TFP - Interest check (Reference only)
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TFP - Interest check (Reference only)
Slots: 5/6
Jade - Water
Moueska - Light
LadyM - Earth (?)
Gilgamesh - Umbra (?)
Tikal - Air
Fire (?) appears available.
Recently, I've been talking with a few members. There's some interest in an idea I've been kicking around for awhile, and I figured I may as well do an effective side story in a world I've been designing as a hobby for awhile.
This is planned to be a limited RP. This will be a very active RP. This has a defined start, planned plot points, and an end. Updates may be as frequent as several hours, or as lax as every 24-48 hours depending on player demand. No, the entire - or even majority of the - RP is not planned out. Yes, players actions dramatically affect where and what the storyline does. No, it's not possible to play the Big Bad Boss at the end. Yes, it may be possible to become the Big Bad Boss at the end - but if you do become the BBB, it will be through your own actions made in the game. No, you can't be the Big Great Hero. Yes, you may become the BGH in the game - but it's your own actions that determine it. There may be more than one BGH or BBB, there may be none. These same answers apply to almost everything - players actions determine it as the game progresses. If you want to become something, work towards it in the RP. Character creation is for a general archetype, not to start with the exact character you want. It is your actions and your actions alone that determine what your character may become - such is the intent of the system that I've been working at. This RP will basically use a very stripped down form of the gameplay mechanics I've been working on.
Now, about the game world. First off, this is alt history. This is current Earth. This has largely the same current world structure, and more. However, 10 years ago the first human was discovered with a particular ability. In the past 10 or so years, more and more humans have been discovered with same ability. This ability is, essientially, the ability to connect and draw forth a small amount of power from the Aether Plane. What it is is not important for the start of the story, but what it grants is. The abilities it grants are unique to each person, however, each person could widely be thought of as being part of a particular "Archetype".

Primary, Secondary, and Tertiary elements:
Primary element: This is your characters chosen element. Your character has the potential to use all abilities of this element.
Secondary element: This is the two closest elements to your characters chosen element. Your character may use all abilities of this element up to level 4.
Teritary element: This is the two next closest elements to your characters chosen element. Your character may use all abilities of this element up to level 2.
Opposing element: This is the element directly opposing your characters chosen element. This may not be used by your character.
Archetypes are defined as thus:
Fire is an offensive element. It does the splashy attack spells.
Water mainly heals. It has a little bit of other stuff, but it's primary purpose is healing.
Earth has many defensive buffs with some offensive magic, and a self-heal.
Light has many single-target heals and removes status debuffs. It has a few buffs and an attack spell or two.
Umbra is primarily a drain-type attack and debuff element.
Air is a buffing/attack element with a few debuffs.
Finally, there is one simple rule within the game world. ONLY AETHER MAY PENETRATE AETHER. A nuclear bomb may kill your character from secondary affects, but if defended using Aether, even the nuclear bomb's initial blast is neutralized. Aether largely obsoletes modern warfare, for better or for worse.
Buffs and Debuffs
Enrage - +2 to all stats, +25% to all modifiers
GM note - Typically a Moral Conviction trigger
Berserking - +2 to all physical stats, +25% to all physical modifiers
GM note - Typically a Berserking trigger
Blind - You cannot melee
Silence - You cannot cast
Poison - You take a Small amount of damage per round, lasts untill cured
Disease - You take a Small amount of damage per round, and has a chance on spreading when damage is dealt.
Confuse - An action may target a random target, or randomly choose an entirely different action.
Jade - Water
Moueska - Light
LadyM - Earth (?)
Gilgamesh - Umbra (?)
Tikal - Air
Fire (?) appears available.
Recently, I've been talking with a few members. There's some interest in an idea I've been kicking around for awhile, and I figured I may as well do an effective side story in a world I've been designing as a hobby for awhile.
This is planned to be a limited RP. This will be a very active RP. This has a defined start, planned plot points, and an end. Updates may be as frequent as several hours, or as lax as every 24-48 hours depending on player demand. No, the entire - or even majority of the - RP is not planned out. Yes, players actions dramatically affect where and what the storyline does. No, it's not possible to play the Big Bad Boss at the end. Yes, it may be possible to become the Big Bad Boss at the end - but if you do become the BBB, it will be through your own actions made in the game. No, you can't be the Big Great Hero. Yes, you may become the BGH in the game - but it's your own actions that determine it. There may be more than one BGH or BBB, there may be none. These same answers apply to almost everything - players actions determine it as the game progresses. If you want to become something, work towards it in the RP. Character creation is for a general archetype, not to start with the exact character you want. It is your actions and your actions alone that determine what your character may become - such is the intent of the system that I've been working at. This RP will basically use a very stripped down form of the gameplay mechanics I've been working on.
Now, about the game world. First off, this is alt history. This is current Earth. This has largely the same current world structure, and more. However, 10 years ago the first human was discovered with a particular ability. In the past 10 or so years, more and more humans have been discovered with same ability. This ability is, essientially, the ability to connect and draw forth a small amount of power from the Aether Plane. What it is is not important for the start of the story, but what it grants is. The abilities it grants are unique to each person, however, each person could widely be thought of as being part of a particular "Archetype".

Primary, Secondary, and Tertiary elements:
Primary element: This is your characters chosen element. Your character has the potential to use all abilities of this element.
Secondary element: This is the two closest elements to your characters chosen element. Your character may use all abilities of this element up to level 4.
Teritary element: This is the two next closest elements to your characters chosen element. Your character may use all abilities of this element up to level 2.
Opposing element: This is the element directly opposing your characters chosen element. This may not be used by your character.
Archetypes are defined as thus:
Fire is an offensive element. It does the splashy attack spells.
Water mainly heals. It has a little bit of other stuff, but it's primary purpose is healing.
Earth has many defensive buffs with some offensive magic, and a self-heal.
Light has many single-target heals and removes status debuffs. It has a few buffs and an attack spell or two.
Umbra is primarily a drain-type attack and debuff element.
Air is a buffing/attack element with a few debuffs.
Finally, there is one simple rule within the game world. ONLY AETHER MAY PENETRATE AETHER. A nuclear bomb may kill your character from secondary affects, but if defended using Aether, even the nuclear bomb's initial blast is neutralized. Aether largely obsoletes modern warfare, for better or for worse.
Buffs and Debuffs
Enrage - +2 to all stats, +25% to all modifiers
GM note - Typically a Moral Conviction trigger
Berserking - +2 to all physical stats, +25% to all physical modifiers
GM note - Typically a Berserking trigger
Blind - You cannot melee
Silence - You cannot cast
Poison - You take a Small amount of damage per round, lasts untill cured
Disease - You take a Small amount of damage per round, and has a chance on spreading when damage is dealt.
Confuse - An action may target a random target, or randomly choose an entirely different action.
Last edited by blaen99 on Sat Jul 11, 2009 1:20 am; edited 14 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Please note that TFP uses a deterministic system, and not a random system like many of you are used to playing. There are very, very few truly random rolls in the system.
Stats and Talents.
A stat of '4' is considered Average within the game world. A stat of less than 4 takes penalties, a stat of greater than 4 receives bonuses. A stat of 1 could be considered to have an IQ equivalent to 50, a stat of 10 could be considered to have an IQ of 200. All characters receive a total of 30 stat points to distribute upon creation.
A character is considered to have obtained 'maximum level' at 40 stat points. Up to 50 stat points are possible, but the final 10 are achieved through game events and not more traditional systems.
Awarded Stats vs. Bonus Stats
At certain points in the RP, bonus stats will be granted. These are a rough equivalent to a level. These you may put in any stat you wish. These will take your character up to 40 by the end of the RP. If future RPs are done within the TFP Universe, some of these bonus stats may be kept towards future characters.
