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Maniklas

Classes for dashnet arena

Oct 6th, 2017
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  1. Class name: Science Guy (Bill, Bill, Bill, Bill)
  2.  
  3. Energy type: Entropy. The more craziness there is around me, the more energy I have. On the plus side, that means that it's relatively easy to create more power for me, on the minus side. On the minus side I will start really weak in an empty arena. Entropy doesn't decrease when I use an ability, only when someone organizes or calms down things. Entropy can not be negative, but it can be zero (Though that would be a vacuum)
  4.  
  5. Entropy examples:
  6. Alphabetical order: 1 Entropy
  7. Story: 3 Entropy
  8. My room: 20 Entropy
  9. Flaming Llama riding a giant were-muskrat: 50 Entropy
  10.  
  11. Passive: When ever something majorly increases the amount of randomness in the vicinity, one random ability is automatically used one the nearest viable target. 4 turns cooldown **<i class="Italic">Does this only count user abilities or what?</i>
  12.  
  13. User abilities: (Each Science Guy can choose 3 of the following abilities, which must all be from different fields of science, as well as automatically getting Randomize)
  14.  
  15. Randomize: Change Entropy by a random number from -3 to 7 inclusive, excluding 0. This can manifest in any way the the OP decides. 8 turns cooldown
  16.  
  17. (Physics) Quantum fluctuations: For the next random event, the probabilities of something happening are reversed. For example, if something had a 40% chance of happening, it now has a 60% chance. 90% to 10%. 17% to 83%. This may result in a value of greater than 100%. If so, reallocate the new probability values according to their new weight. Therefor a 20, 30, 50 split would come out to a 40, 35, 25 split. Minimum of 20**<i class="Italic">30</i> Entropy. Cooldown 20**<i class="Italic">30</i>/entropy
  18.  
  19. Math for how the Quantum fluctuations work.
  20.  
  21. Input:
  22.  
  23. 20% chance of A, 30% chance of B, 50% chance of C
  24.  
  25. Operation:
  26.  
  27. The reverse of 20 is 80
  28. The reverse of 30 is 70
  29. The reverse of 50 is 50
  30.  
  31. 80+70+50=200
  32.  
  33. 80/200=0.40, or 40%
  34. 70/200=0.35, or 35%
  35. 50/200=0.25, or 25%
  36.  
  37. Output:
  38.  
  39. 40% chance of A, 35% chance of B, 50% chance of C
  40.  
  41.  
  42. (Physics) Heat death: In a small area where there is a high concentration of energy, all energy is instantly spread out evenly in the area. For example, a fireball's energy would be dispersed into the area around it, weakening it, possibly enough to make it feel just like a mild heat wave. The area is larger the longer the charge, and charging for this ability can be paused. Maximum of 15 Entropy
  43.  
  44. (Physics) Heisenberg's Uncertainty Principle: In any area where no conscious being is currently looking, or in any other way sensing, create for a split second and then destroy any object. This also has the side effect of briefly creating the antimatter version of this item, and also releasing a <del class="Delete">huge</del> <del class="Delete">GIANT</del> <b class="Bold">UTTERLY MASSIVE</b> amount of energy immediately afterwards, which scales up with the size of the object. Minimum 40 Entropy. 5 turns cooldown
  45.  
  46. (Chemistry) Chemical reaction: Create an explosion, the size of which scales with the number of turns spent charging. Minimum of 5 Entropy. 3 turns cooldown
  47.  
  48. (Chemistry) Radiate: Target gets an instant dose of radiation, the amount of which scales up with the number of turns spent charging. 1 turns=0.1 rad, 2 turns=1 rad, 3 turns=10 rad, 4 turns=100 rad, 5 turns=200 rad, 6 turns=300 rad, 7 turns=400 rad, 8 turns=500 rad, 8 turn max. 2 turns +1 for each charging turn cooldown.
  49.  
  50. (Chemistry) Elemental attack: Create a 10cm by 10cm cube of a random element. cooldown is 10/entropy (at least 1) turns
  51.  
  52. (Biology) Mutate: Any non-sentient animal within view is transformed into any other non sentient animal of the class as the original animal. Mammal to mammal, insect to insect, reptile to reptile, etc. If this ability is charged for at least 4 turns, replace any instances of the word "class" in this ability with the word "phylum". Minimum of 15 Entropy for lesser version. Minimum of 25 Entropy for greater version. 3 turn cooldown +3 turns if greater version
  53.  
  54. (Biology) Enhance: Target gains the positives as if they had taken a 300mg dose of anabolic steroids without any side effects. The effects of this ability don't stack. 3 turn duration, 5 turn cooldown
  55.  
