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Keymaster Artes
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Keymaster Artes
Base Ability: Zantetsuken: The user becomes still. Then, moving faster than the human eye can see, for one post, the user deals a stroke with their Keyblade, at the absolute maximum power they can use.
Base Ability Cool Down: Once per topic
Tier One
1st Skill: Sliding Dash: Once every four rounds, the user may select a target. Once this occurs, the user then immediately closes the distance between themselves, and the user. This technique does not, itself, do damage, but, it puts the target within the user's reach.
2nd Skill: Strike Raid: Once every two posts, the user can use arcane force to balance and empower a thrown weapon, increasing its striking power, and range.
3rd Skill: Sonic Blade: Once every seven posts, the user is given six "charges". A charge may be expended to perform a specialty technique; moving at incredible speed, the user deals a lighting-fast attack to his target. However, these attacks do only a quarter the damage of a normal attack. The cooldown doesn't begin until all six charges are spent, and, once the first charge is spent, the others must be spent as well, back-to-back.
4th Skill: Blitz: Many powerful sword techniques leave the user open. This technique hardens the body, and causes them, until the beginning of their next turn, to take markedly less damage. This ability, however, is taxing, and can only be used once every twelve turns.
5th Skill: Drain: Once every 10 posts, the user may recover HP, equal to the damage dealt by an attack, skill, or spell they use on someone else.
Tier Two
1st Skill: Arcane Haze: Once every five posts, the user can dash forward, performing a thrust with their weapon. The user's body is enveloped in an aura of magic, dealing mild untyped damage to anyone coming in contact with them during the dash. During the dash, they move at half over again their normal speed.
2nd Skill: Brutal Blast: Once every five posts, the user strikes the ground at their feet. This shockwave does no damage, but, it pushes all things within 30 of the user away. This force continues pushing until there is at least 30ft of space between the object, and the user.
3rd Skill: Judgment: Once every three posts, the user can, after using Strike Raid, telekinetically wield the weapon at a distance, maintaining the effects of Strike Raid. This telekinetic assault lasts for for but a single turn.
4th Skill: Sacrifice: This skill has no cooldown. However, using Sacrifice drains the user's health. After this, the user's strength is exponentially increased for three posts. Additionally, the first person to take, or defend against, a blow from the user after this ability is activated takes, for that turn, and three turns thereafter, very mild untyped magic damage.
Tier Three
1st Skill: Limit Storm: Once every seven posts, the user infuses his weapon with magic, and launches into an incredibly fast whirling strike, during which the weapon's range is extended half over again. Any and all persons that the user wishes, who are within his reach, can be struck up to three times in a single round. If Sacrifice is used up to one post prior to this ability, the power of all strikes in Limit Storm is doubled.
2nd Skill: Ars Solum: By empowering a chosen weapon with arcane energy, once every ten posts, the user can increase the damage output of the weapon, as well as their attack speed. This buff lasts for seven posts.
3rd Skill: Final Arcana: Final Arcana can be triggered once every 15 posts. By channeling magic as the weapon it truly is, and using a weapon a focus, Final Arcana allows the user to ignore the MP cost of their next spell.
Tier Fourth
1st Skill: Splendid End: This skill has no cooldown, but, may only be used immediately after Ars Solum. When used, the user's weapon is enveloped in a magic aura, which, on a successful attack, deals moderate magic damage. If the chosen weapon is a Keyblade, Splendid End also amplifies the Keyblade's elemental properties. This aura remains on the weapon until the striking end of the weapon makes contact with a total of three solid forms.
2nd Skill: Infinity: This skill has no cooldown. Instead, using the Final Arcana skill creates a single Charge, and Infinity consumes one Charge. When used, the user may fire a fusillade of magic projectiles. These projectiles move at the user's throwing speed, and home on on their targets. The orbs persist until they impact a living creature, armor piece, or any nonmagical object, at which point, the orb which made contact detonates in a three inch radius, dealing mild untyped magic damage within the blast zone. A magically-enhanced weapon can strike the orbs without detonating them, which allows the orbs to be redirected.
Tier Five
1st Skill: Shin-Zantetsuken: When Zantetsuken is used, an additional force is added, channeling magical energy into the blade, at the absolute maximum the user is able to cast. When Shin-Zantetsuken is used, this automatically sends the user into MP Cooldown. This ability cannot be used if the user is in MP Cooldown.
Base Ability Cool Down: Once per topic
Tier One
1st Skill: Sliding Dash: Once every four rounds, the user may select a target. Once this occurs, the user then immediately closes the distance between themselves, and the user. This technique does not, itself, do damage, but, it puts the target within the user's reach.
2nd Skill: Strike Raid: Once every two posts, the user can use arcane force to balance and empower a thrown weapon, increasing its striking power, and range.
3rd Skill: Sonic Blade: Once every seven posts, the user is given six "charges". A charge may be expended to perform a specialty technique; moving at incredible speed, the user deals a lighting-fast attack to his target. However, these attacks do only a quarter the damage of a normal attack. The cooldown doesn't begin until all six charges are spent, and, once the first charge is spent, the others must be spent as well, back-to-back.