Due to character action, the GM may award a stat as a reward for a particular achievement, action, or something similar. These explicitly are of that +stat - for instance, Jehenne is awarded +1 Int. These awards are based on what your character did to receive that bonus stat. Typical play will see +10 stats to their character from this - some people will see less, some more.
(NOTE: No stat may exceed a total of 12. No stat may exceed a natural 10 - only talents may modify a talent past 10.)
STR: 1 Physical effectiveness per stat
CON: 10% physical damage reduction bonus/penalty
INT: 1 Magical effectiveness per stat
WIS: 10% magical damage reduction bonus/penalty
END: 1 HP/point per stat level (10 END @ 50 points is 500 HP, 1 END @ 1 point is 1 HP)
CHK: 1 MP/point per stat level (10 CHK @ 50 points is 500 MP, 1 CHK @ 1 point is 1 MP)
AGI: Speed, evasion (both magical and phys)
LUC: Random affects. Note, unless less than 4 or greater than 8, Luc won't have a significant factor upon your character.
Resources:
"Known": Limit of a maximum of 4 points in any specific resource, may have up to 10 points total
"Unknown": Limit of a maximum of 3 points in any specific resource, may have up to 5 points total.
If an average person would recognize the character off the street, he is "known". Otherwise, he is "unknown". "Known" characters offer a very nice benefit in resources, but are SEVERELY restricted with power use!
Financial resources: How well off your character is.
0 points: Completely broke. Starts with < $10 in various goods/cash.
1 point: Rents his/her own apartment, has about $100/month in spare cash. Starts with $500 worth of valuables and cash.
2 points: Rents his/her own house, has about $100/week in spare cash. Starts with $2500 worth of valuables and cash.
3 points: Owns his/her own apartment, has about $400/week in spare cash. Starts with $12,500 in valuables and cash.
4 points: Owns his/her own home, has about $1000/week in spare cash. Starts with $62,500 in valuables and cash.
5 points: Owns his/her own mansion, has about $5000/week in spare cash. Starts with $300,000 in valuables and cash.
Social Resources: The social elite your character knows
0 points: This character has no social connections (Normally impossible - ONLY people who have arrived in the city with no connections whatsoever are 0)
1 point: Has a small circle of friends in the city.
2 points: Has a large circle of close friends.
3 points: Has a wide circle of friends throughout the city.
4 points: A very powerful figure socially within the city. Can be expected to have a connection socially with almost anyone in the city.
5 points: The cream of the crop of the city. Can arrange meeting with anyone and everyone in the city on demand, and even most major social figures throughout the nation given time.
Political resources: How well connected your character is politically.
0 points: No political connections
1 point: Has a tight connection with a local city politician, i.e. the Mayor.
2 points: Has a tight connection with the local congressman
3 points: Has a tight connection with the state government
4 points: Has a tight connection with the countries government
5 points: Could get the very constitution of the country changed if so desired.
Business resources: How well one is connected with corporations and military
0 points: No connections
1 point: Has a friend that is a mid-level manager in a corporation or a mid-level officer.
2 points: Has a friend that is a high-level manager or a high-level officer
3 points: Has several friends that are mid-level managers/officers, and a friend that is a high-level manager/officer
4 points: Has numerous friends that are high-level officers/managers
5 points: Best friends with major parts of several corporations and/or military.
You may spend a point of resources on an in-game action. These are limited two-fold - first off the maximum, it's as described in the text. Secondly, you may only spend as many resources as you have points in them. In example, with 3 points in Financial Resources, you may only Bribe on three opportunities. These may or may not be refreshed as the game goes on.
Example uses of Resources:
Financial: Bribe
Social: Eliminate knowledge of someone being an Aether user if they were caught in -one scene- (Not many!)
Business: Get access to certain information or knowledge that would otherwise be unavailable
Political: If one was caught by the Police and Jailed, one could call upon their Politician friends to get them out.
Talents
All characters receive 4 talents to choose upon creation. You receive 1 additional talent every 5 stat points after that. Characters also may receive additional talents through natural gameplay.
Aether Focus: +25% to all Aether spells
Aether Adept: (Requires 6 int) (Requires Aether Focus) +25% to all Aether, stackable with Aether Focus
Thaumaturgy: (Requires 8 int) (Requires Aether Adept) +50% to all Aether, stackable with Aether Adept. Also grants knowledge of the 'Aether Attunement' special for Staves, usable by all characters with this.
Elemental Mastery: (Requires 10 int) (Requires Thaumaturgy) +100% to a specific Element, stackable with previous
Finesse: +25% to all physical
Potency: (Requires Finesse) +25% to all physical, stackable with Finesse
Brute: (Requires 7 STR) (Requires Potency) +50% to all physical, stackable with Potency
Weapons Specialization: (Requires 10 STR) (Requires Brute) +100% to all physical with a specific weapon type, stackable with Brute
Stat Boost: +1 to a specific stat. May boost over 10!
Unnatural Grace: (Requires 10 AGI, STR < 3) (Requires Gae Bulg) Replace STR with AGI for all combat calculations. Character may only use unarmed attacks, or light edged weapons (Swords, knives).
Gae Bulg: (Requires 8 AGI) May not be Surprised. Always has First Attack. First Attack ignores all defenses, may not miss or be evaded.
Luck of the Devil: (Requires 6 LUC) May no longer be crit.
Lethal Finesse: (Requires 7 AGI, 5 LUC) Adds Agi to Luc for crit rolls
Eyes of the Reaper: (Requires 7 INT) Adds an additional level to all crits.
Fortune's Caprice: All luck components of all rolls is doubled for and against this character
Aether Mastery: (Requires Elemental Mastery) Character may now use Advanced Aether. Grants the ability "Silent Casting" - can now cast while Silenced.
Weapons Mastery: (Requires Weapon Specialization OR Unnatural Grace) Primary weapon type is now allowed to use Advanced Techs. Grants the ability "Blind Fighting" - can now engage in melee combat while Blinded.
Deadly Gamble: +5% chance to crit or be crit
Chivalry: If a blow would be lethal to a party member, take it in place of them.
Precognition: (Requires 7 int) Aware of attacks a moment before they begin, evasion doubled.
Fortitude: Adds 2 to your Con, penalizes Wis by 1.
Unnatural Fortitude: (Requires Fortitude) Adds 3 to your Con, penalizes Wis by 2.
Sage: Adds 2 to your Wis, penalizes Con by 1
Great Sage: (Requires Sage) Adds 3 to your Wis, penalizes Con by 2.
Genius' Grasp: (Requires 6 int) Adds your Int to your Eva score.
Moral Conviction: Character may not violate this particular conviction no matter what. If forced into a scene where the character must break it, character refuses to break it and is granted +2 to all stats for the duration of that scene, and +25% to all % based modifiers.
Unique Talents (Talents that require GM approval. One per character, one in total for the party. GM must approve in advance. Talent is free and does not count towards the talent cap.)
Aether Genius: Allows one to acquire Level 6 Aether abilities within one's primary element. Upgrades Primary Element to Intermediate from Basic for free.
Aether Gifted: Allows one to use the Opposing Element as a tertiary element instead. This Element is automatically granted at a 'Basic' level. Can cast while Silenced.
Fate Breaker: A talent that is one-time use. Something within the Aether considers the character to be a personal interest, saving it when it would otherwise die.
Luck's Child: Character may very well be a child of Lady Luck. May never receive a bad Luck outcome.
Naturally Gifted: Your character possesses natural gifts from their heritage. You may place up to 5 additional natural stat points in either physical or magical stats.
Family Specialist: Character is part of a family with a particular affinity towards an element. They lose the ability to use their Tertiary elements, however their Secondary elements become Primary, and their ability with their Primary elements is unrivaled - they may possess a spell that is one level higher than they would normally cast in their primary element. Gains the 'Aether Focus' talent for free. Able to cast while Silenced.
