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Maniklas

Current version RWBY char's for discord arena

Mar 13th, 2019
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  1. Project Name: Rosewolf
  2. Weapons: Schythe, Rifle (Can use Shortsword/Dagger and Spear but it is not recommended) (or a combination of two/three/four of the weapons)
  3.  
  4.  
  5. Energy: Aura, Stamina, Dust
  6. Aura: Generation halted on consumption. When hit by attacks, take 50% less damage rounded down to at least 1 and lose that much aura. If at 60% of max or more, heals 2 points of health each turn. Consumed by certain abilities. Caps at 100+level*10+X, where X is increased by 1 each turn your stamina is equal to your current max aura, but decreases by 1 every turn your stamina is below 10% of your current max aura. X can be negative, X is permanent and doesn't reset between matches.
  7. Stamina: Generation locked at 10/turn. Consumed by certain abilities. Capped at current aura. If you reach 0 stamina you become tired and has 2/3 their normal stats temporarily.
  8. (Rifle) Dust: Caps at 6 total. Produced by certain abilities. Consumed by certain abilities. Exist in different aspects; G(ravity), B(urn), I(ce), L(ightning)
  9.  
  10. (some explanation about the stamina/aura duet; It is supposed to show how you outwear yourself by overstraining yourself, while rest can increase your strength)
  11.  
  12. Stats:
  13.  
  14. Strength: 14
  15. Magic: 6
  16. Perception: 20
  17. Body: 6
  18. Resistance: 7
  19. Dodge: 14
  20.  
  21.  
  22. Passives: Momentum, Momentum 2
  23. Momentum: The CLASS has a chance to dodge any attack directed towards her even if it has light undodgeability. 10% dodge chance at all times regardless of dodge, consumes 30 stamina and generates 2 random Dust. If the CLASS is out of stamina she uses 5 aura instead. If the CLASS is out of both aura and stamina, she still dodges but doesn't generate any dust, but instead consumes one G dust, this only works If the CLASS is wielding a rifle and has at least one G dust. This ability is in addition to the normal dodge, not in place of it.
  24. Momentum 2: Does not consume any G dust if out of aura and stamina, instead it fills the CLASS's stamina by 50% of max (always at least 30, even if it goes over the cap) and loses 5 hp. (You cannot lose your last 1 HP this way) (works without rifle or G dust) You also gain the ability to dodge attacks with light undodgeability using momentum.
  25.  
  26.  
  27. Active Abilities:
  28. (This is divided into 5 categories, basic, schythe, rifle, scythe&rifle(For a combination) and combos)
  29.  
  30. Basic:
  31. Blinding speed: The class moves a lot faster than usual, making them run at double speed. Consumes 10 stamina and 2 aura each turn it is active.
  32. Storming speed: While Blinding speed is active, can start flying and change the stamina cost to 50 per turn and aura cost to 10 per turn.
  33. Double up!: If Blinding speed is active you can make 2 actions during one turn at the expense of an extra 10 stamina and 5 aura.
  34. Dodge roll: Gain 200% of your dodge to your momentum bonus for three turns. Consumes 30 aura
  35. Never give up!: Go to 0 stamina immediately but ignore the debuffed stats. You gain double movement speed this turn and double attack damage. You lose your momentum bonus for 3 turns (if you have momentum 2 it is replaced by momentum for the duration). Consumes 50% of current aura.
  36.  
  37. Scythe: (All Schythe abilities are weapon-based: Schythe)
  38. Spin dash: Let's you dash through and attack multiple enemies at once. Consumes 15 aura and 5 stamina to deal STR/5 damage to melee range enemies and all enemies in a 5 meter line. Moves you to the end of that line. The cost can be substituted with a gravity dust.
  39. Escape: Let's the CLASS escape any entanglement-based debuffs or abilities. Momentum chance to trigger increased to 15% until next turn. Consumes 10 stamina.
  40. Reap: A combination of incredible speed and skillful schythe wielding let's you run through enemies at high speeds dealing damage to them in the process. Enemies you run through are hit with a basic attack dealing 1/4 damage. Costs 5 stamina per turn (Plus optional Blinding speed costs for double range) and 2 aura to activate.
  41.  
  42. Rifle: (All Rifle abilities are weapon-based: Rifle)
  43. Gravity: A strong concussive shot with an extreme amount of recoil which consumes 1 G dust. Propels the CLASS backwards and deals PCS/2 damage on hit. This ability can be used as another jump or as a dash or boost in a direction by aiming it in certain directions.
