|
|
|
|
|
#1 |
|
Join Date: Apr 2017
|
I started working on some of the elemental skills, and would like some help defining them (both gameplay and game costs)
Earth: Stone Block - increasing the DR of the arms, crossing them infront of you to block, not parry. Often seen in anime hand to hand. this should give a divisor to the damage delt (minimum 1), should have a bonus to success Earth Shake - Stomping the ground to send a shock wave to knock down an opponent (possible stun, no dmg). base range should be 3 yards, but skill increase could possibly increase range and maybe add damage? Tunnel - like a teleport, but through the ground (stone/dirt only). One second to go under, 1 sec to surface. not sure how to work distance/speed. Rock Clone - Skill that when success, replaces one's self with a stone clone on a successful strike by an opponent. considered a full turn defense, player jumps back 2 yards. Costs CHI/FP Water: Water Lash - a short whip of water (reach 2?) one attack, costs FP Flow - on a successful parry, can use this skill to flow past and be behind the attacker. Bonus for attacking from behind? Palm Waves - succession of attacks. If continued without being struck, damage increases (succession is not broken with parries). CHI/FP cost per attack(should not increase CHI/FP cost for increased dmg, first strike does no bonus damage, but still costs CHI/FP) Ebb - All out dodge that moves the defender back twice normal distance, maybe performed on after taking a hit to reduce damage dealt and retreat to safe distance. Air: Gust - I guess a kin to Push Aerial Throw old skool Ninja Gaiden flip throw. On an acrobatic Dodge, roll to see if you jump over them, grab and (contest of DX vs defender's ST?) throw them. CHI/FP cost Up Draft - A wind assisted uppercut that does 1/2 damage but launches the target into the air (air juggling attacks?). Target would be unavailable to dodge as they have no footing. CHI/FP cost Warp - takes concentration turn to initiate, seen as a wait turn (can they just declare wait then use this, or do they need to actually say concentrate - less deceptive if announced). Can warp up to 4 yards in any direction (in open air only, cannot go around/through solid objects). Standard penalties apply to warp (will have Body Sense as separate skill) Storm of Punches - Like rapid Strike but allow for more attacks. Requires CHI/FP (low cost, but multiplied by number of strikes, penalties not as high as Rapid Strike, damage reduced) Level of skill allows for more strikes (low levels limits to maybe 3?) Fire: FireBall - most obvious... and would be a starting power. Should start very weak, but and the skill increases, so should the dmg and possibly the RoF (number of actual fireballs shot out) (CHI/FP cost) Heat Wave - area attack around the player, and aura of flame, range 1 (CHI/FP cost) Burning Touch - though the elemental base is fire, I don't believe I want to be setting people on fire (kids game), but this strike when hit will give damage over time, not actually set them on fire. (CHI/FP cost) Flame Twin - Use this skill when enemy is attempting a parry. the attack is instead done by a flaming twin of you, causing damage when parried. (CHI/FP) I do have other ideas for non combat stuff, but I have a bit more time to work on that, and seem to be finding what I need (mostly) in the BS. If anyone has any skills/abilities along these lines please feel free to share. The skill/abilities should be either school specific, or available to all. Thanks again. Last edited by InLaNoche; 04-06-2017 at 01:12 PM. |
|
|
|
![]() |
| Tags |
| ghostly movement |
|
|