Disciplines.   Posted by GM-sama.Group: archive 0
GM-sama
 GM, 4 posts
 ZA WARUDO!
 Toki wo tomare!
Thu 26 Nov 2009
at 02:27
Disciplines
Every character picks a Primary Discipline at first level. They gain an additional discipline at 10th, 30th, and 50th levels. Every time a discipline is selected, the character gains the stat bonuses of the discipline. The level the character gains a discipline, they must take a feat from that discipline.

Characters learn a feat every level. The max level for a feat is 5.

Disciplines include:

One-Handed Discipline: Skills that use one-handed swords, axes, and the like. Their attacks are not as potent as they could be, but they also gain abilities for shields. They get a +6 Defense, +5 Attack, +3 Speed, +2 Spirit, +1 Magic.

Two-Handed Discipline: Skills that focus on two-handed swords, pole arms, and the like. Their attacks focus on large damage yields and natural toughness. +6 Attack, +5 Defense, +4 Spirit, +2 Speed, +1 Magic.

Stealth Discipline: Skills that emphasize subtlety, using weapons such as daggers. Their abilities focus on moving unnoticed and scoring critical hits. +5 Speed, +4 Attack, +3 Magic, +2 Defense, +1 Spirit

Spirit Swordsman Discipline: Skills that involve spiritual formation. Their abilities focus on channeling magical energy through their bodies and weapons. +6 Spirit, +5 Attack, +4 Magic, +3 Defense, +1 Speed

Spirit Slayer Discipline: Skills that involve spiritual formation. Their abilities can focus on buffering magical defenses and counteracting magical effects. +6 Spirit, +5 Attack, +4 Magic, +3 Defense, +1 Speed

Elemental Discipline: Skills that invoke the elements of Fire, Ice, Lightning, and Earth. Their abilities focus primarily on damage to larger groups of enemies. +6 Magic, +4 Speed, +3 Spirit, +2 Defense, +1 Attack.

Holy Discipline: Skills that invoke light energy. Their abilities tend to heal, buff, or fight off demons. +6 Magic, +4 Speed, +3 Spirit, +2 Defense, +1 Attack

Entropic Discipline: Skills that invoke dark energy. Their abilities focus on cursing and leeching strength from others. +6 Magic, +4 Speed, +3 Spirit, +2 Defense, +1 Attack

Long-Range Discipline: Skills that focus on ranged weapons, such as bows and throwing weapons. Their abilities focus on successfully striking from far away and past obstacles. +6 Attack, +4 Speed, +3 Spirit, +2 Magic, +1 Defense

Martial Arts Discipline: Skills that focus around fighting unarmed. Martial artists tend to gravitate toward either the offensive style or the defensive style, though there are known dabblers. +6 Attack, +5 Defense, +3 Speed, +2 Spirit, +1 Magic

This message was last edited by the GM at 21:22, Fri 27 Aug 2010.

GM-sama
 GM, 11 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:16
Re: Disciplines
One-Handed

Feat: Double Strike (Melee, One-Handed)
Effect: Deals two strikes for 1x damage to an adjacent target.
Cost: 2 FP, 3 Speed
Level: Each level improves damage of both strikes by 1 point.
Prerequisite: Level 1

Feat: Falcon Strike (Melee, One-Handed)
Effect: Follow Double Strike with on additional strike for .75x melee damage
Cost: 3 FP/strike, 3 Speed
Level: Each level allows for one additional strike
Prerequisite: Double Strike, Level 8

Feat: Quick Slash (Melee, One-Handed, Line, Transportation)
Effect: Move 5 tiles in one direction, hitting all for 1.5x damage
Cost: 8 FP, 4 Speed
Level: Each level increases damage by 2 and range by 1 tile
Prerequisite: Falcon Strike, Level 15

Feat: Shield Bash (Melee, Shield, Debuff)
Effect: Deal 1x melee damage with and damage Speed by 2 for 1 round.
Cost: 2 FP, 3 Speed
Level: Each level increases damage by 2 and Speed damage by 1
Prerequisite: Level 1

Feat: Sword Stance (Stance)
Effect: Increase Attack by 4, decrease Defense by 4
Cost: 6 FP, 3 Speed
Level: Every level grants a +1 attack bonus.
Prerequisite: Level 8

Feat: Shield Stance (Stance)
Effect: Increase Defense by 10, Decrease Accuracy by 10%
Cost: 6 FP, 3 Speed
Level: Each level increases defense by 1
Prerequisite: Level 8, Requires Shield

Feat: Shield Proficiency (Passive)
Effect: Increases Shieldís defense bonus by 2
Level: Each level increases defense by 1 and decreases Shield Stance accuracy penalty by 1%
Prerequisite: Level 8, Shield Bash

Feat: Shield Throw (Ranged, Shield)
Effect: Throw oneís shield like a boomerang, up to 2 tiles away, dealing 1x damage.
Cost: 10 FP, 3 Speed
Level: Each level increases damage by 3
Prerequisite: Level 15, Shield Proficiency

This message was last edited by the GM at 06:38, Sat 05 June 2010.