  44.  
  45. Burn: An explosive shot setting the arena aflame, it consumes one B dust. Explodes on impact making it hard to dodge and giving it light undodgeability. Deals 2*Level damage to all enemies in a 5 meter radius around the main target.
  46.  
  47. Ice: A shredding shot which freezes other fighters in place, it consumes 1 I dust. Turns into an ice cold substance on impact freezing everything nearby, immobilizing the enemy for MAG/10 rounded upwards turns.
  48.  
  49. Lightning: A powered shot jumping between targets and shocking them, consumes 1 L dust. Stuns the first enemy hit for a turn and deals PCS/5 damage to up to 5 targets nearby each other, can jump to the same target multiple times.
  50.  
  51. Double shot: Use incredible speed to shoot 2 bullets at the same time, one feint and one real. Make a basic attack against the target with -5 Perception, if you hit you get to make another attack with -8 Perception. If you miss the first shot you instead get to make another attack normally with the targets dodge removed completely. Consumes 20 stamina
  52.  
  53. Scythe&Rifle: (All Schythe&Rifle abilities are weapon-based: Scythe and weapon-based: Rifle)
  54. Execute: A final cut powered by a rifle shot, decapitating and killing an enemy. Consumes 1 G dust and kills an enemy who has been helpless for more than 5 rounds.
  55.  
  56. Execute 2: An enhanced version of execute, only requires the enemy to be helpless for 3 rounds.
  57.  
  58. Combos: (Abilities used in conjunction to make a greater effect)
  59.  
  60. Whirling blade[Gravity+Spin Dash]: The user flies in the air spinning the blade around her. Deals STR damage to the target landed on knocking them prone, it also deals a tenth of that (rounded down) to enemies near the impact point.
  61.  
  62.  
  63.  
  64. Perks:
  65.  
  66. Apprentice: Spears - Get a modified skillset for use with spears instead of schythes, Schythe&Rifle skills left unchanged.
  67. Spears:
  68. Spin Dash > Lunge: Consumes 10 stamina. The user lunges towards their target to make a basic attack at a range with +(dodge/5) damage and to hit, they then move anywhere beside their target. Can spend an extra (30-dodge) aura to deal STR/5 damage to enemies between and around the user and the target.
  69. Escape > Mobile stance: The user takes a stance letting them easier dodge attacks, increases dodge by 20 until next action and makes next momentum dodge free. Consumes 10 aura on activation.
  70. Reap > Throw: The user throws their spear at an enemy making a basic attack at a range with +(dodge/3) damage.
  71. Whirling Blade > Combo:Faster than light[Gravity + Lunge]: Do up to 3 lunge attacks this turn, you may move between the attacks. If you chose to use this ability, pay an additional 1 G dust for each lunge attack done this way.
  72.  
  73. Apprentice: Shortswords/Daggers - Get a modified skillset for use with shortswords or daggers instead of schythes, Schythe&Rifle skills left unchanged.
  74. Shortswords/Daggers:
  75. Spin Dash > Spin attack: Make a basic attack with +(STR/5) damage and to hit against each enemy adjacent to the user. Consumes 15 stamina
  76. Escape > Cut loose: Either escape any kind of entanglement based debuffs or abilities or any other CC, this can be used on others.
  77. Reap > Sprint: Gain +STR movement this turn. Consumes STR Stamina
  78. Whirling Blade > Combo:Multishot[Spin attack + Gravity, Burn, Ice or Lightning]: Mace a basic ranged attack on up to 5 enemies up to 10 meters away. Any of these attacks may be replaced by one of the rifle abilities (except double shot) but take -(30-PER) to hit. Consumes an additional 30 aura and 10 stamina.
  79.  
  80. Extra pockets - Dust caps at 8 instead of 6, get acess to the reload ability
  81. Reload - Lose all current dust and gain half of your max random dusts. Can be channeled for 2 more turns to gain double the dust.
  82.  
  83. Physical Aura - Select one type of dust for this perk; you can select to use 30 aura instead of that kind of dust.
  84.  
  85. Dust Absorption - Select one type of dust for this perk: Can consume one dust of that kind to generate 20 stamina and 10 aura. This is not an action.
  86.  
  87. MAJOR: Weapons adept - Get acess to all Scythe&Rifle skills using any other weapon as well. Requires any Apprentice Perk or proficiency with any other weapons than schythes, rifles, spears or shortswords/daggers.
