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Post by Cao Lixue on Oct 14, 2022 11:11:40 GMT
We all know the system is broken and needs work that is why this thread is dedicated to changes and suggestions to help make the system fair and engaging for everyone. The Grief and Ep System At the moment there is barely any draws backwards to high grief. That is why I suggest removing Ep and simply adding the system into grief. For every 20% grief threshold hit you gain a minus one to your Body/Mind/Soul rolls. For example you have 0 soul and you gain 22 grief. For the remainder of the fight your rolls now have a -1, 40% percent -2 ect. Though just as you can accumulate grief along with it's negatives you can also lower and remove the affects with items or spells. However, if you reach your cap for a doppel it is not possible to lower than the -5 gained from reaching the cap. Permanent grief caps are slightly different from doppel as they can be healed and carry over to other threads. Unlike doppel you will start a thread with the -5 unless healed within the current tread or outside before posting. Lastly while soul increases your cap, mind can lower grief cost by one per ten mind. Hero Class Skills Class Traits: I Need a Hero Attacks, Defensive Reactions and utility spells raise grief by 75% Start with +5 Body Since I suggested that the Hero and Wishmakers in general should lose their three attack basic attacks I am going to suggest new skills for each class while modifying existing ones in hopes to not feel redundant Level One Hero Skills Look Out Sir!Action: At-Will Effect: As and At-Will Action; the Hero can intercept an attack meant for an ally and take half of the damage received for the targeted ally. Alternatively the Hero can make a flat roll [1d100+Body] against the attack to completely negate the damage. However if the roll is below the attack both the Hero and their ally take the full damage. Uses: Once for the halved damage or Twice for the alternative action Brothers in ArmsAction: At-Will Effect: As an At-Will Action, the Hero may take on the Grief toll of an ally’s spell but at a two times Grief toll of their own. Uses: Once per battle Requirement: None Bone of My SwordAction: At-Will Effect: As an At-Will Action, the Hero may freely increase their damage by 1 at a cost of 2 grief per damage up to a total of five per turn. Uses: Twice per battle Requirement: None Level Five Hero Skills The Kitchen SinkAction: At-will/One Offensive Item's Action Per Turn Effect: Double the uses of an offensive item (for example the golf club goes from 3 to 1 use remaining) to gain it's action ability once per turn roll on it's descriptions no outside buffs are added to the rolls. If the item lacks the required amount of uses substitute another items use to gain the action. The effect is based on the action of the item chosen and cannot use it's at will action once chosen as an action. Uses: As many uses as your items allow. Passive or Infinite use items do not count towards a use or uses. Requirements: Requires at least one (1) Level 1 Skill in use and Mutually exclusive of Combo Maker. Combo BreakerAction: At-Will Effect: As an At-Will Action, if an enemy has made 2 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use. Combo MakerAction: At-Will Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use and Mutually exclusive of The Kitchen Sink. Level Ten Hero Skills Power of FriendshipAction: At-Will Effect: As an At-Will Action, the Hero may reduce the Grief toll of an ally’s spell by paying it themselves, however high it is. Uses: Once per battle Requirement: None In Justitiam CredensAction: At-Will Effect: As an At-Will Action, the Hero may take a successful damage roll aimed at an ally on themselves, at no EP or grief toll. Uses: Twice per battle Requirement: None Even in Death I still ServeAction: At-Will Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves. Uses: Twice per battle Requirement: None Level Fifteen Hero Skills Valar MorghulisAction: At-Will Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use and Mutually exclusive of any other level fifteen Hero skills. RiposteAction: At-Will/ Effect: As an At-Will Action roll your accuracy against an attack directed towards your ally and send 50% of the total damage back to the enemy. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use and Mutually exclusive of any other level fifteen Hero skills. Déjà vuAction: Action Effect: Make three attacks instead of one for this turn at a cost of 20 grief and the inability to use any reactions. If the user won the initiative the user is unable any reactions on the following turn. Uses: Once per thread Requirement: Requires at least one (1) Level 1 Skill in use and Mutually exclusive of any other level fifteen Hero skills.
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Post by Cao Lixue on Oct 14, 2022 13:35:26 GMT
Narcissists Class Skills Class Trait: It's Gonna Be Me Attacks using Mind as their main stat gain +1 Damage Tier. If DT is at 10, +6 damage instead. Actions using Mind as their main stat gain +5 to their success rolls For every 5 Grief gained, subtract -1 Grief. Level One Skills I Reject Your RealityAction: At-Will Effect: As an At-Will Action, a Narcissist may retroactively reduce the Accuracy of an attack directed at them by -15. If it falls below their Defence, it is considered a miss. Uses: Once per battle Requirement: None All for One and One for AllAction: At-Will Effect: As an At-Will Action, a Narcissist may take an Enemy or Ally’s healing spell and use it to heal themselves as well. Uses: Once per battle Requirement: None We Have ReservesAction: At-Will Effect: As an At-Will Action, a Narcissist may freely halve (-50%) the grief toll of a single spell of any kind. Uses: Once per battle Requirement: None Level Five Skills Be the Invisible, Do the ImpossibleAction: At-Will Effect: As an At-Will Action, automatically succeed at your next damage action at 40% grief Uses: Once per battle Requirement: Exclusive From Life is but the Meanest ShadowRemember you Owe MeAction: At-Will Effect: As an At-Will Action, transfer one permanent grief from an ally to yourself. The transferred permeant grief does not add the negative effects. Uses: Once per Battle Requirement: None Life is but the Meanest ShadowAction: At-Will Effect: As an At-Will Action, if you have been damaged three times consecutively, you may freely replenish the lost health of the last attack in exchange for a 40% Grief toll. Uses: Once per battle Requirement: Exclusive from Be the Invisible, Do the ImpossibleLevel Ten Skills Ring Around the RosesAction: At-Will Effect: As an At-Will Action, you may automatically reduce your Grief by 50% in exchange for guaranteeing the success of your enemy’s next attack. Uses: Once per battle Requirement Exclusive from Beam StruggleVenari StrigasAction: At-Will Effect: As an At-Will Action, if your grief toll is over 80%, you may transfer 20% of your grief to an Ally or reduce or increase