GM-sama
 GM, 12 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:17
Re: Disciplines
Two-Handed

Feat: Power Attack (Melee, Two-Handed)
Effect: Deals 1.5x melee damage to an adjacent target.
Cost: 2 FP, 3 Speed
Level: Each level improves damage by 3.
Prerequisite: Level 1

Feat: Cleaving Strike (Melee, Two-Handed)
Effect: If Power Attack kills, attack a secondary target for 2x melee damage.
Cost: 4 FP, 3 Speed (0 Speed following a kille by Power Attack)
Level: Each level improves damage by 3 points.
Prerequisite: Power Attack, Level 8

Feat: Vorpal Strike (Melee, Two-Handed, Death)
Effect: Deal 2.5x damage to an adjacent target with a 1% chance of Death
Cost: 8 FP, 4 Speed
Level: Each level increases Death% by 1 and damage by 2.
Prerequisite: Cleaving Strike, Level 15

Feat: Leap Attack (Melee, Two-Handed, Transportation)
Effect: Jump up to three tiles away and deal 1.5x damage to a single target.
Cost: 2 FP, 3 Speed
Level: Each level improves damage by 2 points.
Prerequisite: Level 1

Feat: Earth Slam (Melee, Two-Handed, Radial)
Effect: Send a shockwave from Leap attack that deals 1.5x damage to enemies within 1 tile burst.
Cost: 4 FP, 3 Speed
Level: Each level improves shockwave damage by 4.
Prerequisite: Leap Attack, Level 8

Feat: Whirlwind Strike (Melee, Two-Handed, Radial)
Effect: Attack all adjacent foes for 2x melee damage
Cost: 10 FP, 4 Speed
Level: Each level increases damage by 4.
Prerequisite: Earth Slam, Level 15

Feat: Heavy Lancer (Melee, Two-Handed)
Effect: Deal 3x melee damage with -15% accuracy
Cost: 2 FP, 3 Speed
Level: Each level increases damage by 2, reducing accuracy penalty by 1.25%
Prerequisite: Level 1

Feat: Dire Blow (Melee, Two-Handed)
Effect: Deal 2x damage with 50% crit chance and -20% accuracy
Cost: 4 FP, 3 Speed
Level: Each level increases damage by 5
Prerequisite: Heavy Lancer, Level 8

Feat: Crushing Strike (Melee, Two-Handed)
Effect: Deal x5 damage with -25% accuracy
Cost: 10 FP, 4 Speed
Level: Each level increases damage by 5
Prerequisite: Dire Blow Level 15

Feat: Malevolence Stance (Stance)
Effect: Movement efficiency becomes 1 higher. Gain +6% accuracy
Cost: 6 FP, 3 Speed
Level: Each level increases Accuracy by 1%
Prerequisite:Level 8

Feat: Slayer Stance (Stance)
Effect: Increase Attack by 6, and attacks ignore 5% of enemy defense.
Cost: 6 FP, 3 Speed
Level: Each level also improves attacks by 1 and defense ignorance by 1.25%
Prerequisite: Level 8

This message was last edited by the GM at 18:42, Wed 22 June 2011.

GM-sama
 GM, 13 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:18
Re: Disciplines
Stealth

Feat: Sneak Attack (Melee, Dagger, Synthesis)
Effect: Deals 1.25x damage with a 50% crit chance to enemies you are behind or flanking
Cost: 2 FP, 3 Speed (0 if part of another attack)
Level: Each level increases crit chance by 10%
Prerequisite: Level 1

Feat: Crippling Strike (Melee, Dagger, Debuff, Attack)
Effect: Reduces Attack by 6 points for 4 rounds
Cost: 6 FP, 3 Speed
Level: Each level reduces Attack by 1 more and increases the duration by 1 round
Prerequisite: Sneak Attack, Level 8

Feat: Shadow Pin (Melee, Dagger, Terrain)
Effect: Pin a shadow, binding the source of the shadow to its current location for 1 round. At High noon, it must be done while adjacent. Near dawn or dusk, it can be done up to three tiles away. On a dark night, it pins all object on the field.
Cost: 12 FP, 4 Speed
Level: Each level increases the duration by 1 round.
Prerequisite: Crippling Strike, Shadow Step, Level 15

Feat: Super Jump (Synthesis, Transportation)
Effect: You can make a jump as far as 3 tiles in any direction. Attacking an enemy at the end of the jump causes 1.25x damage.
Cost: 4 FP, 3 Speed
Level: Each level increases the jump distance by 1 tile and damage by 3
Prerequisite: Level 1

Feat: Knife Throw (Ranged, Dagger, Synthesis)
Effect: You throw a single knife up to 2 tiles away for 1x damage. Compatible with sneak attack, crippling strike, and Shadow Pin.
Cost: 4 FP, 3 Speed
Level: Each level increases damage by 2.
Prerequisite: Level 8

