Maniklas

DASHNET ARENA V2.0 Classes

Feb 17th, 2018
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  1. --------------------------------------
  2. CLASS NAME: Summoner
  3. BASE STATS: Physical: 2 Psychological: 7 Energy max standard: 20 (Algebraic names: Physical=PH Psychological=PS Energy max standard=ES)
  4. OTHER STATS: Max Control (CTR): 2 Intelligence(INT): 6
  5. ENERGY TYPE: Mana [MAN]: get one point of Mana per turn per point of INT up to a maximum of [ES]. These are used for the Summoner's spells.
  6. PASSIVE ABILITIES: Summon familiar: The Summoner can use a specific amount of Max. Mana taken out of the maximum pool to summon a familiar.
  7. Mana Used: 25% of max Mana
  8. Notes: The familiar is decided upon the first summoning, it is the same level as the user and gives the user +1 to the familiar's highest stat
  9. USER ABILITIES: Summon Ally: The user picks a creature and summons it as his ally for Mana 5x the creature's level. The Total level of all creatures cannot exceed the Summoner's control limit
  10. Chaos Bolt: 4 Mana/Bolt, does random damage per bolt not exceeding PS*1.5 of a random element. Max number of bolts summoned is the Summoner's level
  11. Chaos Barrage: Level 8 passive ability, +2 to number of Chaos Bolts summoned per cast with no added cost
  12. Master of Chaos: Level 10 passive ability: Chaos Bolt minimum damage equal to INT, allows choice of Chaos Bolt element
  13. LEVEL UPS:
  14. Level 2: +1 INT, +1 CTR
  15. Level 3: +5 ES, +1 CTR
  16. Level 4: +1 All stats, +2 CTR
  17. Level 5: +1 PS, +1 CTR
  18. Level 6: +1 PH, +2 CTR
  19. Level 7: +1 INT, +1 PS
  20. Level 8: Chaos Barrage
  21. Level 9: +2 PS, +2 CTR
  22. Level 10: +2 all stats, Master of Chaos
  23.  
  24. //Author: Spheal//
  25. ----------------------------------------------
  26. CLASS NAME: Sukima
  27.  
  28. OTHER STATS: Fantasy (FN): 6
  29.  
  30. BASE STATS:
  31. 10 Energy max standard (ES)
  32. 3 Physical (PH)
  33. 6 Psychological (PS)
  34. 6 Fantasy (FN)
  35.  
  36. LEVELING ASPECT:
  37. LVL1: Unlocks most Bullet Curtain and Spell Card abilities
  38. LVL2: +2 Fantasy
  39. LVL3: Unlocks Bullet Curtain: True Wave
  40. LVL4: +5 Energy max Standard, +1 Physical
  41. LVL5: +2 Psychological
  42. LVL6: Unlocks Spell Card: Mesh of Light and Darkness
  43. LVL7: +2 Fantasy
  44. LVL8: +2 Psychological, +2 Fantasy
  45. LVL9: Unlocks Spell Card: Boundary of Life and Death
  46. LVL10: +1 All Stats, +5 Energy max Standard
  47. (Assuming "+ all stats" doesn't increase ES)
  48.  
  49. ENERGY TYPE: Danmaku (DM)
  50. Get 1 point of Danmaku per turn, plus [FN/3 (rounded up)] if user hasn't used any abilities on the last turn, up to [ES]. If user starts turn with maxed out Danmaku, user may consume [ES / 10 (rounded up)] Danmaku to make one Gap point.
  51.  
  52. ENERGY TYPE 2: Gap (GAP)
  53. Has four independent Energy Pools: A, B, C, D. Each has a maximum of [ES / 4 (rounded up)].
  54. Every two turns, user gets one Gap point, which must be immediately allocated into one of the four pools. Successfully killing an enemy gives [ES / 10 (rounded up)] Gap points to all pools.
  55.  
  56. PASSIVE ABILITIES: Passive abilities replaced by bullet curtain:
  57. Bullet Curtain: Uses Danmaku to shoot energy based projectiles indiscriminately. May use Gap for additional effects, such as increased density or accuracy accordingly.