an enemies Mana/Grief by 20%. Uses: Once per battle Requirement: None Beam StruggleAction: Action Effect: Roll a flat [1d100+Mind] against a attack directed at you. If your roll is higher than the attack's accuracy the attacker takes 150% of the attacks damage on their next turn. If failed; take 150% of the damage instead. Uses: Once per battle Requirement: Exclusive from Ring Around the RosesLevel Fifteen Skills Key of the TwilightAction: At-Will Effect: As an At-Will Action, the Narcissist may reduce their Grief meter by 20 for a toll of -2 Defense for the remainder of the battle. This cannot be used to remove Permanent Grief if Grief exceeds 100% in a single battle. Uses: Once per battle Requirement: None Back StabberAction: At-Will Effect: Steal up to two allies' actions for one permanent grief each. If no allies are present steal one action from an enemy for a permanent grief. Uses: Once per battle Requirement: Mutually Exclusive from Know my PainKnow my PainAction: Action Effect: Deal [1d8] damage per permanent grief acquired as direct damage to one target. Uses: Once per battle Requirement: Mutually Exclusive from Back StabberOutsider Class Skills Class Trait: Fly Me to the Moon For every Status inflicted on an enemy, reduce Grief meter by -2 on your next turn. When activating your Doppel, roll 1d100. If your result is 25 or lower, gain one extra (+1) turn of Doppel activity. Each level of Permanent Grief accumulated increases all status rolls by five (+5) Level One Skills Rule of ThreeAction: At-Will Effect: As an At-Will Action, the Outsider may make two (2) success rolls for any Status Effect Infliction and take the better of the two (2) rolls. Uses: Three times per battle Requirement: Mutually Exclusive of any level one outsider skillsCursed LuckAction: At-Will Effect: As an At-Will Action, the Outsider may change a miss into a Status Effect roll. Uses: Three times per battle Requirement: Mutually Exclusive of any level one outsider skillsDouble DownAction: At-will Effect: As an At-will Action, cut your status success roll in half and roll two status effects of your choice (excluding Doom & Curse) Uses:: Three times per battle Requirement: Mutually Exclusive of any level one outsider skillsLevel Five Skills Toil and TroubleAction: At-Will Effect: As an At-Will Action, the Outsider may add a 25% Poison status effect to any one damage attack even if it would not otherwise have one. Regular rules for rolling still apply. Uses: Three times per battle Requirement: None It is a Good PainAction: At-Will Effect: As an At-Will Action, the Outsider may willingly fail a status effect roll directed at them. In exchange, they may take the higher of two (s) success rolls on a single future Status Effect Infliction of their choice. Uses: Three times per battle Requirement: None In LiliumAction: At-Will Effect: As an At-Will Action, the Outsider can willingly fail a damage attack roll directed at them in exchange for reducing their Grief Gauge by 10%. Uses: Three times per battle Requirement: None Hegde Your BetsAction: At-Will Effect: As an At-Will Action, increase Double Down's chance to 40% Uses: Two times per battle Requirement: Double Down Cashing InAction: At-will Effect: Exchange two status affects on the target into either the Curse or Doom status Uses: Three times per battle Requirement: None Level Ten Skills On The HouseAction: Passive Effect: All Status Effects that have a set duration gain one extra turn. Uses: Indefinite Requirement: Mutuality exclusive from Hegde Your BetsSagitta LuminisAction: At-Will Effect: As an At-Will Action, if the Outsider’s Grief Gauge is over 50%, they may use an automatically successful Drain effect on an Enemy or Ally’s Grief/Gauge to lower their Grief at least partially. Uses: Once per battle Requirement: None What the Dormouse SaidAction: At-Will Effect: As an At-Will Action, if the Outsider’s Grief Gauge is under 50%, they may automatically take the Grief toll of an Ally’s actions, even if it causes them to max out their Grief Gauge and take a Permanent Grief point. Uses: Once per battle Requirement: None I Don't Have A Problem!Action: Reaction Effect: Cut a Status Effect roll into four individual status (excluding Doom or Curse) rolls at 25% each. If you have both Hedge Your Bets uses remaining increase the chance to 40% each. Uses: Once per battle Requirement: Double DownLevel Fifteen Skills Out of the Cuckoo’s NestAction: At-Will Effect: As an At-Will Action, if any of the Outsider’s Ally’s Grief Gauges are over 50%, the Outsider may reset that Ally’s Grief Gauge to 0%, at a cost of adding whatever amount is reduced- be it 50% or more- to their own Grief Gauge. Uses: Once per battle Requirement: None JACKPOT!Action: Action Effect: Remove all status effects from the target and deal 5 direct damage per status with Doom & Curse dealing 10 Uses: Once per battle Requirements: Double Down & I Don't Have A Problem! Mutuality exclusive of You've Activated MY Trap Card! You've Activated MY Trap Card! Action: Action Effect: Deals 5 direct damage per resistance expended by the target Uses: Once per battle Requirements: At least one permanent grief and Mutuality exclusive of JACKPOT!
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Post by Cao Lixue on Oct 15, 2022 2:42:35 GMT
DOPPEL PARTNERS Attack Doppels Servant of Wrath Effect: Double (x2) the damage roll results on your attacks while this Doppel is active Aura: Reduce Defense by 25% for yourself and allies while this Doppel is active Duration: 2 turns Cost: Reduce your Defense by 20 for the remained of the thread. Cannot be cured.
Servant of Envy Effect: Select an enemy or ally as your target. Swap the value of your lowest main stat with that of highest main stat of your target while this Doppel is active Aura: Reduce Accuracy by 25% for allies while this Doppel is active Duration: 3 turns Cost: Reduce your Accuracy by 30 for the remainder of thread. Cannot be cured.
Servant of Pride Effect: Render yourself and allies immune to all debuffs and status effects while this Doppel is active. (Status effects received before activation remain unless cured). Aura: Increase your chance of success with status effects by +50% for its duration, up to a maximum of 95%, while this Doppel is active Duration: 2 turns Cost: Increase enemy status effect success chance by +50% for the remainder of thread, up to a maximum of 95% Defense Doppels Servant of Sloth Effect: Increase your Defense by a third (+33%) while this Doppel is active Aura: Inflict Freeze at 50% on all enemies for each turn this Doppel is active. Can be cured. Duration: 2 turns Cost: Inflict Freeze on yourself at 50% each turn for the remainder of thread. Can be cured.
Servant of Apathy Effect: Reduce Accuracy for all characters except yourself by -40% while this Doppel is active Aura: Increase Defense on allies by a quarter (+25%) while this Doppel is active Duration: 2 turns Cost: Inflict Curse on yourself at 40% each turn for the remainder of the thread. Can be cured.