Feat: Multithrow (Ranged, Dagger)
Effect: Follow Knife Throw with one extra knife for 1x damage.
Cost: 4 FP/strike, 4 Speed
Level: Each level grants an extra knife
Prerequisite: Knife Throw, Level 15

Feat: Light Trap (Terrain, Poison, Blind)
Effect: Places a trap in a square that inflicts an ailment of choice when stepped over. Choose between Poison or Blind. Ether lasts 3 rounds.
Cost: 3 FP, 3 Speed
Level: Each level increases duration by 1
Prerequisite: Level 5

Feat: Heavy Trap (Terrain, Stun, Silence)
Effect: Places a trap in a square that inflicts an ailment of choice when stepped over. Choose between stun or silence.
Cost: 9 FP, 3 Speed
Level: Each level increases duration by .5 rounds. At level 3, traps have a 1 tile burst.
Prerequisite: Light Trap, Level 10

Feat: Light Step (Passive)
Effect: You do not trigger traps when you step over their tiles.
Prerequisite: Heavy Trap, Level 15

Feat: Shadow Step (Terrain, Physical Augment)
Effect: When active, you gain a 2% bonus to evasion when in shadows. Deactivates in light.
Cost: 6 FP, 3 Speed
Level: Each level increases evasion by 2%
Prerequisite: Level 8

This message was last edited by the GM at 06:38, Sat 05 June 2010.

GM-sama
 GM, 14 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:18
Re: Disciplines
Spirit Swordsman

Feat: Fire Strike (Weapon Augment, Elemental, Fire)
Effect: When active, weapon strikes deal 25% bonus fire damage
Cost: 3 FP, 3 Speed
Level: Each level increases base damage by 4
Prerequisite: Level 1

Feat: Lightning Strike (Weapon Augment, Elemental, Lightning)
Effect: When active, weapon strikes deal .75x with 25% bonus lightning damage, striking from 3 tiles away
Cost: 3 FP, 3 Speed
Level: Each level improves damage by 1
Prerequisite: Level 1

Feat: Ice Strike (Weapon Augment, Elemental, Ice)
Effect: When active, weapon strikes deal 10% bonus ice damage with a 2% chance of freezing
Cost: 3 FP, 3 Speed
Level: Each level improves base damage by 2 and freeze chance by 2%
Prerequisite: Level 1

Feat: Earth Strike (Weapon Augment, Elemental, Earth)
Effect: When active, weapon strikes deal 10% bonus earth damage with a 2% chance of stun
Cost: 3 FP, 3 Speed
Level: Each level improves attack by 2 and stun chance by 2%
Prerequisite: Level 1

Feat: Body of Flame (Physical Augment, Elemental, Fire)
Effect: When active, increases attack by 4
Cost: 8 FP, 3 Speed
Level: Each level improves attack bonus by 2
Prerequisite: Fire Strike, Level 8

Feat: Body of Thunder (Physical Augment, Elemental, Lightning)
Effect: When active, increases speed by 2
Cost: 8 FP, 3 Speed
Level: Each level improves speed bonus by 1
Prerequisite: Lightning Strike, Level 8

Feat: Body of Frost (Physical Augment, Elemental, Ice)
Effect: When active, increases magic by 4
Cost: 8 FP, 3 Speed
Level: Each level improves magic bonus by 2
Prerequisite: Ice Strike

Feat: Body of Stone (Physical Augment, Elemental, Earth)
Effect: When active, increases defense by 4
Cost: 8 FP, 3 Speed
Level: Each level improves defense bonus by 2
Prerequisite: Earth Strike

Feat: Soul Strike: Fire (Magic, Melee, Elemental, Fire)
Effect: Deals 1.5x Fire damage to a target, deals 2x if Flame Strike is active
Cost: 15 FP, 4 Speed
Level: Each level improves damage by 4
Prerequisite: Body of Flame, Level 15

Feat: Soul Strike: Lightning (Magic, Melee, Elemental, Lightning)
Effect: Deals 1.25x Lightning damage to a target, deals 1.5x if Lightning Strike is active
Cost: 15 FP, 4 Speed
Level: Each level improves damage by 2
Prerequisite: Body of Thunder, Level 15

Feat: Soul Strike: Ice (Magic, Melee, Elemental, Ice)
Effect: Deals 1.25x Ice damage to a target, deals 1.5x if Ice Strike is active
Cost: 15 FP, 4 Speed
Level: Each level improves damage by 2
Prerequisite: Body of Frost, Level 15

Feat: Soul Strike: Earth (Magic, Melee, Elemental, Earth)
Effect: Deals 1.25x Earth damage to a target, deals 1.5x if Earth Strike is active
Cost: 15 FP, 4 Speed
Level: Each level improves damage by 2
Prerequisite: Body of Stone, Level 15

This message was last edited by the GM at 03:15, Sun 27 Mar 2011.

