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Player Character Information

Jul 6th, 2015
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  1. --RACIAL TRAITS--
  2.  
  3. During character creation, the players are allowed to choose the race of their current hero.
  4.  
  5. Each character has their own unique passive ability and detriment according to stats.
  6.  
  7. Please note this list may contain unplayable races.
  8.  
  9. Human
  10. + Magic-Proof: Magical attacks deal even less damage to you
  11. - Conspicuous: Being the only human means you have a lot of enemies. Battles will be harder.
  12.  
  13. Dragon
  14. + Dragon Breath: You have an inherent elemental attack that costs no MP based on your chosen element
  15. - Snoozefest: Your AP growth is reduced by 30%
  16.  
  17. Gryphon
  18. + Predator: You deal extra physical attack damage when performing strings
  19. - Bird Brained: You are more susceptible to magical assaults on the mind
  20.  
  21. Earth
  22. + Hardy: Any hit that would kill you, leaves you at 1 HP, instead.
  23. - Magic Kindergardener: You lack magical talent necessary for many trinkets
  24.  
  25. Moth Pony
  26. + Cuddly wuddly: You have an inherent bonus to charisma checks, and your light frame allows you to sneak better as well.
  27. -Limp wristed: Your poofy build means you will never dish out as much physical damage as the other races.
  28.  
  29. Unicorn
  30. + Magus: Magic attacks deal extra damage when performing strings
  31. - Light-Headed: Getting addled makes you lose 1 additional AP
  32.  
  33. Pegasus
  34. + Flighty: You can simply fly over floor based traps or obstacles
  35. - Fragile: You take extra damage from physical attacks
  36.  
  37. Bat Pony
  38. + Nightkin: You operate far better at night and cannot be blinded.
  39. - Skittish: You are more susceptible to sensory barrages.
  40.  
  41. Diamond Dog
  42. + Tracker: You have great ease finding trinkets
  43. - Impulsive: You may take random actions based on instinct.
  44.  
  45. Minotaur
  46. + Beefy: Your critical strikes hit for double damage.
  47. - Seeing Red: You are terrible at diplomacy or sneaking after you get frustrated.
  48.  
  49.  
  50. Human:
  51. Being human has many perks, height advantage being the largest. Of course, being a human means being very noticeable.
  52.  
  53. Gryphon:
  54. With agility and talons, you are a physical powerhouse but your predatory mind is open to magical assault.
  55.  
  56. Dragon:
  57. Youre tough, you hit hard, and you have access to elemental abilities free of mana cost. Its a shame you're always just so tired.
  58.  
  59. Earth Pony:
  60. You're able to take a hit that would leave others a smoldering wreck, of course being this tough means you have no room for magical proficiency.
  61.  
  62. Moth Pony:
  63. You’re just too cuddly, wuddly, and a bit creepy to handle. Your waifish appearance gives you nimbleness and charisma way out of the leagues of other races. Sadly, your build means you can’t dish out as much physical damage as any other class.
  64.  
  65. Unicorn:
  66. You're a natural at all things magic. With a calm mind, you can weave spells stronger than any other class, but that studying has made it really hard to recover from a heavy hit without a price.
  67.  
  68. Pegasus:
  69. You've got an important asset - flight! This means smooth sailing in areas rife with floor based danger. Of course, the gift of flight has the price of being unable to take physical strikes well.
  70.  
  71. Diamond Dog
  72. You're a good dog (yes you are!), able to track almost anything effectively. Unfortunately, your race leads to... "Interesting" tendencies.
  73.  
  74. Bat Pony:
  75. You’re a creature of the night, privy to tracking creatures and objects through superior night vision and echolocation. Just be wary of attacks on the senses, as the price for never being blind is unfortunately never being deaf either.
  76.  
  77. Minotaur
  78. You're a proud fighter, and when you hit right, you hit harder than any other class. It's a little sad you're so clumsy though. And angry. Calm down. Seriously.
  79.  
  80.  
  81. --SKILL LIST--
  82.  
  83. Human
  84.  
  85. One-Two Punch: A double hitting physical attack
  86. Uppercut: A strong physical attack with a chance to stun an enemy
  87. Roundhouse: A physical attack that deals average damage. Gains massive bonus damage if used as the last move.
  88. Belly Rub: Contextual
  89.  
  90. Dragon
  91.  
  92. Elemental Breath: A light elemental attack that has a high chance of inflicting status
  93. Tail Whip: A heavy physical attack that gains more damage if used in a combo.
  94. Jackpot: Deals damage based on trinket used.
  95. Deep Sleep: Fall into a deep sleep, gaining massive defense and regenerating HP
  96.  
  97. Grffin
  98.  
  99. Swipe: A light physical attack. Gains additional strikes when comboing.
  100. Roar: An intimidating cry that increases your physique and lowers enemy's physical defense
  101. Flurry: Several light physical attacks. Causes additional effects if used in a combo.
  102. Gut: Useable only on an addled enemy. Continues to hit until the grip is broken.
  103.  
  104. Moth Pony
  105.  
  106. Boop: Boops target for minimal damage. Extremely high chance for stun.
  107. Poison Powder: Release a cloud of potent poison.
  108. Pomf: Release a dense cloud of powder, lowering enemy accuracy.
  109. Soulless Eyes: Shoot an empty gaze at an enemy. High chance of stun.
  110.  
  111. Earth
  112.  
  113. Bucky McGillicuddy EX: Useable on an addled enemy. Chance to instantly end the battle, or deal massive damage.
  114. Iron Jaw: Take less damage from physical attacks for the next two turns
  115. Quake: Deal light magical damage with a chance to stun.
  116. Trample: Run into an enemy and deal damage based on your physique versus their physique
  117.  
  118. Unicorn
  119.  
  120. Spellsword: summon a spellblade from your horn. All physical attacks now scale off Insight
  121. Gore: Deal heavy physical attack damage to a target. Small chance of recoil damage.
  122. Concentrate: Begin to regain MP and deal extra damage with a combo string in the next turn.
  123. Shell: Protect yourself from a single attack.
  124. Pegasus
  125.  
  126. Dive Bomb: Dive at the target enemy dealing physical damage based on your physique.
  127. Preen: Remove status ailment. Immune to status effects until damage has been taken.
  128. Fly: Take off into the sky. Melee attacks cannot harm you for one turn. Note: Cannot carry over AP.
  129. Stormbringer: Call in a stormcloud to zap your enemy for the next turn.
  130.  
  131. Diamond Dog
  132.  
  133. Dig: Retreat underground and gain attack damage and hp for AP conserved.
  134. Maul: Rush target and deal heavy physical damage.
  135. Pocket Sand: Throw sand in an attempt to blind the target.
  136. Ruthless: Ignore all debuffs for one turn. Any debuffs ignored will persist into next turn.
  137.  
  138. Bat Pony
  139.  
  140. Screech: Deliver a high pitched scream at your enemy, dealing light magical damage and increasing your critical chance.
  141. Drain: Drain target of either HP, MP, or AP.
  142. Conceal: Hide self in the darkness, increasing defense and critical chance.
  143. Moondance: Deal heavy magical damage and increase defense. Effects become more potent at night.
  144.  
  145. Minotaur
  146.  
  147. Rampage: Next turns combo attack will deal extra damage.
  148. Headbutt: Deal physical damage with a chance to addle.
  149. Staredown: Lock eyes with the enemy. Chance to paralyze
  150. Slab Toss: Retrieve a mass of stone and hurl it at the enemy dealing heavy magical damage. Scales on physique. Ranged attack.
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