Servant of Greed Effect: Increase the results of all your damage rolls by a quarter (+25%) while this Doppel is active Aura: Inflict Drain on all your allies and enemies for each turn this Doppel is active Duration: 2 turns Cost: Inflict Drain on yourself at 50% each turn for the remainder of the thread unless cured. Support Doppels Servant of Lust Effect: Reduce the results of all enemy damage rolls by 50% while this Doppel is active Aura: Inflict Charm on all enemy targets at 60% for the duration of the thread. Cannot be cured. Duration: 2 turns Cost: Increase Grief toll by 50% or reduce Mana by 50% for yourself and your allies.
Servant of Gluttony Effect: Reduce EP toll by -25% or restore Mana by +25% for yourself and your allies for each turn this Doppel is active Aura: Increase EP toll by 15% or reduce Mana by 15% for all enemies for each turn this Doppel is active Duration: 3 turns Cost: All of your buffs are removed and you will be unable to receive any buffs for the remainder of the thread.
Servant of Despair Effect: Increase Accuracy by +25% for yourself and your allies while this Doppel is active Aura: Inflict Curse on all enemies at 30% for each turn this Doppel is active. Can be cured Duration: 3 turns Cost: Inflict Curse and Poison on yourself (30% Curse & 50% Poison) for the remainder of the thread unless cured. OVERGRIEFOn reaching level 10 or higher, you may now utilize Overgrief to extend Duration of your Doppel. Overgriefing allows an experienced Wishmaker to delay their Doppel’s activation in order to accumulate additional Grief with their Grief Meter, before deploying their Doppel. Take care however- if the thread ends before an Overgriefed Wishmaker can deploy their Doppel, a point of Permanent Grief must be added to the character. For an additional 50% of Grief Meter, the duration of a Doppel may be extended another turn. At 100% the negative affect of your chosen Doppel will be negated. However if you are past 50% Overgrief and fail to use your Doppel before the end of the fight, gain 2 Permanent Grief instead of one. Furthermore overgriefing will count towards your negatives per 20% (-1 to Body/Mind/Soul rolls)
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Post by Cao Lixue on Oct 15, 2022 3:40:53 GMT
Wishmaker Items AccessoriesFire Extinguisher A bog standard fire extinguisher loaded with highly pressurized dry chemical powder. While it’s mainly used for putting out fires, it makes for a great distraction when you stab it with a sword and throw it at an enemy as it explodes into a blinding cloud. Cost: ₲20,000 Action: Action/Reaction Effect: As an Action, roll for a 40% chance to inflict Blind on a target of your choice. Roll 2d6+2 direct damage if infliction is successful. Alternatively, as a Reaction, remove any Burn effects afflicting yourself or an ally. Once a reaction is used the item's action is unavailable. Uses: Once for Action/Trice for the Reaction
Baseball Bat Made of good old fashioned wood, which hits harder than those lightweight aluminum bats people use often. Swing it a lot for some fast acting pain. If you swing at a rock instead, you just might hit a homerun into someone's face. Cost: ₲20,000 Action: Action/At-Will Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Concussion to each attack in your next Action. Characters afflicted with Concussion lose 10 Accuracy for 2 turns. Alternatively, as an Action, roll 1d100+BODY for an attack that deals 3d8+5 damage and a 40% chance to inflict Blind. Uses: Thrice per Thread At-Will. Once per Thread for Action
Golf Club If you had a golf ball to go with this club, you could probably make a hole in one with your magically-enhanced body. You could probably snipe someone's face out. Since you don't have a golf ball, though, clubbing them until they collapse from broken bones will have to do. Or you could just use little pebbles on the road too. Cost: ₲20,000 Action: At-Will Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Fracture to each attack in your next Action. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30. Alternatively, as an At-Will Action, add 20 Accuracy to your next Direct Ranged Attack. Uses: Thrice per Thread
Doom Note “The human whose name is written in this notebook is doomed.” An item produced by an active Rumour whose story is circulating the city. Write down their names and stab them with the cursed pen for good measure. You could also take some time to write the circumstances surrounding their doom, so that half the time, everything goes just as planned. Cost: ₲30,000 Action: Action/At-Will Effect: As an At-Will Action, add +3 damage and a 15% chance to inflict Doom on your next attack. Alternatively, as an Action, roll for a 30% chance to inflict Doom on a target of your choice on the next turn. Uses: Twice per Thread
Five-Inch Nails Used in an ancient Japanese cursing ritual. You can use them to nail a straw effigy of your victim to a sacred tree between 1 and 3AM in the morning while wearing a ring of candles on your head, seven nights in a row. OR you can just throw them at your victim for immediate effect. Cost: ₲20,000 Action: Action/At-Will Effect: As an Action, roll for a 20% chance to inflict Curse on a target of your choice on the next turn. Alternatively, as an At-Will Action, add +3 damage and a 15% chance of Curse to each attack in your next Action. Uses: Twice per Thread
Straw Doll A common implement in Japanese curse rituals. A small effigy made of straw that’s essentially a Japanese voodoo doll. Dress it up to look like someone you hate and stab it. Or set it on fire. Or drown it. Any kind of abuse you can imagine, really! Don’t forget to add a component belonging to your victim, like some of their hair. Showing it to them will probably also creep them out enough to serve as a distraction. Cost: ₲20,000 Action: At-Will Effect: As an At-Will Action, roll for a 25% chance to inflict either Burn, Acid, or Poison on a target of your choice. Alternatively, as an At-Will Action, reduce your target's Defense by 10 for 1 turn. Uses: Twice per Thread/Once for the Alternative Action
Tea Party Hat An elegant top hat made in the style of 19th century headwear. Which probably means it’s laced with enough mercury to drive you mad. Allows its user to spontaneously generate cups of nice hot tea. Perfect for giving you some late afternoon energy, or throwing hard porcelain filled with scalding liquid at your enemies Cost: ₲20,000 Action: Action/At-Will Effect: As an At-Will Action, reduce the Grief increase of your next spell by half (50%). Alternatively, as an Action, roll 1d100+SOUL for an attack that deals 3d4+2 damage, and has 20% chance to afflict your target of choice with Scald. Characters afflicted with Scald will receive 3 STATUS DAMAGE and increase their Mana costs or EP tolls by 5 for 2 turns. Uses: Twice per Thread