GM-sama
 GM, 15 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:19
Re: Disciplines
Spirit Slayer

Feat: Vampiric Strike (Melee, Dark, FP, Drain)
Effect: Deals 1x damage to FP and absorbing 10% of it into your own
Cost: 2 FP, 3 Speed
Level: Each level increases damage by 4
Prerequisite: Level 1

Feat: Soul Crush (Melee, Dark, FP)
Effect: Damages 15% of the targetís FP and deals proportional damage to their HP
Cost: 25 FP, 4 Speed
Level: Each level improves damage by 2.5%
Prerequisite: Vampiric Strike (Level 5), Level 15

Feat: Elemental Endurance (Physical Augment, Elemental)
Effect: When active, reduces the damage caused by an element of choice by 5%
Cost: 5 FP, 3 Speed
Level: Each level improves elemental resistance by 5%
Prerequisite: Level 1

Feat: Energy Repulsion (Passive)
Effect: When Elemental Endurance is active, you repel 10% of negated damage back at the caster.
Level: Each level improves repelled damage by 10%
Prerequisite: Elemental Endurance, Level 8

Feat: Energy Negation (Passive)
Effect: When Elemental Endurance is active, abilities of that element become impossible to cast within 2 tiles.
Prerequisite: Energy Repulsion, Level 15

Feat: Spell Redirect (Counter)
Effect: Redirect a spell cast on the user to another target within two squares for 30% of the spell's potential damage.
Level: Increase the square range by 1 and spell damage by 5%.
Required Level 1

FP Burn (Counter, FP, Dark)
Effect: Cancel a spell cast at the user and deal 30% of the spell's potential damage as damage to the caster's FP.
Level: Increase the burn by 5%.
Required Level 8

Caster Interference (Debuff)
Effect: One target within 4 squares spends 2 extra speed when using magic-keyword feats.
Level: Each level improves the speed toll by 1. In addition, each level has an added effect.
Level 2: 10% chance on FB Burn to have the next Caster Interference be free to cast (no FP or speed cost)
Level 3: 10% chance on Spell Redirect to have the next Caster Interference be free to cast (no FP or speed cost)
Level 4: 10% chance on Energy Repulsion to have the next Caster Interference be free to cast (no FP or speed cost)
Level 5: 10% chance on Vampiric Strike to have the next Caster Interference be free to cast (no FP or speed cost)
Required Level 8

This message was last edited by the GM at 18:47, Wed 22 June 2011.

GM-sama
 GM, 16 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:20
Re: Disciplines
Element

Feat: Fireball (Magic, Elemental, Fire, Burst)
Effect: Deals 1x Fire Damage to one within 3 tiles with a 1 tile burst that deals 50% damage.
Cost: 2 FP, 4 Speed
Level: Each level increases main damage by 4.
Prerequisite: Level 1

Feat: Inferno (Magic, Elemental, Fire, Radial)
Effect: Deals 1.5x Fire Damage to all in a 2 tile radius.
Cost: 16 FP, 6 Speed
Level: Each level increases main damage by 3.
Prerequisite: Fireball, Level 8

Feat: Firestorm (Magic, Elemental, Fire, Radial)
Effect: Deals 1x Fire damage in 6 strikes to random targets within 5 tile radius.
Cost: 40 FP, 8 Speed
Level: Each level adds one additional strike.
Prerequisite:2 ranks in Fire tree, Level 15

Feat: Frost (Magic, Elemental, Ice, Cone)
Effect: Deals .75x Ice Damage to all within a three tile cone.
Cost: 2 FP, 4 Speed
Level: Each level increases main damage by 3.
Prerequisite: Level 1

Feat: Blizzard (Magic, Elemental, Ice, Radial, Freeze)
Effect: Deals 1x Ice Damage to all in a 2 tile radius with 5% chance of Freeze.
Cost: 16 FP, 6 Speed
Level: Each level increases main damage by 2 and Freeze% by 2.5%
Prerequisite: Frost, Level 8

Feat: Hailstorm (Magic, Elemental, Ice, Burst, Freeze)
Effect: Deals 2x Ice damage to one within 3 tiles with a 2 tile burst and 2% Freeze.
Cost: 40 FP, 8 Speed
Level: Each level increases Freeze% by 2.
Prerequisite: 2 ranks in Ice tree, Level 15

Feat: Bolt (Magic, Elemental, Lightning, Line)
Effect: Deals 1x Lightning Damage to all in a 7 tile line.
Cost: 2 FP, 4 Speed
Level: Each level increases main damage by 2
Prerequisite: Level 1

Feat: Chain Lightning (Magic, Elemental, Lightning, Burst)
Effect: Deals 1.25x Lightning damage to one within 3 tiles and a 2 tile radius.
Cost: 16 FP, 6 Speed
Level: Each level increases main damage by 3.
Prerequisite: Bolt, Level 8

Feat: Thunder Beam (Magic, Elemental, Lightning, Paralysis)
Effect: Deals 2.5x Lightning damage to one within 8 tiles and causes paralysis
Cost: 40 FP, 8 Speed
Level: Each level increases damage by 4
Prerequisite:2 ranks in Lightning tree, Level 15