Family Generalist: Character comes from a family that is well-rounded and Generalist in nature. Character may use all Primary, Secondary, and Tertiary elements equally. These are all considered 'Secondary' elements for the character, the character no longer having primary or tertiary elements. Character may not take Aether Mastery nor Elemental Mastery. May choose up to 3 Level 5 Talents from all elements at Intermediate when character has all available talents to Intermediate. Characters with this trait receive +1 Natural (not Talented) Int for free. Able to cast while Silenced.
Berserker: Character's family tends to fly into blind rages. Character temporarily goes berserk, losing control temporarily under certain stressing situations. They are granted +25% to all %s and +2 stats to physical stats in that situation. The act of berserking removes blind and confuse affects, as well as grants immunity to them. May be used once per scene on Player's use. May also be triggered by plot events/GM.
Stoicism: Character's family is very stoic and stable. Character receives -10% damage from all sources. Character cannot be Surprised.
Aether Hound: NPC-only. Character can find out if another is an Aether user by touch or smell. Can only use Level 1 and 2 Aether spells. If character touches another Aether user, both users Aether interact, resulting in both characters unable to use Aether.
Secondary Talents
These are talents that are given from Talents or other sources. You cannot pick them directly.
Blind Fighting You are no longer affected by Blind, and are able to fight in even pitch-black situations
Silent Casting You no longer need to use words to cast, Mute and Silence affects no longer work on you. Additionally, as implied, no sounds are necessary to cast now.
Stats and Talents.
A stat of '4' is considered Average within the game world. A stat of less than 4 takes penalties, a stat of greater than 4 receives bonuses. A stat of 1 could be considered to have an IQ equivalent to 50, a stat of 10 could be considered to have an IQ of 200. All characters receive a total of 30 stat points to distribute upon creation.
A character is considered to have obtained 'maximum level' at 40 stat points. Up to 50 stat points are possible, but the final 10 are achieved through game events and not more traditional systems.
Awarded Stats vs. Bonus Stats
At certain points in the RP, bonus stats will be granted. These are a rough equivalent to a level. These you may put in any stat you wish. These will take your character up to 40 by the end of the RP. If future RPs are done within the TFP Universe, some of these bonus stats may be kept towards future characters.
Due to character action, the GM may award a stat as a reward for a particular achievement, action, or something similar. These explicitly are of that +stat - for instance, Jehenne is awarded +1 Int. These awards are based on what your character did to receive that bonus stat. Typical play will see +10 stats to their character from this - some people will see less, some more.
(NOTE: No stat may exceed a total of 12. No stat may exceed a natural 10 - only talents may modify a talent past 10.)
STR: 1 Physical effectiveness per stat
CON: 10% physical damage reduction bonus/penalty
INT: 1 Magical effectiveness per stat
WIS: 10% magical damage reduction bonus/penalty
END: 1 HP/point per stat level (10 END @ 50 points is 500 HP, 1 END @ 1 point is 1 HP)
CHK: 1 MP/point per stat level (10 CHK @ 50 points is 500 MP, 1 CHK @ 1 point is 1 MP)
AGI: Speed, evasion (both magical and phys)
LUC: Random affects. Note, unless less than 4 or greater than 8, Luc won't have a significant factor upon your character.
Resources:
"Known": Limit of a maximum of 4 points in any specific resource, may have up to 10 points total
"Unknown": Limit of a maximum of 3 points in any specific resource, may have up to 5 points total.
If an average person would recognize the character off the street, he is "known". Otherwise, he is "unknown". "Known" characters offer a very nice benefit in resources, but are SEVERELY restricted with power use!
Financial resources: How well off your character is.
0 points: Completely broke. Starts with < $10 in various goods/cash.
1 point: Rents his/her own apartment, has about $100/month in spare cash. Starts with $500 worth of valuables and cash.
2 points: Rents his/her own house, has about $100/week in spare cash. Starts with $2500 worth of valuables and cash.
3 points: Owns his/her own apartment, has about $400/week in spare cash. Starts with $12,500 in valuables and cash.
4 points: Owns his/her own home, has about $1000/week in spare cash. Starts with $62,500 in valuables and cash.
5 points: Owns his/her own mansion, has about $5000/week in spare cash. Starts with $300,000 in valuables and cash.
Social Resources: The social elite your character knows
0 points: This character has no social connections (Normally impossible - ONLY people who have arrived in the city with no connections whatsoever are 0)
1 point: Has a small circle of friends in the city.
2 points: Has a large circle of close friends.
3 points: Has a wide circle of friends throughout the city.
4 points: A very powerful figure socially within the city. Can be expected to have a connection socially with almost anyone in the city.
5 points: The cream of the crop of the city. Can arrange meeting with anyone and everyone in the city on demand, and even most major social figures throughout the nation given time.
Political resources: How well connected your character is politically.
0 points: No political connections
1 point: Has a tight connection with a local city politician, i.e. the Mayor.
2 points: Has a tight connection with the local congressman
3 points: Has a tight connection with the state government
4 points: Has a tight connection with the countries government
5 points: Could get the very constitution of the country changed if so desired.
Business resources: How well one is connected with corporations and military
0 points: No connections
1 point: Has a friend that is a mid-level manager in a corporation or a mid-level officer.
2 points: Has a friend that is a high-level manager or a high-level officer
3 points: Has several friends that are mid-level managers/officers, and a friend that is a high-level manager/officer
4 points: Has numerous friends that are high-level officers/managers
5 points: Best friends with major parts of several corporations and/or military.
You may spend a point of resources on an in-game action. These are limited two-fold - first off the maximum, it's as described in the text. Secondly, you may only spend as many resources as you have points in them. In example, with 3 points in Financial Resources, you may only Bribe on three opportunities. These may or may not be refreshed as the game goes on.
Example uses of Resources:
Financial: Bribe
Social: Eliminate knowledge of someone being an Aether user if they were caught in -one scene- (Not many!)
Business: Get access to certain information or knowledge that would otherwise be unavailable
Political: If one was caught by the Police and Jailed, one could call upon their Politician friends to get them out.
Talents
All characters receive 4 talents to choose upon creation. You receive 1 additional talent every 5 stat points after that. Characters also may receive additional talents through natural gameplay.
Aether Focus: +25% to all Aether spells
Aether Adept: (Requires 6 int) (Requires Aether Focus) +25% to all Aether, stackable with Aether Focus
Thaumaturgy: (Requires 8 int) (Requires Aether Adept) +50% to all Aether, stackable with Aether Adept. Also grants knowledge of the 'Aether Attunement' special for Staves, usable by all characters with this.
Elemental Mastery: (Requires 10 int) (Requires Thaumaturgy) +100% to a specific Element, stackable with previous
Finesse: +25% to all physical
Potency: (Requires Finesse) +25% to all physical, stackable with Finesse
Brute: (Requires 7 STR) (Requires Potency) +50% to all physical, stackable with Potency
Weapons Specialization: (Requires 10 STR) (Requires Brute) +100% to all physical with a specific weapon type, stackable with Brute
Stat Boost: +1 to a specific stat. May boost over 10!
Unnatural Grace: (Requires 10 AGI, STR < 3) (Requires Gae Bulg) Replace STR with AGI for all combat calculations. Character may only use unarmed attacks, or light edged weapons (Swords, knives).
Gae Bulg: (Requires 8 AGI) May not be Surprised. Always has First Attack. First Attack ignores all defenses, may not miss or be evaded.
Luck of the Devil: (Requires 6 LUC) May no longer be crit.
Lethal Finesse: (Requires 7 AGI, 5 LUC) Adds Agi to Luc for crit rolls
Eyes of the Reaper: (Requires 7 INT) Adds an additional level to all crits.
Fortune's Caprice: All luck components of all rolls is doubled for and against this character
Aether Mastery: (Requires Elemental Mastery) Character may now use Advanced Aether. Grants the ability "Silent Casting" - can now cast while Silenced.
