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Post by Eli on Feb 18, 2015 12:42:17 GMT -6
Skill Effects An important part of combat scenarios and your character as well are custom skills. These are what really make characters unique. They differ from Special Skills that you can learn from certain masters and get from Quests because they have set effects when being made. And there are a selection of effects that can be put onto a skill. (1 Effect per Skill, of course)The Official Effects are as follows: Bleed - Bleeds cause usual skill damage, and an additional damage over time per turn. It will also halve any healing put on the target while it’s in effect. A Novice and Apprentice Bleed would last for 1 turn, Trained and Advanced would last 2 turns, and Expert and Master would last 3 turns. Damage is done each of those turns equal to 10% of your Skill Damage. Bleed adds 4 Ki Cost to the skill’s base cost.Stumble - Stumble will increase the Ki Cost of your opponent’s next offensive skill(s). The duration increases by one action a rank. A Novice Stumble would last for 1 action, Apprentice would be 2 actions, Trained is 3 actions, etc. Any opponent hit with this will have that many actions of Stumble, where skills cost 125% their original value. Please calculate this before any other boosts or reductions. Stumble adds 3 Ki Cost to the skill’s base cost. Heal - Heals turn skill damage into health, but halves it in the process. (Skill Damage x 0.5, target regains this value), it can be used out of combat. However, Heals will not remove Fatigue. Heal adds 5 Ki Cost to the skill’s base cost.Regeneration - Regeneration turns skill damage into health, but reduces it to 20% in the process (Skill Damage x 0.20). However, this effect lasts for 3 turns. It does not remove Fatigue. And it cannot be stacked. Regeneration adds 5 Ki Cost to the skill’s base cost.Cure - Cures will remove any one skill effect that is equal to it’s level. It requires the White Mage Perk to be used. Cure adds 5 Ki Cost to the skill’s base cost. (Make sure to specify which Effect you are healing from the target.)Fake-Out - Fake-Ous reduces skill damage to 25% (skill damage x 0.25), but causes your next skill to be more expensive to react to if used on the same target. A Novice and Apprentice Fakeout would be a 5% increase, Trained and Advanced would be a 10% increase, and Expert and Master would be a 15% increase. Fake-Out adds 3 Ki Cost to the skill’s base cost.Barrier - Barriers negate incoming damage. Novice would last for 1 action and negate 5% damage (value x 0.95), Apprentice would last for 2 actions and negate 10% damage (value x 0.90), Trained would last for 3 actions and negate 15% damage (value x 0.85), etc. Barrier adds 2 Ki Cost to the skill’s base cost.Charm - Charms will remove the target’s ability to attack you until they take damage from you, or you are unable to maintain the Ki Cost. A Novice Charm would require 45 Ki to maintain on top of the skill’s Ki Cost. An Apprentice Charm would require 40 Ki to maintain on top of the skill’s Ki Cost. A Trained Charm would require 35 Ki to maintain on top of the skill’s Ki Cost. An Advanced Charm would require 30 Ki to maintain on top of the skill’s Ki Cost. An Expert Charm would require 25 Ki to maintain on top of the skill’s Ki Cost. A Master Charm would require 20 Ki to maintain on top of the skill’s Ki Cost. Charm adds 2 Ki Cost to the skill’s base cost. (Note: This does not work in 1v1 situations.)Blind - Blinds will temporarily take away your opponent’s ability to see, making them less likely to hit you. A Novice and Apprentice Blind would last for 1 turn, and lower Parry, Dodge, and Block Ki Costs by 5% (value x 0.95) Trained and Advanced Blind would last for 2 turns and lower Parry, Dodge, and Block Ki Costs by 10% (value x 0.90). An Expert and Master Blind would last for 3 turns, and lower Parry, Dodge, and Block Ki Costs by 15% (value x 0.85). Blind adds 3 Ki Cost to the skill’s base cost.Fear - Showcase an attack and frighten others around you. Target’s attacks will fumble, doing 25% less damage to you (value x 0.75). An affected Target will also have the Ki Cost for Flee reduced by 5. Duration increases by 1 action for each rank. A Novice Fear would last for 1 action. An Apprentice Fear would last for 2 actions. A trained Fear would last for 3 actions, etc. Fear adds 4 Ki Cost to the skill’s base cost.Damage - Straight up damage. No pros. No cons. Feel Free to suggest any possible custom skill effect additions in the “Guides Suggestions” sub-section of the site! We’d like to expand onto this to continue making custom skills diverse.
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