Cymbal Banging Monkey A windup toy monkey that emerged in the 1950s. With its iconic red-white striped pants, yellow vest, and loud, deafening cymbals, it will be sure to entertain the kids. Just don’t look at its face. Seriously, whose idea was it to put creepy red borders around the eyes anyway? Cost: ₲25,000 Action: Reaction/Action Effect: As a Reaction, subtract 45 from the base accuracy roll of an attack that would have hit you. If the resulting base roll is under 5, it counts as a critical failure. Alternatively, as an Action, roll for a 18% chance to afflict your target of choice with Deaf. Characters afflicted with Deaf cannot use any method to buff their stats or restore HP, Mana/EP, Gauge, or Grief, for 2 turns. If roll is successful, increase your target's Grief by +10 or reduce their Gauge by -10. Each use of the Action reduces the Reaction's effect by 15 accuracy points. Uses: Once per thread for Reaction. Up to 3 times per thread for Action
Cursed Blu-ray The updated version of an urban legend that first appeared at the dawn of the 1990s. Probably created by the power of a Rumour. Watch the surreal video recorded within, and expect a corrupted chatbot message to give you s̸͚̓ḙ̸͐v̴̝͌e̴͓͝n̸̪̓ ̵̢́d̴̨̑ǎ̸͎ŷ̵͜s̵̻̾ to have someone else watch it. Or you could force them to watch while you beat them silly. Either works. Cost: ₲20,000 Action: Action/At-Will Effect: As an Action, roll for a 25% chance to afflict your target of choice with Drown on the next turn. Characters afflicted with Drown lose 5 HP and 5 Mana (or gain 5 EP) per turn for 2 turns. Alternatively, as an At-Will Action, add a 25% chance to inflict Drown to your next Action. Uses: Twice per thread
Origami Box A cardboard box filled with origami depictions of various mythical creatures, all of which are alive. They might be animated by honest to goodness shikigami. Or this might be the result of another Rumour on the loose. Either way, these little guys make for a great army of paper cuts. Cost: ₲20,000 Action: At-Will/Action Effect: As an At-Will Action, add +3 damage to your next Action, and increase your Critical Range by five (5). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 90.) Stacks with all other sources of increased Critical Range. Alternatively, as an Action, roll 1d100+MIND for an attack that deals 3d4+2 damage and has a 20% chance to inflict Paper Cut. Characters afflicted with Paper cut lose 5 HP and 10 Accuracy for two (2) turns. Uses: Thrice per thread
Silken Biwa A Japanese lute with unusually delicate strings. Although they are soft to the touch, they are incredibly hard to break. This might be the property of a spider youkai known as the jorogumo… or the creation of a Rumour. If used right, its music will entangle your foes into a trance like a spider’s web. Or you could just garrote them with the strings, either way works. Cost: ₲20,000 Action: At-Will Effect: As an At-Will Action, roll for a 35% chance to afflict your target of choice with Bind. Characters afflicted with Bind lose their Reaction for that turn. Alternatively, as an At-Will Action, add +3 damage and a 20% chance to inflict Strangle to each attack in your next Action. Characters afflicted by Strangle lose 10 Defense, and lose 5 Mana (or gain 5 EP) per turn for 2 turns. Uses: Twice per thread
Sealing Rope Shimenawa. This rope, usually made of rice or hemp and lined with zigzagged streamers, is frequently used as protection against evil. By tying it around a certain location or object believed to be inhabited by spirits, you can confine them within. It doesn’t work on Hexes, but ghosts are fair game. They're also pretty thick, so just hitting someone with it hurts in general. Some of that sealing might also rub off on them! Cost: ₲20,000 Action: At-Will/Action Effect: As an At-Will Action, roll for a 35% chance to afflict your target of choice with Seal. Characters afflicted with Seal cannot inflict status effects through any means for that turn. Attacks that can inflict status effects can still be used to deal attack damage. Alternatively, as an Action, roll 1d100+SOUL for an attack that deals 3d6+4 damage and has a 20% chance to inflict Seal. Uses: Twice per thread ConsumablesMorning Rescue A refreshing turmeric-based soft drink that through the magic of chemistry, tastes just like Tang. There’s no better way to brighten up your depressing existential crisis than with a bottle of this stuff. Commence Rescue! Cost: ₲10,000 Action: Reaction Effect: As a Reaction, Reduce Grief by 20 for yourself or an ally. Uses: Once per thread
Slice of Cheesecake While all the senior magical girls will tell you to be careful about what wish you make, not everyone gets the privilege of hearing that advice. Sometimes, when your emotions are out of control, you end up wishing for something trivial like cheesecake because that’s what your terminal mother told you to get for her. Dumb wish, but it’s a most delicious cake! Cost: ₲17,500 Action: Reaction Effect: As a Reaction, restore 15 HP and reduce Grief by 10 for yourself or an ally. Uses: Once is destroyed after use.
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once per thread
Can of Soda High in sugar and calories. Gives you an extra rush of energy, at the expense of making you fatter and less healthy. If it’s a choice between getting fat and dying in battle, a couple of extra pounds shouldn’t hurt. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, reduce Grief by 10 for yourself and an ally. Uses: Once per thread
Bag of Potato Chips Consume flavor. Don't ask how something like junk food high in salt and fat could logically heal your wounds. Just take a potato chip... and eat it. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, restore HP by 25 for yourself or an ally. Uses: Once per thread Seeds & RurmorsGrief Seed
A Witch’s Egg and the intended final product of a Puella Magi Soul Gem’s life cycle. It slowly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Witch. Wishmakers can instead use it to assimilate the taint that corrupts their Soul Gems. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks.
Cost: ₲50,000. Yields full Cost when sold to an NPC. Can only be bought from NPCs by expending a Grief Seed Receipt.
Action: Reaction
Effect: As a Reaction, reduce Grief by 100%. If Grief is less than 100%, reduce Permanent Grief by 1 as well.
Uses: Once. The item is consumed on use.
Feather Seed
A partially-consumed Grief Seed previously owned by a member of the Wings of Magius. Feathers are usually seen with one such Seed on their person. You can loot them off the body of a Feather you've just killed, or buy them from Iibey. He says a lot of Wishmakers choose to sell these to him instead of using them for themselves. Their Condition varies, but is usually more than half used by the time others can loot them. Considering that the Wings of Magius has thousands of members, one has to wonder where they keep getting all these Grief Seeds without farming familiars. Makes you think, doesn't it?
Cost: ₲500xCND
Action: Reaction
Effect: When this item is received, roll 10d3 to determine its CONDITION (CND). As a Reaction, reduce Grief by CND. Does not remove Permanent Grief. Yields full Cost when sold to an NPC.
Uses: Once. The item is consumed on use.
