Post by Altaiir on Aug 4, 2007 2:14:07 GMT -5
First Guild Power learned at Orderly.
Second at Guildsman.
Third at Elder.
Ability to Arrest (Warrior)
When in combat, during your attack phase, you may choose to arrest rather than do damage. Make it clear your character is not attacking but is rather detaining the victim. If your attack is higher than the victim's defense, you have successfully incapacitated them and are holding their arms behind their back, rendering them incapable of attacking. You may then direct them to the Warrior Guild or a place of containment.
(Note: Characters who may attack without using their arms may fight back even after being placed under arrest)
Double-sword Combat (Warrior)
When using two swords at once, add an additional +2 to your weapon bonus. For example, using two basic swords (+5) would give you a total weapon bonus of +7.
(Note: Any character without Double-sword Combat fighting with two swords gets -1 to their weapon bonus. For example, using two basic swords (+5) would give you a total weapon bonus of (+3) instead of (+5).
Fatal Pierce (Warrior)
You must declare, while describing your attack, that it is a fatal pierce. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Song of Tranquility (Bard)
When using Song of Tranquility, compare the amount of MP you are using with the combined agility+defense of all listeners. If your MP is greater, add the difference to their HP.
The Strings of Nature (Bard)
You no longer need an instrument to create music; by moving your arms and becoming one with Nature around you, you may "play" the instrument of Earth.
(Note: Strings of Nature may not be used in combination with Song of Tranquility or Mesmerism.)
Mesmerism (Bard)
This attack requires you to use an instrument. If your total attack is 6 points or greater than your opponent's total defense, you may make your enemy do one of three actions: fall asleep, forfeit the battle, or attack another character, using whatever MP you tell them to use.
(Note: This only lasts for one phase. You may only mesmerize once per battle.)
Disguise Mastery (Thief)
Send the Force of Nature a PM, alerting them that you are exercising your Disguise Mastery power, with the name of the person you are disguising yourself as. Create a new account and submit a bio. When you are finished using that character, the account will be deleted.
Envenomed Blades (Thief)
Declare you are using envenomed blades. When you have successfully done damage to an enemy using a blade, that enemy takes 2 damage to their HP every time they attack.
Shadow-Walking (Thief)
You may exit a battle at any time without having to forfeit. When exiting, you may also choose to take one of your target's items, as long as it is not physically attached to their body.
Escape and Avoidance (Assassin)
If your agility is greater than your target's, you may escape the area in retreat, or pass through an area without their knowing.
Assassin Strike (Assassin)
If your presence is unknown to a target and the battle has not been officially declared (you're attacking someone without their knowing), you may choose to perform an assassin strike. Combine the amount of MP you use, your weapon bonus, and attack value, and compare it to your opponent's defense value. If your attack is greater, ignore your burst value and use the difference as the amount of damage your opponent is taking. (i.e. 6 MP, +1 dagger, 3 atk vs. 2 def. Enemy takes 8 damage.(the only defense is the bonus of the armor and the weapons). After you have completed an assassin strike, the battle officially starts and the person with the higher agility starts the Primary Attack Phase.
Killer's Bane (Assassin)
You must declare, while describing your attack, that it is a Killer's Bane attack. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Holy Aura (Priest)
This ability protects the Priest and his allies while in combat. (+3) Defense to all allied players in group during battle once this power is used. The Priest gets the bonus as well, but only if in a group.
Healing (Priest)
Place MP into this power to heal that amount of a fellow character's HP. You may use this on yourself if you wish. To use healing, you use MP. Example: Use 20 MP to heal a character by 10 HP. Always round down. (Use 7 MP, heal 3 HP.) You may use this on yourself. The maximum is of MP to be used is 30 MP.
Revivification (Priest)
You must place a minimum of 70 MP into this power. Bring one (recently) killed player-character back to life. The character is brought back to half HP, half MP. If the character being revived is a Guild Master, you must use 100 MP.