Feat: Sand Splash (Magic, Elemental, Earth, Radial, Blind)
Effect: Deals .5x Earth Damage to all within a 2-tile radius with a 20% chance of Blind.
Cost: 2 FP, 4 Speed
Level: Each level increases main damage by 2 and Blind% by 5.
Prerequisite: Level 1

Feat: Earth Fang (Magic, Elemental, Earth, Line)
Effect: Deals 2x Earth Damage in a 8 tile line.
Cost: 16 FP, 6 Speed
Level: Each level increases Main damage by 3.
Prerequisite: Sand Splash, Level 8

Feat: Earthquake (Magic, Elemental, Earth, Radial, Ground, Stun)
Effect: Deals 1.5x Earth Damage to all within a 4 tile radius, with 2% chance of Stun.
Cost: 40 FP, 8 Speed
Level: Each level increases Stun% by 2%
Prerequisite: 2 ranks in Earth tree, Level 15

This message was last edited by the GM at 18:07, Sat 26 Mar 2011.

GM-sama
 GM, 17 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:20
Re: Disciplines
Holy

Feat: Heal (Holy, Recovery)
Effect: Restores 20% HP to an adjacent target
Cost: 3 FP, 3 Speed
Level: Each level restores 2.5% extra points
Prerequisite: Level 1

Feat: Mass Heal (Holy, Recovery, Burst)
Effect: Restores 20% HP to a target within 2 tiles, with a 1 tile burst
Cost: 16 FP, 5 Speed
Level: Each level restores 2.5% extra points
Prerequisite: Heal, Level 8

Feat: Mend (Holy, Recovery)
Effect: Restores 50% HP to a target within 3 tiles
Cost: 40 FP, 3 Speed
Level: Each level restores 5% extra points
Prerequisite: Heal (Level 3), Mass Heal, Level 15

Feat: Barrier (Buff, Defense)
Effect: Increases Defense of a target within 2 tiles by 6 for 5 rounds
Cost: 4 FP, 3 Speed
Level: Each level increases defense bonus by 1
Prerequisite: Level 1

Feat: Wide Barrier (Buff, Defense, Burst)
Effect: Increases Defense of a target within 2 tiles and a 1 tile burst by 6 points for 5 rounds
Cost: 16 FP, 5 Speed
Level: Each level increases defense bonus by 1
Prerequisite: Barrier, Level 8

Feat: Screen (Buff, Spirit)
Effect: Increases Spirit of a target within 2 tiles by 6 for 5 rounds
Cost: 4 FP, 3 Speed
Level: Each level increases spirit bonus by 1
Prerequisite: Level 1

Feat: Wide Screen (Buff, Spirit, Burst)
Effect: Increases Spirit of a target within 2 tiles and a 1 tile burst by 6 points for 5 rounds
Cost: 16 FP, 5 Speed
Level: Each level increases spirit bonus by 1
Prerequisite: Screen, Level 8

Feat: Haste (Buff, Speed)
Effect: Increases Speed of a target by 2 for 5 rounds
Cost: 16 FP 3 Speed
Level: Each level increases speed bonus by .5
Prerequisite: Level 8

Feat: Wide Haste (Buff, Speed, Burst)
Effect: Increases Speed of a target within 2 tiles and a 1 tile burst by 2 for 5 rounds
Cost: 40 FP, 5 Speed
Level: Each level increases speed bonus by .5
Prerequisite: Haste, Level 15

Feat: Revive (Holy, Revival)
Effect: Raises an adjacent target from the dead with 20% HP
Cost: 60 FP, 10 Speed
Level: Each level restores 2.5% extra points
Prerequisite: Wide Haste (Level 5), Mend (Level 5), Level 20

Feat: Demon Seal (Holy)
Effect: You throw a anti-demon tag up to three tiles away, dealing 3x holy damage to demons and undead.
Cost: 4 FP, 3 Speed
Level: Each level increases damage by 4 points
Prerequisite: Level 1

Feat: Demon Ward (Holy, Radial, Terrain)
Effect: You create a barrier in a 2 tile radius that deals 1x holy damage to demons and undead every round they are inside and when they enter. Lasts until recast in a different location, canceled, or deals 100 damage
Cost: 16 FP, 6 Speed
Level: Each level improves the damage threshold by 25 points and radius by .5 tiles.
Prerequisite: Demon Seal, Level 8

Feat: Judgement (Holy, Burst)
Effect: You release a pillar of light around yourself that deals 1.5x holy damage to a creature within three tiles and a 2 tile burst
Cost: 40 FP, 6 Speed
Level: Each level improves damage by 5
Prerequisite: Demon Ward, Level 15

This message was last edited by the GM at 00:14, Sat 05 June 2010.