Daemon Seed
A Daemon’s Egg and a byproduct of a Warlock’s Soul Gem burning out from overuse. It rapidly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Daemon. Wishmakers can instead use it to assimilate some taint that corrupts their Soul Gems, and give themselves a short burst of intense power. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks. WARNING: HIGHLY ADDICTIVE.
Cost: ₲100,000. Yields full Cost when sold to an NPC. Can only be bought from an NPC by expending a Daemon Seed Receipt.
Action: Reaction
Effect: As a Reaction, Reduce Grief by 50%. If Grief is below your current Grief Reduction effect (20% to 50%, see below), reduce Permanent Grief by 1 as well. Choose 2 of the following bonuses:
Gain +15 to success and accuracy rolls for all three stats
Gain +1 Damage Dice to all Attacks
Gain +10 Dr per turn
Reduce Greif toll by -3 per spell
Regain +5 HP per turn
The Effects of your next Doppel Activation are enhanced by 25%
Each use of a Daemon Seed lowers its Grief Reduction effect by 10% to a minimum of 20% Grief Reduction, but increases the number of bonuses you can use by 1 up to a maximum of 5 bonuses.
Duration: 2 Turns
Uses: Once. The item is consumed on use.
Rumored Lore - Lucky Cat Soda - [Current Owner]
Have you heard? Has anyone told you? Once a Rumour is destroyed, it doesn’t drop a Seed. It’s not a Hex, after all. Instead, they leave their stories behind in little cubic crystals. If you use it on your Soul Gem like a Seed, something amazing will happen! "One sip from Lucky Cat Soda will give you seven years' good luck in seven minutes! Use it while it lasts!"
Cost: ₲50,000
Action: Reaction
Effect: As a Reaction, Increase your Critical Range by 30. For example, if your natural roll results in a critical hit at 95, this can now be done at a natural roll of 65. Stacks with all other sources of increased Critical Range.
Duration: 2 turns
Uses: Once per Thread. Thrice per Character. The item will cease functioning for you after three uses, and must be passed on before your character can use it again.
Rumored Lore - [Placeholder] - [Current Owner]
Have you heard? Has anyone told you? Once a Rumour is destroyed, it doesn’t drop a Seed. It’s not a Hex, after all. Instead, they leave their stories behind in little cubic crystals. If you use it on your Soul Gem like a Seed, something amazing will happen! "[Placeholder]"
Cost: ₲50,000
Action: Reaction
Effect: As a Reaction, activate the special effect of this specific Rumoured Lore. [Placeholder for Rumoured Lore effect]
Uses: Once per Thread. Thrice per Character. The item will cease functioning for you after three uses, and must be passed on before your character can use it again. MemoriasMemoria of Heroism
The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “A climactic battle with a dastardly Hex. A team of comrades, badly beaten. A heated debate for your friends to flee to safety. You win the argument. Make your glorious last stand and defeat the foe at the cost of your own life!”
Cost: ₲20,000
Action: None (Passive)
Effect: Choose one (1) of these two (2) effects at the start of the Combat Phase:
Increase damage by +2 for each of your attacks
Gain an additional five (5) Defence when calculating for Evasion
Uses: Indefinite
Memoria of Cowardice
The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “Hide. Hide. Hide. The Hex is coming. Its familiars are legion. Find the dark corners of the Labyrinth. Hide. Darkness is your ally. Adopt it now. Hide. They’re coming. Nowhere left to run. Just HIDE!”
Cost: ₲20,000
Action: None (Passive)
Effect: Choose one (1) of these two (2) effects at the start of the Combat Phase:
Increase your Defence by +5
Add a 5% chance of inflicting Blind to one (1) of your attacks per turn.
Uses: Indefinite
Memoria of Charity
The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “There was that one time you got yourself hurt by a Hex when you saved a cat that had wandered into its Labyrinth. If you could save that cat, then you can save your friends!”
Cost: ₲20,000
Action: At-Will
Effect: As an At-Will Action, sacrifice 2 HP to restore 3 HP to one (1) ally of your choice.
Uses: Once per Turn
Memoria of Resolve
The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “You have to save your family! The Hex can’t stand much longer, but you’re tired. What you need is a swift decisive strike… but where can you get that power? From the Hex, of course. It will kill you to do so. But your family will be freed once the Labyrinth collapses. That’s all you want. That’s all that matters!”
Cost: ₲20,000
Action: None (Passive)
Effect: For each attack that hits you, 3 damage points will reduce your EP instead of HP or Armour. You still sustain the remainder of the attack’s damage. EP cannot be reduced to below 0.
Uses: A maximum of 60 EP can be reduced this way.
Memoria of Regret
The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “Why did they break up with you? You did everything to make the relationship work out! So then why? Maybe you should have just wished for a relationship, instead of money to fund your courtship efforts...”
Cost: ₲20,000
Action: At-Will
Effect: As an At-Will Action, roll for a 5% chance to inflict any Standard Status Effect of your choice on your target of choice. Convert one fourth (25%) of the damage from the last attack that hit you into a direct increase of your success chance. For example, if you received 20 damage, your success chance becomes 10%. You sustain three fourths (75%) of the attack's damage. Success chance cannot go above 95%.
Uses: Once per Turn
Memoria of Passion The crystallized memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “It was your finest creation... a masterpiece of culinary genius. Only you could have made such a dish in just two hours. No doubt, your family will be proud of it!”
Cost: ₲20,000
Action: At-Will
Effect: As an At-Will Action, sacrifice 5 Defence on your next turn then choose one of the following effects:
Increase the Accuracy roll on your next attack by 5
If your next attack hits, inflict Drain on the recipient for 3 EP or Mana
If your next attack hits, increase the recipient's Grief by 3 or reduce their Gauge by 3
Uses: Once per Turn MiscellaneousGrief Seed Receipt A special receipt issued by the Kamihama Magia Union to Wishmakers who have performed excellently in the line of duty. A recent incident has scattered an indeterminate number of Receipts across the city, and so there is always a small chance of finding one on your adventures. This Receipt allows a Wishmaker to purchase a Grief Seed from the KMU's Seed Reserve.
Cost: ₲25,000. Reward only.
Action: Declare the use of this item when making an NPC Purchase request
Effect: Allows the user to purchase a Grief Seed from the Kamihama Magia Union at the base price of ₲50,000
Uses: Once. Item is consumed upon use.