  88. MAJOR: Dust warfare - Can use dust without rifle and can use all rifle abilities except double shot without rifle.
  89.  
  90. Progression:
  91.  
  92. (All combos are available as soon as you know the parts of the combo)
  93.  
  94. Ability = A
  95. Perk = P
  96. Bonus stat increase = B
  97.  
  98. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  99. | | | | | | | | | || || || || || || || || || || ||
  100. - A A A A A A A A A A A A A
  101. S P P
  102. T B B B B B B
  103. A
  104. R
  105. T
  106. -
  107.  
  108. Abilities:
  109. Three trees and a separate group of starting abilities
  110.  
  111. Base
  112. Momentum
  113. Blinding speed
  114. Gravity
  115. Reap
  116.  
  117. Skillful
  118. Burn
  119. Ice
  120. [Requires any Skillful]Double shot
  121. [Requires Skillful:Ice, Skillful:Burn]Lightning
  122.  
  123. Brutal
  124. Execute
  125. [Requires Brutal:Execute]Execute 2
  126. [Requires any Nimble]Never give up!
  127. [Requires Nimble:Spin dash]Escape
  128.  
  129. Nimble
  130. Momentum 2
  131. Storming speed
  132. [Requires Nimble:Storming speed]Double up!
  133. [Requires Nimble:Momentum 2]Dodge roll
  134. Spin dash
  135.  
  136. Perks:
  137. Perks can be selected two times on a single character, the two major perks can only be selected at level 20 though.
  138. ------------------
  139.  
  140. Project name: White Magus
  141. Weapons: Rapier
  142.  
  143. Energy type: Aura. Generation halted on consumption. When hit by attacks, take 50% less damage rounded down to at least 1 and lose that much aura. If at 60% of max or more, heals 2 points of health each turn. Consumed by certain abilities. Generates a random amount between 5 and 30 each turn. Generates an additional random dust if you have less than 33.3% of your max aura.
  144.  
  145. Energy type 2: Dust: Caps at 12 total increased by progression. Produced by certain abilities. Consumed by certain abilities. Exist in different aspects; G(ravity), B(urn), I(ce), L(ightning), E(arth), F(orce)
  146.  
  147.  
  148. Stats:
  149.  
  150. Strength: 10
  151. Magic: 14
  152. Perception: 6
  153. Body: 4
  154. Resistance: 8
  155. Dodge: 14
  156.  
  157.  
  158. Passive ability: White Aurem
  159. White Aurem: Aura is regenerated at double the speed at night and triple the speed and never be halted at full moon. Aura is regenerated at half the speed at day. Regeneration normal during sunrise and sunset.
  160.  
  161. Abilities:
  162. (Divided into 3 categories for easy reading. Glyphs use dust and aura to create Different ground/platform effects or interact with/create projectiles, Summons are unlockable minions for combat that act on "AI", and finally skills/combos are based on skill in swordsmanship and/or combinations of diferent abilities crossed with each other. There is [kinda] a fourth category of passives which you will only gain 2 of. These are called perks.)
  163.  
  164. Glyphs:
  165. NOTE: all glyphs consume an additional base cost of 5 aura to summon
  166.  
  167. Platform - This is a glyph summoned in the air which lets you step safely on top of it. Can be upkept by paying 5 aura each turn for any amount of time.
  168.  
  169. Force - This glyph consumes 10 aura or 1 F dust (This glyph does not consume the base cost for glyphs) to create a glyph propelling onsteppers forward or upward, for example to reach high speed or climb steep surfaces. This glyph can be summoned on a surface or in the air like the platform glyphs. Can be upkept for 1 F dust or 10 aura each turn any amount of time.
  170.  
  171. Time dilation - This glyph consumes 2 L dust to make time go faster for all players on top of it, letting them have 3 actions in one turn (however the CLASS has allready acted this turn), it also let's players do basic actions (like attacking) in response to other players actions (like cutting down projectiles). This glyph is summoned on a surface. This glyph lasts one turn unless the CLASS uses another 1 L dust to keep it up (letting them have 3 actions).
  172.  
  173. Fire wave - Deals damage to enemies in a cone in front of the CLASS. Consumes 1 B dust to deal MAG/4 damage to enemies in front of the user in a wave-like form.
  174.  