Binding Light (Mage)
The awesome power of the light and all that is good. During a Mage's attack phase he/she may cast this spell on a single opponent. This may only be used once per opponent per battle.
Weakens opponent's attacking power by (-2) for 3 dice rolls.
Stasis Chamber (Mage)
A hard crystalis is formed around the opponent for one turn (An attack phase, and a defense stage) when of which they can not use MP to defend nor attack.
Double Cast (Mage)
You must declare, while describing your attack, that it is a Double Cast. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Unholy Strength (Sorcerer)
At the cost of 20 MP, the sorcerer can add a (+2) Bonus to his strength for 6 dice rolls.
Infectious Plague (Sorcerer)
At the cost of 10 MP and 2 HP, the Sorcerer may cast a curse on his opponent. Each time the opponent rolls his dice, he loses 5 MP automatically.
Necromancy (Sorcerer)
You may reanimate the dead to do your bidding. Take the amount of MP you put into Necromancy, subtract 4, and distribute the rest into your corpse's attack, defense, agility, and burst. You may resurrect unlimited amount of corpses per day, as long as you have enough MP to create all of them and are in a cemetery. Reanimated corpses have 20 HP and 10 MP, no inherent abilities, and no guild powers.
Multiple Arrow Shot (Ranger)
You may use up to three arrows when attacking.
Mystic Arrows (Ranger)
When using a mystic arrow, add an additional +2 to your weapon bonus. For example, using a Dark Arrow (+2 each) would give you a total weapon bonus of +4
(Note: Any character without Mystic Arrows power using a mystic arrow gets -1 to their weapon bonus. For example, using a Dark Arrow (+2 each) would give you a total weapon bonus of +1.
Target Arrows (Ranger)
You must declare you are "targeting" your arrow in your attack description. If your total attack is greater than your target's total defense, add 4 to the damage taken. If your total attack is less than your target's total defense, the target takes 4 damage anyway.
Second at Guildsman.
Third at Elder.
Ability to Arrest (Warrior)
When in combat, during your attack phase, you may choose to arrest rather than do damage. Make it clear your character is not attacking but is rather detaining the victim. If your attack is higher than the victim's defense, you have successfully incapacitated them and are holding their arms behind their back, rendering them incapable of attacking. You may then direct them to the Warrior Guild or a place of containment.
(Note: Characters who may attack without using their arms may fight back even after being placed under arrest)
Double-sword Combat (Warrior)
When using two swords at once, add an additional +2 to your weapon bonus. For example, using two basic swords (+5) would give you a total weapon bonus of +7.
(Note: Any character without Double-sword Combat fighting with two swords gets -1 to their weapon bonus. For example, using two basic swords (+5) would give you a total weapon bonus of (+3) instead of (+5).
Fatal Pierce (Warrior)
You must declare, while describing your attack, that it is a fatal pierce. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Song of Tranquility (Bard)
When using Song of Tranquility, compare the amount of MP you are using with the combined agility+defense of all listeners. If your MP is greater, add the difference to their HP.
The Strings of Nature (Bard)
You no longer need an instrument to create music; by moving your arms and becoming one with Nature around you, you may "play" the instrument of Earth.
(Note: Strings of Nature may not be used in combination with Song of Tranquility or Mesmerism.)
Mesmerism (Bard)
This attack requires you to use an instrument. If your total attack is 6 points or greater than your opponent's total defense, you may make your enemy do one of three actions: fall asleep, forfeit the battle, or attack another character, using whatever MP you tell them to use.
(Note: This only lasts for one phase. You may only mesmerize once per battle.)
Disguise Mastery (Thief)
Send the Force of Nature a PM, alerting them that you are exercising your Disguise Mastery power, with the name of the person you are disguising yourself as. Create a new account and submit a bio. When you are finished using that character, the account will be deleted.