GM-sama
 GM, 18 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:21
Re: Disciplines
Entropic

Feat: Drain Touch (Magic, Dark, Drain)
Effect: Deals 1x damage to an adjacent target, absorbing 25% of the damage to your HP
Cost: 3 FP, 3 Speed
Level: Each level improves damage dealt by 4.
Prerequisite: Level 1

Feat: Gore Slash (Magic, Dark, Radial, Bleed)
Effect: Deal .75x damage to all targets within a 2 tile radius. This attack rips a wound open that bleeds.
Cost: 16 FP, 5 Speed
Level: Each level improves bleed damage and duration by .5
Prerequisite: Drain Touch, Level 8

Feat: Entropic Vacuum (Magic, Dark, Radial, Drain)
Effect: Deals 2x damage to all bleeding targets within 4 tiles and absorbs 2% of the damage as HP.
Cost: 40 FP, 7 Speed
Level: Each level improves absorption rate by 2%
Prerequisite: Gore Slash, Level 15

Feat: Physical Void (Dark, Debuff)
Effect: Deals 2 damage per round to a target within 3 tiles for 6 rounds. Also reduces the effectiveness of healing effects by 50%
Cost: 3 FP, 4 Speed
Level: Each level improves the duration by 1 round
Prerequisite: Level 1

Feat: Magical Void (Dark, Silence, Burst)
Effect: Inflicts Silence status on a target within 3 tiles
Cost: 16 FP, 4 Speed
Level: Each level affects an additional target within a 2 tile burst of the original target
Prerequisite: Physical Void, Level 8

Feat: Spiritual Void (Dark, Death, Burst)
Effect: Has a 10% chance to inflict death status on a target within 2 tiles and a 1 tile burst
Cost: 40 FP, 7 Speed
Level: Each level improves the death% by 2.5%
Prerequisite: Magical Void, Level 15

Feat: Warp Weapon (Dark, Weapon, Debuff, Attack)
Effect: Reduces Attack rating of a targetís weapon within 2 tiles by 30% for 4 rounds
Cost: 4 FP, 4 Speed
Level: Each level reduces the attack power of the weapon by an additional 5%
Prerequisite: Level 1

Feat: Warp Armor (Dark, Armor, Debuff, Defense)
Effect: Reduces Defense bonus of a targetís armor within 2 tiles by 30% for 4 rounds
Cost: 16 FP, 4 Speed
Level: Each level reduces the defense of the armor by an additional 5%
Prerequisite: Warp Weapon, Level 8

Feat: Shatter (Dark, Equipment, Break)
Effect: Shatters one piece of equipment of Class 1.
Cost: 40 FP, 7 Speed
Level: Each level allows the spell to shatter equipment of the next highest Class
Prerequisite: Warp Armor, Level 15

This message was last edited by the GM at 00:20, Sat 05 June 2010.

GM-sama
 GM, 19 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 27 Nov 2009
at 08:22
Re: Disciplines
Long-Range

Feat: Long Shot (Ranged, Bow)
Effect: Deal 1x damage to a single target from up to 6 tiles away
Cost: 3 FP, 3 Speed
Level: Each level improves damage by 2 points
Prerequisite: Level 1

Feat: Sniper Stance (Stance, Ranged, Bow)
Effect: When active, single-shot feats and standard ranged attacks gain 2 extra range and +5% crit chance. Movement efficiency drops by 1 and attack accuracy drops by 10% against targets closer than 3 tiles.
Cost: 10 FP, 3 Speed
Level: Each level increases crit chance by 2.5%
Prerequisite: Long Shot, Level 8

Feat: Headshot (Ranged, Bow, Piercing)
Effect: Deal 2x damage to a single target from up to 6 tiles away, ignoring 25% of the opponentís Defense
Cost: 15 FP, 4 Speed
Level: Each level increases damage by 4
Prerequisite: Sniper Stance, Level 15

Feat: Spread Shot (Ranged, Bow, Cone)
Effect: Fire multiple arrows outward in a 3 tile cone, dealing 1.25x
Cost: 4 FP, 4 Speed
Level: Each level improves damage by 1 point
Prerequisite: Level 1

Feat: Skirmish Stance (Stance, Ranged, Bow)
Effect: When active, you gain +6 Attack and 3 Speed, but lose 5 Defense and Spirit
Cost: 10 FP, 3 Speed
Level: Each level improves Attack bonus by 1 and Speed bonus by .5
Prerequisite: Spread Shot, Level 8

Feat: Hail of Arrows (Ranged, Bow, Radial)
Effect: Fire a volley of arrows that fall on one target up to 4 tiles away with a 2 tile radius, dealing .75x damage.
Cost: 16 FP, 4 Speed
Level: Each level improves damage by 2
Prerequisite: Skirmish Stance, Level 15

Feat: Disarm (Ranged, Bow, Disarm)
Effect: An aimed attack that deals 1x damage to a target within 4 tiles and knocks the weapon out of their hands. They must spend 2 Speed to recover it.
Cost: 4 FP, 3 Speed
Level: Each level adds 2 damage, and causes the weapon to fly 1 tile away.
Prerequisite: Level 1

Feat: Cripple Legs (Ranged, Bow, Debuff, Movement)
Effect: An aimed attack that deals 1x damage to a target within 4 tiles and weakens their legs, reducing movement efficiency by 1 for 3 rounds.
Cost: 9 FP, 3 Speed
Level: Each level adds 2 damage and increases the duration by .5 rounds.
Prerequisite: Disarm, Level 8

Feat: Aimed Stance (Stance, Ranged, Bow)
Effect: When active, attacks gain +10% accuracy and ignore 5% of enemy armor
Cost: 10 FP, 3 Speed
Level: Each level adds 2% accuracy and ignores and additional 5% of armor
Prerequisite: Cripple Legs, Level 15

This message was last edited by the GM at 00:31, Sat 05 June 2010.

