Dreaming Class
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From Cramulus
This is a design page, it is a work in progress.
basic design rules:
- fighters beat rogues
- rogues beat mages
- mages beat fighters
- each class has something that can thwart another member of that class
- each class has a few encounter skills. Each encounter skill has the ability to do ~6 damage over several attacks
- each class has one or two daily skills. Daily skills have the ability to drop you in one or two packets or attacks.
- weapon proficiency is granted based on class. certain class skills may give you extra capabilities.
Contents
Terms
Zone: some abilities let you create a zone. The ability specifies the shape of the zone, usually a room, or a circle up to ten feet in diameter. The border of the zone can be pre-existing, such as a circle on a tiled floor. You could also create it using chalk, drawing in the sand, or laying down a rope. (hint: a 31 foot rope will create a circle 10 feet in diameter) The border of the zone must be clear to anybody. If there are any breaks or gaps in a zone's border, the spell will not work. Characters must stand clearly on the inside or outside of a zone - you cannot stand with one foot on each side.
Classes
Guardian
A guardian is a warrior who specializes in defense. They make great guards and are adept at holding a position or keeping someone else alive.
- Flurry - Encounter - You get three melee attacks which each do 2 damage.
- Parry - Encounter - If you have a weapon in your hand, you may use the defensive call "parry" to negate the effects of one melee attack. You may block an attack which struck you, or anybody else in your weapon range.
- Fortitude - Daily - You may call "resist" and not take the effects of any attack which includes the poison or knockout calls.
- Health - Passive - You start with +2 health
- Draw the line - Encounter - Draw a line on the ground. Point at an opponent and say "Do not cross this line." If the opponent crosses the line, you gain one melee attack for "3 damage" you may use against him.
- Defensive zone - Encounter - Create a circle zone up to 10 feet in diameter. While you stand in this circle, you have two uses of the skill parry.
- Wake Up! - Daily - if an ally is knocked unconscious, you may spend 10 seconds shaking him while saying "wake up!" At the end of the 10 seconds, you may say "heal 1 wound" to him or her.
Slayer
A slayer specializes in big game hunting. They are great at focusing in on one target and defeating it.
- Critical Strike - Encounter - You get one melee attack which deals 6 damage.
- Flurry - Encounter - You get three swings for 2 damage.
- Fortitude - Daily - You may call "resist" and not take the effects of any attack which includes the poison or knockout calls.
- Nemesis - Encounter - Point at a target and say "You are my nemesis". All your called damage against that target does +1 damage. This ends if the nemesis is knocked out.
- The Will to Win - Encounter - If your nemesis has damaged you, you may wipe the sweat off your brow and say "heal 2 to self".
- Just You and Me - Encounter - when you have declared someone as your nemesis, you may say "It's just you and me." You gain 2 parries you may use against anyone other than your nemesis. If you swing at someone other than your nemesis, this effect ends.
Assassin
An assassin is a maneuverable rogue who specializes in taking down big targets and then running away.
- Poison - Daily - you must spend 10 seconds roleplaying that you are coating a melee weapon or arrow with poison. The next attack delivered with that weapon deals 10 poison damage. If you miss, or the weapon leaves your hand, the poison is expended.
- Blackjack - Daily - you gain a melee attack which will "knockout" your opponent. This attack must be delivered with a small weapon. You must be directly behind your target and able to see both of their shoulder blades.
- Sidestep - Encounter - you may call "sidestep" and not take the effects of any one packet attack.
- Flank Attack - Encounter - you gain two melee attacks for which you may call "3 damage". To deliver them, you must be directly behind your opponent and able to see both of their shoulder blades.
- Back Off - Encounter - you may call "push" against one target. This skill refreshes when you rest.
- Precision - Daily - Say, "I see a chink in your defenses!" while pointing at a target. You may now deliver your next two Flank Attacks from the front. If you have not used both attacks before your next rest, this skill is expended.
Skirmisher
A skirmisher is a melee combatant who does best when out numbered. They specialize in moving around the battlefield and hitting different targets.
- Flank Attack - Encounter - you gain two melee attacks for which you may call "3 damage". To deliver them, you must be directly behind your opponent and able to see both of their shoulder blades.
- Sidestep - Encounter - you may call "sidestep" and not take the effects of any one packet attack.
- Get away - Encounter - you may call "disengage" against one target. This skill refreshes when you rest.
