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- Steel Charge
- HP: 100
- AP: 3/3
- Resource: Spell Shields (SH)
- Attributes
- + Armored: Attacks against you cannot exceed a certain threshold while you have a shield active.
- - Light Headed: Certain mental ailments are more effective against you
- >Passive – Arcane Fortress
- Upon attacking, gain a spell shield that will reduce incoming damage if it exceeds a certain threshold. Higher numbers of shields will provide additional effects, up to a maximum of 3. Players can store up to 6 shields. Spending all your current shields will power up your attack string. Taking certain thresholds of damage in an attack string will cause shields to break.
- 1 Shield: Resolve (Player’s health will not drop below 1)
- 2 Shields: Player Defenses Up
- 3 Shields: 1 AP refund upon executing combo skills
- ==
- [[Shields in detail]]
- >If an attack string fails to break your shields, the damage it would deal is reduced to only a specific amount, otherwise, the attack will connect unmitigated. (i.e a 50 damage attack hits a 100 damage shield. Only 10 damage will be dealt to the player. If a 5 damage attack strikes a 100 hp shield, then 5 damage is dealt to the player)
- >If an attack string breaks your last shield, the damage of the attack that broke it will strike with full force. (ie, a 90 damage attack strikes a shield with 50 hp. The shield will break, and the player will take 90 damage.)
- >Each shield is placed in sequence. If the first shield is broken by an attack, the remaining damage will be split into another shield and count as another dose of damage. (i.e if a 100 damage attack strikes three 40 hp shields, the first shield will break, and the pc will take 10 damage. Then, 60 damage will strike the next shield, dealing 10 damage to the pc, and breaking the shield. Finally, the remaining 20 damage will hit the last shield, failing to destroy it, and dealing 10 damage to the player. In total, the player, after a 100 damage attack string connects, will take 30 damage total, and lose 2 out of 3 shields.
- ==
- >>SKILLS
- >1 AP / 0 SH – Shoulder Check
- Charge the enemy and deal light physical damage. Chance to Addle.
- >1 AP / 0 SH – Horn Slash
- Rush the enemy and slash them with your horn.
- >0 AP / 0 SH - Emergency Shield
- If you have no shields, convert 15 HP into a Spell Shield
- ==
- >1 AP upon activation only/ 1 SH per turn active – Spell Blade
- Wreathe your horn in a blade of magic, bolstering your attacks. Effect dissipates if the cost cannot be paid. Cost is incurred at the start of every player turn.
- >1 AP / 1 SH – Spell Arrow
- Summon a piercing projectile of magic that strikes with moderate force.
- >1 AP / 2 SH – Spell Chain
- Summon an ethereal chain to restrict a target's movements and deal light damage. Reduces the target's defenses and ensures their first attack will fail.
- >2 AP / 2 SH – Stomp
- Slam your hooves down in front of you, dealing heavy damage and stunning the target.
- >0 AP / X SH – Grim Wager
- Sacrifice all of your current shields to riposte the enemy upon counter attack and heal yourself. Severity of attacks sustained confers riposte damage dealt as well as HP recovered. If you successfully counter an attack, regain shields based on damage absorbed.
- ==
- >0 AP / 0 SH – Scrying Pearl
- Communicate over long distances.
- >0 AP / 0 SH – Taunt
- Contextual.
- >0 AP / 0 SH - PDA
- Display affection. Publicly. Contextual.
- ==
- >>PARTNER SKILLS DETAIL
- When your partner uses a skill, they cannot act for a certain amount of time after the skill has been cast. This is notated by the cooldown that prefaces every skill.
- >>STEEL PARTNER SKILLS
- >3T – Lockdown
- Summon several chains to lock an enemy in place, decreasing their defenses.
- >2T – Riposte
- Summon a shield that, when broken, deals damage to attacking enemies.
- >1T – Gore
- Rush the enemy and deal physical damage.
- [[Changelog]]
- 2.0 - Created
- 2.1 - Passive changed
- 2.2 - Added Changelog. Spell Chain, Grim Wager, and Fortress descriptions clarified. Armored passive clarified. Section "Shields in Detail" added.
- 2.3 - Decay removed. Added "PDA" to free actions.
- 2.4 - Split Grim Wager's HP transfer into a different action. Added Tara's partner skills. Tweaked Grim Wager's proc effects.
- 2.5 - Clarified Partner Skills
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