4th Skill: Blitz: Many powerful sword techniques leave the user open. This technique hardens the body, and causes them, until the beginning of their next turn, to take markedly less damage. This ability, however, is taxing, and can only be used once every twelve turns.
5th Skill: Drain: Once every 10 posts, the user may recover HP, equal to the damage dealt by an attack, skill, or spell they use on someone else.
Tier Two
1st Skill: Arcane Haze: Once every five posts, the user can dash forward, performing a thrust with their weapon. The user's body is enveloped in an aura of magic, dealing mild untyped damage to anyone coming in contact with them during the dash. During the dash, they move at half over again their normal speed.
2nd Skill: Brutal Blast: Once every five posts, the user strikes the ground at their feet. This shockwave does no damage, but, it pushes all things within 30 of the user away. This force continues pushing until there is at least 30ft of space between the object, and the user.
3rd Skill: Judgment: Once every three posts, the user can, after using Strike Raid, telekinetically wield the weapon at a distance, maintaining the effects of Strike Raid. This telekinetic assault lasts for for but a single turn.
4th Skill: Sacrifice: This skill has no cooldown. However, using Sacrifice drains the user's health. After this, the user's strength is exponentially increased for three posts. Additionally, the first person to take, or defend against, a blow from the user after this ability is activated takes, for that turn, and three turns thereafter, very mild untyped magic damage.
Tier Three
1st Skill: Limit Storm: Once every seven posts, the user infuses his weapon with magic, and launches into an incredibly fast whirling strike, during which the weapon's range is extended half over again. Any and all persons that the user wishes, who are within his reach, can be struck up to three times in a single round. If Sacrifice is used up to one post prior to this ability, the power of all strikes in Limit Storm is doubled.
2nd Skill: Ars Solum: By empowering a chosen weapon with arcane energy, once every ten posts, the user can increase the damage output of the weapon, as well as their attack speed. This buff lasts for seven posts.
3rd Skill: Final Arcana: Final Arcana can be triggered once every 15 posts. By channeling magic as the weapon it truly is, and using a weapon a focus, Final Arcana allows the user to ignore the MP cost of their next spell.
Tier Fourth
1st Skill: Splendid End: This skill has no cooldown, but, may only be used immediately after Ars Solum. When used, the user's weapon is enveloped in a magic aura, which, on a successful attack, deals moderate magic damage. If the chosen weapon is a Keyblade, Splendid End also amplifies the Keyblade's elemental properties. This aura remains on the weapon until the striking end of the weapon makes contact with a total of three solid forms.
2nd Skill: Infinity: This skill has no cooldown. Instead, using the Final Arcana skill creates a single Charge, and Infinity consumes one Charge. When used, the user may fire a fusillade of magic projectiles. These projectiles move at the user's throwing speed, and home on on their targets. The orbs persist until they impact a living creature, armor piece, or any nonmagical object, at which point, the orb which made contact detonates in a three inch radius, dealing mild untyped magic damage within the blast zone. A magically-enhanced weapon can strike the orbs without detonating them, which allows the orbs to be redirected.
Tier Five
1st Skill: Shin-Zantetsuken: When Zantetsuken is used, an additional force is added, channeling magical energy into the blade, at the absolute maximum the user is able to cast. When Shin-Zantetsuken is used, this automatically sends the user into MP Cooldown. This ability cannot be used if the user is in MP Cooldown.
Last edited by Simon on Mon May 04, 2015 1:52 pm; edited 21 times in total
Simon- Posts : 182
Re: Keymaster Artes
Base Ability: Does a 7 post cool down seem fair?
Awareness: Being a user of the moon, you are passively able to do this. Unless you are referring to more than Illusion.
The Obvious One: Reduce this quite a bit or get rid of the Light part.
Clarity: How much does it improve? What would the difference be? Cool down?
Awareness: Being a user of the moon, you are passively able to do this. Unless you are referring to more than Illusion.
The Obvious One: Reduce this quite a bit or get rid of the Light part.
Clarity: How much does it improve? What would the difference be? Cool down?
Zyvonia- Directory : Directory
Posts : 567
Re: Keymaster Artes
7 seems cool.
Awareness is more than just illusion. It's like the Libra spell from FF, except it's always on, and targeted on yourself.
I'll reduce the effect of The Obvious One.
Clarity of Mind has the power level you'd expect, for a passive skill. Actively wielding it increases the effect exponentially.
Awareness is more than just illusion. It's like the Libra spell from FF, except it's always on, and targeted on yourself.
I'll reduce the effect of The Obvious One.
Clarity of Mind has the power level you'd expect, for a passive skill. Actively wielding it increases the effect exponentially.
Simon- Posts : 182
Re: Keymaster Artes
So could Clarity resist a T5 level spell?
To what extent can you alter an object with Transmutation?
To what extent can you alter an object with Transmutation?
Zyvonia- Directory : Directory
Posts : 567
Re: Keymaster Artes
It could TRY.
