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New Mechanics: Abilities, Transcending, and Specialties - Printable Version +- ORIGIN (https://origin.boreal-nights.space) +-- Forum: Out Of Character (https://origin.boreal-nights.space/forumdisplay.php?fid=32) +--- Forum: Maintenance (https://origin.boreal-nights.space/forumdisplay.php?fid=37) +---- Forum: News (https://origin.boreal-nights.space/forumdisplay.php?fid=47) +---- Thread: New Mechanics: Abilities, Transcending, and Specialties (/showthread.php?tid=7977) |
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New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - May 26 2020 Abilities, Transcending, and Specialties Remember when I teased new stuff in the May Anniversary post? Hehe... Abilities Introducing: Techniques and Tactics! These are available in the shop for Magicka, but their roll thresholds cater to Physical and Other trees, with Magic tree users on the worse end like Physical and Other trees are right now for Magic spells. Techniques are abilities usable by the Physical tree and Tactics are abilities usable by the Other tree. These will replace the typical Physical or Other roll if chosen in the dropdown list, but those types of rolls will still be available if you do not possess or do not want to use abilities (choosing the blank option). I know I said I'd release more information but that's pretty much all the info! Transcending Round of applause for the characters who bested the elemental ring in [Quest] Ascension! Introducing Transcendent Magic! Give up part of your power to expand your potential for growth even further. A Gembound wishing to gain their element's Transcendent spell—or their path's Transcendent ability—must visit Emuh for a trial to prove their mastery. They will be asked to cast a number of their spells or abilities to prove their mastery over their path. If they succeed, Emuh will perform a brief ritual. The Gembound's power will be greatly drained, costing ʡ1500 and weakening the Gembound back to Pupil, Strategist, or Brawler status, leaving them confused and disoriented... but granting them knowledge of the new Transcendent spell or ability. From here they will need to regain their footing with magic/abilities, once again progressing from Pupil to Master level, Strategist to Genius, or Brawler to Champion; but once they attain this rank, their Transcendent spell and Master/Genius/Champion level will prove their proficiency to all, and make them a formidable caster to face--or a strong ally to have. They will then be able to focus on a Specialty. Transcending requirements: - Master, Genius, or Champion level reached - ʡ1500 - Succeed in the trial presented by Emuh - Note: Characters can only Transcend within their own element, or own path (other, combat) Characters who have Transcended will be displayed as Transcendent (level) on their profiles, such as Transcendent Pupil. When they reach max level again and choose a Specialty, a new field will appear below the level field noting which Specialty they have chosen. Note: The Transcendent items for Corrupted, Techniques, and Tactics are still being finalized, but will be added soon! Specialties Characters that have reached Transcendent Master, Transcendent Genius, or Transcendent Champion will be able to focus their newfound strength into a Specialty. A Guidebook entry will be added that details all of the Specialties available, and this post will be updated when it is done. This may take me a few weeks as I fiddle with stuff and perfect it. Specializing in something means characters have a lower roll threshold for success when using their specialized spells or abilities, and cannot crit fail those spells or abilities. Specialties also add passive effects and auras to characters. Elements can share Specializations. An example is: Transcendent Masters in the Fire element are known as Pyromancers and can focus on any one of the four Specializations within the tree.
RE: New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - May 27 2020 Update to Physical Combat and Other tree progression:
With the addition of abilities, the progression requirements for Physical Combat and Other paths have been updated to match that of the Magic requirements. Any outstanding requests dated before this post are not affected by this change. OLD: → Brawler (Physical Combat Level Path)
- Roll a minimum of Barely Successful on 5 physical combat attempts - Cost of ʡ300 → Champion (Physical Combat Level Path) - Roll a minimum of Successful on 20 physical combat attempts (excluding those made at the Fledgling level) - Cost of ʡ500 → Strategist (Other Level Path) - Roll a minimum of Barely Successful on 5 'other' attempts - Cost of ʡ300 → Genius (Other Level Path) - Roll a minimum of Successful on 20 'other' attempts (excluding those made at the Fledgling level) - Cost of ʡ500 NEW: → Brawler (Physical Combat Level Path) - Learn minimum 4 Techniques (including 1 Medium Intensity technique) - Roll a minimum of Barely Successful on 5 technique or combat attempts → Champion (Physical Combat Level Path) - Learn minimum 7 Techniques (including 1 High Intensity technique) - Roll a minimum of Successful on 20 technique or combat attempts (excluding those made at the Fledgling level) → Strategist (Other Level Path) - Learn minimum 4 Tactics (including 1 Medium Intensity tactic) - Roll a minimum of Barely Successful on 5 tactic or other attempts → Genius (Other Level Path) - Learn minimum 7 Tactics (including 1 High Intensity tactic) - Roll a minimum of Successful on 20 tactic or other attempts (excluding those made at the Fledgling level) RE: New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - May 30 2020 As I finish getting specialties set up in the code, I want to point out why they are special (heh) and what makes them worth progressing toward.
