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◈ Special Attacks

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Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:05 pm
The Battle System allows each class set to have one special attack per stage. These attacks are listed below and denote any limitations, descriptions, and special information regarding using the attack.

|| Class attacks from earlier stages that have already been learned may be used in later stages. (A sorcerer may use a mage's attack, but a mage may not use a sorcerer's)
|| A special attack must be announced at the beginning of the turn unless it is noted otherwise.

If you still have questions after reading through this page, as well as the other information in this forum, please feel free to visit this thread with further inquiries.

Definitions:
|| Full Action: This takes your entire post to do.
|| Half Action: You can do two half actions per turn.
|| Adding to Bonus: Only add to the bonus of indicated stat (factors into equations)
|| Adding to Dmg: Only add to the end dmg of the attack (does not factor into equations)


 
PostPosted: Fri Jul 26, 2013 3:13 pm
Alkidike Attacks

The Alkidike are a race incredibly close to their Great Mother Aisha and draw their attacks from her energy.

Blade ||

xxxxDancing Petals: A slightly powerful attack that draws on the movement of falling petals.
|| Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns.
|| Can be used once every 3 turns.
|| Considered a full turn action.

Warrior ||

xxxxAggressive Roots: The life of Aisha flows through the player.
|| Roll for attack as normal; boosts attack dmg by x1.5. The player gains 4HP in HP restored.
|| Can only be used once every 5 turns.
|| Considered a full turn action.


Amazon ||

xxxxLotus Strike: A powerful attack that calls on Aisha herself.
|| Causes 3 attacks. Roll 5d20.

xxThe first roll is the hit of all three attack. The next three rolls are the dmg of the three attacks in succession.
xxThe first attack is full dmg, the second and third are both 1/2 dmg.
xxThe fifth roll is the chance of inflicting bleed on an opponent. Rolls 19-20 induce bleed and cause -2HP per turn for 3 turns.
|| Can only be used every 5 turns.
|| Considered a full turn action.


Sacred Heart ||

xxxxBody and Soul: An attack that utilizes physical strength and magical intellect.
|| Roll for attack, adding both the attack and magic bonus to the hit and dmg rolls.

xxTotal dmg is boosted x1.5, but uses 3 spell slots.
|| Can only be used once every 5 turns.
|| Considered a full turn action.


Guardian ||

xxxxAisha's Vengeance: The Alkidike rider forms a bond with their mount, moving as if they were meant to be one.
|| Add +8 to damage, hit roll is calculated as normal.

xxRadaku and Snapptrotter: Causes the opponent to bleed for 2 turns ( -2HP to opp. each turn, bleeding cannot be dodged after inflicting)
xxKinfa and Xaraan: Adds +3 to speed bonus for 3 turns
xxMammu and Bushi: Adds +3 to defense bonus for 2 turns
xxRaptrix: Adds +3 to attack bonus for 2 turns
xxJanarim: Adds +2 to defense bonus and +2 to attack bonus for 2 turns
|| Can only be used once every 5 turns.
|| Considered a full turn action.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:22 pm
Offensive Magic Attacks


Mage ||

xxxxDelayed Elemental Blast: Biding their time, the castor builds their magic until the perfect moment.
|| This attack doesn't deal damage until 2 rounds AFTER it has been cast.
|| Delayed Elemental Blast is treated like having an extra attack.

xxThis attack uses 1 spell slot.
xxRoll an additional 2d20 to determine if you hit and your damage on the turn it activates.
|| This can only be used 3 times in a single battle and can only target one person at a time.
|| Considered a half turn action.
|| This attack is not effected by powering up.

Sage ||

xxxxElemental Blitz!: Summoning magic, you cause three streams of magic to launch themselves at the opponent.
|| Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect).

xxCan only use one element type for this attack. This attack will use 2 uses of that particular magic element.
|| Can only be used every 3 turns.
|| Considered a full turn action.