Weapons Mastery: (Requires Weapon Specialization OR Unnatural Grace) Primary weapon type is now allowed to use Advanced Techs. Grants the ability "Blind Fighting" - can now engage in melee combat while Blinded.
Deadly Gamble: +5% chance to crit or be crit
Chivalry: If a blow would be lethal to a party member, take it in place of them.
Precognition: (Requires 7 int) Aware of attacks a moment before they begin, evasion doubled.
Fortitude: Adds 2 to your Con, penalizes Wis by 1.
Unnatural Fortitude: (Requires Fortitude) Adds 3 to your Con, penalizes Wis by 2.
Sage: Adds 2 to your Wis, penalizes Con by 1
Great Sage: (Requires Sage) Adds 3 to your Wis, penalizes Con by 2.
Genius' Grasp: (Requires 6 int) Adds your Int to your Eva score.
Moral Conviction: Character may not violate this particular conviction no matter what. If forced into a scene where the character must break it, character refuses to break it and is granted +2 to all stats for the duration of that scene, and +25% to all % based modifiers.
Unique Talents (Talents that require GM approval. One per character, one in total for the party. GM must approve in advance. Talent is free and does not count towards the talent cap.)
Aether Genius: Allows one to acquire Level 6 Aether abilities within one's primary element. Upgrades Primary Element to Intermediate from Basic for free.
Aether Gifted: Allows one to use the Opposing Element as a tertiary element instead. This Element is automatically granted at a 'Basic' level. Can cast while Silenced.
Fate Breaker: A talent that is one-time use. Something within the Aether considers the character to be a personal interest, saving it when it would otherwise die.
Luck's Child: Character may very well be a child of Lady Luck. May never receive a bad Luck outcome.
Naturally Gifted: Your character possesses natural gifts from their heritage. You may place up to 5 additional natural stat points in either physical or magical stats.
Family Specialist: Character is part of a family with a particular affinity towards an element. They lose the ability to use their Tertiary elements, however their Secondary elements become Primary, and their ability with their Primary elements is unrivaled - they may possess a spell that is one level higher than they would normally cast in their primary element. Gains the 'Aether Focus' talent for free. Able to cast while Silenced.
Family Generalist: Character comes from a family that is well-rounded and Generalist in nature. Character may use all Primary, Secondary, and Tertiary elements equally. These are all considered 'Secondary' elements for the character, the character no longer having primary or tertiary elements. Character may not take Aether Mastery nor Elemental Mastery. May choose up to 3 Level 5 Talents from all elements at Intermediate when character has all available talents to Intermediate. Characters with this trait receive +1 Natural (not Talented) Int for free. Able to cast while Silenced.
Berserker: Character's family tends to fly into blind rages. Character temporarily goes berserk, losing control temporarily under certain stressing situations. They are granted +25% to all %s and +2 stats to physical stats in that situation. The act of berserking removes blind and confuse affects, as well as grants immunity to them. May be used once per scene on Player's use. May also be triggered by plot events/GM.
Stoicism: Character's family is very stoic and stable. Character receives -10% damage from all sources. Character cannot be Surprised.
Aether Hound: NPC-only. Character can find out if another is an Aether user by touch or smell. Can only use Level 1 and 2 Aether spells. If character touches another Aether user, both users Aether interact, resulting in both characters unable to use Aether.
Secondary Talents
These are talents that are given from Talents or other sources. You cannot pick them directly.
Blind Fighting You are no longer affected by Blind, and are able to fight in even pitch-black situations
Silent Casting You no longer need to use words to cast, Mute and Silence affects no longer work on you. Additionally, as implied, no sounds are necessary to cast now.
Last edited by blaen99 on Tue Jul 21, 2009 10:08 pm; edited 70 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
General rules of the RP
#1: No making someone else's character do things that are not okay with them, nor doing things to someone else's character that are of a nature that requires their consent. It is fine if you get OOC consent, it is great if you play it off as "descriptive request"-type - for instance, "Blaen tries to shake hands with Somebody." But if you force an action or force someone doing an action on someone and they have a problem, I get to make you do something. You won't like it. Don't do this. Of course, there is the old "GM's permission" standby, but you won't get it unless it is something that involves a stat comparison. A duel between two players? Great, that's when I come in. Trying to do a makeover on another player? Really limpwristed for half of you, and not something I'll get involved in.
#2: If you have a problem that is RP-specific, take it up with me - the GM. If you have an issue with someone, but whine and cry about it to everyone but me - I have a problem with you as the GM. If you have a problem with someone on a more forum-ish rule level, take it to a mod or admin. I'm not a mod or admin, and I'm not a babysitter. Not my job.
#3: It's great that your character is a douchebag. I LOVE well-played douchebags. But don't act like one OOCly please - be a pleasure to play with. But that doesn't mean you have to spill everything about your character - I know several of you have some ideas that aren't on the charsheets. I know several of you have great ideas that are going to come into play. Use them. But that doesn't mean you have to tell people what you plan on doing, unless it violates rule #1.
#4: Please remember, this is for fun ;). Have fun. If you aren't, something is seriously wrong and something needs to change in the RP. It is the hallmark of a good GM that players have smiles on their faces even when their characters are going through some bad stuff. If you have suggestions to improve the game, I'm always up to listening to them.
#5: Updates to the Interest thread are updates for future RPs. If this one goes well, you will see major rebalancing done for future RPs.
#6: If you have knowledge of it and your character doesn't, do expect certain surprises if your character suddenly knows about it. Certain big surprises that everyone else will be mighty pissed at you about. If you can abuse OOC, I can abuse it too ^^.
#1: No making someone else's character do things that are not okay with them, nor doing things to someone else's character that are of a nature that requires their consent. It is fine if you get OOC consent, it is great if you play it off as "descriptive request"-type - for instance, "Blaen tries to shake hands with Somebody." But if you force an action or force someone doing an action on someone and they have a problem, I get to make you do something. You won't like it. Don't do this. Of course, there is the old "GM's permission" standby, but you won't get it unless it is something that involves a stat comparison. A duel between two players? Great, that's when I come in. Trying to do a makeover on another player? Really limpwristed for half of you, and not something I'll get involved in.
#2: If you have a problem that is RP-specific, take it up with me - the GM. If you have an issue with someone, but whine and cry about it to everyone but me - I have a problem with you as the GM. If you have a problem with someone on a more forum-ish rule level, take it to a mod or admin. I'm not a mod or admin, and I'm not a babysitter. Not my job.
#3: It's great that your character is a douchebag. I LOVE well-played douchebags. But don't act like one OOCly please - be a pleasure to play with. But that doesn't mean you have to spill everything about your character - I know several of you have some ideas that aren't on the charsheets. I know several of you have great ideas that are going to come into play. Use them. But that doesn't mean you have to tell people what you plan on doing, unless it violates rule #1.
#4: Please remember, this is for fun ;). Have fun. If you aren't, something is seriously wrong and something needs to change in the RP. It is the hallmark of a good GM that players have smiles on their faces even when their characters are going through some bad stuff. If you have suggestions to improve the game, I'm always up to listening to them.
#5: Updates to the Interest thread are updates for future RPs. If this one goes well, you will see major rebalancing done for future RPs.
#6: If you have knowledge of it and your character doesn't, do expect certain surprises if your character suddenly knows about it. Certain big surprises that everyone else will be mighty pissed at you about. If you can abuse OOC, I can abuse it too ^^.
Last edited by blaen99 on Wed Jul 08, 2009 4:30 pm; edited 8 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Abilities
Weapon Profiency: All characters have 1. Choose it.
Aether Element: Choose your primary Aether element.
Education: What is your character's Education?
Resources: What is your character's resources, both financial and in information?
Unique Traits: Are there any Unique Traits your character possesses?
Special Abilities Characters may choose up to 4 upon creation. Additional ones are gained every 10 stat points. Remember, you receive Basic Element of your primary element for free. It is possible, but rare, to gain additional Abilities in the game world.
