wide variety of poisons, virii and toxins.

- Soldier Pills (R)
Req.: First Aid (see Embri's list)
Desc.: Compacted food pills that allow the user to go for a full 24 hours without needing to eat another meal.

- Energy Drink (R)
Req.: First Aid (see Embri's list)
Desc.: A high-energy beverage that allows the user to go for a full 24 hours without needing to sleep.

- Exoskeletal Bandages (R)
Req.: Surgery (see Embri's list)
Desc.: Stop bleeding and protect wounds from further harm or infection (they don't stop pain though).

- Sensory Gamble Vitamin (R)
Req.: Herbalism (see Embri's list)
Desc.: A bizarre vitamin that temporarily disables one of the five senses to double the sensitivity of another.

Will probably think of more for medical as I go...

Weapons-based Abilities:

Alright, aside from tool kits, which can really be anything that the user wants them to be (magical, technological, primitive, ultra modern, etc), I've split up weapons based abilities between melee weapons and ranged weapons, because that seems to be the easiest way to do this.

- Multi-Strike (M)
Req.: N/A
Desc.: Enchants the user's melee weapon to allow it to strike four times at once.

- Multi-Shot (M)
Req.: N/A
Desc.: Enchants the user's ranged weapon to allow it to fire four projectiles at once.

- Beginner's Tool Kit (R/M)
Req.: N/A
Desc.: Allows you to make quick and basic repairs on weapons.

- Flame Shot (R)
Req.: Burning Breath
Desc: Soaks the user's projectile in oil so that it may be ignited for a burning strike.

- Ice Shot (R)
Req.: Freeze Frame
Desc.: Fills the user's projectile with liquid nitrogen so that it causes your target freezing damage.

- Novice's Tool Kit (R/M)
Req.: Beginner's Tool Kit
Desc.: Allows you to make better repairs on weapons in less time, and shows that you have a better understanding of them.

- Electrodes (R)
Req.: Novice's Tool Kit
Desc.: Tiny devices that can be attached to any melee weapon, allowing it to cause electric damage to targets.

- Shadow Binding (M)
Req.: Novice's Tool Kit
Desc.: Enchants the user's projectile so that when it hits the target's shadow (rather than hitting the actual target) it prevents them from moving.

- Homing Shot (R)
Req.: Proximity Sensor
Desc.: By attaching a modified Proximity Sensor to the user's ranged weapon it allows the next projectile that it fires to home in on it's target.

- Tremor Pulse (R)
Req.: Double Up
Desc.: The user's melee weapon strikes the ground with such force that it creates small tremors when it hits the ground.

- Fissure Blast (M)
Req.: Tremor Pulse
Desc.: Enchants the user's melee weapon to allow it to shatter the ground beneath it, creating a large crater or fissure.

- Air Blast (R)
Req.: Double Down
Desc.: The user's melee weapon is swung with such force that it releases a blast of air pressure.

- Whirlwind Swing (M)
Req.: Air Blast
Desc.: Enchants the user's melee weapon to allow it to release a powerful whirlwind when it is swung.

- Poison Fang (R)
Req.: Diagnose (see Embri's list)
Desc.: Soaks the user's blade in a fatiguing poison, causing their target's strength to decrease if they should manage to get them with it

- Poison Shot (R)
Req.: Diagnose (see Embri's list)
Desc.: Soaks the user's projectile in a fatiguing poison, causing their target's strength to decrease if they should manage to get them with it.

- Plague Shot (R)
Req.: Diagnose, Exotic (see Embri's list)
Desc.: Fills the user's projectile with a highly contagious disease, causing their target's muscles to deteriorate and, if left untreated, will work it's way into their bone structure, gradually breaking it down.

- Master's Tool Kit (R/M)
Req.: Novice's Tool Kit
Desc.: Allows you to make almost any repairs to weapons in almost no time at all (provided that they're still in one piece), and shows that you have a masterful understanding of them.

