@Ayemdaryeah your is actually assassin like. Plus a serial killer would be fun or I might do an executioner. Its not a big deal.
@Fetzen Reworking the guy into a gargoyle sounds amazingly cool. You can keep most of your stuff, simply change the toxin to “stone skin” or something. Also, I'm looking forward to having our characters clash. You'll have to invent some reason to not tear Seth to shreds though, might be a short adventure for him otherwise :P
Petrification - This is an active ability that doesn't last long, but grants him increased damage resistance so he can engage in melee combat and make full use of his physical prowess.
Level 1: Kerylun's upper layer of skin becomes tough as granite. It becomes very resiliant to superficial damage like cuts and scrapes. Exposure to excessive heat, cold, lightning or other elemental effects does only cause reduced damage as long as it is very short.
Level 2: The effect expands inwards, now involving the entire thickness of his skin. Damage reduction is also applied to stabbing damage like arrows or sword thrusts. Time of exposure to elemental attacks before damage reduction fails is increased.
Level 3: The effect expands further inwards, including his muscles and tendons. Damage reduction is now granted against all kind of physical attacks except very heavy blunt weapons. Exposure to elemental attacks has to be long in order to break through the damage reduction.
Level 4: Kerylun now basically has the consistency of a tank. Damage reduction is granted against all kinds of physical or elemental attacks/effects with no limit to the time of exposure.
Maybe it's a PvM server where you can't attack anyone anywhere at whatever time you want :D
Your character is a social chameleon. You could use just that on Kerylun to keep him halfway cooled. If everything fails Seth could go somewhere where my gargoyle can't. He's an almost three meter, half ton dude. There have to be such places. Or get out the broadsword and start using agility.
I am a white mage. Gwendolyn probably could at as mediator and medic between your disputes.
The more you add, the longer you delay approval lol. [...]
If you put the turn restriction in your CS and do not add anymore crap, then your CS should finally be good to go.
Duration being what you said how long your character can resist magic damage before it harms him.
Petrification - When activated, this ability reinforces Kerylun's body, granting resistance to physical and magic attacks. It lasts until he decides to turn it off, but it also makes him a lot more lumbering and less agile. This downside is not changed by level.
Level 1: Slight resistance.
Level 2: Moderate resistance.
Level 3: High resistance.
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I think we have to split up the blame in this case lol. I am responsible for the oversight about measurement of time, but I am not responsible for the change request to make this into a multi-level ability ;)
You are saying you are responsible, but if anyone tried to join this game, playing with in-game time, I would put them through the same situation. They have to have a way of determining "how long?" You can't just say for 15 secs because what is 15 sec in game? It wouldn't make sense.
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How do I have to understand this 'anymore' ? You're considering the CS as crap ?
I'm considering the "fluff" you keep adding to your moves that add more things that need to be limited.
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It appears that you misunderstood an important piece of the puzzle. The ability does not, at any point in time, under any circumstances grant any kind of immunity. It is in all cases merely a damage reduction, so magic damage does harm him from the very beginning, it is only a matter of time of exposure before this additional protection fails. The origin for this idea was your own proposal to make the ability 'grow inwards' to resist deeper damage: When you stick your finger into a flame it will heat up and burn out from the outside inwards and putting on gloves only delays this until the glove has heated up and is passing the heat through to the underlying level.
I don't know where you're confused, but to me, what you just wrote was the exact same thing I said in that quote. But again, that's to my understanding.
So for the sake of simplicity I would propose abandoning the idea of 'timers' altogether and instead make this a more simple on/off-switch like skill. It would save me from the uncertainty if I suddenly have to face an implementation change within the RP or not.
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So he basically really becomes much more... stony. The idea behind it is the same: He can opt to go melee due to increased protection. In the old version this was temporary, in this version it only makes sense against a certain type of enemies that he actually would have a chance to hit or if he 'just' needs to hold on for a while against an attacker that surprised him in his backwards position as an archer.
Everything is good. As for that one ability, I want you to have the option to improve/upgrade it. So let's say the Petrify Skin ability grants him protection against cuts, scrapes, and nicks. Things that would easily tear the skin of a human being, but wouldn't for your character. You'll be able to upgrade it to resist deeper damage maybe into the dermis to subcutaneous level, and even more into resist status ailments and magic attacks. How does that sound? But remember, this is just an idea. You would have to choose to spend a level to upgrade it or spend a level to get new abilities.
Character Name: Raven
Alias: Violet Thorn
Age: 24
Race: Half Elf (Human/Elf)
Gender: Female
Height: 5'4
Weight: 130 lbs
Hair Color: Raven has mid-back length black hair that has violet hues to it.
Eye Color: She has normal pupils, but her eyes are dark violet in color.
Written Description: One of Raven's most distinguishable features is a scar across her left cheek. She also has a tattoo of her most prized dagger on her right wrist. She has more scars across her body from various battles and contracts.
Level: 1
Class: Thief; Assassin
Abilities:
1. Teleport Strike: Flash through the shadows and ambush an enemy, dealing damage and stunning them for 2 seconds.
2. Poisoned Blades: Poisons her daggers inflicting poison damage for 5 seconds.
Skills:
1. Agility: Can climb to high places if needed (trees, buildings, etc)
2. Disarm: Detect and disarm traps.
Weapon: Dual Wield; Daggers
Personality: Raven isn't the person you want a random visit from. She started as a thief, doing what she could to make some quick and easy gold, but eventually made her way to killing for her gold. She's known as "Violet Thorn". Violet for her features and thorn, well because if you're being visited by her you can expect a dagger to be involved.
Raven is smart, you need to be for her profession. She has to think on her feet and be able to plan out her contracts thoroughly. For an Assassin, she does have morals. (If that's really possible.) She tends not to take contracts with innocent people as the target unless the gold involved is too great to refuse. She's also quite charming. Raven has learned how to use her looks to her advantage. She's been called a flirt, however, to her it's just another way to manipulate people to get what she wants.
Now, all that being said, Raven is loyal to her party, friendly even. She's aware that with them, she can make much more gold and maybe have some good company while doing it.
Quirks: Tends to fidget/play with her blades frequently and is condescending.
Likes: Gold, blades, night time, storms, manipulating others
Dislikes: Daylight, domesticated animals, clearings (open spaces)
Inventory: Empty