Lightning: The ability to use the Fire/Air hybrid known as Lightning. This may also be expanded into the finer use of it as a form of electricity. Can only be taken by an Air or Fire primary. Improving one's primary Element also improves Lightning - Advanced Fire may also use Advanced Lightning. Elemental Mastery affects Lightning. Requires Intermediate Fire or Air.
Ice: The ability to use the Umbra/Water hybrid known as Ice. Can only be taken by an Umbra or Water user. Improving one's primary element also improves Ice - Advanced Umbra may also use Advanced Ice spell. Elemental Mastery affects Ice. Requires Intermediate Umbra or Water.
Mother Earth: This ability grants an Earth or a Light user the ability to use the secret category of spells known as 'Mother Earth'. Requires Intermediate Light and Earth.
Basic Element: The ability to use an Element on a basic level. Element Primaries are granted this automatically. If you want to be able to use an Element other than your Primary, you must elect to take that Element as a Basic. This grants the ability to use Elemental spells of up to Level 2.
Intermediate Element: The ability to use an Element on an Intermediate level. May use spells of that Element up to Level 4. May only be taken by your Primary and Secondary Elements, unless Aether Generalist. If Aether Generalist, may take Intermediate in Tertiary elements.
Advanced Element: The ability to use a particular Element on an Advanced level. Requires Aether Mastery. May only be taken by your primary Element. May use any spell from that Element. May not be taken by an Aether Generalist.
Martial Artist: The ability to use your weapon at an Intermediate level - all Basic Techs are usable by default.
Master Martial Artist: The ability to use your chosen weapon at a Master level. Requires Weapon Mastery. May use any Advanced Techs by default. Specialization of that weapon is now available by default.
There are a total of 7 Weapon Types within the world. There may be more, but too much more and you begin to lose variation. Half the Special style names are under revision.
Each of these Types have what could be called a 'Standard' style, and a Special variation. Affects are listed. Special variations require GM approval to be part of a just-created character, otherwise they can be learned in game. Reach is largely an irrelevant stat - it's actually for a note as to how the weapon is sized and sheathed relative to the character's height. No playing super-shorties with a longsword or halberd without a REALLY damn good reason, ya'all hear? And special styles may require larger/bulkier weapons!
Sword:
Standard
Reach of 2
White Lotus (Special)
Reach of 3
Grants +10% physical offense and defense per ally on the scene
Grants +50% defense, -50% offense
Longsword:
Standard
Reach of 3
Crimson Lotus (Special)
Reach of 3
Grants +100% offense and defense.
Each ally on scene reduces this by 20%, minimum +20% of each.
Fist/Glove:
Standard
Reach of 1
Heaven's Fist (Special)
Reach of 2
Grants +25% offense, +25% defense
Dagger:
Reach of 1
Carnwennan (Special)
Reach of 2
Grants +30% defense, +10% offense
Staff (Note: ALL characters can use this regardless of size or height)
Reach of 3
Aether Attunement (Special)
Reach becomes 1
-100% offense, +10% defense
+25% Aether offense and defense
May use both Parry and Dodge simultaneously.
Mace (Hammer):
Reach of 2
Aesir's Memory (Special)
Reach of 2
+30% offense
Counterattack
Spear/Halberd:
Reach of 3
Valkyrie (Special)
Reach of 4
+25% offense, +25% defense
Weapon Profiency: All characters have 1. Choose it.
Aether Element: Choose your primary Aether element.
Education: What is your character's Education?
Resources: What is your character's resources, both financial and in information?
Unique Traits: Are there any Unique Traits your character possesses?
Special Abilities Characters may choose up to 4 upon creation. Additional ones are gained every 10 stat points. Remember, you receive Basic Element of your primary element for free. It is possible, but rare, to gain additional Abilities in the game world.
Lightning: The ability to use the Fire/Air hybrid known as Lightning. This may also be expanded into the finer use of it as a form of electricity. Can only be taken by an Air or Fire primary. Improving one's primary Element also improves Lightning - Advanced Fire may also use Advanced Lightning. Elemental Mastery affects Lightning. Requires Intermediate Fire or Air.
Ice: The ability to use the Umbra/Water hybrid known as Ice. Can only be taken by an Umbra or Water user. Improving one's primary element also improves Ice - Advanced Umbra may also use Advanced Ice spell. Elemental Mastery affects Ice. Requires Intermediate Umbra or Water.
Mother Earth: This ability grants an Earth or a Light user the ability to use the secret category of spells known as 'Mother Earth'. Requires Intermediate Light and Earth.
Basic Element: The ability to use an Element on a basic level. Element Primaries are granted this automatically. If you want to be able to use an Element other than your Primary, you must elect to take that Element as a Basic. This grants the ability to use Elemental spells of up to Level 2.
Intermediate Element: The ability to use an Element on an Intermediate level. May use spells of that Element up to Level 4. May only be taken by your Primary and Secondary Elements, unless Aether Generalist. If Aether Generalist, may take Intermediate in Tertiary elements.
Advanced Element: The ability to use a particular Element on an Advanced level. Requires Aether Mastery. May only be taken by your primary Element. May use any spell from that Element. May not be taken by an Aether Generalist.
Martial Artist: The ability to use your weapon at an Intermediate level - all Basic Techs are usable by default.
Master Martial Artist: The ability to use your chosen weapon at a Master level. Requires Weapon Mastery. May use any Advanced Techs by default. Specialization of that weapon is now available by default.
There are a total of 7 Weapon Types within the world. There may be more, but too much more and you begin to lose variation. Half the Special style names are under revision.
Each of these Types have what could be called a 'Standard' style, and a Special variation. Affects are listed. Special variations require GM approval to be part of a just-created character, otherwise they can be learned in game. Reach is largely an irrelevant stat - it's actually for a note as to how the weapon is sized and sheathed relative to the character's height. No playing super-shorties with a longsword or halberd without a REALLY damn good reason, ya'all hear? And special styles may require larger/bulkier weapons!
Sword:
Standard
Reach of 2
White Lotus (Special)
Reach of 3
Grants +10% physical offense and defense per ally on the scene
Grants +50% defense, -50% offense
Longsword:
Standard
Reach of 3
Crimson Lotus (Special)
Reach of 3
Grants +100% offense and defense.
Each ally on scene reduces this by 20%, minimum +20% of each.
Fist/Glove:
Standard
Reach of 1
Heaven's Fist (Special)
Reach of 2
Grants +25% offense, +25% defense
Dagger:
Reach of 1
Carnwennan (Special)
Reach of 2
Grants +30% defense, +10% offense
Staff (Note: ALL characters can use this regardless of size or height)
Reach of 3
Aether Attunement (Special)
Reach becomes 1
-100% offense, +10% defense
+25% Aether offense and defense
May use both Parry and Dodge simultaneously.
Mace (Hammer):
Reach of 2
Aesir's Memory (Special)
Reach of 2
+30% offense
Counterattack
Spear/Halberd:
Reach of 3
Valkyrie (Special)
Reach of 4
+25% offense, +25% defense
Last edited by blaen99 on Wed Jul 08, 2009 5:23 pm; edited 21 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Non-Restricted Spells
The following spells and skills are of the "non-restricted" category. Anyone may use them with the appropriate pre-requisites. If you are Intermediate within an element, you are assumed to know everything up to and including level 4 Earth magic of the below lists.
Spell Costs
Level^2 in MP.
Damage
Damage goes in order from Small to Moderate to Severe to Extreme. If no damage is specified, it can only serve as a distraction.
Elemental shields
All Elements have a shield at level 1, level 3, and level 5. These are not listed for obvious reasons - it's 7 spells at 1, 3, 5 that are identical beyond element. This shield is an automatic one serving to protect against Aether attacks. If attacked by Aether, if you have an elemental shield available, you may opt to use that. These must be specified within char sheets. Combined elements (Ice, Lightning, Mother Earth) do not have shields. There is a Level 6 Shield as well, but it is typically unobtainable by PCs.