- Explosive Shot (R/M)
Req.: Master's Tool Kit + Enflame (see DP's list)
Desc.: With some careful adjusting and enchanting, this allows the user to fire an explosive projectile from their ranged weapon.

- Explosive Strike (R/M)
Req.: Master's Tool Kit + Enflame (see DP's list)
Desc.: With some careful adjusting and enchanting, this allows the user's melee weapon to explode upon impact without harming the weapon or the user themselves.

I'll keep adding more to this as I think of them...

Tricks:

Essentially just small abilities that are meant to either better your chances in battle or throw your enemy off to create an opening. Since a Mantis belt bearer is essentially useless without their weapon, there are also a few tricks to help them hold their own if they do manage to get disarmed.

- Burning Breath (R)
Req.: Beginner's Tool Kit
Desc.: The user sprays a flammable liquid from their mouth through an open flame, resulting in a flamethrower-like technique that will burn the target.

- Freeze Frame (M)
Req.: Beginner's Tool Kit
Desc.: The user sprays a freezing liquid on the ground which is then enchanted, sprouting upwards to create a barrier of solid ice to protect the user.

- Luminorb (M)
Req.: Beginner's Tool Kit
Desc.: A small enchanted orb of light designed to hunt down and highlight targets, it tracks by smell and is difficult to lose.

- Proximity Sensor (R)
Req.: Novice's Tool Kit
Desc.: A special device that alerts the user to the presence of any life form within a 50m radius.

- Double Up (M)
Req.: Novice's Tool Kit
Desc.: An enchantment that doubles the weight of the user's melee weapon. This makes it slower for the user to weild but allows it to deal much heavier blows than before.

- Double Down (M)
Req.: Novice's Tool Kit
Desc.: An enchantment that halves the weight of the user's melee weapon. This allows the user to weild it much quicker in exchange for making it deal lighter blows than before.

- Clockwork Minion (R)
Req.: Novice's Tool Kit
Desc.: A small clockwork creature powered by an assortment of cogs and gears, this minion will do whatever the user asks of it. It works well for small or simple tasks, and attacks with the two sharp hooks attached to it's arms.

- Mechanical Minion (R)
Req.: Master's Tool Kit
Desc.: A small mechanical humanoid creature powered by an assortment of machinery, this minion does whatever the user asks of it and then some. It is best suited to combat or highly complicated tasks, and attacks with the twin machine guns attached to it's arms.

- Nanografting (R)
Req.: Master's Tool Kit + Surgery (see Embri's list)
Desc.: Fuses the user's melee or ranged weapon to their body, nothing short of cutting a limb off will cause them to drop their weapon.

Still going with these ones in case you can't tell Razz

_________________
If I'm not here, I'm probably over at...


Last edited by 3kul on Fri Aug 17, 2007 9:58 pm; edited 16 times in total
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Author Message
LordPsycho
Black Tiger (Admin)

Blue Mantis (Admin)

Old Friend

Blackstar Native




Posts: 1785


PostPosted: Thu Aug 16, 2007 8:56 am    Post subject: Reply with quote

a good one from fable (where I got *most* of my ideas) is:

--Multi Strike
Description: This spell imbues the user's blade with the ability to strike
four times with a single blow. Combined with other spells, this little trick
is devastating.

_________________

Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Author Message
3kul
Black Mantis (Mod)

Green Spider (Mod)

Evil Council Member

Blackstar Native

Old Friend




Posts: 2955


PostPosted: Fri Aug 17, 2007 7:32 pm    Post subject: Reply with quote

Ahhh, now I see, so it's meant to enhance weapons that they've already got...

Thanks for clearing that up for me DP, I'll go back and edit my previous post a bit Smile

EDIT: I seem to be getting a little carried away with this Razz Is there supposed to be a limit to the amount of abilities that our belt bearers can use?