  56. (Biology) Clone: Create a clone of any living animal, the longer the ability was charged for, the larger the animal could be. This ability must be charged for a minimum of 3 turns. Minimum of 35 Entropy. clone lasts for 3 turns, 9 turn cooldown
  57.  
  58. Epic Abilities: (Gain one of these abilities upon reaching level 5, and then again at level 15. All epic abilities can only be cast once every 24 hours)
  59.  
  60. Teach: Allow any other sentient being how to use one of the powers that the Science Guy has, but this means that the Science Guy can't cast that ability until the effects of this wear off. Teach can not be cancelled early. Each non Science Guy can only have the capacity to cast one ability at a time. The effects of Teach last for 24 hours. Maximum of 5 Entropy
  61.  
  62. Speed cast: Cast a random ability you have three times. Minimum of 30 Entropy
  63.  
  64. CHAOS: Increase Entropy by 50. This can manifest in any way the OP decides. Minimum 50 Entropy
  65.  
  66. Level progression: (You level up whenever the OP thinks it's appropriate)
  67.  
  68. Level 1: You start here. Gain your basic abilities and passive
  69. Level 5: Gain an Epic ability
  70. Level 10: If Entropy ever falls below 10 in the area you are, you have the option of instantly increasing it back up to 10.
  71. Level 15: Gain the ability to do small magic tricks with no chance of failure. This is things like conjuring up a match size flame, or slight of hand tricks.
  72. Level 20: Gain another Epic Ability
  73.  
  74.  
  75. Misc:
  76.  
  77. Science Guys look like a normal human wearing white lab coats and jeans. The only thing them really stand out in a crowd is that they always a very large hat, which hides their giant brain.
  78.  
  79. They get their power from an extremely deep understanding of science and technology. After all, any sufficiently advanced technology is indistinguishable from magic.
  80.  
  81.  
  82.  
  83. Medium speed (VARIABLE)
  84.  
  85. Medium damage (VARIABLE)
  86.  
  87. Medium support (VARIABLE)
  88.  
  89. ---------------------------------------------
  90.  
  91.  
  92.  
  93.  
  94. CLASS NAME: Judge
  95. ENERGY POOL: Stamina - how much energy the Judge has, in general.
  96.  
  97. On the plus side, it starts fairly high and doesn't drain fast. On the minus side . . . whether it's one of their Abilities or not, everything drains from the Stamina pool - not by much, but it's always there. If you run out? You'll literally fall asleep in the middle of a battle, leaving you vulnerable.
  98.  
  99. At the same time, if you're left alone without being finished off after running out of Stamina, you can get back up and return to the fray after recovering a decent amount of Stamina.
  100.  
  101. PASSIVE: Missed Me - Will automatically dodge attacks as long as they have enough Stamina to do so. It does not require input from the player to dodge attacks, and dodging attacks will always work as long as they have the Stamina to avoid it. ((In exchange, will automatically die if hit once, and dodging takes more Stamina than other non-Ability things that drain Stamina. Also, attacks that are normally unavoidable or have a wide area of effect require more Stamina to dodge.))
  102. This counts as a super dodge
  103.  
  104. USER ABILITIES:
  105.  
  106. ((Not sure if the main weapon counts as an Ability, but . . .)) Fire-Arm of the Law - Any Judge's main weapon, an arm cannon replacing one hand - usually, their non-dominant one, leaving their dominant one free for more precise magical capabilities. Fires energy blasts very quickly, but deals very low damage per blast. Requires a low amount**<i class="Italic">none, you need a weapon which works normally. Otherwise they'll get extra credits to start of with (coming with that in very shortly)</i> of Stamina to use. 5 quick shots, then 1 turn cooldown **<i class="Italic">(If less shots was fired, +all shots each turn, can fire in response but that'll add cooldown)</i>
  107.  
  108. Gravity Magic - The user gestures their hand in one direction. The target is slammed into the nearest surface in that direction, and finds gravity pulling them in that direction instead of down. Takes a low amount of Stamina to use, however does not deal much damage, either - it can also be chained together up to a whopping 15(!) times in a single post to deal massive damage, but that's not a very energy-efficient technique and should be saved for emergencies only. A use of the full 15-Gravity Magic slam chain is a Stamina to 1 ability, meaning the Judge has just enough to where they won't fall asleep to recover Stamina but cannot dodge again. Grvity can be channeled up to 3 turns, 5 turns cooldown
  109.  