Spells affected by a specialty have lower roll thresholds, which is the same for all intensities: 1-2 — Failure 3-5 — Barely Successful 6-19 — Successful 20 — Critical Success Some specialties may have as few as four or five spells, while others may have more; specialties with fewer spells may be focused more on high intensity spells, whereas specialties with more spells may be focused on a larger spread of lower to medium intensity, with some high intensity. They can be spread between more than one element. That being said, I'll get the update finished as soon as I can and get the Guidebook all sorted too, but they should be done within the next few days! Update: All specialties have been added to the code! I will get them listed on a Guidebook page tomorrow. RE: New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - May 30 2020 Per suggestion:
Characters that are currently already progressed through Physical or Other paths may choose a starting ability based on their level at the time of the update (May 26th): Brawlers may choose a single technique of either Low or Medium Intensity. Champions may choose a single technique of either Low, Medium, or High Intensity. Strategists may choose a single tactic of either Low or Medium Intensity. Geniuses may choose a single tactic of either Low, Medium, or High Intensity. *Hydra Champions that were adopted at the starting level of Brawler may only choose a technique intensity of either Low or Medium, regardless if they are Champions now. Please claim your starting ability in Update Me!. RE: New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - May 31 2020 The raffle stuff took up more time than I thought it would so I didn't get a chance to stylize the specialties into the Guidebook, but just so you can see what they are, here's an ugly quick list:
((also for most of these you might only need a minimum requirement to meet the specialty, not necessarily all the spells listed -- but all the spells listed will be affected by the specialty)) Flamebringer: Cauterize, Incinerate, Combust, Pyrokinesis, Engulf, Everburn Torchbearer: Torchlight, Incinerate, Glow, Lightplay, Blinding Beam Master of Elements: Pyrokinesis, Combust, Aquakinesis, Drown, Earthshatter, Fissure, Sonic Boom, Cloud Step Medic: Cauterize, Purify, Weave, Greater Empathy, Sterilize, Germicide, Internal Control, Failed Timeline Rainmaker: Dehydrate, Fountain, Summon Water, Mist Cover, Rainfall Cryomancer: Fountain, Glaciate, Snowfall, Cool Down, State Change, Everfreeze Stormbringer: Rainfall, Thunderclap, Lightning Storm, Gust, Dust Devil Destroyer: Incinerate, Aquakinesis, Fissure, Lightning Storm, Dust Devil Master of the Mind: Dispel, Vacuum, Telekinesis, Phantom Hold, Translocate Phaseshifter: Heat Up, Cool Down, State Change, Everburn, Everfreeze Chaos Mage: Supernova, Event Horizon, Pulsar, Warp Lightbearer: Glow, Illuminate Orb, Lightplay, Spotlight, Animated Bauble, Black Light Voidbringer: Event Horizon, Dissipate, Shadowplay, Summon Void, Multishadow, Black Light Illusionist: Drift, Shadowplay, Ligtplay, Aether Dance, Mimicry, Whisper Druid: Plantcharm, Flora Call, Lesser Empathy, Ephemevenom, Bodyswap, Greater Empathy Gardener: Summon Water, Emerge, Blossom, Flourish, Growth Spurt Nuisance: Fire Trap, Mist Cover, Warp, Hayfever, Bodyswap, Sore, Shadowplay, Pause Cultivator: Emerge, Blossom, Flourish, Fungal Wake, Propogate Predator: Red Sense, Night Vision, Camouflage, High Senses, Biteform Nightstalker: Night Vision, High Senses, Adrenaline, Dissipate, Summon Void Mindbender: Hallucinate, Cordyceps, Summon Void, Whisper, Mindscream Necromancer: Plantcharm, Weave, Bloodhold, Propagate, Cordyceps, Zombify Seer: Scry, Necrophagy, Stone Memory, Hindsight, Future Shift Rotbringer: Necrophagy, Propogate, Viral Strike, Spawn Parasite, Plaguebearer Plague Doctor: White Sense, Fauna Cleanse, Nauseate, Incubate, Viral Strike Plaguevector: Immunity, Incubate, Propagate Life, Plaguebearer, Accelerate Earthbreaker: Pebblequake, Dislodge, Earthshatter, Fissure, Shard Storm Stoneguard: Regeneration, Immunity, Magnet, Gem Summon, Stoneskin Fulgurkinesis: High Volt, Lightning Storm, Generator, Call Current, Ball Lightning, Chain Lightning Electrokinesis: Charge, Internal Control, Bolt, Magnetosphere, Power Surge, Short Circuit Soundshifter: Minor Vibration, Mimicry, Scale, Sonic Boom, Alter Frequency Aeromancer: Gust, Pickup, Jetstream, Dust Devil, Levitate, Blast Breath Telekinetic: Levitate, Budge, Telekinesis, Phantom Hold, Translocate Chronomancer: Driftwalk, Animated Bauble, Hindsight, Pause, Future Shift, Failed Timeline Chaos Beast: Polluted Water, Profaned Creature, Chaotic Plague, Encompassing Darkness, Forsaken Mind ((ONLY available to Corrupted characters)) Guardian: Block, Protectors Bulwark, Deflect, Mongoose Reflexes, Guardian Shield Assassin: Cripple, Trip Up, Disguise, Incapacitate, Toxic Coating, Assassin's Guise Reaver: Cripple, Attack Flurry, Rip, Boneshatter, Berserk Battlemage: Driftwalk, Adrenaline, Blinding Beam, Pause, Attack Flurry, Riposte Cultist: Reassure, Wheedle, Disguise, Toxic Coating, Dominator Leader: Reassure, Blind, Gauge, Resourceful, Inspire Thief: Outrun, Petty Theft, Distraction, Blind, Disguise, Assassin's Guise Craftsman: Smolder Step, Gem Form, Bauble, Charge, Generator, Resourceful RE: New Mechanics: Abilities, Transcending, and Specialties - Game Master CJ - Jul 20 2020 Changelog post-addition to Guidebook:
— Beholder added — Master of the Mind changed to be the spells: Dispel, Whisper, Telekinesis, Phantom Hold, Mind Reader |