- Swiftness - Encounter - you get one melee attack for 2 damage. If it lands and your opponent doesn't negate it with a defense, you gain an attack for 3 damage which you must use against a different target. If this lands, and your opponent doesn't negate it with a defense, you gain an attack for 4 damage which you must use against a different target from the first two. If there are no enemies visible, swiftness ends.
- Blood Lust - Encounter - if you drop an opponent, you gain one attack for 4 damage which you must use against a different target.
- Cry of Victory - Daily - If you dropped at least two opponents since your last rest, you may raise your weapon to the air and call out "Victory!" You gain an attack for "6 damage" which must be the first attack you use against the next enemy you engage.
Sorcerer
Sorcerers specialize in dropping their opponents using magical ranged attacks.
- Meditate - Encounter - You must sit down and concentrate for 60 seconds. At the end of this meditation, you regain the use of one of your Encounter abilities. If your meditation is interrupted, this skill is not expended.
- Ice Shards - Encounter - Say an incantation of at least 30 words. You gain six spell packets which each do "1 ice". This skill refreshes when you rest.
- Flame Bolt - Encounter - Say an incantation of at least 30 words. You gain 3 spell packets which each do "2 flame". This skill refreshes when you rest.
- Lightning Bolt Encounter - Evocation - Say an incantation of at least 30 words. You gain 1 spell packet which does "6 shock". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
- Circle of Power - Daily - yyou may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle with power". While standing inside the circle, all your spells which involve numbers are +1 higher.
- Tanglefoot - Encounter - Evocation - Say an incantation of at least 30 words. You gain two spell packet attacks which each do "slow". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
- Roots - Encounter - you may say "I root your feet to the ground" and throw a spell packet at your target.
Shaman
Shaman do not have many offensive abilities, but they use zones and status effects to aid and protect their allies.
- Meditate - Encounter - You must sit down and concentrate for 60 seconds. At the end of this meditation, you regain the use of one of your Encounter abilities. If your meditation is interrupted, this skill is not expended.
- Circle of Force - Daily - you may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle to be impassable." No one may cross the borders of the circle while the spell is active. You may touch the circle and say "circle down" to end the effect. The circle also lowers if you are leave line of sight of the circle or lose consciousness.
- Circle of Healing Daily - you may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle with healing". After standing the circle for 60 seconds, you may use a "heal 1 wound", delivered by touch. After it is used, you may begin your 60 count again to recharge it. You may only use this healing while you are inside the circle.
- Water of Healing - Encounter - Evocation - Say an incantation of at least 30 words. You gain six spell packet attacks which each may "heal". You may not activate any other Evocation spells until these charges are spent. You may also deactivate this spell at will, but any remaining charges are lost. If the packet misses, the charge is not expended.
- Dispel - Daily - This spell can be used in several ways. You may touch the edge of a zone effect with a spell packet and say "dispel zone" to end its effects. If there are multiple spells cast on the same zone, this spell removes all of them. Alternatively, you may say "dispel <x>", where <x> can be "roots", "evocation", "slow", and throw a packet at a target.
- Lure - Encounter - You must hold a shiny object in one hand. Dangle it before your target and say "I PULL you towards my charm", and throw a packet.
- Disarm - Encounter - You may say "I disarm your <target>" where <target> is "right hand" or "left hand" and throw a spell packet at your target.
- Mystic Lasso - Encounter - You may say "I BIND your arms to your sides", and throw a packet at your target.
- Slow - Encounter - Evocation - Say an incantation of at least 30 words. You gain two spell packet attacks which each do "slow". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
Summoner
The summoner may turn Wakes into Shades.
- Summon Shade - Encounter - If a character has died and they have become a wake, and the wake is still in the area, you may approach and ask if they consent to being a Shade under your command. If they agree, you may create them as an Imp. (see Shades) The imp is under your control, and you may issue it basic commands. ("wait here", "follow me", "attack", "guard this area", etc) The imp will try to defend and protect you, and will attack anyone who attacks you. The imp must remain in your line-of-sight.
- Water of Healing - Encounter - Evocation - Say an incantation of at least 30 words. You gain six spell packet attacks which each may "heal". You may not activate any other Evocation spells until these charges are spent. You may also deactivate this spell at will, but any remaining charges are lost. If the packet misses, the charge is not expended.
- Meditate - Encounter - You must sit down and concentrate for 60 seconds. At the end of this meditation, you regain the use of one of your Encounter abilities. If your meditation is interrupted, this skill is not expended.