Daemon Seed Receipt A special receipt issued by the Kamihama Magia Union to Wishmakers who have performed excellently in the line of duty. A recent incident has scattered an indeterminate number of Receipts across the city, and so there is always a small chance of finding one on your adventures. This Receipt allows a Wishmaker to purchase a Daemon Seed from the KMU's Seed Reserve.
Cost: ₲25,000. Reward only.
Action: Declare the use of this item when making an NPC Purchase request
Effect: Allows the user to purchase a Daemon Seed from the Kamihama Magia Union at the base price of ₲50,000
Uses: Once. Item is consumed upon use.
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Post by Cao Lixue on Oct 15, 2022 5:18:13 GMT
Wishmaker Spells Beginner SpellsDirect Single Attack (B) A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end. Type: Basic Attack Action: Action Cost: 4 Grief Accuracy: Roll 1d100+Body Damage: Roll 1 Damage Die (Body) Enhanced: By raising your Grief toll to 6, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Direct Ranged Attack (B) A singular attack aimed at a specific foe from a distance. Greater accuracy, reduced damage. Shoot a gun, fire an arrow, cast a beam. Type: Basic Attack Action: Action Cost: +4 Grief Accuracy: Roll 1d100+Mind+5 Damage: Roll 1 Damage Die (Mind) Enhanced: By increasing your Grief toll to 8, you may make an Enhanced Direct Ranged Attack, with a +10 Accuracy increase at a -1 Damage Tier penalty.
Direct Inflicting Attack (B) A singular status effect-inflicting attack aimed at a specific foe. A freezing blade, a stun baton, a dazzling slap, and more. Can inflict two effects unlike the Intermediate version but more difficult to execute, resulting in a single attack per Action. Type: Basic Attack Action: Action Cost: +6 Grief Effect: Upon learning this Spell, choose one effect from the following: Freeze, Stun, Blind, and Charm. This spell now has a 10% chance of inflicting your effects of choice on your target. Accuracy: Roll 1d100+Soul Damage: Roll 1 Damage Die (Soul) Enhanced: By doubling your Grief toll to 12, you may make an Enhanced Direct Inflicting Attack, with a +10% Success Chance bonus
Single Defense Action (B) A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage. Type: Basic Defensive Action: Reaction Cost: +7 Grief Uses: Once every two turns Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Defense Enhanced: By doubling your Grief toll to 14, you may make an Enhanced Single Defense Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Defense Reduce the incoming Damage by half (-50%) In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self Restoration Action (B) An action taken to restore your health. The drinking of a potion, the casting of healing magic, or the application of magical bandages to a wound. Type: Basic Utility Action: Reaction Cost: +10 Grief Effect: As an Reaction, restore 10 HP to yourself. Uses: Once every three Turns Enhanced: By doubling your Grief toll to 20, you may make an Enhanced Self Restoration Action: Restore 20 HP to yourself.
Group Restoration Action (B) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +8 Grief per ally Effect: As an Action, restore 10 HP for up to three (3) of your allies. Uses: Once per battle Enhanced: By doubling your EP toll per ally and Grief toll to 16 per ally, you may make an Enhanced Group Restoration Action: Restore 20 HP for up to three (3) allies.
Self Focus Action (B) An action taken to restore your mind and emotional health. Meditation, singing, taking of soothing magical drugs. Type: Basic Utility Action: At-Will Cost: -1 Accuracy Per Grief Removed Effect: As an At-Will Action, reduce your Grief Gauge by 10. Uses: Once every five Turns Enhanced: Reduce your Grief Gauge by 20 and Subtract 1 Defense & Accuracy per 1 Grief Removed on this turn.
Group Focus Action (B) An action taken to restore the mental and emotional well being of your allies. Prayers, singing, motivational speeches, the feeding or injection of soothing magical drugs. Type: Basic Utility Action: At-Will Cost: -1 accuracy per 2 Grief removed for you and your allies affected by this spell Effect: As an At-Will Action, reduce Grief Gauge by 10 for up to three allies. Uses: Once every eight Turns Enhanced: Reduce your own and up to three allies' Grief Gauge by 20. Subtract 1 Defense & Accuracy per 2 Grief Removed for both you are your allies.
Group Ranged Attack (B) Multiple basic attacks directed at multiple foes from a distance. Hits more targets, reduced damage. Shooting a gun on full-auto, firing many arrows, casting a lot of beams.. Type: Basic Attack Action: Action Cost: 10 Grief per enemy Effect: Perform a attack against all enemies at half of your accuracy Accuracy: Roll 1d100+50% of the Main Attack Stat Damage: Roll 1 Damage Die (Main Attack Stat) Enhanced: By doubling your Grief toll to 20 per enemy, you may make an Enhanced Group Ranged Attack: Accuracy penalty is reduced to 40% while, but the attack loses 2 Damage tier.
Direct Single Effect (B) A singular effect aimed at a specific foe. A bottle of acid, a breath of fire, a poisoned arrow. Type: Basic Utility Action: At-Will Cost: +5 Grief Effect: On learning this spell, choose between Burn, Acid, and Poison, for its effect. As an At-Will action, roll for a 15% chance to inflict your effect of choice on a single target. Enhanced: Grief toll to 10, you may make an Enhanced Direct Single Effect: Success rate is increased to 25%, but damage over time is reduced by 1.
Group Single Effect (B) A singular effect aimed at a group of foes. A rain of acid, a cone of fire, a sprung poison-dart trap. Type: Basic Utility Action: Reaction Cost: +6 Grief per enemy Effect: On learning this spell, choose between Burn, Acid, and Poison, for its effect. As an At-Will Action, roll for a 15% chance to inflict your effect of choice on all available enemies. Enhanced: By doubling your Grief toll to 12 per enemy, you may make an Enhanced Group Single Effect: Success rate is increased to 25%, but damage over time and duration is reduced by 1.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +8 Grief Effect: As an At-Will Action, increase your Damage Tier by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Ally Augmentation - Damage (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: +7 Grief per ally Uses: Once per battle Effect: As an At-Will Action, for up to three (3) allies, increase the Damage Tier of each attack in their next Action by 1. Can stack with identical buffs from their use of Self-Augmentation - Damage for even more damage. Enhanced: By doubling your Grief toll to 15 per ally, you may make an Enhanced Ally Augmentation - Damage: Affected allies receive a +3 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +10 Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy. Enhanced: By doubling your Grief toll to 20, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Ally Augmentation - Accuracy (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: Reaction Cost: +10 Grief per ally Uses: Once per battle Effect: As an At-Will Action, for up to three (3) allies, increase the Accuracy of each attack in their next Action by 10. Can stack with identical buffs from their use of Self-Augmentation - Accuracy for even more accuracy. Enhanced: Raising your Grief toll to 15 per ally, you may make an Enhanced Ally Augmentation - Accuracy: Affected allies receive an additional +5 Accuracy, for a total of +15.
