Feats and Flaws

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Feats and Flaws

Post by Admin on Sat Jun 20, 2015 2:05 pm

Feats are passive abilities used offensively, defensively, or for utility.

Abyssal Knowledge - Allows the player to use tier four spells.
Academic Knowledge - Allows the player to use tier two spells
Affinity Variants - Player's attacks of variable type are always critical, except in the case that the target has Resistance of the same variable, and the strike would otherwise not be a critical.
Alchemy - Allows the player to use Herbalism, Potion Making, Apothecary, Pharmacology, Pyrotechnics, Charm Craft, Insence Making, and Spell Weaving.
Ambidextrous - Allows the player to use two one-handed spells and/or skills simultaneously.
Amorphous - allows the player to learn form morph, tactical morph, ...
Arcane Knowledge - allows the player to use tier three spells.
Aroma Sense - Renders the player immune to blind, except to characters concealed from scent.
Ascendant Knowledge - Allows the player to use tier five spells.
Balance - Renders the player immune to knockdown effects.
Blinding Palm - Player's martial attacks inflict blind.
Bloodlust - When the player's hp drops below half they gain physical and majjyck buff and affinity.
Buff Variants - Player's attacks of variable type gain one base damage.
Burning Palm - Player's martial attacks inflict +1 fire damage.
Cannibalism - Player can heal one hp per second by eating corpses.
Clairvoyant - Allows the Player to learn Foresight, ...
Chaos Knowledge - Allows the Player to use Chaos spells.
Compound Vision - Allows the Player to see stealthed characters.
Deep Sea - Auto stealth in low light, low light vison, no light vision.
Defense Variants - Attacks of variable type against the player lose one base damage.
Defensive Variants - variable defense and resistance.
Diseartened - All attacks by the player and to the player deal one less damage
Doomed - All attacks by the player and to the player ignore defense
Dual Coat - Frost and Fire attacks against the player lose one extra base damage.
Electrosense - Renders the player immune to blind from all sources except lightning majjyck, and allows players to see stealthed characters unless they are stealthed from static.
Empty - All attacks to the player and from the player are never critical
Enchanting - Allows the user to enchant weapons with single use spell enchantments.
Enlightened - All attacks by the player and to the player are critical
Enraged - All attacks by the player and to the player always inflict mental status effects
Fey Blood - Magic Affinity and Ottine Yielding.
Fleet - Allows the player to use leap, sprint, and; in some cases; fly.
High Light Vision - Renders the Player immune to blind from Light Majjyck.
Hivemind - Nearby allies, with Hivemind, of the same race gain any buffs applied to the player.
Hopeful - All attacks by the player and to the player can not inflict mental status effects
Immunity Variants - Renders the player immune to variable
Incorporeal - Allows the Player to use Fade, Phase, and Possess.
Insulated - Fire and Frost attacks against the user deal one less damage.
Life Strike - Player's martial strikes heal the player for one hp.
Low Light Vision - Renders the player immune to blind from void Majjyck.
Lunacy - Gain Physical and Majjyck Buff while moon is out.
Magitech - Allows player to learn Magitech skills.
Majjyck Consumption - Majjyck damage dealt to the player heal the player instead.
Majjyck Strike - Player's Majjyck atacks heal the player for one hp.
Metal Hide - Player gains Physical Resistance, Majjyck Defense, and an extra layer of armor, adding three ap.
Mindful - All attacks by the player and to the player deal one extra damage
Muffle - Renders the player concealed from sound.
Mute Casting - Allows the player to use Majjyck while muted.
Natural Affinity - While in natural environment, player's Majjyck attacks are always critcal, except in the case that the target has relative variable Resistance and the attack would not otherwise be critical.
Natural Buff - While in natural environment, player's Majjyck attacks gain one base damage.
Natural Defense - Player gains a natural layer of armor, adding three ap.
Natural Offense - Player's martial attacks count as armored martial and are affected by melee feats and flaws with a bonus of one to base damage.
No Light Vision - Renders the player immune to blind from Dark Majjyck.
Nocturnal - Gain Physical and Majjyck Buff while the sun is down
Offensive variants - Variable Buff and Affinity.
Order Knowledge - Allows the player to use Order Majjyck.
Padfoot - Renders the player concealed from vibration.
Paralysis Palm - Player's martial attacks inflict paralysis.
Photosynthetic - Gain Physical and Majjyck Buff while sun is up
Piercing Variants - Player's attacks of variable type, deal excess damage to next layer of armor or health.
Polar coat - Frost Defense and Fire Weakness.
Psychic Sense - Renders the player immune to blind, except to characters concealed from ESP.
Razor Talon - Player's martial attacks cripple.
Resilient - While player is at full health, any attack that would otherwise kill the player, leaves the player with one health.
Resistance Variants - Attakcs of variable type against the player are never critcal, except in the case that the opponent has relative variable affinity and the attack would otherwise be critical.
Sanguine - All attacks by the player and to the player always inflict physical status effects
Sonic Sense - renders the user immune to blind, except to characters concealed from sound.
Sorcery - Allows the user to use Majjyck by saying the name of the spell thrice, and increases the base damage of the players Majjyck by two.
Spacecase - All attacks by the player and to the player that can inflict time effects, never do.
Spiritual - All attacks by the player and to the player can not inflict physical status effects
Stable Mind - Allows the player to learn Chaos or Order Majjyck without becoming unstable.
Stone Hide - Player gains Physical Defense, Majjyck Resistance, and an extra layer of armor adding three ap.
Stunning Strike - Player's martial attacks inflict stun.
Sturdy - Renders the player immune to knockback, knockdown and stagger effects.
Sure Grip - Renders the user immune to disarm effects.
Thick Hide - While player's dp is full, any attack that would otherwise cripple the player's limb leaves the limb with one dp instead.
Thorn Aura - Opponents attacking the player with martial strikes take one damage per strike.
Timeless - All attacks by the player and to the player that can inflict time effects, always will
Toxin - Player's martial attacks inflict poison.
Tremor Sense - Renders the user immune to blind except to characters concealed from vibration.
Unassuming Form - Renders the player immune to unprovoked aggression.
Undead - All attacks to the player and by the player deal crippling damage
Variable Acheivement - Variable Affinity and Variable Resistance
Variable Mastery - Variable Buff and Variable Defense
Variable Supremacy - Variable Buff and Affinity Variable Defense and Resistance.
Variablemage - Allows the use of variable majjycks. Available in (Chaos), Umbra, Terra, Pyro, Photo, Eletctro, (Order), Hollo, Hydro, and Aero flavors.
Variablespawn - Variable Buff and Affinity, ~Variable Weakness and Yielding.
Witchcraft - Allows the user to use Majjyck by saying the name of the spell once.
Wizardry - Allows the user to use Majjyck by saying the name of the spell twice, and increases all the player's spells base damage by one.