  58. Single Wave: One burst of bullets, fired at random. Deals [FN] damage to enemies hit.
  59. Danmaku: 2 | Gap: _
  60.  
  61. Double Wave: Two bursts of bullets, fired at random. Deals [FN] damage to enemies hit on each wave.
  62. Danmaku: 3 | Gap: A
  63.  
  64. Quick Wave: Smaller burst, less bullets. Deals [2/3 FN (rounded down)] damage to enemies hit.
  65. Danmaku: 1 | Gap: B
  66.  
  67. Focus Wave: Few bullets, directed at a single target. Deals [User's PS - Target's PS] damage.
  68. Danmaku: 3 | Gap: C
  69.  
  70. Dense Wave: Several slow moving bullets, fired at all directions. Deals [FN + PH] damage. Bullets persist for one additional turn
  71. if no enemy was damaged.
  72. Danmaku: 5 | Gap: C
  73.  
  74. True Wave: Invisible burst of fast moving bullets. Deals [√(PS² + FN²)] damage. Has a 5-turn cooldown.
  75. Danmaku: 10 | Gap: _
  76.  
  77.  
  78. USER ABILITIES:
  79. Spell Card: Begins a trance, preventing the use of passive abilities and pauses energy regeneration until trance ends. Trance will end prematurely if user doesn't have the required energy to maintain it. Spell card abilities:
  80. Aimless Journey to the Abandoned Station: Opens a portal to a new dimension, bringing a derelict train from it. Enemies run by
  81. train are knocked away and take [5 * PH] damage. Ability has a 5-turn cooldown.
  82. Duration: 1 turn
  83. Danmaku: 3 | Gap: D
  84.  
  85. Curse of Dreams and Reality: On the first turn, fires two large, slow moving bullets 90 degrees apart, each dealing [3 * PH]
  86. damage. On the second turn, the big bullets explode into smaller ones. The larger bullet closer to any enemy explodes into homing
  87. bullets. Smaller bullets deal [FN] damage.
  88. Duration: 2 turns
  89. Danmaku: 4 | Gap: A + C
  90.  
  91. Balance of Motion and Stillness: On each turn, fires several small bullets behind the user, dealing [2/3 FN (rounded down)] damage
  92. and three larger bullets in the front, each dealing [(PS+FN) / 2 (rounded down)] damage. User can't move on the second and third
  93. turns.
  94. Duration: 4 turns
  95. Danmaku: 2 per turn | Gap: B (on the first and last turns)
  96.  
  97. Mesh of Light and Darkness: Bathes the arena in red and blue light, shooting streams of red and blue bullets every turn. Enemies
  98. standing on one light take [User's PS * 2 - Target's (PS/PH, whichever is lower) * 1.5 (rounded down)] damage from the
  99. other-colored bullets.
  100. Duration: 3 turns
  101. Danmaku: 5 (+ 1 for every enemy hit) | Gap: 2 C + D
  102. (Hit cost increase is for each unique enemy, consumed at the end of the trance.)
  103.  
  104. Boundary of Life and Death: On the first turn, fires two streams of small bullets, going opposite ways in a circular motion around
  105. the user. On each subsequent turn, user must consume one Gap subtype energy to create an additional effect. Each subtype can only
  106. be used once.
  107. A: Creates two more streams with slightly faster bullets.
  108. B: Fires one thin, easy to avoid stream of small bullets and lets the user move faster.
  109. C: Fires one stream of large, slow moving bullets that slowly increase in size as they travel.
  110. D: Increases overall bullet speed a little and fire rate moderately, making the whole bullet hell harder to avoid.
  111. All streams rotate around the user. Small bullets deal [FN] damage, large bullets deal [(PS + PH) / 2] damage.
  112. Duration: 5 turns
  113. Danmaku: 2 (+ 1/turn) per turn | Gap: (see description)
  114. (Danmaku cost goes 3>4>5>6>7)
  115.  
  116. Sukima: Creates a portal for the user (and anyone brave enough to follow them) jump in. An exit portal appears soon after. Maximum distance from the first portal scales with user's PS in meters.
  117. Danmaku: 0 | Gap: D
  118.  
  119. //Author: Vini//
  120. -----------------------------------
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