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Post by Deleted on Dec 2, 2018 0:47:11 GMT
Siren Magic
Choirs may obtain magic from the shops, but they also have their own special abilities! Defensive:Rank I: Cost: 20 Rep each Dancer's Lyric: An ancient verse or dance sequence that allows the caster to reinvigorate an ally who can roll a die again in the same round. (The ally makes a separate post for that character and that will be calculated instead of the previous roll for that character) Healing Word: All allies within the sound of the Choir's voice regenerate 2d10 HP. Characters with the status ailment "Deafened" cannot benefit from this spell. Crescendo: Add 1d10 to an ally's roll. Well-Meaning Wishes: Bless a target with a random Buff; Roll 1d6 to determine the buff for one turn; 1. Regen: Gain 1d5 HP per turn 2. Impervious: Unable to take HP damage for 1d4 turns. 3. Armor: -[1d8] attack rolls targeting at target/self 4. Jacked: +[1d10] ATK for target/self 5+6: Additional 2d6 ATK Rank II: Cost: 40 Rep each Soothing Sonnet: TN 7-14; Your Choir sends a soothing wave through the battlefield. This immediately removes all ailments and effects from allies and enemies- positive or negative. This includes buffs and the Berzerk status on both Angels and Bezerkers. Ode of the Dancer: Rank II version of the Dancer's Lyric. Allows the caster to reinvigorate 2 allies to roll again during the same round of dice rolls, restoring +5 HP as well. Uplifting Melody: Add 2d10 to the rolls of allies who roll above your initiative. Round: Add 5 ATK to allies' ATK rolls. This skill stacks with each additional Choir who casts Round this turn. Rank III: Cost: 60 Rep each Moonlight's Sonata: Rank III version of Ode of the Dancer. It can revive 1 ally with 10 HP and reinvigorate another to roll again in a round of dice rolls, healing 5 HP points. This spell can be used twice in a RP. Stardust Finale: Your voice is an inspiration to all! All allies gain 2d20 to their rolls! TN 15-20.
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Post by Deleted on Dec 2, 2018 21:34:35 GMT
Offensive: Rank I: Cost: 20 Rep each Stunning Scream: Cause the Stunned status effect to enemies that roll under your initiative.
Thundering Roar: Your voice causes the ground to rumble, dealing 2d10 damage to surrounding enemies. It knocks them off their feet, adding the Bruised status effect.
Enthrall: Enemies around you become distracted! Those who roll under your initiative suffer -2 to Initiative and -5 to their ATK roll.
Cursed Words: Cause a status ailment at random; Similar to the Curse Arcane spell.
Rank II: Cost: 40 Rep each Banshee Scream: This spell causes enemies to lose their status buffs and lose any additional defensive buffs (passive or otherwise) for 1d5 turns. Can cause Deafened status effect between 15-20 Initiative.
Unearthly Chorus: Enemies are put off by your chilling song; They have difficulty hitting, and suffer -3 to Initiative rolls.
Dazzling Performance: Bust a move! Those who roll between 1-10 during your performance skip a turn.
Song of Passion: Your song is on fire! Literally. Your voice imbues your attack with fire and deals 1d20 damage in addition to an attack roll.
Rank III: Cost: 60 Rep each Sound Shatter: Rank III version of Banshee Scream. This spell causes enemies to lose their status buffs and lose any additional defensive buffs (passive or otherwise) for 1d5 turns; It causes an additional 2d10 damage to all enemies. Can cause Deafened status effect between 15-20 Initiative.
Perish Song: Bind yourself to one enemy of choice; Any damage you take is also taken by the bound enemy. This does not change unless concentration is broken (gain a status ailment) or the enemy faints. You may only bind yourself to one enemy at a time.
Siren's Song: A song so entrancing, you're able to roll for an enemy. Reroll one of your target's die- you may choose which die to keep.
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Post by Deleted on Dec 2, 2018 21:45:43 GMT
Berzerker Abilities Berzerkers, unless hybrid, do not have talent in magic. However, what they lack in magic stature they make up for in their physical ability.
Rank I Cost: 20 Rep Aggressive Defense: Passive ability that adds 1d5 attack dice per battle after they've been hit once.
Hail the Moon: An ability that, when called upon, increases the duration of Berzerk for 1d10 BF.
Body Check: Bash your opponent to the ground! Using this ability, your opponent has a chance to be Stunned for one turn. TN 15-20
Rank II Cost: 40 Rep Destructive Rage: Adds an additional 1d15 attack dice for the turn. 2 turn cooldown.
Reckless Aid: Take one for the team. Block an attack with your body instead of an ally and take half the damage they would have.
Blow Them Away: Your current attack becomes a wave and attacks multiple enemies at once that roll below your TN. 1 Turn Cooldown.
Rank III: Cost: 60 Rep Unflinching Will: A Berzerker's will is stronger than even diamond. For 1d5 turns, your character becomes impervious to attacks and does not lose BF or HF. However, the turn after this is up, they become Stunned for one turn.
Bloodfury: Your attack value for this turn doubles. 2-Turn Cooldown.
Rampage: Activated when your Berzerker hits critical health (below 20 HP). Doubles attack values and their TN to be hit becomes +3 (if their roll is 1, you have to roll higher than 4 to hit them. 20+ TN will hit regardless of Berzerker TN). Berzerker is stunned once they are hit 3 times or their HP hits 5.
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Post by Deleted on Dec 2, 2018 21:45:53 GMT
{RESERVE}
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Post by Deleted on Dec 2, 2018 21:46:02 GMT
{RESERVED}
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