  110. Motion Waves - A bullet is fired into the ground from the Fire-Arm of the Law, before being "locked onto" by the magic hand of the user, who forms a "grip" motion, enchanting it. A set of 10 blue, white and orange waves emit from the bullet. Orange waves won't harm you if you move through them, blue waves won't hurt you if you stand still, and white will always have an opening, enabling people a chance to dodge the attack every time, however each wave does a fair amount of damage when it connects. Requires a moderate amount of Stamina. 5 turns cooldown (goes on for 2 turns, target choses to take 2 damage or halve charging speed (making normal abilities charged))
  111.  
  112. Final Barrage - 4 mechanical arms sprout from the technological armor worn by the Judge, each having a Fire-Arm of the Law. They all open fire at once, each one firing several blasts per second. It's another Stamina to 1 move. This is a technique that is reserved for extreme situations, as it's incredibly risky. Can only be used once per fight.
  113.  
  114. POTENTIAL abilities for the Judge to be learned over time: (Each Judge can only pick one, and will learn it as they win fights.))
  115.  
  116. Delta Blaster - A half-blue, half-orange canine skull forms from pure magic, firing a blast of energy at the target. It deals a high amount of damage, but takes quite a bit of Stamina to form, and it's slow to fire. After the single blast, it disappears. Up to 4 can be summoned at one time(10 for a Grand Judge, but that's a story for another time.) Has a 2 turn cooldown per blaster used in that turn. 2 turns cooldown for each skull
  117.  
  118. Missed Me II - (PASSIVE) Can dodge 3 attacks whilst Resting - does not cost Stamina but slows resting.
  119.  
  120. Boost Wings - Wings formed with several small energy boosters, which are fueled directly by a Judge's Stamina. Allows for gliding and increased speed during battle, which makes it much less tiring to dodge attacks, but it costs Stamina to use the wings as well. Has a 2 turn cooldown. ((Requires the most skill out of the 3, I'd say - you have to think of when's a good time to use the Boost Wings and when to just dodge normally.))
  121.  
  122. New Potential: Limit Breaker
  123. Limit Breaker is a transformation ability.
  124.  
  125. When used, the Judge flips a switch on their armor, taking on their true form. In this form, they have uniquely designed armor, speak with a unique font of the user's choice, and gain a few bonuses:
  126.  
  127. - Non-Abilities (Fire-Arm and whatever they can do without Abilities) do not cost Stamina.
  128. - All other Abilities cost less Stamina. (You can decide how much less.)
  129. - Cooldowns can be ignored, save for cooldown on the Limit Breaker itself.
  130.  
  131. This move lasts for 3 turns and can only be used once per battle. Stamina cost is fairly high but dependent on level.
  132.  
  133.  
  134.  
  135. MISC: The Judges were originally created to be the perfect soldiers and police force, a perfect mixture of raw skill, technology and magic.
  136.  
  137. Their incredible dodging ability is gifted to them thanks to augmented agility and reflexes.
  138.  
  139. Their natural magic affinity is due to pure energy being inserted into them regularly through "laser sessions," where energy is fired directly into their cybernetic eye, which absorbs the energy.
  140.  
  141. They are equipped with a full set of cybernetic armor and a single cybernetic eye, however it's very fragile and only serves to allow their technologically-based abilities to draw directly off of their Stamina.
  142.  
  143. They are then equipped with the arms and the Fire-Arm of the Law, and sent off to do their business.
  144.  
  145. As for how they ended up appearing in the Arena? Well, not all of them stuck around.
  146.  
  147. Levels:
  148. Level 1: Where you start out, obviously.
  149. Level 2: Increase in max Stamina
  150. Level 3: Increase in max Stamina
  151. Level 4: Increase in max Stamina + max shots on Fire-Arm increase by 1
  152. Level 5: Increase in max Stamina + recover Stamina faster when Resting
  153. Level 6: Increase in max Stamina
  154. Level 7: Increase in max Stamina
  155. Level 8: Increase in max Stamina
  156. Level 9: Increase in max Stamina
  157. Level 10: Unlock the Potential ability of your choice.
  158. Level 11: Increase in max Stamina + max shots on Fire-Arm increase by 1
  159. Level 12: Increase in max Stamina + recover Stamina faster when Resting
  160. Level 13: Increase in max Stamina
  161. Level 14: Increase in max Stamina
  162. Level 15: Increase in max Stamina
  163. Level 16: Increase in max Stamina
  164. Level 17: Increase in max Stamina
  165. Level 18: Increase in max Stamina + recover Stamina faster when Resting
  166. Level 19: Increase in max Stamina + max shots on Fire-Arm increase by 1
  167. Level 20: Unlock a second Potential ability of your choice. Max level for Judges.
  168.  