GM-sama
 GM, 210 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 8 May 2010
at 21:00
Re: Disciplines
Martial Artist

Feat: Closed Fist Style (Passive)
Effect: When unarmed, your Attack is increased by 4 points
Prerequisite: Level 1, Level 5, Level 10, Level 15, Level 20, Level 25
Special: You can only gain a style at the prerequisite levels. You can take either style at these levels.

Feat: Open Palm Style (Passive)
Effect: When unarmed, you have a 10% chance of counterattacking a melee attacker as long as you have at least 2 Speed remaining from your previous turn.
Cost: 2 Speed/Counter
Prerequisite: Level 1, Level 5, Level 10, Level 15, Level 20, Level 25
Special: You can only gain a style at the prerequisite levels. You can take either style at these levels.

Feat: One-Two Punch (Melee, Unarmed)
Effect: You attack twice for 1x damage
Cost: 2 FP, 3 Speed
Level: Each level improves damage of both attacks by 1.
Prerequisite: Closed Fist (Level 1)

Feat: Shoulder Throw (Melee, Unarmed, Counter, Prone)
Effect: Rather than a standard strike, grab the attacker and throw them in the square opposite their original position, dealing 1x damage and knocking them prone. If someone already occupies this square, they are also knocked prone. It takes 2 speed to get back up. While prone, evasion is reduced by 10%.
Cost: 2 FP, 3 Speed
Level: Each level increases speed requirement to rise by .5 and prone evasion penalty by 2.5%
Prerequisite: Open Palm (Level 1)

Feat: Somersault (Melee, Unarmed)
Effect: Performs a backflip, sending a rising kick up to an adjacent target. Gain 10% accuracy if you follow from One-Two Punch. Deals 1.5x damage
Cost: 4 FP, 3 Speed
Level: Each level increases damage by 2 and damage from a combo by 3.
Prerequisite: Closed Fist (Level 2)

Feat: Ground Strike (Melee, Unarmed)
Effect: Attack a prone opponent as an immediate follow-through to a shoulder throw, dealing 2x damage.
Cost: 4 FP, 2 Speed
Level: Each level increases damage by 2.
Prerequisite: Open Palm (Level 2)

Feat: Hammer Kick (Melee, Unarmed, Knockback)
Effect: Kick at an adjacent target with great force, causing Knockback 1 and dealing 2x damage. Knockback is increased by 2 if you follow from Somersault.
Cost: 6 FP, 3 Speed
Level: Each level improves Knockback by 1, damage by 2, and damage from a combo by 3.
Prerequisite: Closed Fist (Level 3)

Feat: Shoulder Check (Melee, Unarmed, Counter, Knockback)
Effect: As a counter attack, slam into an attack with your shoulder, causing Knockback 3 and dealing 1.5x damage, canceling the attack.
Cost: 6 FP, 3 Speed
Level: Each level improves Knockback by 1 and damage by 2
Prerequisite: Open Palm (Level 3)

Feat: Flying Kick (Melee, Unarmed, Prone)
Effect: When you move at least four spaces, make a kick that travels up to 4 more tiles in a straight line. The first target you strike takes 2x damage and is knocked prone.
Cost: 10 FP, 3 Speed
Level: Each level improves damage by 2
Prerequisite: Closed Fist (Level 4)

Feat: Disarm (Melee, Unarmed, Counter, Disarm)
Effect: As a counter attack, you knock the weapon out of your attackerís hand, negating the attack and dealing 1x damage.
Cost: 10 FP, 3 Speed
Level: Each level knocks the weapon 1 square away and increases damage by 2.
Prerequisite: Open Palm (Level 4)
Special: A Shoulder Throw that follows this deals 2 extra damage per level.

Feat: Mounted Assault (Melee, Unarmed)
Effect: Jump on top of a prone enemy and unleash a strike that deals 1.25x damage.
Cost: 5 FP/Strike, 4 Speed
Level: Each level adds an additional strike and increases damage by 1.
Prerequisite: Closed Fist (Level 5)

Feat: Iron Palm (Melee, Unarmed, Knockback)
Effect: Slam your palm into an adjacent target with full force and momentum, dealing 2x damage and causing Knockback 2.
Cost: 14 FP, 4 Speed
Level: Each level improves Knockback by 1 and damage by 3.
Prerequisite: Open Palm (Level 5)

Feat: Fatal KO (Melee, Unarmed, Death)
Effect: After scoring a critical hit, make a powerful blow to the head, dealing 3x damage with a 6% chance of causing instant death.
Cost: 30 FP, 8 Speed
Level: Each level improves damage by 4 and death chance by 1%
Prerequisite: Closed Fist (Level 6)