  175. Force wave - Costs 1 F dust. Staggers everyone in a cone in front of the user, can knock them prone instead if you pay 1 extra F dust.
  176.  
  177. Dust missiles - This glyph consumes 1 F dust to produce a beam of light, however by also consuming B, I, L or E dust the glyph can shoot missiles from the chosen element. These glyphs can be summoned anywhere the caster could see in the air and face the direction they shoot the beam or missile in. Missiles have different effects depending on the element;
  178. Burn: Explodes and deals MAG/4 damage to enemies near the target and double that to the target.
  179. Ice: Freezes the target to the ground, immobilizing them for MAG/5 turns. deals MAG/3 damage.
  180. Lightning: Shocks the target silencing them for 2 turns, chains to nearby enemies and jumps inbetween enemies to deal more damage. Deals MAG/2 damage in total distributed among targets CALCULATION:[by distributing half of the damage left to deal between each jump to a new target. If that amount is 0.5, Deal 1 damage instead and 0 the damage pool.] Cannot jump to the same target twice.
  181. Earth: Deals MAG/4+STR/4 damage.
  182.  
  183. Gravity well - This glyph consumes 1 G dust to create a gravity well in the ground, letting the users stand still even through extreme forces or letting you stand on vertical or upside-down surfaces. You can consume an additional 1 G to pull enemies down into a prone position. this glyph is summoned on a surface and cost 20 aura or 1 G dust to upkeep. Its pull gets stronger each turn it is upkept.
  184.  
  185. Gravity absorbtion - Destroy a projectile fired at you. Consumes 1 G dust.
  186.  
  187. Prevention - Cancels all effects of one attack or ability, consumes 10 aura and 1 dust of a type dependent on what type of attack or ability you cancel; G(ravity) - Melee weapon / B(urn) - Melee ability / I(ce) - Ranged ability / L(ightning) - Passive(cancels function for 1 turn) / E(arth) - Ranged weapon / F(orce) - Enemy non-damage ability
  188.  
  189. Ice Wall - Consumes 1 I dust and 5 aura to encase an area in ice for 3 turns, preventing movement in and out of the area. Fire based attacks can destroy the wall.
  190.  
  191. Move! - Consumes 1 G dust to move an enemy a small distance from where they stand.
  192.  
  193. Summons:
  194. NOTE: only one summon can be active at a time
  195. Summon challenger - This summon is a copy of any character the CLASS has defeated before with lessened grade (3 grades lower than this fight). (To save new summons permanently the CLASS has to win the fight.) This summon dissipates after 5 turns. Consumes 40 aura cast over 3 turns
  196. Summon beast - This basic summon has no abilities, a simple fang weapon and 1.5x the physical stats of the CLASS, but half the magical stats. This summon dissipates at the end of a fight. Consumes 30 aura cast over 3 turns
  197. Elemental formation - This summon consumes 40 aura and 1 dust of any type. It is a storm of a single element. It can chase after any target you chose at the end of summoning (animate or inanimate). It's effect based on element are as follows:
  198. GBILEF
  199. Gravity: Anchors targets to the ground immobilizing them. Lasts for 3 turns.
  200. Burn: Sets targets on fire burning them for MAG/5 damage per turn. Lasts for 5 turns.
  201. Ice: Shreds targets armor giving them -4 armor when they are in the storm and dealing 1(fixed) damage each turn. Lasts for 5 turns.
  202. Lightning: Silences targets and deals descending damage each turn. Lasts 6 turns and deals damage accordingly: (mag/2>/4>/8>/16>/32>/64)
  203. Earth: Hits targets with rocks dealing MAG/5+STR/5 damage each turn. Lasts 3 turns.
  204. Force: Pushes away all targets from the storm.
  205.  
  206. Skills/Combos:
  207. Combo: Quick time slash - [Glyph:Time dilation & Glyph: Force] This combo let's the CLASS jump from force glyph to force glyph really fast, slashing through anyone standing in their way.
  208. Combo: Skate - [Glpyh:Force & Glyph:Force] This combo let's the CLASS move a lot faster than usual, can move an infinite length each turn but add one Glyph:Force for every 10 meters.
  209. Combo: Power thrust - [Glyph:Force & Skill:Martial Stance] This combo empowers the CLASS attack when having a force glyph under them. Can be used at the end of a Skate combo. If used as is, it adds STR/5 damage to the attack. If used at the end of a Skate combo, it adds 0,1*STR*amount of runes(if more than 10=10)
  210. Combo: Quickened summoning - [Glyph:Time dilation & Any summon] This combo let's the user summon any summon in a single turn if inside a time dilation glyph.
