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Steel Charge Moveset (v2.5)

Aug 24th, 2016
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  1. Steel Charge
  2. HP: 100
  3. AP: 3/3
  4. Resource: Spell Shields (SH)
  5.  
  6. Attributes
  7. + Armored: Attacks against you cannot exceed a certain threshold while you have a shield active.
  8. - Light Headed: Certain mental ailments are more effective against you
  9.  
  10. >Passive – Arcane Fortress
  11. 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.
  12.  
  13. 1 Shield: Resolve (Player’s health will not drop below 1)
  14. 2 Shields: Player Defenses Up
  15. 3 Shields: 1 AP refund upon executing combo skills
  16.  
  17. ==
  18.  
  19. [[Shields in detail]]
  20. >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)
  21.  
  22. >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.)
  23.  
  24. >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.
  25.  
  26. ==
  27.  
  28. >>SKILLS
  29. >1 AP / 0 SH – Shoulder Check
  30. Charge the enemy and deal light physical damage. Chance to Addle.
  31. >1 AP / 0 SH – Horn Slash
  32. Rush the enemy and slash them with your horn.
  33. >0 AP / 0 SH - Emergency Shield
  34. If you have no shields, convert 15 HP into a Spell Shield
  35.  
  36. ==
  37.  
  38. >1 AP upon activation only/ 1 SH per turn active – Spell Blade
  39. 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.
  40. >1 AP / 1 SH – Spell Arrow
  41. Summon a piercing projectile of magic that strikes with moderate force.
  42. >1 AP / 2 SH – Spell Chain
  43. 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.
  44. >2 AP / 2 SH – Stomp
  45. Slam your hooves down in front of you, dealing heavy damage and stunning the target.
  46. >0 AP / X SH – Grim Wager
  47. 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.
  48.  
  49. ==
  50.  
  51. >0 AP / 0 SH – Scrying Pearl
  52. Communicate over long distances.
  53. >0 AP / 0 SH – Taunt
  54. Contextual.
  55. >0 AP / 0 SH - PDA
  56. Display affection. Publicly. Contextual.
  57.  
  58. ==
  59.  
  60. >>PARTNER SKILLS DETAIL
  61. 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.
  62.  
  63. >>STEEL PARTNER SKILLS
  64. >3T – Lockdown
  65. Summon several chains to lock an enemy in place, decreasing their defenses.
  66. >2T – Riposte
  67. Summon a shield that, when broken, deals damage to attacking enemies.
  68. >1T – Gore
  69. Rush the enemy and deal physical damage.
  70.  
  71. [[Changelog]]
  72. 2.0 - Created
  73. 2.1 - Passive changed
  74. 2.2 - Added Changelog. Spell Chain, Grim Wager, and Fortress descriptions clarified. Armored passive clarified. Section "Shields in Detail" added.
  75. 2.3 - Decay removed. Added "PDA" to free actions.
  76. 2.4 - Split Grim Wager's HP transfer into a different action. Added Tara's partner skills. Tweaked Grim Wager's proc effects.
  77. 2.5 - Clarified Partner Skills
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