Level 1: Minor [Element] Shield
Level 3: [Element] Shield
Level 5: Major [Element] Shield
Level 6: Supreme [Element] Shield
Level 1 spells
Air
Gust - Cause a gust of wind to blow
Earth
Shake - cause a small, almost imperceptible movement within a small part of the ground.
Fire
Firebolt - Send a tiny bolt of fire into an enemy, singing them slightly.
Ice
Frostbite - Make a part of an opponent's body really cold.
Light
Flash - Cause a light to brilliantly flash
Water
Puddle - Create a puddle of water.
Level 2 spells
Air
Air Blast - Sends a large gust of wind at an enemy. Chance of knocking an enemy down, small damage.
Fire
Fireball - Send a ball of fire into an enemy, lighting them on fire. Small damage.
Ice
Icebound Fortitude - Reduce incoming physical damage taken by 5 post-mitigation
Light
Cure Poison - Remove a poison affect
Cure Disease - Remove a disease affect
Cure Blindness - Remove a blindness affect
Cure Mute - Remove a mute affect
Lightning
Stun - An electrical discharge from the hands that deals minimal damage to an opponent, but leaves them stunned for a time.
Mother Earth
Soothing Balm - Fully removes all negative affects from an ally.
Water
Rejuvenation - Heal a single ally for a small amount of damage
Umbra
Dispel - Remove all beneficial buffs from a single target
Blind - Blinds a single enemy
Mute - Silences a single enemy, rendering them unable to cast
Level 3 spells
Air
Ablative Shield - Nullifies all physical damage taken from the next hit, and reflects it back at the attacker. Lasts for one hit.
Spread Disease - Infects a target with an air-borne virus, dealing a Small amount of damage per round. Each time it deals damage, it has a chance of spreading to other targets. Lasts for 5 rounds or untill cured.
Earth
Poison - Poison a target, dealing a Small amount of damage per round. Lasts for 1 Scene or untill cured.
Earthen Wall - Increases the targets Con by 2. Not self-targettable.
Fire
Firestorm - Create a storm of fire, causing several enemies or allies to become ensnared within it. Moderate damage.
Ice
Icy Touch - Slow a group of opponents and cause damage to them. Moderate damage.
Light
Minor Heal - Heal a single ally for a small amount of damage.
Blinding Light - Cause a group of enemies to become blinded.
Water
Healing Touch - Heal all allies within visual range of the caster for a small amount of damage.
Cleanse - Remove all poisons, diseases and other physical debilities from a single ally.
Waterball - Create a ball of water, throwing it at an enemy with explosive force. Small damage.
Umbra
Drain - Deal a small amount of damage to an enemy, healing the caster for the same amount.
Cripple - Reduces a target's Con by 2 for 3 rounds
Level 4 spells
Air
Eye of the Tornado - Temporarily incapacitate an opponent for 1-3 rounds within a massive tornado. They may elect to break this, but it is at the cost of Extreme damage.
Earth
Gaia's Heart - Heals the user for a small amount of damage.
Gaia's Protection - Grants the user +4 Con and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Gaia's Rage - Grants the user +4 Str and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Gaia's Insight - Grants the user +4 Int and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Fire
Inferno - Create an inferno within a specified area. Can be AOE, can be single target, or can just cause massive property damage. Heavy damage.
Zealot's Ferver - A self-buff spell that adds +2 STR.
Purge - Remove all beneficial buffs from a single target
Ice
Crystalline Shield - Summon a shield made of pure ice, absorbing a single source of damage by up to 10 post-mitigation.
Light
Cleansing Touch - Remove all negative status affects from a single ally.
Holy Hand Grenade - Throw an exploding ball of light at an enemy. Small damage.
Holy Shield - Grant a target +2 Con for 3 rounds
Lightning
Shocking Grasp - An attack that discharges a massive amount of lightning through the caster's hands - can stun. Heavy damage.
Mother Earth
Final Cry - Instantly removes all negative status affects from the casting character, even if otherwise disabled
Water
Healing Salve - Fully restores a single allies hp.
Umbra
Curse - Blinds and Silences a single enemy
Level 5 spells
Air
Armour of the Storm Lord - Increases casters Con and Wis by (Int/4), limit 12, and renders them immune to all negative status affects. Lasts 3 rounds. May be refreshed.
Sylph's Cry - Blinds a single opponent for 3 rounds and strikes them for Severe damage.
Earth
Blessing of the Earth Lord - Surrounds the caster within an earthy shell, rendering them immune to all Aether. Lasts for (Wis/3) spells absorbed in this way.
Gaia's Cry - Caster fully heals self, but takes a -2 Int/Str penalty for 2 rounds
Earthquake - Knocks down everyone except for the caster, and deals Severe damage.
Fire
Implosion - Create a dramatic temperature gradiant, causing the atmosphere around a single enemy to implode upon them. Cannot be evaded. Extreme damage.
Blade of the Fire Lord - Create a sword made of pure flames that responds to the caster's thoughts as if it were a part of them. While wielded, it grants either (Int/3) +STR OR +AGI or the equivalent of (Int) STR OR AGI - whichever is greater, limit 12. Wielder is temporarily granted all the knowledge up to Weapon Mastery for longsword. Lasts 3 rounds. May be refreshed.
Ice
Frozen World - AoE spell freezing all opponents in sight. Severe damage.
Light
Aegis of the Goddess - Creates a shield that only the caster may use. This shield reduces damage taken from all sources by (Wis*10)% - if wis > 10, it heals instead of reduces damage. Lasts for (Int/3) hits.
Goddess' Tears - Fully heals and removes all negative status affects from a single ally.
Goddess' Voice - Causes a target that is not otherwise vulnerable to statistical penalties to become vulnerable.
Lightning
Thunderstorm - AoE spell causing everything in sight, allies and enemies, to be caught within a huge thunderstorm. Only the caster is immune to the affects of this spell. Severe damage.
Mother Earth
Mother's Blessing - Grants caster immunity to Poison, Disease, Blindness, and Silence for the rest of the Scene.
Water
Benediction of the Goddess - Surrounds the caster within a water shield that has (Int*10) hp. It absorbs all damage directed at the caster untill broken. While this shield is active, the caster has +5 Int. Lasts for 1 scene or untill broken. If broken, it restores twice the casting cost in MP to the caster.
Goddess' Blessing - Fully heal all allies within caster's visual range.
Umbra
Urgent Plight - Remove all beneficial buffs from all enemies within sight - including ones that would otherwise not be possible to remove.
Curse of the Moon - Silences and Blinds a single target, and reduces their Con and Wis by 3 for 3 rounds.
Darkside of the Moon - hits all enemies within visual range for Moderate damage, healing the caster for all damage dealt in this way.
*: Refreshed refers to the ability to automatically recast the spell at no penalty for the original casting cost of the spell at the end of it's duration.
**: Remember, all spells check your unmodified talented stat for buff calculations. If it says wis/3, and you have 6 wis - but a spell changes that to 4? It's still 6 for purposes of the buff.
Techs
Basic Techs
Parry (Requires Reach > 2)
Chance of automatically parrying a melee attack, using the EVA secondary statistic.
Dodge (Requires Reach <= 2)
Chance of automatically dodging a melee attack, using the EVA secondary statistic.
Counter (Requires having just parried or dodged)
Low chance of an automatic physical counterattack. Aesir's Memory users have this chance doubled.
Advanced Techs
Impervious Defense (Requires Reach > 2, Parry)
Higher chance of automatically parrying a melee attack
Celerity (Requires Reach <= 2, Dodge)
Higher chance of automatically dodging a melee attack
Critical Counter (Requires having just parried or dodged)
Moderate chance of an automatic physical counterattack. Aesir's Memory users have this chance doubled.