Envenomed Blades (Thief)
Declare you are using envenomed blades. When you have successfully done damage to an enemy using a blade, that enemy takes 2 damage to their HP every time they attack.
Shadow-Walking (Thief)
You may exit a battle at any time without having to forfeit. When exiting, you may also choose to take one of your target's items, as long as it is not physically attached to their body.
Escape and Avoidance (Assassin)
If your agility is greater than your target's, you may escape the area in retreat, or pass through an area without their knowing.
Assassin Strike (Assassin)
If your presence is unknown to a target and the battle has not been officially declared (you're attacking someone without their knowing), you may choose to perform an assassin strike. Combine the amount of MP you use, your weapon bonus, and attack value, and compare it to your opponent's defense value. If your attack is greater, ignore your burst value and use the difference as the amount of damage your opponent is taking. (i.e. 6 MP, +1 dagger, 3 atk vs. 2 def. Enemy takes 8 damage.(the only defense is the bonus of the armor and the weapons). After you have completed an assassin strike, the battle officially starts and the person with the higher agility starts the Primary Attack Phase.
Killer's Bane (Assassin)
You must declare, while describing your attack, that it is a Killer's Bane attack. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Holy Aura (Priest)
This ability protects the Priest and his allies while in combat. (+3) Defense to all allied players in group during battle once this power is used. The Priest gets the bonus as well, but only if in a group.
Healing (Priest)
Place MP into this power to heal that amount of a fellow character's HP. You may use this on yourself if you wish. To use healing, you use MP. Example: Use 20 MP to heal a character by 10 HP. Always round down. (Use 7 MP, heal 3 HP.) You may use this on yourself. The maximum is of MP to be used is 30 MP.
Revivification (Priest)
You must place a minimum of 70 MP into this power. Bring one (recently) killed player-character back to life. The character is brought back to half HP, half MP. If the character being revived is a Guild Master, you must use 100 MP.
Binding Light (Mage)
The awesome power of the light and all that is good. During a Mage's attack phase he/she may cast this spell on a single opponent. This may only be used once per opponent per battle.
Weakens opponent's attacking power by (-2) for 3 dice rolls.
Stasis Chamber (Mage)
A hard crystalis is formed around the opponent for one turn (An attack phase, and a defense stage) when of which they can not use MP to defend nor attack.
Double Cast (Mage)
You must declare, while describing your attack, that it is a Double Cast. If your total attack is greater than your enemies' total defense by 6 or more, multiply the final damage done by 2.
Unholy Strength (Sorcerer)
At the cost of 20 MP, the sorcerer can add a (+2) Bonus to his strength for 6 dice rolls.
Infectious Plague (Sorcerer)
At the cost of 10 MP and 2 HP, the Sorcerer may cast a curse on his opponent. Each time the opponent rolls his dice, he loses 5 MP automatically.
Necromancy (Sorcerer)
You may reanimate the dead to do your bidding. Take the amount of MP you put into Necromancy, subtract 4, and distribute the rest into your corpse's attack, defense, agility, and burst. You may resurrect unlimited amount of corpses per day, as long as you have enough MP to create all of them and are in a cemetery. Reanimated corpses have 20 HP and 10 MP, no inherent abilities, and no guild powers.
Multiple Arrow Shot (Ranger)
You may use up to three arrows when attacking.
Mystic Arrows (Ranger)
When using a mystic arrow, add an additional +2 to your weapon bonus. For example, using a Dark Arrow (+2 each) would give you a total weapon bonus of +4
(Note: Any character without Mystic Arrows power using a mystic arrow gets -1 to their weapon bonus. For example, using a Dark Arrow (+2 each) would give you a total weapon bonus of +1.
Target Arrows (Ranger)
You must declare you are "targeting" your arrow in your attack description. If your total attack is greater than your target's total defense, add 4 to the damage taken. If your total attack is less than your target's total defense, the target takes 4 damage anyway.