  211. Skill: Reload - Lose all current dust and gain half of your max random dusts. Can be channeled for 2 more turns to gain double the dust. Active
  212. Skill: Martial Stance - Deals damage with multiple smaller thrusts, attacks do half damage but can attack twice per turn. The CLASS can use dust with their attacks to enhance their attacks; G(ravity): Anchor yourself and your target to where they currently stand for this turn, therefore cannot move, but also cannot be affected by movement effects. B(urn): The target is set on fire, taking damage the following few turns. I(ce): The target is slowed and cannot use weapon attacks for the next turn. L(ightning): The target is shocked, stunning them this turn. E(arth): Deals an extra STR/2 damage on hit. F(orce): Move through the target and appear directly behind them after the attack. Passive/Active
  213.  
  214.  
  215. Perks:
  216. Darting stance - The CLASS gains the momentum skill and a stamina bar which works as follows:
  217. Momentum: The CLASS has a chance to dodge any attack directed towards her even if it has light undodgeability. 10% dodge chance at all times regardless of dodge, consumes 30 stamina and generates 2 random Dust. If the CLASS is out of stamina she uses 5 aura instead. If the CLASS is out of both aura and stamina, she still dodges but doesn't generate any dust, but instead consumes one F dust, this only works if the CLASS has at least one F dust. This ability is in addition to the normal dodge, not in place of it.
  218. Stamina: Generation locked at 10/turn. Max stamina is 100+10*level
  219. Selective - The CLASS can now select 2 dusts at the beginning of each fight. (can be the same type) She will receive those in addition to the normal collection(minus 2) whenever she reloads.
  220. Readjusted aurem - White aurem effects are now reversed, working at daytime instead of nighttime and giving triple regeneration during solar noon.
  221. Physical Aura - Select one type of dust for this perk; you can select to use 30 aura instead of that kind of dust. Making glyphs this way does not consume the base cost of 5 aura.
  222. Black aurem - Replace White aurem with Black aurem
  223. Black aurem: When you do damage to an enemy, gain that much aura. If you kill an enemy, gain back all your aura. You can no longer gain aura naturally.
  224. MAJOR: Martial Mastery - The effects of Martial Stance are doubled. (Amount of turns are doubled for debuffs and the damage doubled for damage. no effect on the F version of the skill.)
  225. MAJOR: Time nest - Time dilation can stack with itself but costs 1 more L dusts for each glyph stacked on itself. (Only adds 3 more turns, doesn't triple.)
  226.  
  227.  
  228.  
  229.  
  230. Progression:
  231.  
  232. (All combos are available as soon as you know the parts of the combo)
  233.  
  234. Ability = A
  235. Perk = P
  236. Bonus stat increase = B
  237.  
  238. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  239. | | | | | | | | | || || || || || || || || || || ||
  240. - A A A A A A A A A A A A A
  241. S P P
  242. T B B B B B B
  243. A
  244. R
  245. T
  246. -
  247.  
  248. Abilities:
  249. Three trees and a separate group of starting abilities
  250.  
  251. Basics:
  252. Glyph:Platform
  253. Glyph:Force
  254. Skill:Reload
  255.  
  256. Runic training:
  257. [Requires Glyph:Gravity Well] Glyph:Time Dilation
  258. [Requires Glyph:Move!] Glyph:Gravity Well
  259. Glyph:Ice Wall
  260. Glyph:Move!
  261. [Requires Level:6]Summon:Summon Beast
  262. [Requires Summon:Summon Beast] Summon:Summon Challenger
  263.  
  264. Manipulation:
  265. Glyph:Dust Missiles
  266. [Requires Glyph:Fire Wave, Glyph:Gravity Absorption, Level:9] Summon:Elemental Formation
  267. Glyph:Force Wave
  268. [Requires Glyph:Dust Missiles, Glyph:Force Wave] Glyph:Fire Wave
  269. Glyph:Gravity Absorbtion
  270.  
  271. Swordsmanship:
  272. [Requires Level:3]Skill:Martial Stance
  273. [Requires Skill:Martial Poise, Glyph:Dust Missiles] Glyph:Prevention
  274.  
  275.  
  276. Perks:
  277. Perks can be selected two times on a single character, the two major perks can only be selected at level 20 though.
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