Aesir's Memory Specific
Curse of the Aesir (Requires Critical Counter)
Instead of a default physical attack counter, the users of Aesir's Memory may specify a technique or Aether to counter with.
White Lotus Specific
Impenetrable Guard (Requires Fire Primary)
Chance of automatically defending against an Aether attack, literally slicing it apart as it forms. Higher effectiveness against AoE/wide area-type attacks or attacks not aimed at the White Lotus user.
Crimson Lotus Specific
Slaughtering the Lamb
Highest damage, single-target ability in game. May not be defended against unless by a Level 5 Aether or Advanced Tech. If this ability is not defended against, no reduction or evasion may be used.
Heaven's Fist Specific
Hakkei
Gathers all of the user's Aether capability into a single blow, dealing damage equal to MP remaining. User takes damage to their HP equal to one half of the MP expended in this way. This damage is channeled directly from the Aether plane, and is considered a generic 'Aether' element', so it may not be evaded, blocked, or otherwise reduced or redirected.
Valkyre Specific
The High Hunt
User is instantly moved behind his target, striking from there. This attack may not be dodged or otherwise avoided. Critical chance is significantly increased. Ignores all crit immunity affects.
Carnwennan Specific
King's Fall
Three Strikes are made by the user. The first, if it hits, reduces Str by 2. The second, if it hits, reduces Int by 2. The third, if it hits, removes all beneficial affects.
The following spells and skills are of the "non-restricted" category. Anyone may use them with the appropriate pre-requisites. If you are Intermediate within an element, you are assumed to know everything up to and including level 4 Earth magic of the below lists.
Spell Costs
Level^2 in MP.
Damage
Damage goes in order from Small to Moderate to Severe to Extreme. If no damage is specified, it can only serve as a distraction.
Elemental shields
All Elements have a shield at level 1, level 3, and level 5. These are not listed for obvious reasons - it's 7 spells at 1, 3, 5 that are identical beyond element. This shield is an automatic one serving to protect against Aether attacks. If attacked by Aether, if you have an elemental shield available, you may opt to use that. These must be specified within char sheets. Combined elements (Ice, Lightning, Mother Earth) do not have shields. There is a Level 6 Shield as well, but it is typically unobtainable by PCs.
Level 1: Minor [Element] Shield
Level 3: [Element] Shield
Level 5: Major [Element] Shield
Level 6: Supreme [Element] Shield
Level 1 spells
Air
Gust - Cause a gust of wind to blow
Earth
Shake - cause a small, almost imperceptible movement within a small part of the ground.
Fire
Firebolt - Send a tiny bolt of fire into an enemy, singing them slightly.
Ice
Frostbite - Make a part of an opponent's body really cold.
Light
Flash - Cause a light to brilliantly flash
Water
Puddle - Create a puddle of water.
Level 2 spells
Air
Air Blast - Sends a large gust of wind at an enemy. Chance of knocking an enemy down, small damage.
Fire
Fireball - Send a ball of fire into an enemy, lighting them on fire. Small damage.
Ice
Icebound Fortitude - Reduce incoming physical damage taken by 5 post-mitigation
Light
Cure Poison - Remove a poison affect
Cure Disease - Remove a disease affect
Cure Blindness - Remove a blindness affect
Cure Mute - Remove a mute affect
Lightning
Stun - An electrical discharge from the hands that deals minimal damage to an opponent, but leaves them stunned for a time.
Mother Earth
Soothing Balm - Fully removes all negative affects from an ally.
Water
Rejuvenation - Heal a single ally for a small amount of damage
Umbra
Dispel - Remove all beneficial buffs from a single target
Blind - Blinds a single enemy
Mute - Silences a single enemy, rendering them unable to cast
Level 3 spells
Air
Ablative Shield - Nullifies all physical damage taken from the next hit, and reflects it back at the attacker. Lasts for one hit.
Spread Disease - Infects a target with an air-borne virus, dealing a Small amount of damage per round. Each time it deals damage, it has a chance of spreading to other targets. Lasts for 5 rounds or untill cured.
Earth
Poison - Poison a target, dealing a Small amount of damage per round. Lasts for 1 Scene or untill cured.
Earthen Wall - Increases the targets Con by 2. Not self-targettable.
Fire
Firestorm - Create a storm of fire, causing several enemies or allies to become ensnared within it. Moderate damage.
Ice
Icy Touch - Slow a group of opponents and cause damage to them. Moderate damage.
Light
Minor Heal - Heal a single ally for a small amount of damage.
Blinding Light - Cause a group of enemies to become blinded.
Water
Healing Touch - Heal all allies within visual range of the caster for a small amount of damage.
Cleanse - Remove all poisons, diseases and other physical debilities from a single ally.
Waterball - Create a ball of water, throwing it at an enemy with explosive force. Small damage.
Umbra
Drain - Deal a small amount of damage to an enemy, healing the caster for the same amount.
Cripple - Reduces a target's Con by 2 for 3 rounds
Level 4 spells
Air
Eye of the Tornado - Temporarily incapacitate an opponent for 1-3 rounds within a massive tornado. They may elect to break this, but it is at the cost of Extreme damage.
Earth
Gaia's Heart - Heals the user for a small amount of damage.
Gaia's Protection - Grants the user +4 Con and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Gaia's Rage - Grants the user +4 Str and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Gaia's Insight - Grants the user +4 Int and -3 Wis for the next 3 rounds. May be refreshed. Self-target only.
Fire
Inferno - Create an inferno within a specified area. Can be AOE, can be single target, or can just cause massive property damage. Heavy damage.
Zealot's Ferver - A self-buff spell that adds +2 STR.
Purge - Remove all beneficial buffs from a single target
Ice
Crystalline Shield - Summon a shield made of pure ice, absorbing a single source of damage by up to 10 post-mitigation.
Light
Cleansing Touch - Remove all negative status affects from a single ally.
Holy Hand Grenade - Throw an exploding ball of light at an enemy. Small damage.
Holy Shield - Grant a target +2 Con for 3 rounds
Lightning
Shocking Grasp - An attack that discharges a massive amount of lightning through the caster's hands - can stun. Heavy damage.
Mother Earth
Final Cry - Instantly removes all negative status affects from the casting character, even if otherwise disabled
Water
Healing Salve - Fully restores a single allies hp.
Umbra
Curse - Blinds and Silences a single enemy
Level 5 spells
Air
Armour of the Storm Lord - Increases casters Con and Wis by (Int/4), limit 12, and renders them immune to all negative status affects. Lasts 3 rounds. May be refreshed.
Sylph's Cry - Blinds a single opponent for 3 rounds and strikes them for Severe damage.
Earth
Blessing of the Earth Lord - Surrounds the caster within an earthy shell, rendering them immune to all Aether. Lasts for (Wis/3) spells absorbed in this way.
Gaia's Cry - Caster fully heals self, but takes a -2 Int/Str penalty for 2 rounds
Earthquake - Knocks down everyone except for the caster, and deals Severe damage.
Fire
Implosion - Create a dramatic temperature gradiant, causing the atmosphere around a single enemy to implode upon them. Cannot be evaded. Extreme damage.
Blade of the Fire Lord - Create a sword made of pure flames that responds to the caster's thoughts as if it were a part of them. While wielded, it grants either (Int/3) +STR OR +AGI or the equivalent of (Int) STR OR AGI - whichever is greater, limit 12. Wielder is temporarily granted all the knowledge up to Weapon Mastery for longsword. Lasts 3 rounds. May be refreshed.
Ice
Frozen World - AoE spell freezing all opponents in sight. Severe damage.
Light
Aegis of the Goddess - Creates a shield that only the caster may use. This shield reduces damage taken from all sources by (Wis*10)% - if wis > 10, it heals instead of reduces damage. Lasts for (Int/3) hits.
Goddess' Tears - Fully heals and removes all negative status affects from a single ally.
Goddess' Voice - Causes a target that is not otherwise vulnerable to statistical penalties to become vulnerable.