_________________
If I'm not here, I'm probably over at...
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Author Message
Embri
Black Spider

Blackstar Native

Old Friend




Posts: 2172


PostPosted: Fri Aug 17, 2007 8:12 pm    Post subject: Reply with quote

Nope, and while the trees are going to be geared towards the various styles, they're not exclusive to a style.

(We're going to have to integrate your healing list and mine, 3kul - since all skills are available to all players, if they have the pre-req's, there's no need to have two separate ones... well, except that I think magical and physial (real worldish) medical should be kept separate, for the most part.

_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Author Message
Netdroid9
Black Monkey (Mod)

Old Friend

Evil Council Member

Gameware Member

Blackstar Native




Posts: 1256


PostPosted: Fri Aug 17, 2007 8:48 pm    Post subject: Reply with quote

- Fecal Fling
Req.: A bag of fecal matter, preferably fresh.
Desc.: Nothing wipes out moral like some fecal matter thrown into the fight. And don't even get me started on the smell...

- Gate-crasher
Req.: N/A
Desc.: The ability to jump into a RP at any time, in any place, with no further explanation. Doing so, however, makes you look like an idiot.

- Joke
Req.: A decent eye for humor
Desc.: The ability to make a situation seem funny, ignoring time and place by doing so.


- Mimic
Req.: N/A
Desc.: Copy a roleplayer's actions, providing they are within your capabilities.


- Mime Wall
Req.: N/A
Desc.: The ability to pretend there's a wall there, no matter where and how. This doesn't preclude the existence of an actual wall, just makes you look like an idiot if it turns out there actually is one.

_________________
[quote="Sephirothsicase"]Bah, Give me 2 days and a load of napalm...[/quote]

List of Gods

Earth is our primary target. Control Earth, and you control the world.
Back to top
View user's profile Send private message
Author Message
3kul
Black Mantis (Mod)

Green Spider (Mod)

Evil Council Member

Blackstar Native

Old Friend




Posts: 2955


PostPosted: Fri Aug 17, 2007 9:04 pm    Post subject: Reply with quote

Embri wrote:
Nope, and while the trees are going to be geared towards the various styles, they're not exclusive to a style.

(We're going to have to integrate your healing list and mine, 3kul - since all skills are available to all players, if they have the pre-req's, there's no need to have two separate ones... well, except that I think magical and physial (real worldish) medical should be kept separate, for the most part.


So how's this all going to work then, do we choose the abilities that we want or do we somehow gain them? I was making my list under the impression that each of us was making a list of abilities exclusively for our belts, so if I've doubled up on anything else please let me know.

Point taken for the healing list, I'll go change some of mine now. EDIT: Changed. The poison related abilities I put to rely on diagnose, as I imagine that cures and poisons would go hand in hand with each other. I also included the R(ealistic) and M(agical) markers for all of the skills, though some use both (eg: the toolkits, the explosive shots/strikes, etc).

And Net, most of those abilities seem... Actually, they're pretty much exactly what I guess I'd expect from a monkey belt bearer Razz

_________________
If I'm not here, I'm probably over at...
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Author Message
Embri
Black Spider

Blackstar Native

Old Friend




Posts: 2172


PostPosted: Fri Aug 17, 2007 9:22 pm    Post subject: Reply with quote

Feel free to snatch my whole list and incorporate it with yours, if you like.

The skills work by defaulting to each other, in progression - requiring simpler skills, sometimes secondary skills from other trees, for the next one. They may also branch into more specialized sets.

As for learning new skills, it'll be like the synth system I'd suppose - the available skills you can learn are shown. Abilities are bought, though there will also be a time limiter on how soon you can go back for a new skill.

_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Author Message
EnDSchultz
Black Owl (Mod)

Old Friend

Evil Council Member




Posts: 296


PostPosted: Fri Aug 17, 2007 10:07 pm    Post subject: Reply with quote

The Blackstar Wiki wrote:
Owls are the masters of foresight and being in the right place at the right time.


