Posted January 05, 2012
Alright, so this is the type of thing I'm looking at here.
Basic: Means the class begins with the skill.
Active: Means the skill must be undertaken by an *ACTION*
Innate: Means the skill is just a part of who you are, not requiring an action. It's "always on" in the background.
Learned: Means that the class does not begin with the skills, but can earn them by increasing in level.
Cost: Means the amount of levels that you would have to earn to "buy" the skill.
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With that said, here's the type of set up that I would imagine for one class, the Shadow Knight:
Shadow Knight Basic Active Skills
The Shadow Knight begins with the following active skills.
Arc Lightning: Long range area of effect spell deals 5 damage to each enemy in the area.
Fireball: Long range area of effect spell causes burning damage to each enemy in the area.
Frostbite: Long range targeted spell freezes an enemy for d20 turns on a 20.
Hurricane: Long range area of effect spell sends can send enemies flying backwards on a 10.
Raise Dead: Turns a a corpse into a skeleton that fights for you. Counts as a summoned creature, thus unsummons previous creatures controlled.
Shield Slam (Improved): Stun an enemy with your shield for d20 turns on a 19.
Shadow Knight Basic Innate Skills
The Shadow Knight begins with the following innate skills.
Equips 2 weapons.
Shadow Knight Learned Active Skills
Cast Shadow: While standing near an open doorway, you project your shadow into a nearby room, giving the appearance that you are a giant. Cost: 2.
Cloak of Corruption: Target NPC becomes morally corrupt for a few minutes. Cost: 1.
Cloak of Darkness: You become hidden on a 10. If you take too many actions while hidden, others will spot you. Cost: 3.
Cloak of Malice (Self): You appear to be evil for d20 turns. Cost: 2.
Cloak of Malice (Other): Target (other than self) appears evil for d20 turns. Cost: 2.
Cloak of Shadows: You become cloaked in shadows, making you more difficult to target. Cost: 3.
Decaying Touch: A single touch makes target NPC ages 1 year instantaneously. Cost: 1.
Dire Interrogation: Ask a question. You attempt to strangle a target, doing d10 damage. On a 10, target answers your question truthfully, to the best of his ability. Cost: 2.
Dreadful Glance: Target NPC becomes intimidated on a 12. Cost: 2.
Ember Touch: Does D20 damage to an enemy within touching range, guaranteed burning damage if that enemy is afraid of you. Cost: 2.
Firebomb Corpse (Living): Does D20 fire damage to an enemy within long range. If they are defeated this way, they explode, causing burning damage to all nearby. Cost: 3.
Firebomb Corpse (Deceased): Choose the location of a corpse within long range. It explodes, causing burning damage to all nearby. This differs from fireball in that the blast does more burning damage to the closest enemies and less to
those further away, whereas Fireball does roughly equal amounts of damage. Cost: 2.
Frightful Spear: You hurl a magical spear in the direction of an enemy that does d10 damage. Then, on a 20, the target flees the battle. Cost: 3.
Frost Touch: Does D20 damage to an enemy within touching range, freezes an enemy for 1 turn on a 19 if the enemy is afraid of you. Cost: 2.
Invoke Fear: In combat, causes target to fear you on a roll of 3. Cost: 1.
Invoke Hatred: In combat, causes target to despise you on roll of 3. Cost: 1.
Nightvision (Close): You can momentarily see in the darkness as if it was light on a roll of 2. Covers only a short distance. Cost: 2.
Open Shadow Door: A shadow door appears in the current location. Anyone who enters the door re-appears in a random location on the map. Cost: 3.
Resist Cold: You enter a state in which you are resistant to cold damage on a roll of 2. Cost: 1.
Reversing Touch: Target NPC that fell victim to a decaying touch has that effect reverse. Cost: 1.
Séance: You may ask a corpse one question. There is no guarantee that they will answer truthfully. Cost: 2.
Spark Touch: Does 1 guaranteed damage to an enemy that is afraid of you and is within touching distance, then doubles that damage for any nearby enemy that is afraid. This process is repeated until all enemies that are afraid are damaged
this way. Cost: 2.
Spirit Transfer: Your summoned skeleton ceases to be, you gain HP equal to its remaining HP. You cannot summon another skeleton until you rest. Cost: 2.
Summon Leeches: Target is afflicted by leeches. They transfer 1HP at a time from the target to you, until you roll 2 or less. Does not count as a summoned creature. Cost: 3.
Summon Specter: Call forth a Specter to fly upon. Though possible, it is difficult to cast spells or attack successfully while in the air. Counts as a summoned creature, thus unsummons previous creatures controlled. Cost: 5.
Wave of Fear: All nearby enemies fear you on a roll of 12. Cost: 1.
Wave of Hate: All nearby enemies hate you on a roll of 12. Cost: 1.
Shadow Knight Learned Innate Skills
Maligned Grin: Enemies will rarely become hateful of you based on your appearance alone. Cost: 3.
Imposing Figure: Enemies will rarely become fearful of you based on your appearance alone. Cost: 3.
Walks with the Darkness: You will rarely blend into the shadows, naturally, becoming hidden until you take major actions. Cost: 4.
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Note that there would also be a list of "generic" skills for all classes to pick from.
I don't see the harm in, for example, allowing a spellcaster to climb. However, I'm thinking that certain "climb-ready" classes (the rogues, mostly) would have something called "Climb (Improved)": which would be the same thing, only they could pull it off more easily. This applies to a number of skills. Hiding is another example.
Again, I entreaty everyone to step forward and make any skill suggestions!!!!! Love some of the ones we've seen so far.