Feat: Triangle Choke (Melee, Unarmed, Death)
Effect: You place a prone target into a strong hold that prevents them from acting in any way other than attempting to escape (40% chance per round). The hold does no damage, and both participants are unable to move. If an opponent attacks you during the hold your evasion is reduced by 10%, and you have a 20% chance of being interrupted when hit. If the hold carries for two rounds, the target is rendered unconscious for 4 rounds. If the hold carries for three rounds, they instantly die.
Cost: 30 FP, 6 Speed
Level: Each level decreases interruption chance and escape chance by 5%.
Prerequisite: Open Palm (Level 6)

Feat: Keen Strike (Passive)
Effect: Your unarmed attacks have a +1% critical chance
Level: Each level improves the potency by 1%
Prerequisite: Closed Fist (Level 1), Open Palm (Level 1)

Feat: Ki Energy (Passive)
Effect: Select one element, your unarmed attacks deal 10% bonus damage of this type.
Level: Each level improves the potency by 10%
Prerequisite: Closed Fist (Level 2), Open Palm (Level 2)

Feat: Black Belt (Passive)
Effect: Select either Attack, Defense, Magic, Spirit, or Speed. When unarmed, this attribute gains a +2, Speed gains a +1
Level: Each level improves the attribute by 2, or speed by 1
Prerequisite: Closed Fist (Level 3), Open Palm (Level 3)

This message was last edited by the GM at 00:30, Sat 05 June 2010.

GM-sama
 GM, 258 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 5 Jun 2010
at 06:32
Re: Disciplines
Keywords

Melee - The feat utilizes a melee weapon and deals physical damage.

Ranged - The feat deals physical damage and attacks from at least two tiles away.

One-Handed - The feat can be utilized by using a Dagger, Blade, Spear, or Axe

Two-Handed - The feat can be utilized by using a Claymore, Lance, or Greataxe

Unarmed - The feat can only be utilized when the user has no weapon equipped

Bow - The feat can be utilized by using a Shortbow or a Longbow

Dagger - The feat requires a dagger to use

Shield - The feat requires a shield to use

Piercing - The feat ignores a portion of defense.

Magic - The feat deals magical damage or is magical in nature. If it has the melee keyword as well, damage ratings of melee weapons can apply.

Elemental - The feat is aligned with a specific element.

Fire - The feat is aligned with the Fire element and may do Fire damage.

Ice - The feat is aligned with the Ice element and may do Ice damage.

Lightning - The feat is aligned with the Lightning element and may do Lightning damage.

Earth - The feat is aligned with the Earth element and may do Earth damage.

Holy - The feat is aligned with the holy element. If it has the recovery keyword, it can damage most undead.

Dark - The feat is aligned with the Dark element.

Passive - The feat is always active.

Stance - The feat reflects a school of combat or magic. A stance must be deactivated to end its effects. Only one stance can be active at a time.

Physical Augment - The feat invokes a physiological change that improves one's abilities. A physical augment must be deactivated to end its effects. Only one Physical Augment can be active at a time.

Weapon Augment - The feat enhances your weapon. A weapon augment must be deactivated to end its effects. Only one Weapon Augment can be active at a time.

Buff - A buff improves the attributes listed in the feat's keyword. If there are no such keywords, the buff causes some other enhancement.

Debuff - A debuff decreases the attributes listed in the feat's keyword. If there are no such keywords, the debuff causes some other adverse effect.

Recovery - The feat restores status effects and/or HP.

Death - The feat causes instant death

Revival - the feat restores the target from Death.

Weapon - The feat targets a weapon

Armor - The feat targets a piece of armor

Equipment - The feat targets a piece of equipment

Break - The feat breaks equipment

Disarm - The feat removes a weapon from the wielder's hands

Line - The feat travels in a straight line, affecting all in its way.

Cone - The feat travels in a cone, originating in the tile in front of the user, and spreading out a tile on either side for every tile forward.

Radial - The feat targets individuals surrounding the user.

Burst - The feat targets individuals within a radius of primary target.

Terrain - The feat changes or make use of terrain.

Synthesis - The feat can be used in tandem with other moves as one attack. Synthesis abilities use the damage cap value of the highest leveled feat.

FP - The feat damage FP instead of or in addition to HP.

Drain - The feat draws a portion of the damage it deals back into the user.

Ground - The feat is based in the ground. Being elevated above the ground may avoid the effects.

Counter - The feat is used as a reaction to a move that wasn't the user's. The speed requirement needs to remain unused at the end of the previous round in order to be utilized.

Prone - The feat knocks a target prone

Knockback - the feat forces the target to move

Transformation - The feat changes the user in a profound way that alters the way their body functions.

Sacrifice - The feat requires the loss of something other than FP or Speed in order to take effect or has an effect directly correlated to the amount of FP or speed spent.

Dispel - The feat disables the effects of other feats.

Reflect - The feat causes feats to target their users.

Transportation - The feat involves the movement of the user.

Grab - The feat involves grappling with a target.