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.
Rest: some abilities recharge when you rest. To rest, you must concentrate for five minutes. You cannot walk or use game skills while resting. Doing so will reset the count.
Concentration: Some skills require you to perform an action for a specified period of time. For example, it takes ten seconds to put poison on a sword, or five minutes of concentration to rest. While concentrating, you cannot move or use game skills. You may talk or take damage, but if you lose consciousness, concentration is broken. Taking a step or being carried also breaks concentration.
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.
Martial Styles | Passive |
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You may use a shield or two handed weapon. |
Flurry | Encounter |
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You get three melee attacks which each do 2 damage. |
Parry | Encounter |
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When you are hit with a melee attack, if you have a weapon in your hand, you may call "parry" and not take its effects. |
Fortitude | Daily |
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You may call "resist" and not take the effects of any attack which includes the poison or knockout calls. |
Assault Point | Daily |
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Create a circular zone up to 10 feet in diameter. While you stand in this circle, all your numeric called attacks deal an additional point of damage. |
Toughness | Passive |
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Your maximum health is raised by 2. |
Hold The Line | Encounter |
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Draw a line on the ground up to ten feet in length, or gesture at an existing one which you are standing next to. Announce "Do not cross this line," to your opponents. You gain two melee attacks for "3 damage" which you may use against anyone who crosses that line. If you break line-of-sight of the line, this ability ends. |
Guard Post | Encounter |
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Create a circular zone up to 10 feet in diameter. While you stand in this circle, you have two uses of the skill parry. |
On Your Feet | Encounter |
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If an ally is knocked unconscious, you may say "On your feet", then touch the target and say "5 heal". |
Take A Breath | Encounter |
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You must stand still and concentrate for 30 seconds. At the end of this count, you may say "I caught my breath. Refresh <x> and heal 3 to self." You may refresh one encounter skill, which you must name out loud. You may not refresh Take a Breath in this way. |
Slayer
A slayer specializes in big game hunting. They are great at focusing in on one target and defeating it.
Martial Styles | Passive |
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You may use a shield or two handed weapon. |
Slay | Daily |
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You get one melee attack which deals 6 damage. It must be used against a target you have designated with the Nemesis skill. |
Flurry | Encounter |
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You get three melee attacks which each do 2 damage. |
Fortitude | Daily |
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You may call "resist" and not take the effects of any attack which includes the poison or knockout calls. |
Nemesis | Encounter |
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Point at a target and say "You are my nemesis". All your called damage against that target does +1 damage. This ends if you or the nemesis is knocked out. |
The Will To Win | Encounter |
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If your nemesis has damaged you, you may concentrate for three seconds while wiping the sweat off your brow and say "heal 5 to self". |
Just You And Me | Encounter |
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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 your nemesis' melee attacks. If you swing at someone other than your nemesis, this effect ends. |
Toughness | Passive |
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Your maximum health is raised by 2. |
Take A Breath | Encounter |
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You must stand still and concentrate for 30 seconds. At the end of this count, you may say "I caught my breath. Refresh <x> and heal 3 to self." You may refresh one encounter skill, which you must name out loud. You may not refresh Take a Breath in this way. |
Assassin
An assassin is a maneuverable rogue who specializes in taking down big targets and then running away.
Two Weapon Styles | Passive |
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You may use two weapons at once. One may be long, but the other must be short or small. |
Sidestep | Encounter |
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When you are hit with a packet attack, you may call "sidestep" and not take its effects. |
Flank Attack | Encounter |
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You gain three 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 |
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You may use a melee weapon to call "push" against one target. |
Poison | Daily |
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You must spend 10 seconds concentrating while roleplaying that you are coating a melee weapon 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 |
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You gain a "knockout" melee attack. 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. |
Precision | Daily |
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Say, "I see a flaw in your defenses!" while pointing at a target. When fighting that target, you may now deliver Flank Attacks from the front. If you have not used these attacks before your next rest, this skill is expended. |
Toughness | Passive |
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Your maximum health is raised by 2. |
Take A Breath | Encounter |
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You must stand still and concentrate for 30 seconds. At the end of this count, you may say "I caught my breath. Refresh <x> and heal 3 to self." You may refresh one encounter skill, which you must name out loud. You may not refresh Take a Breath in this way. |
Skirmisher
A skirmisher is a melee combatant who does best when out numbered. They specialize in moving around the battlefield and hitting different targets.
Two Weapon Styles | Passive |
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You may use two weapons at once. One may be long, but the other must be short or small. |
Flank Attack | Encounter |
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You gain three 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 |
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When you are hit with a packet attack, you may call "sidestep" and not take its effects. |
Back Off | Encounter |
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You may use a melee weapon to call "push" against one target. |
Hit And Run | Encounter |
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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, Hit and Run ends. |
Finish The Job | Daily |
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If you have already damaged an opponent and have since damaged another target, you gain one melee attack for 6 damage you may use against the original target. |
Toughness | Passive |
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Your maximum health is raised by 2. |
Take A Breath | Encounter |
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You must stand still and concentrate for 30 seconds. At the end of this count, you may say "I caught my breath. Refresh <x> and heal 3 to self." You may refresh one encounter skill, which you must name out loud. You may not refresh Take a Breath in this way. |
Archer
An archer uses ranged weapons like bows to snipe their enemies from afar.
Ranged Weapon Use | Passive |
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You may use a bow or nerf-style gun. Your arrows are spell packets with 12" of ribbon attached to the end. They may be blocked by a weapon or shield. Your weapon can only fire six shots before you must reload or restring it. It also comes unstrung if is hit with a weapon. You must spend 30 seconds concentrating while roleplaying that you are restringing it or reloading it before you may fire again. |
Bullseye | Daily |
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If you are standing in your Camp, or your target is in your Ambush Point, you may shoot an arrow at them for 6 damage. |
Sharp Shot | Encounter |
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You gain 3 arrow attacks which deal "2 damage" each. |
Camp | Encounter |
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You may create a circular zone up to ten feet in diameter. When you are standing in that zone, all of your called damage attacks deal +1 damage. |
Ambush Point | Daily |
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You may create a circular zone up to ten feet in diameter. When someone is standing in it, you regular arrow attacks against them deal 2 damage. If your arrow hits someone outside of the circle, the zone drops immediately. |
Foot Shot | Encounter |
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You may shoot an arrow with the effect "Roots for 10 seconds" |
Toughness | Passive |
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Your maximum health is raised by 2. |
Take A Breath | Encounter |
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You must stand still and concentrate for 30 seconds. At the end of this count, you may say "I caught my breath. Refresh <x> and heal 3 to self." You may refresh one encounter skill, which you must name out loud. You may not refresh Take a Breath in this way. |
Sorcerer
Sorcerers specialize in dropping their opponents using magical ranged attacks.
Ice Shards | Encounter |
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Evocation - Say an incantation of at least 30 words. You gain six spell packets 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 |
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Evocation - Say an incantation of at least 30 words. You gain three 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 | Daily |
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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. |
- 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.
- 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, and dies it if leaves line-of-sight for more than ten seconds.
- 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.
- Mystic Lasso - Encounter - You may say "I BIND your arms to your sides", and throw a packet at your target.
...more skills to come
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 - Daily - 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 |
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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". |
Let's try using templates!
Guardian | |
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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. | |
Skills | |
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