  169.  
  170. Low speed (DODGER)
  171.  
  172. Extreme damage
  173.  
  174. Low support
  175.  
  176. -----------------------------------------------------
  177.  
  178.  
  179.  
  180.  
  181.  
  182. Chargers
  183.  
  184. Support characters who can speed up their allies charging.
  185.  
  186. ENERGY TYPE: Charges
  187. Chargers can keep 6 charges at first, but may have more and more charges as they get experienced. They can spend a turn to create a charge (counts as an user ability (see below))
  188. They can use charges at any time to increase an ally's charging by 1. It cannot be cast on yourself (this counts as an instant, meaning the ability can't be responded to or charged)
  189.  
  190. ENERGY TYPE 2: Flux
  191. Flux counts as a percentage amount, it's atmospheric, meaning that all characters in the are have the same amount of flux. **<i class="Italic">just like entropy</i>
  192. Flux is something negative'and it restricts which abilities can be used.
  193. Flux decays by 5% per turn.
  194. The chargers die if they're at 100% flux, if someone dies this way all flux is removed (but all chargers die regardess)
  195.  
  196. PASSIVE: Multitasking
  197. All user abilities count as charge abilities (including creating charges)
  198. Multitasking allows you to increase the amount of turns it takes to charge abilities, but allows the user to charge two abilities at the same time.
  199. The increase is +5 (+1 on abilities with higher charge time than 15 and +10 on abilities under 5)
  200. Creating a charge always takes exactly 5 turns if you use multitasking, if you do make a charge at the same time multitasking task amount is increased <b class="Bold">to</b> 3
  201. Cannot be used if flux is 25% or more
  202.  
  203. User abilities: At the beggining the charger only knows a few moves, but he learns more with each kill or assist
  204.  
  205. Supercharge lvl1
  206. Boosts the charges ability, you could boost an ally's charging by 3 with each charge.
  207. During the duration of supercharge you cannot cast anything else.
  208. Supercharge is active until all charges are depleted, but you may at any time break it by consuming all charges, granting flux according to amount of charges compared to maximum charges. 4 turn cooldown
  209.  
  210. Flux drinker lvl2
  211. Consumes all remaining charges and removes flux according to charges spent/2 compared to maximum charges. 1 turn cooldown
  212.  
  213. Fiddling lvl5
  214. The charger fiddles with one of the elements and is given one of the effects accordingly: (slashes mean 50/50 chance)
  215. Choose fire: fire/lightning
  216. Choose water: water/nature
  217. Choose wind: lightning/aero
  218. Choose earth: fire/earth
  219. Choose lightning: lightning/water
  220. Choose nature: earth/nature
  221. Choose dust: aero(lvl20 45%)/(lvl20 10%)repick (lvl20 /(45%) earth)
  222.  
  223. And list of effects:
  224. Fire: -1 health per turn for 3 turns to target character (lvl20 5 turns)
  225. Lightning: -5 health to random character (lvl20 replace "random" with "all except caster(80%)/(20%)caster")
  226. Water: +2 shield (temporary max health) and +2 speed to caster for 3 turns (lvl20 +4 shield, +5 speed)
  227. Nature: +5 health to target character (lvl20 +10 health)
  228. Aero: +5 speed to target for 3 turns (lvl 20 to targets team instead)
  229. Earth: +3 defense(negate so much damage from attacks) to caster for 2 turns (lvl20 +5 defense)
  230. Repick: Choose a new elemental group (not dust), duration is doubled (if no duration, effect is halved)(new target allowed) (lvl20 choose an element instead)
  231.  
  232. You must target a character before fiddling
  233.  
  234. Costs 1 charge and creates 5% flux no cooldown (lvl20 casts 2 charges, creates 10% flux and 1 turn cooldown)
  235.  
  236. Spark lvl 9
  237. Generates the maximum amount of charges temporary charges (they don't take up maximum charges)
  238. Generates 50% flux and cannot be used if at 50% flux or more. (lvl 20 40% flux cannot be used if at 60% flux or more and 8 turn cooldown)
  239.  
  240. Flux blaster lvl 14
  241. Launches all his charges toward a target dealing (1 or 2-5) damage per charge launched and creating 1% flux for each charge hitting but creates 30% flux if one or more charges miss.
  242.  
  243. Charged heal lvl 17
  244. Charges for X turns and heals X*3 to target, can consume charges to heal more
  245. Cannot be used while at 30% flux or more
  246. 2 turn cooldown (lvl20 0 turns cooldown)
  247.  