Lightning
Thunderstorm - AoE spell causing everything in sight, allies and enemies, to be caught within a huge thunderstorm. Only the caster is immune to the affects of this spell. Severe damage.
Mother Earth
Mother's Blessing - Grants caster immunity to Poison, Disease, Blindness, and Silence for the rest of the Scene.
Water
Benediction of the Goddess - Surrounds the caster within a water shield that has (Int*10) hp. It absorbs all damage directed at the caster untill broken. While this shield is active, the caster has +5 Int. Lasts for 1 scene or untill broken. If broken, it restores twice the casting cost in MP to the caster.
Goddess' Blessing - Fully heal all allies within caster's visual range.
Umbra
Urgent Plight - Remove all beneficial buffs from all enemies within sight - including ones that would otherwise not be possible to remove.
Curse of the Moon - Silences and Blinds a single target, and reduces their Con and Wis by 3 for 3 rounds.
Darkside of the Moon - hits all enemies within visual range for Moderate damage, healing the caster for all damage dealt in this way.
*: Refreshed refers to the ability to automatically recast the spell at no penalty for the original casting cost of the spell at the end of it's duration.
**: Remember, all spells check your unmodified talented stat for buff calculations. If it says wis/3, and you have 6 wis - but a spell changes that to 4? It's still 6 for purposes of the buff.
Techs
Basic Techs
Parry (Requires Reach > 2)
Chance of automatically parrying a melee attack, using the EVA secondary statistic.
Dodge (Requires Reach <= 2)
Chance of automatically dodging a melee attack, using the EVA secondary statistic.
Counter (Requires having just parried or dodged)
Low chance of an automatic physical counterattack. Aesir's Memory users have this chance doubled.
Advanced Techs
Impervious Defense (Requires Reach > 2, Parry)
Higher chance of automatically parrying a melee attack
Celerity (Requires Reach <= 2, Dodge)
Higher chance of automatically dodging a melee attack
Critical Counter (Requires having just parried or dodged)
Moderate chance of an automatic physical counterattack. Aesir's Memory users have this chance doubled.
Aesir's Memory Specific
Curse of the Aesir (Requires Critical Counter)
Instead of a default physical attack counter, the users of Aesir's Memory may specify a technique or Aether to counter with.
White Lotus Specific
Impenetrable Guard (Requires Fire Primary)
Chance of automatically defending against an Aether attack, literally slicing it apart as it forms. Higher effectiveness against AoE/wide area-type attacks or attacks not aimed at the White Lotus user.
Crimson Lotus Specific
Slaughtering the Lamb
Highest damage, single-target ability in game. May not be defended against unless by a Level 5 Aether or Advanced Tech. If this ability is not defended against, no reduction or evasion may be used.
Heaven's Fist Specific
Hakkei
Gathers all of the user's Aether capability into a single blow, dealing damage equal to MP remaining. User takes damage to their HP equal to one half of the MP expended in this way. This damage is channeled directly from the Aether plane, and is considered a generic 'Aether' element', so it may not be evaded, blocked, or otherwise reduced or redirected.
Valkyre Specific
The High Hunt
User is instantly moved behind his target, striking from there. This attack may not be dodged or otherwise avoided. Critical chance is significantly increased. Ignores all crit immunity affects.
Carnwennan Specific
King's Fall
Three Strikes are made by the user. The first, if it hits, reduces Str by 2. The second, if it hits, reduces Int by 2. The third, if it hits, removes all beneficial affects.
Last edited by blaen99 on Tue Jul 07, 2009 9:51 pm; edited 80 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Character Sheet
First Name, Middle (If desired!), Surname
Type: PC/NPC
STR: Natural (If Talented)
CON:
INT:
WIS:
END:
CHK:
AGI:
LUC:
Resources (Financial):
Resources (Social):
Resources (Political):
Resources (Business):
Talents:
Backstory:
Physical appearance (Weight, height, looks, etc.):
Abilities:
Special Abilities:
First Name, Middle (If desired!), Surname
Type: PC/NPC
STR: Natural (If Talented)
CON:
INT:
WIS:
END:
CHK:
AGI:
LUC:
Resources (Financial):
Resources (Social):
Resources (Political):
Resources (Business):
Talents:
Backstory:
Physical appearance (Weight, height, looks, etc.):
Abilities:
Special Abilities:
Last edited by blaen99 on Tue Jul 07, 2009 2:36 am; edited 8 times in total
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Sounds interesting.
_________________
You're about to die. Scream if you must.

Gilgamesh- Riskbreaker

- Number of posts: 10074
Registration date: 2008-11-02
Age: 22
Location: Australia
Re: TFP - Interest check (Reference only)
I'm interested, but I got lost somewhere. 0_o;
I think the statistics threw me off. (I've only done a few games with dicerolls and numbers involved.) I'd like to try, though.
I think the statistics threw me off. (I've only done a few games with dicerolls and numbers involved.) I'd like to try, though.
_________________


moueska- Number of posts: 93
Registration date: 2009-06-13
Location: ... You've got red on you...
Re: TFP - Interest check (Reference only)
Don't worry too much about the numbers, Moueska.
As I mentioned, it is deterministic in nature - dice are not a factor really. This is the reason why there are so many numbers. Pick things you think fit the character you roll.
If you want to play a super Aether user for instance, roll a character with high int that has the Aether Adept-line of talents and Abiliites with elements you want.
As I mentioned, it is deterministic in nature - dice are not a factor really. This is the reason why there are so many numbers. Pick things you think fit the character you roll.
If you want to play a super Aether user for instance, roll a character with high int that has the Aether Adept-line of talents and Abiliites with elements you want.
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Sounds interesting, but you had to go and put math into my language arts. :P *in*
_________________
It's times like these I almost question my usual strategy of doing whatever dumb thing pops into my head.

LadyM- Space Cadet

- Number of posts: 2923
Registration date: 2008-11-10
Age: 20
Re: TFP - Interest check (Reference only)
Hmm...
Question, is it imperative that we sign up now or soon? or is there a possibility to join later in the game?
Question, is it imperative that we sign up now or soon? or is there a possibility to join later in the game?
_________________
LadyM wrote:You all should collaborate and write children's books. I'm touched. In the head.

BladedFalcon- Blade for Hire

- Number of posts: 2688
Registration date: 2008-10-29
Age: 21
Re: TFP - Interest check (Reference only)
Majors and Specials will only be available to those who sign up before the game, BFF. Minor characters will possibly be available to those who sign up later - but it depends on how many people sign up. I don't expect to have many slots available, probably looking at around 6 to 8 players max.
Lady, math should be nearly nonexistant once started tbh. I'm just deadset against dicerolls for this sort of thing.
Lady, math should be nearly nonexistant once started tbh. I'm just deadset against dicerolls for this sort of thing.
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
Re: TFP - Interest check (Reference only)
Ah, then I guess I'll pass.
_________________
LadyM wrote:You all should collaborate and write children's books. I'm touched. In the head.

BladedFalcon- Blade for Hire

- Number of posts: 2688
Registration date: 2008-10-29
Age: 21
Re: TFP - Interest check (Reference only)
Final Cry may be moved to Level 5 in the near future.
We'll see. It may be too powerful as a Level 4.
BFF - That's too bad. If a slot stays open, would you be interested in potentially filling it then?
We'll see. It may be too powerful as a Level 4.
BFF - That's too bad. If a slot stays open, would you be interested in potentially filling it then?
_________________
Marsco wrote:you're like a 10 year old hopped on sugar.
blaen99 : Oh yes, "Mortal weakness: Cold water."
blaen99 : AFter all, nothing QUITE says failed streaking like shrinkage.
Kitsune : Weakness side effect: hard nipples. Gain +1 piercing damage when performing a charge.

blaen99- Drifter King
- Number of posts: 629
Registration date: 2009-02-27
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