- Mystic Lasso - Encounter - You may say "I BIND your arms to your sides", and throw a packet at your target.
Palette
THE STUFF BELOW HERE IS NOT CLASS INFO - this is a workspace, so it's just notepad scribblings.
the following are class archetypes... borrow these to form real classes
Warrior
- Flurry - Encounter - You get three melee attacks which each do 2 damage.
- Critical Strike - Encounter - You get one melee attack which deals 6 damage.
- Parry - Encounter - You may call "parry" and not take the effects of one melee attack.
- Fortitude - Daily - You may call "resist" and not take the effects of any attack which includes the poison or knockout calls.
- Health - Passive - You start with +3 health
Rogue
- Poison - Daily - you must spend 10 seconds roleplaying that you are coating a melee weapon or arrow with poison. The next attack delivered with that weapon deals 10 poison damage. If you miss, or the weapon leaves your hand, the poison is expended.
- Health - Passive - You start with +1 health
- Blackjack - Daily - you gain a melee attack which will "knockout" your opponent. This attack must be delivered with a small weapon. You must be directly behind your target and able to see both of their shoulder blades.
- Sidestep - Encounter - you may call "sidestep" and not take the effects of any one packet attack.
- Flank Attack - Encounter - you gain two melee attacks for which you may call "3 damage". To deliver them, you must be directly behind your opponent and able to see both of their shoulder blades.
Mage
- Meditate - Encounter - You must sit down and concentrate for 60 seconds. At the end of this meditation, you regain the use of one of your Encounter abilities. If your meditation is interrupted, this skill is not expended.
- Ice Shards - Encounter - Evocation - Say an incantation of at least 30 words. You gain six spell packet attacks which each do "1 ice". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
- Flame Bolt - Encounter - Evocation - Say an incantation of at least 30 words. You gain 3 spell packets which each do "2 flame". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
- Lightning Bolt Encounter - Evocation - Say an incantation of at least 30 words. You gain 1 spell packet which does "6 shock". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
- Water of Healing - Encounter - Evocation - Say an incantation of at least 30 words. You gain six spell packet attacks which each may "heal". You may not activate any other Evocation spells until these charges are spent. You may also deactivate this spell at will, but any remaining charges are lost. If the packet misses, the charge is not expended.
- Circle of Force - Daily - you may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle to be impassable." No one may cross the borders of the circle while the spell is active. You may touch the circle and say "circle down" to end the effect. The circle also lowers if you are leave line of sight of the circle or lose consciousness.
- Circle of Power - Daily - yyou may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle with power". While standing inside the circle, all your spells which involve numbers are +1 higher.*Circle of Healing Daily - you may create a circular zone up to ten feet in diameter. Touch the circle with a spell packet and say "I enchant this circle with healing". After standing the circle for 60 seconds, you may use a "heal 1 wound", delivered by touch. After it is used, you may begin your 60 count again to recharge it. You may only use this healing while you are inside the circle.
- Dispel - Daily - This spell can be used in several ways. You may touch the edge of a zone effect with a spell packet and say "dispel zone" to end its effects. If there are multiple spells cast on the same zone, this spell removes all of them. Alternatively, you may say "dispel <x>", where <x> can be "roots", "evocation", "slow", and throw a packet at a target.
- Roots - Encounter - you may say "I root your feet to the ground" and throw a spell packet at your target.
- Disarm - Encounter - You may say "I disarm your <target>" where <target> is "right hand" or "left hand" and throw a spell packet at your target.
- Lure - Encounter - You must hold a shiny object in one hand. Dangle it before your target and say "I PULL you towards my charm", and throw a packet.
- Mystic Lasso - Encounter - You may say "I BIND your arms to your sides", and throw a packet at your target.
- Slow - Encounter - Evocation - Say an incantation of at least 30 words. You gain two spell packet attacks which each do "slow". You may not activate any other Evocation spells until these attacks are spent. You may also deactivate this spell at will, but any remaining charges are lost. If an attack misses, it is not expended. If the opponent does not acknowledge the attack through roleplay, or by calling a defense, this spell is not expended.
Name | Type | Effect |
---|---|---|
Break Circle | Daily | you may touch a circle effect with a spell packet and say "break circle" to end its effects. If there are multiple spells cast on the same circle, this skill removes all of them. |
Disarm | Encounter | You may throw a packet and say "disarm". |