Basic: Means the class begins with the skill.
Active: Means the skill must be undertaken by an *ACTION*
Innate: Means the skill is just a part of who you are, not requiring an action. It's "always on" in the background.
Learned: Means that the class does not begin with the skills, but can earn them by increasing in level.
Cost: Means the amount of levels that you would have to earn to "buy" the skill.
_____________________________________________________________________
With that said, here's the type of set up that I would imagine for one class, the Shadow Knight:
Shadow Knight Basic Active Skills
The Shadow Knight begins with the following active skills.
Arc Lightning: Long range area of effect spell deals 5 damage to each enemy in the area.
Fireball: Long range area of effect spell causes burning damage to each enemy in the area.
Frostbite: Long range targeted spell freezes an enemy for d20 turns on a 20.
Hurricane: Long range area of effect spell sends can send enemies flying backwards on a 10.
Raise Dead: Turns a a corpse into a skeleton that fights for you. Counts as a summoned creature, thus unsummons previous creatures controlled.
Shield Slam (Improved): Stun an enemy with your shield for d20 turns on a 19.
Shadow Knight Basic Innate Skills
The Shadow Knight begins with the following innate skills.
Equips 2 weapons.
Shadow Knight Learned Active Skills
Cast Shadow: While standing near an open doorway, you project your shadow into a nearby room, giving the appearance that you are a giant. Cost: 2.
Cloak of Corruption: Target NPC becomes morally corrupt for a few minutes. Cost: 1.
Cloak of Darkness: You become hidden on a 10. If you take too many actions while hidden, others will spot you. Cost: 3.
Cloak of Malice (Self): You appear to be evil for d20 turns. Cost: 2.
Cloak of Malice (Other): Target (other than self) appears evil for d20 turns. Cost: 2.
Cloak of Shadows: You become cloaked in shadows, making you more difficult to target. Cost: 3.
Decaying Touch: A single touch makes target NPC ages 1 year instantaneously. Cost: 1.
Dire Interrogation: Ask a question. You attempt to strangle a target, doing d10 damage. On a 10, target answers your question truthfully, to the best of his ability. Cost: 2.
Dreadful Glance: Target NPC becomes intimidated on a 12. Cost: 2.
Ember Touch: Does D20 damage to an enemy within touching range, guaranteed burning damage if that enemy is afraid of you. Cost: 2.
Firebomb Corpse (Living): Does D20 fire damage to an enemy within long range. If they are defeated this way, they explode, causing burning damage to all nearby. Cost: 3.
Firebomb Corpse (Deceased): Choose the location of a corpse within long range. It explodes, causing burning damage to all nearby. This differs from fireball in that the blast does more burning damage to the closest enemies and less to
those further away, whereas Fireball does roughly equal amounts of damage. Cost: 2.
Frightful Spear: You hurl a magical spear in the direction of an enemy that does d10 damage. Then, on a 20, the target flees the battle. Cost: 3.
Frost Touch: Does D20 damage to an enemy within touching range, freezes an enemy for 1 turn on a 19 if the enemy is afraid of you. Cost: 2.
Invoke Fear: In combat, causes target to fear you on a roll of 3. Cost: 1.
Invoke Hatred: In combat, causes target to despise you on roll of 3. Cost: 1.
Nightvision (Close): You can momentarily see in the darkness as if it was light on a roll of 2. Covers only a short distance. Cost: 2.
Open Shadow Door: A shadow door appears in the current location. Anyone who enters the door re-appears in a random location on the map. Cost: 3.
Resist Cold: You enter a state in which you are resistant to cold damage on a roll of 2. Cost: 1.
Reversing Touch: Target NPC that fell victim to a decaying touch has that effect reverse. Cost: 1.
Séance: You may ask a corpse one question. There is no guarantee that they will answer truthfully. Cost: 2.
Spark Touch: Does 1 guaranteed damage to an enemy that is afraid of you and is within touching distance, then doubles that damage for any nearby enemy that is afraid. This process is repeated until all enemies that are afraid are damaged
this way. Cost: 2.
Spirit Transfer: Your summoned skeleton ceases to be, you gain HP equal to its remaining HP. You cannot summon another skeleton until you rest. Cost: 2.
Summon Leeches: Target is afflicted by leeches. They transfer 1HP at a time from the target to you, until you roll 2 or less. Does not count as a summoned creature. Cost: 3.
Summon Specter: Call forth a Specter to fly upon. Though possible, it is difficult to cast spells or attack successfully while in the air. Counts as a summoned creature, thus unsummons previous creatures controlled. Cost: 5.
Wave of Fear: All nearby enemies fear you on a roll of 12. Cost: 1.
Wave of Hate: All nearby enemies hate you on a roll of 12. Cost: 1.
Shadow Knight Learned Innate Skills
Maligned Grin: Enemies will rarely become hateful of you based on your appearance alone. Cost: 3.
Imposing Figure: Enemies will rarely become fearful of you based on your appearance alone. Cost: 3.
Walks with the Darkness: You will rarely blend into the shadows, naturally, becoming hidden until you take major actions. Cost: 4.
_____________________________________________________________________
Note that there would also be a list of "generic" skills for all classes to pick from.
I don't see the harm in, for example, allowing a spellcaster to climb. However, I'm thinking that certain "climb-ready" classes (the rogues, mostly) would have something called "Climb (Improved)": which would be the same thing, only they could pull it off more easily. This applies to a number of skills. Hiding is another example.
Again, I entreaty everyone to step forward and make any skill suggestions!!!!! Love some of the ones we've seen so far.
Post edited January 05, 2012 by stoicsentry