The first thing that I think of here is some sort of limited precognition or ability to see into other characters' minds. But, I don't quite see how that could be used like an item. Any thoughts?
Back to top
View user's profile Send private message MSN Messenger
Author Message
Embri
Black Spider

Blackstar Native

Old Friend




Posts: 2172


PostPosted: Sat Aug 18, 2007 2:40 pm    Post subject: Reply with quote

3kul: You'll be able to buy abilities, as of yet the system isn't set in stone, but it'll be a bit like synthing - exchange of items for a skill, though the difference will be you cannot sell or give away a skill once you've acquired it.


End: What about something like...

Ability: Danger Sense
Pre Req's: None
Description: That prickly feeling you get at the back of your neck, when you realize something is about to go very, very wrong...


Ability: Portent
Pre Req's: Danger Sense
Description: Interprets a sign or phenomenon to predict a likely event in the near future. (Here, success would indicate something favorable happening, and failure, something problematical, both still rather minor.)

Deus Ex Machina
Pre Req: Potent
Description: Useful for those who always seem to end up in bad situations, this skill may be able to bail them out - a back door, if you will, out of hopeless situations.

Sneak
Pre Req: None
Description: The user attempts to go unnoticed, can only be used in situations where they are not already being watched. Useful for getting into places where you don't belong...

Filch
Pre Req: Sneak
Description: Pilfering of small objects, incorporates misdirection and dexterity.

_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Author Message
HisLordship
Black Fox (Mod)

Green Owl (Mod)

Old Friend

Master of RP

Evil Council Member




Posts: 664


PostPosted: Sat Aug 18, 2007 3:31 pm    Post subject: Reply with quote

Quote:
--Summon
Description: Summon wrenches a creature's soul from the netherworld to help the caster. If this creature kills another, it is replaced by the soul of the
newly fallen victim.



So we have a netherworld now? Does Dojo cosmology ever reamin static anymore Wink ?

Quote:
Sneak
Pre Req: None
Description: The user attempts to go unnoticed, can only be used in situations where they are not already being watched. Useful for getting into places where you don't belong...

Filch
Pre Req: Sneak
Description: Pilfering of small objects, incorporates misdirection and dexterity.



I cite these two as being key Fox attributes.


Perhaps some core skills, for all?


Personal Skills
Requirements: None
User's capacity to interact socially with NPCs increases, allowing for greater cooperaton.

Technical Savvy
Requirement: None
Increases user's basic understanding of mechanical and digital technology.

Science
Requirement: None
User's basic understanding of scientific principles applies to chemistry, physics, and the like.

Then maybe we could get into more advanced levels (specific to styles, sauch as Owl in this case)

Suggestiveness
Requirements: Personal Skills
NPCs are likelier to take advice from the user, allowing encouragement or deterrence of a user's whims

Hacking
Require Skills: Tech Savvy
Grants user ability to forcibly gain access to computer systems

Guerilla Chemistry
Requirements: Science
User can cobble together makeshift gas grenades, and do "McGuyvers" on a moment's notice.



Just some thoughts.


[Edit]

here's some more goodies for brave little Owly-birds.


Nightsense
Requirements: None
User may see more effectively in low lighting

Lockpicking
Requirements: Mechanical skills
User is able to open mechanical locks

Speed-reading
Requirements: none
User is able to ingest written information at a faster rate.

_________________
If I were I as wise, as many have said
I wouldn't eat mice, I'd be in my bed.
I'm not in my bed, I'm prowling the skies
So mice be aware... I'm not all that wise.

Jack Prelutsky, OwlSong


Vi Veri Veniversum Vivus Vici

Avatar by sighthoundlady
Back to top
View user's profile Send private message Visit poster's website
Author Message
Display posts from previous:   
Post new topic   Reply to topic    Blackstar RP Dojo Forum Index -> The Secret Passage All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum





Powered by phpBB © 2001, 2005 phpBB Group
Design based off work by: niedermayr.cc
Graphics by Embri For Blackstar RP Dojo
All Content © 2006-2008 Blackstar RP Dojo