Flaws (wip)

Asfedia - Blind in Highlight
Aversion Variants - Player's attacks of variable type are never critical, except in the case that the target has Yielding of the same variable, and the strike would otherwise be a critical.
Debuff Variants - Player's attacks of variable type lose one base damage.
~Defensive Variable - Variable Weakness and Yielding *name wip*
Dominance - After dispatching all hostile targets, player targets any allies within 15 feet
Doomed - All attacks by the player and to the player ignore defense
Empty - All attacks to the player and from the player are never critical
Enlightened - All attacks by the player and to the player are critical
Fey Blood - Magic Affinity and Ottine Yielding
Disheartened - All attacks by the player and to the player deal one less damage
Enraged - All attacks by the player and to the player always inflict mental status effects
Hopeful - All attacks by the player and to the player can not inflict mental status effects
Mindful - All attacks by the player and to the player deal one extra damage
Night Blindness - Blind in lowlight
~Offensive Variable - Variable Debuff and Aversion *name wip*
Polar coat - Frost Defense and Fire Weakness.
Poor Vision - Blind in both highlight and lowlight
Sanguine - All attacks by the player and to the player always inflict physical status effects
Spacecase - All attacks by the player and to the player that can inflict time effects, never will
Spiritual - All attacks by the player and to the player can not inflict physical status effects
Timeless - All attacks by the player and to the player that can inflict time effects, always will
Top Heavy - Attack that inflict knockdown against the player are always critical
Undead - All attacks to the player and by the player deal crippling damage
Unstable Mind - severs the players connection from traditional elements of majjyck.
Variable Incopetence - renders the player completely inable to use the variable
Variablespawn - Variable Buff and Affinity, ~Variable Weakness and Yielding.
Weakness Variants - Attacks of variable type deal one extra damage to player
Yielding Variants - Attacks of variable type against the player are always critical
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Admin
Admin

Posts : 22
Join date : 2015-06-20

Character sheet
Health:
6/6  (6/6)
Armor:
0/0  (0/0)
Defense:
2/2  (2/2)

View user profile http://xerakhan.forumotion.com

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