Tuesday, February 16, 2021

Universal Abilities

Abilities

Activated Attack Abilities:

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. The foe will not counter after being struck by this attack. Costs: 5 pg

(Normal Weapon) Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This ability may be used once a day. Costs: 5 pg

Knife Assault: This unit rushes in with a small weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 12 times with half damage, and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg 

Dive Bomb: If this character is soaring, it may come back down to normal flight levels at blinding speed. This will grant +20 avoid during this attack. The dragon may then unleash a single, deadly blast. This blast will deal double the regular breath attacks of this character, but it may only strike a single foe once. Due to approaching from such an advantageous angle, this attack will have +20 hit. Unless the enemy dodges or takes no damage from this attack, they cannot counter. Using this attack ends soaring movement. Costs: 4 pg

% Activated Attack Abilities:

Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs 3 pg

Traumatizing Blows (II): The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (60%) of the time. This ability only activates on physical attacks. Costs 6 pg

Traumatizing Blows (III): The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (90%) of the time. This ability only activates on physical attacks. Costs 12 pg

Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20%  of the time. This ability only activates on physical attacks. After being stunned once, a foe will resist being stunned for the next two turns. If stunned again in those two turns, they will extremely resist stunning for the next two turns. Costs 3 pg

Stunning Blows (II): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% (40%)  of the time. This ability only activates on physical attacks. After being stunned once, a foe will resist being stunned for the next two turns. If stunned again in those two turns, they will extremely resist stunning for the next two turns. Costs 6 pg

Stunning Blows (III): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% (60%) of the time. This ability only activates on physical attacks. After being stunned once, a foe will resist being stunned for the next two turns. If stunned again in those two turns, they will extremely resist stunning for the next two turns. Costs 12 pg

Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg

Grand Master Skill Abilities: (abilities unlocked free at GM in certain skills)

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee or marksman(gun) level.

Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Way of Miracles and Swords: This character may wield a sword in one hand while casting a miracle in the other. This will result in a skill debuff of -15. However, it will allow miracles to be used as counter-attacks. Costs 5pg or GM in Sword and GM in light.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Slayer Abilities: (raw damage buffs/debuffs against certain foe types)

Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 8 pg

Dragon killer (II): When attacking a unit who is a dragon type unit, this unit will add 60% to their damage output. Costs: 8 pg

Dragon killer (III): When attacking a unit who is a dragon type unit, this unit will add 100% to their damage output. Costs: 8 pg

Comsuming Abilities:

Consume Fire: This character is immune to fire type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg

Consume Light: This character is immune to light type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg

Idirect Damage Abilities:

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This damage will not take resistances or weaknesses into consideration, but total immunity/consuming abilities will impact this damage. Costs: 5 pg

Area Attack Abilities: (Attacks that strike 3 or more tiles. Some are undodgeable)

Sunlight Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 80 base lightning and light type might, and it is improved by the base attack and the lightning, spear, and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals double damage to dragon type characters. This attack will strike twice if the character has the ability "Rapid Thrust". Costs: 4 pg

Lightning Stake: This ability requires the user to be 5M in magic and light. This ability requires the user to  have unlocked Sunlight Spear. This attack may be used instead of Sunlight Spear. When using this attack, it will strike a single space and deal 4x the damage of a Sunlight Spear. If this hit lands, the foe cannot counter. Unlike most abilities that are 4x multipliers, this ability may still trigger "Savage Blow". This attack deals double damage to dragons. This attack will also strike all squares adjacent to the character who has been attacked. None of the foes struck may counter. The splash damage will be half the damage of the regular Lightning Stake. Rapid Thrust will cause this attack to strike twice. Costs: 3 pg 

Chokes, Holds, Tackles, and Pins:

Lightning Strike Lunge: This attack may be used once every four turns. The character will attack an enemy the same size as them or smaller with a normal spear attack. If the attack lands, the enemy will be stuck on the end of the spear. They cannot move or counterattack during the next turn unless someone strikes the character who is using this move with enough force to free them. If the character is not freed, they will be hoisted into the air and receive damage equal to 3 x a normal spear strike from this character plus an addition 300 damage from the lightning strike. The spear portion of this attack completely ignores defense. The enemy will not counter after this lightning strike. Costs: 6 pg

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

Self Augments:

Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Defensive Actions:

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 pg

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg

Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. If this character can vantage, then they may gale rush towards the foe before doing so. Costs: 4 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Movement:

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Raw Improvement: (Strat immune)

Sniper Shot: This character's ranged weapon attacks add 1 to their total range. Costs: 3 pg

Sniper Shot (II): This character's ranged weapon attacks add 2 to their total range. Costs: 6 pg

Sniper Shot (III): This character's ranged weapon attacks add 3 to their total range. Costs: 12 pg

Weaponized Body: If this unit uses only pure martial type attacks, then it will increase the total damage output by 50%. Costs: 2 pg

Weaponized Body (II): If this unit uses only pure martial type attacks, then it will increase the total damage output by 100%. Costs: 4 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Proficiency: If this unit uses a single attack type, they may triple that attack type's total damage. Using a different attack type or a multidamage attack will completely remove this boost for the rest of the battle. Costs: 6 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Using a different attack type or a multidamage attack will completely remove this boost for the rest of the battle. Costs: 12 pg

Ally Buffs:

Avenging Bond: If this character is within two spaces of the Stormdrake and it falls in battle, he will boost his total damage output by 50% and his speed stat by 10. This boost will last until the Stormdrake returns or the battle ends. Costs: 5 pg

Avenging Bond (II): If this character is within two spaces of the Stormdrake and it falls in battle, he will boost his total damage output by 50% (100%) and his speed stat by 10 (15). This boost will last until the Stormdrake returns or the battle ends. Costs: 10 pg

Anger Abilities (although similar to Ally Buffs, these are treated as a separate type):

Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3 pg

Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg 

Defiant Range: If this unit has less than half life, it will increase the range of its normal attacks by +2. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg 


No comments:

Post a Comment