Self-Augmentation - Status (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: Reaction Cost: +8 Grief Effect: As an At-Will Action, increase the success chance of inflicting status effects for each attack in your next Action by 10%. Can stack with identical buffs from an ally using Ally Augmentation - Status for an even higher success chance. Enhanced: For an additional 8 Gain +5% success chance, for a total of +15%.
Ally Augmentation - Status (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: +7 Grief per ally Uses: Twice per battle Effect: As an At-Will Action, for up to three (3) allies, increase the success chance of inflicting status effects for each attack in their next Action by 10%. Can stack with identical buffs from their use of Self-Augmentation - Status for an even higher success chance. Enhanced: increasing your Grief toll to 10 per ally, you may make an Enhanced Ally Augmentation - Status: Affected allies receive an additional +5% success chance, for a total of +15%.
Offensive Connect (B) A special attack aimed at a specific foe made in concert with an ally. Combine your powers for a powerful strike! Type: Connect Attack Action: Action Cost: +12 EP/Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this attack. Gain a bonus for your Connect Attack based on your ally's class: HERO: Increase accuracy by 15 NARCISSIST: Add one (+1) Damage Die to your damage roll OUTSIDER: Your attack gains a 25% chance to inflict your ally's most successful Standard Status Effect, or a 10% chance to inflict a Standard Status Effect of your choice Accuracy: Roll 1d100+CONNECT Damage: Roll 1 Damage Die (CONNECT) Limit: Two Connects per Thread
Defensive Connect (B) A special protective move made in concert with an ally. Combine your powers for an improved defence! Type: Connect Defensive Action: Reaction Cost: +12 Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this defense spell. Gain a bonus for your Connect Defensive based on your ally's class: HERO: Gain +10 Armour NARCISSIST: Reduce the Accuracy of an incoming attack of your choice by ten (-10) OUTSIDER: Reroll the Damage for an incoming attack of your choice, chose the lower roll. Apply one effect from Single Defense Action (B) to yourself and your chosen CONNECT ally. CONNECT will be used for Evasion calculations for both yourself and your ally. Limit: Two Connects per Thread
Supportive Connect (B) A special utility move made in concert with an ally. Combine your powers for better tactics! Type: Connect Utility Action: At-Will Cost: +12 Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this utility spell. Gain a bonus for your Connect Utility based on your ally's class: HERO: Restore +10 HP for yourself and your chosen CONNECT ally NARCISSIST: Reduce Grief toll by 25% for yourself and your chosen CONNECT ally for this turn OUTSIDER: Roll for a 25% chance to inflict a Standard Status Effect of your choice on the last opponent who attacked you Select one effect from any Beginner Tier Utility spell available to yourself and your chosen CONNECT ally. Apply it to either yourself and your ally, or to your opponent of choice. Limit: Two Connects per Thread Intermediate SpellsDirect Single Attack (I) A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end. Type: Basic Attack Action: Action Cost: 4 Grief Accuracy: Roll 1d100+Body Damage: Roll 1 Damage Die (Body) Enhanced: By raising your Grief toll to 8, you may make an Enhanced Direct Single Attack, with a +2 Damage Tier bonus at a -10 Accuracy penalty.
Direct Ranged Attack (I) A singular attack aimed at a specific foe from a distance. Greater accuracy, reduced damage. Shoot a gun, fire an arrow, cast a beam. Type: Basic Attack Action: Action Cost: 4 Grief Accuracy: Roll 1d100+Mind+5 Damage: Roll 1 Damage Die (Mind) Enhanced: By increasing your Grief toll to 10, you may make an Enhanced Direct Ranged Attack, with a +10 Accuracy increase.
Direct Inflicting Attack (I) A singular status effect-inflicting attack aimed at a specific foe. A freezing blade, a stun baton, a dazzling slap, and more. Can inflict two effects unlike the Intermediate version but more difficult to execute, resulting in a single attack per Action. Type: Basic Attack Action: Action Cost: +7 Grief Effect: Upon learning this Spell, choose one effect from the following: Freeze, Stun, Blind, and Charm. This spell now has a 15% chance of inflicting your effects of choice on your target. Accuracy: Roll 1d100+Soul Damage: Roll 1 Damage Die (Soul) Enhanced: By doubling your Grief toll to 14, you may make an Enhanced Direct Inflicting Attack, with a +15% Success Chance bonus
Single Defense Action (I) A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage. Type: Basic Defensive Action: Reaction Cost: +9 Grief Uses: Once every two turns Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 15 DR Gain 15 Defense Enhanced: By doubling your Grief toll to 18, you may make an Enhanced Single Defense Action, which does one of the following for yourself or an ally: Gain 30 DR Gain 30 Defense Reduce the incoming Damage by half (-50%) Calculate for Evasion at 65% of your Body. If it is higher than the attack's Accuracy rolls and the attacks are non-critical, avoid them. In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self Restoration Action (I) An action taken to restore your health. The drinking of a potion, the casting of healing magic, or the application of magical bandages to a wound. Type: Basic Utility Action: Reaction Cost: +15 Grief Effect: As an Reaction, restore 15 HP to yourself. Uses: Once every three Turns Enhanced: By doubling your Grief toll to 30, you may make an Enhanced Self Restoration Action: Restore 30 HP to yourself.
Group Restoration Action (I) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +12 Grief per ally Uses: Once per battle Effect: As an Action, restore 15 HP for up to three (3) of your allies. Uses: Once every five Turns Enhanced: By doubling your Grief toll to 24 per ally, you may make an Enhanced Group Restoration Action: Restore 30 HP for up to three (3) allies.
Self Focus Action (I) An action taken to restore your mind and emotional health. Meditation, singing, taking of soothing magical drugs. Type: Basic Utility Action: At-Will Cost: -1 accuracy per 2 grief recovered this turn Effect: As an Action, reduce your Grief Gauge by 15. Uses: Once every four Turns Enhanced: Reduce your Grief Gauge by 30 and Subtract 1 Defense & Accuracy per 2 Grief Removed on this turn.