  248. Heatsink lvl 20
  249. Charges for X turns consumes any amount of charges
  250. Removes X + charges consumed*2 cooldown from target ability target ally has (can be used on self)
  251.  
  252. **Yes this is a joke on how X means "any amount"
  253.  
  254.  
  255. LEVELING:
  256. lvl3: The charger is adept in fighting, +2 to all damaging abilities and attacks, +1 charge
  257. lvl6: The charger can run without getting tired, +2 to base speed, +1 to all damaging abilities and attacks, +2 charges
  258. lvl12: The charger is experienced enough to take hits without getting major wounds, +2 to base defense, +3 charges
  259. lvl20MAX:The charger knows their opponents next moves before them themselves, +20% dodge chance, +1 to all damaging abilities and attacks, +4 charges
  260.  
  261. MISCELLANEOUS THINGS:
  262. The charger can launch his charges at enemies for low-medium (1 or 2-5) damage, however if he misses, this will create 10% flux OR the charger can decide to instantly reconjure the charge and generate 20% flux instead.
  263.  
  264. Chargers usually prefer melee weapons, therefore they get 2 extra maximum charges if they have a melee weapon equipped.
  265.  
  266.  
  267. High speed
  268.  
  269. Terrible damage
  270.  
  271. High support
  272.  
  273. ------------------------------------------------
  274.  
  275.  
  276.  
  277.  
  278. Rifleman
  279.  
  280. ENERGY TYPE: Focus: Charges by 5% each time the rifleman uses her weapon, if it reaches 101% or more, it is instantly removed, heals the rifleman by 5 health and buffs the attack with 10 damage. If the target is slowed, keep 20% focus
  281.  
  282. PASSIVE: Power hungry: When the rifleman kills, she gains full focus instantly (goes for minions to)
  283.  
  284.  
  285. LEVELING
  286. lvl2 The rifleman has better aim, +1 damage multiplier (damage multiplier= 2x damage bonus=+0)
  287. lvl3 The rifleman is more experienced in what ammo to use +2 damage bonus (damage multiplier= 2x damage bonus=+2)
  288. lvl5 The rifleman is better at reloading, -1 cooldown to weapon (can't be less than 1) (damage multiplier= 2x damage bonus=+2)
  289. lvl7 The rifleman is obsessed with her rifle, -2 cooldown, +1 to damage bonus and multiplier (damage multiplier= 3x damage bonus=+3)
  290. lvl10 The rifleman has returned to her senses and is a sensible humanoid being again. 0 cooldown difference, +1 multiplier (damage multiplier= 4x damage bonus=+3)
  291. lvl13 The rifleman becomes more humble, -3 damage bonus, +3 damage multiplier (damage multiplier= 7x damage bonus=+0)
  292. lvl16 The rifleman has gotten a better grip on how to reload again, -1 cooldown (damage multiplier= 7x damage bonus=+0)
  293. lvl20MAX The rifleman has reached a deeper understanding, -2 cooldown, +5 damage bonus (damage multiplier= 7x damage bonus=+5)
  294.  
  295.  
  296. USER ABILITIES:
  297.  
  298. Cannon ball:
  299. Target takes 10 damage, consumes 50% focus, 5 turn cooldown
  300.  
  301. Acid shot:
  302. Target is debuffed with acid(slowed by -1, -1 health per turn) for 3 turns, 2 turn cooldown, at least 50% focus
  303.  
  304. Meditate:
  305. 3 turn charge, no damage allowed. gives the rifleman 100% focus 12 turn cooldown
  306.  
  307. Bravery:
  308. The rifleman loses all defense and can't have defense, she gets +10 speed but can't have higher than 30% dodge chance on any attack, she gets +5 to all attacks.
  309. This remains for 3 turns, if no damage was taken, the rifleman gets smacked with her own gold medal taking 3 damage.
  310. 6 turns cooldown
  311.  
  312. Snare:
  313. Target cannot move, and therefore not dodge. The next attack with the riflemans weapon acts as if she had full focus, in other words it consumes all focus, heals and damages. Does not stack with normal focus consumption. 4 turns cooldown
  314.  
  315. Quicksand:
  316. Charge for 3 turns; Target 3 to 5 diameter area is covered in quicksand, slowing enemies by 50% of their base speed and all their bonus speed. Does not affect flying targets. 2 turns duration, 5 turns cooldown
  317.  
  318.  
  319.  
  320. Misc:
  321. The riflemen almost always use ranged weapons, but they prefer self reloading ones like sunfire rifles or sniping ones like bows.
  322.  
  323.  
  324. Medium speed
  325.  
  326. High damage
  327.  
  328. Medium support
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