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Elemental Essence: A guide to your element!

Oct 18th, 2021 (edited)
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  1. After the seal restraining the monsters back was broken, all magic that was being drained by it was released right away, releasing a powerful burst of energy across the entire continent, engulfing it in brief purple fog. While the fog itself vanished after a while, its effects remained in the air; both monsters and humans faced strong fevers and dizziness for days without a specific origin or reason. While brief studies were done during the war after reports of non-mages somehow being able to produce ice out of their hands, the full examination of this event was only done after a truce was reached between races.
  2.  
  3. What is now known as the 'Essence Fever' was the reaction caused by this magical mist spreading across the land, leaving both humans and monsters ill for a few days until they properly 'adapt' to this change to their essence. This elemental essence gets attached to the being's own essence, with its element being a reflection of the wielder; sometimes it is a reflection of their personality, other times it is a reflection of their desires, or even their past speaking loud enough to make the elemental essence react to those feelings and mold into an element. For the most part, it is uncommon for the people to see someone properly wielding their element, as it does require effort and time for someone to be able to control it, and more often than not it is seen as too dangerous and risky to be used freely. Consequently townspeople for the most part have no use for their elements, only showing them during moments of frustration, shock, or any other sort of strong feeling.
  4.  
  5. Those who are able to wield their elemental essence properly are referred to as 'Adepts', with a large quantity of them being soldiers and forces working under some sort of leadership. However it isn't uncommon for folks teach themselves how to use their essence or receive training under the tutoring of a dojo dedicated to the art of controlling essence. In some cities, whether human or monster populated, the use of elemental essence is frowned upon or even seen as a crime if not being used by the authorities.
  6.  
  7. These are the currently known Elemental Essences:
  8. Ice
  9. Poison
  10. Dark
  11. Fire
  12. Thunder
  13. Earth
  14. Wind
  15. Nature
  16. Light
  17. Steel
  18. -------Mechanical Side
  19. Your elemental essence will also count as your affinity, and your active skills will be connected to said element, so choose wisely. By default this magical essence has no element, but quickly adapts and gains an element based on the user's desires, personality and other important things that may have affected their life.
  20.  
  21. Your support effects will be custom made, with 3 points to be spent. You can only spend a maximum of 2 points on the same support effect.
  22. 1 point on DR or damage will give the support: +0.5 damage/DR.
  23. 1 point on dodge or critical chance will give the support: +2.5 critical chance.
  24. 1 point on hit/evasion will give the support: +2.5 dodge/evasion.
  25.  
  26. Example: Poison Element with 2 points spent on damage and 1 on crit: +1 damage +5 Critical Rate.
  27. -------Elemental Skills
  28. An Adept is capable of performing a special attack or move with their elemental essence, its effects varying from strengthening their weapon, their attack, healing allies or even creating auras. The stronger the effect is, the longer it may take to use it again. By default, you will be able to choose 2 Elemental Skills, gaining a third one at first class level 10.
  29.  
  30. First Elemental Skill (Cooldown between 1-2 turns): Enhances your next attack, minor self buff, minor ally buff, heals an ally or yourself.
  31. Second Elemental Skill (Cooldown between 4-5 turns): AoE attacks, 2 tile range auras, strong self buff, strong ally buff, strong heal, AoE heal/buffs, strong single target attack, summon of immobile unit for offense or support. Auras and Selfbuffs will deactivate if the user gets knocked out and then enter in cooldown.
  32. Third Elemental Skill/Unleash Essence: Works differently from the other two, requiring to fill up a gauge bar to be able to perform it. It is extremely devastating and after being used, the Adept won't be able to build up the gauge again for 1 turn. The gauge will only gain charges when:
  33. - Attacking or using First Elemental Skill: +1.
  34. -Using your Second Elemental Skill: +2.
  35. - Attacked by an Adept who shares the same element you do.
  36. - Healing, performing or buffing allies: +1 to all characters involved.
  37. -An ally unleashing their essence will give +1 to all allies with matching elemental essence within 2 spaces.
  38.  
  39. The gauge bar requires 5 points for an Adept to unleash their essence.
  40. ------Cooldowns
  41. For the sake of convenience, players should add their skills and their cooldowns on their posts. While the cooldown will also be updated on the GM's post, there's always the chance that the detail can be missed during updates/long attack chains. Example of a post:
  42. X unit performs Ice Shard (Which is the player's first elemental skill in this situation).
  43. (Skill 1: 1 turn/ Skill 2: Ready/ Skill 3: Gauge 1/5)
  44. X unit performs Frost Armor (Which is the player's second elemental skill).
  45. (Skill 1: 1 turn/ Skill: 4 turns/ Skill 3: Gauge 3/5)
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