Group Focus Action (I) An action taken to restore the mental and emotional well being of your allies. Prayers, singing, motivational speeches, the feeding or injection of soothing magical drugs. Type: Basic Utility Action: At-Will Uses: Thrice per battle Cost: -1 accuracy per 3 Grief removed for you and your allies affected by this spell Effect: As an At-Will Action, reduce Grief Gauge by 15 for up to three (3) allies. Uses: Once every seven turns Enhanced: Reduce both you and your allies' Grief Gauge by 30. Subtract 1 Defense & Accuracy per 3 Grief Removed for both you are your allies.
Group Ranged Attack (I) Multiple basic attacks directed at multiple foes from a distance. Hits more targets, reduced damage. Shooting a gun on full-auto, firing many arrows, casting a lot of beams.. Type: Basic Attack Action: Action Cost: 8 Grief per enemy Effect: Perform a attack against all enemies at half of your accuracy Accuracy: Roll 1d100+50% of the Main Attack Stat Damage: Roll 1 Damage Die (Main Attack Stat) Enhanced: By doubling your Grief toll to 16 per enemy, you may make an Enhanced Group Ranged Attack: Accuracy penalty is reduced to 35% while, but the attack loses 2 Damage tier.
Direct Single Effect (I) A singular effect aimed at a specific foe. A bottle of acid, a breath of fire, a poisoned arrow. Type: Basic Utility Action: At-Will Cost: +9 Grief Effect: On learning this spell, choose between Burn, Acid, and Poison, for its effect. As an At-Will action, roll for a 20% chance to inflict your effect of choice on a single target. Enhanced: Grief toll to 15, you may make an Enhanced Direct Single Effect: Success rate is increased to 30%, but damage over time is reduced by 1.
Group Single Effect (I) A singular effect aimed at a group of foes. A rain of acid, a cone of fire, a sprung poison-dart trap. Type: Basic Utility Action: Reaction Cost: +9 Grief per enemy Uses: Once ever three turns Effect: On learning this spell, choose between Burn, Acid, and Poison, for its effect. As an At-Will Action, roll for a 20% chance to inflict your effect of choice on all available enemies. Enhanced: By doubling your Grief toll to 18 per enemy, you may make an Enhanced Group Single Effect: Success rate is increased to 35%, but damage over time is reduced by 1.
Self-Augmentation - Damage (I) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +14 Grief Effect: As an At-Will Action, increase your Damage Tier by 2. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By raising your Grief toll to 18, you may make an Enhanced Self-Augmentation - Damage: Gain a +5 Damage Mod in addition to the normal effect.
Ally Augmentation - Damage (I) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: 10 Grief per ally Uses: Once per battle Effect: As an At-Will Action, for up to three (3) allies, increase the Damage Tier of each attack in their next Action by 1. Can stack with identical buffs from their use of Self-Augmentation - Damage for even more damage. Enhanced: By doubling your Grief toll to 20 per ally, you may make an Enhanced Ally Augmentation - Damage: Affected allies receive another Damage Tier on top of the original affect
Self-Augmentation - Accuracy (I) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +15 Grief Effect: As an At-Will Action, increase the Accuracy of your Action by 15. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy. Enhanced: Increase your Grief toll to 20, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +20.
Ally Augmentation - Accuracy (I) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: Reaction Cost: +15 Grief per ally Uses: Once per battle Effect: As an At-Will Action, for up to three (3) allies, increase the Accuracy of each attack in their next Action by 15. Can stack with identical buffs from their use of Self-Augmentation - Accuracy for even more accuracy. Enhanced: Raising your Grief toll to 20 per ally, you may make an Enhanced Ally Augmentation - Accuracy: Affected allies receive an additional +5 Accuracy, for a total of +20.
Self-Augmentation - Status (I) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: Reaction Cost: +10 Grief Effect: As an At-Will Action, increase the success chance of inflicting status effects for each attack in your next Action by 15%. Can stack with identical buffs from an ally using Ally Augmentation - Status for an even higher success chance. Enhanced: For an additional 8 Gain +5% success chance, for a total of +20%.
Ally Augmentation - Status (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: 10 Grief per ally Uses: Thrice per battle Effect: As an At-Will Action, for up to three (3) allies, increase the success chance of inflicting status effects for each attack in their next Action by 15%. Can stack with identical buffs from their use of Self-Augmentation - Status for an even higher success chance. Enhanced: increasing your Grief toll to 10 per ally, you may make an Enhanced Ally Augmentation - Status: Affected allies receive an additional +5% success chance, for a total of +15%.
Offensive Connect (I) A special attack aimed at a specific foe made in concert with an ally. Combine your powers for a powerful strike! Type: Connect Attack Action: Action Cost: +15 EP/Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this attack. Gain a bonus for your Connect Attack based on your ally's class: HERO: Increase accuracy by 15 and gain 1 Damage Tier NARCISSIST: Add one (+1) Damage Die to your damage roll OUTSIDER: Your attack gains a 30% chance to inflict your ally's most successful Standard Status Effect, or a 15% chance to inflict a Standard Status Effect of your choice Accuracy: Roll 1d100+CONNECT Damage: Roll 1 Damage Die (CONNECT) Limit: Three Connects per Thread
Defensive Connect (I) A special protective move made in concert with an ally. Combine your powers for an improved defence! Type: Connect Defensive Action: Reaction Cost: +15 Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this defense spell. Gain a bonus for your Connect Defensive based on your ally's class: HERO: Gain +20 Armour NARCISSIST: Reduce the Accuracy of an incoming attack of your choice by -15 OUTSIDER: Reroll the Damage for an incoming attack of your choice and pick the lower roll. Apply one effect from Single Defense Action (B) to yourself and your chosen CONNECT ally. CONNECT will be used for Evasion calculations for both yourself and your ally. Limit: Three Connects per Thread
Supportive Connect (I) A special utility move made in concert with an ally. Combine your powers for better tactics! Type: Connect Utility Action: At-Will Cost: +15 Grief Effect: Select an ally and add their highest Stat (BODY, MIND, or SOUL) to your highest Stat (BODY, MIND, or SOUL). Divide this total by 2 to determine a special Stat called CONNECT, to be used for this utility spell. Gain a bonus for your Connect Utility based on your ally's class: HERO: Restore +20 HP for yourself and your chosen CONNECT ally NARCISSIST: Reduce Grief toll by 30% for yourself and your chosen CONNECT ally for this turn OUTSIDER: Roll for a 30% chance to inflict a Standard Status Effect of your choice on the last opponent who attacked you Select one effect from any Beginner Tier Utility spell available to yourself and your chosen CONNECT ally. Apply it to either yourself and your ally, or to your opponent of choice. Limit: Three Connects per Thread
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