And, Resist doesn't always mean "lol you dun work". It could mean "you dun work as well" or "you dun work as long".
And, as far as Transmutation? The ability has to obey matter-energy conversion laws. Because science.
Beyond that? It could do a lot of things. Crafting shit out of raw materials is a LOT more difficult than repairing a broken thing. Making shit out of its base materials? It can be done, but, it'll be generic as hell.
And, Resist doesn't always mean "lol you dun work". It could mean "you dun work as well" or "you dun work as long".
And, as far as Transmutation? The ability has to obey matter-energy conversion laws. Because science.
Beyond that? It could do a lot of things. Crafting shit out of raw materials is a LOT more difficult than repairing a broken thing. Making shit out of its base materials? It can be done, but, it'll be generic as hell.
Simon- Posts : 182
Re: Keymaster Artes
You weren't being clear. "Resist" is a vague term. It could mean that you can completely resist something or lessen the effects. As it is worded right now, it could be used to say, "Fuck your T5 spell, my skill resists it." Use a more definitive term or describe it in a different way.
Again with the previous point, you're being vague. Can you suddenly give a sword magic properties or can you simply change it's physical properties? Can you create something out of nothing, like a wall to shield yourself from an attack? Stuff like that.
Again with the previous point, you're being vague. Can you suddenly give a sword magic properties or can you simply change it's physical properties? Can you create something out of nothing, like a wall to shield yourself from an attack? Stuff like that.
Zyvonia- Directory : Directory
Posts : 567
Re: Keymaster Artes
Sorry.
On the first point, what language would make it more clear?
On the second, no. It cannot impart a material with magic, inherently. And, no, it can't just pull matter out of empty space. There needs to be a source of the material used to actually pull it off.
That any help?
On the first point, what language would make it more clear?
On the second, no. It cannot impart a material with magic, inherently. And, no, it can't just pull matter out of empty space. There needs to be a source of the material used to actually pull it off.
That any help?
Simon- Posts : 182
Re: Keymaster Artes
The passive/active part of the skill is arbitrary because you already have a skill that makes it so you always know when you're being affected. Awareness and Clarity could be combined. And you could say it offers mild/moderate/minor/complete/etc resistance as descriptors.
Edit it in.
Edit it in.
Zyvonia- Directory : Directory
Posts : 567
Re: Keymaster Artes
Clarity fixed.
Do you still want Awareness to include the effect of Clarity?
Do you still want Awareness to include the effect of Clarity?
Simon- Posts : 182
Re: Keymaster Artes
You can keep bumping but it ain't gonna give me more time in my life.
Also, it was a suggestion. If you want to combine them, go for it.
Also, it was a suggestion. If you want to combine them, go for it.
Zyvonia- Directory : Directory
Posts : 567
Re: Keymaster Artes
Sorry. Bumps were not specifically for you. Figured you were busy.
Edits made, BUMP
Edits made, BUMP
Simon- Posts : 182
Re: Keymaster Artes
https://miragehearts.rpg-board.net/t165-moon-child#3032
I'm taking over this approval. That approval above will prove as a useful reference guide for the player, since it is a modified version of the same skill tree. It also has a few points there that should be applied to this tree. Use it well.
At T4, you can have 125 MP from that tier total.
Keep in mind, only 5 DP and 150 MP max per skill tree.
Silver Heritage will need to be a higher tier skill.
Miracle Matter will not be as strong as it is. It has no association with the base ability, and as such is weaker. A limit break typically modifies the function of the base ability and makes it far more powerful. This is just a powerful ability that doesn't act upon the base ability at all, or even have a relation to it.
I'm taking over this approval. That approval above will prove as a useful reference guide for the player, since it is a modified version of the same skill tree. It also has a few points there that should be applied to this tree. Use it well.
At T4, you can have 125 MP from that tier total.
Keep in mind, only 5 DP and 150 MP max per skill tree.
Silver Heritage will need to be a higher tier skill.
Miracle Matter will not be as strong as it is. It has no association with the base ability, and as such is weaker. A limit break typically modifies the function of the base ability and makes it far more powerful. This is just a powerful ability that doesn't act upon the base ability at all, or even have a relation to it.
Re: Keymaster Artes
Okay, so, the MP can come up. What's the max DP?
I'm going to see about modifying Miracle Matter, to bring it more in-line with the main ability.
How much higher would Silver Heritage need to be? And, what sort of ability could be put in its place?
I'm going to see about modifying Miracle Matter, to bring it more in-line with the main ability.
How much higher would Silver Heritage need to be? And, what sort of ability could be put in its place?
Simon- Posts : 182
Re: Keymaster Artes
The Max DP a skill tree can give is five. The amount of DP a tree can give per tier is equivalent to that tier.
Let me know when the ability is modified
I can't give you advice in regards to the second. In regards to the first: I would suggest T3.
Let me know when the ability is modified
I can't give you advice in regards to the second. In regards to the first: I would suggest T3.
Re: Keymaster Artes
You need to look at Tyler's skill tree for more direction on how to fix this skill tree.
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