Sorcerer ||

xxxxMagical Surge: Your body almost crackles with magical energy. Raw and unformed you can surround yourself in any element you can conjure.
|| It takes 1 full action to cast and another full action if you wish to change the element later.

xxUses 1 spell slot every time the element is changed/initiated.
xxEarth: Will increase the caster's defense by +2
xxWater: Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit.
xxFire: This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected.
xxElectricity: This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected.
xxIce: Attackers find them slower than normal and suffer a -2 to any dodge roll attempts.
xxAir: This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.
|| Lasts the duration of battle.
|| Considered a full turn action.
|| This attack is not effected by powering up.


Mystic ||

xxxxWhispers of Intent: This attack forces magic of any element to be bound into a rune. This glowing rune can be place upon anything living or inanimate and will explode after a certain amount of time.
|| This is determined by on how many magic slots are used to cast it.

xx1 spell slot = 3 turns before Rune will detonate
xx2 spell slots = 2 turns before Rune will detonate
xx3 spell slots = 1 turns before Rune will detonate
|| Damage is rolled for on the turn it detonates and is treated like any regular attack. This counts as a second attack.
|| Considered a full turn action.
|| This attack is not effected by powering up.
 
PostPosted: Fri Jul 26, 2013 3:29 pm
Defensive Magic Attacks


Healer ||

xxxxPanacea: A soothing touch from a friendly hand.
|| This spell allows a healer to remove a status aliment on themselves or another player as well as heal over 3 turns.

xxStage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn.
|| Can only be used once every 5 turns
|| Considered a full action.
|| This attack is not effected by powering up.

Monk ||

xxxxMagic Mend: Magical mend uses magic to gently envelope a person's body to heal it slowly over time.
|| This spell can be used on yourself, or on another person and each turn that person will gain +2 HP.

xxThis attack uses 2 spell slots.
xxEffects only lasts 4 turns.
|| Considered a half turn action.
|| This attack is not effected by powering up.


Soul Linker ||

xxxxTemporal Form: Temporal form allows the caster to make a temporal copy of themselves to fight along side in battle.
|| This attack takes a full turn to cast, the effects start the next turn.
|| While in this state if the caster is attacking the temporal form deals an additional half damage to the opponent.

xxThis principle also applies to healing.
|| While in this state the caster receives x.5 more damage from incoming attacks.
|| You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.
|| Temporal form only lasts for 5 rounds or until the user is below 10 health.
|| Considered a full turn action.
|| This attack is not effected by powering up.


Scholar ||

xxxxLiving Words: A word uttered by a Scholar can hold much power. Words like 'Amplify', 'Empower', 'Slow', 'Bind', 'Blind'
|| The word of choice must be announced at the beginning of the turn.

xxEach word uses 1 spell slot.
xxWords must be targeted at a single player (some words are meant for allies, others for enemies).
xxThe word's effects only last 3 turns.
xxAmplify: This word amplifies the damage dealt by magic attacks by +3.
xxEmpower: The word empowers the damage dealt by melee attacks by +3.
xxSlow: This word is cast upon a target enemy and gives them a -3 to any rolls that require speed bonuses.
xxBind: This word cast upon an enemy will stop them from being able to 'run away' or 'retreat' (including avoiding trips).
xxBlind: This word causes your attacker to suffer a temporary loss of sight. When attacking they suffer a -3 to hit.
|| Can only be used once every 5 turns.
|| Considered a half turn action
|| This attack is not effected by powering up.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:35 pm
Nature Magic Attacks


Elementalist ||

xxxxSpiritual Insight: Using the water in the area the summoner is able to heal themselves and others.
|| The player's target heals for +5 hp that round.

xxThis attack uses 1 spell slot
xxAttack can be used on self or on an ally.
|| Can be used once every 3 turns.
|| Considered a half turn action.

Conjurer ||

xxxxElemental Fury: A summoner can all down lightning to strike their foes with this high damage attack.
|| Roll 3d20. The first is the hit roll as normally calculated. The 2nd and 3rd roll determine damage.

xxAdd both numbers together along with your magic bonus and divide by 2. This is the total damage calculated.
xxThis attack uses 2 of the same spell's slots.
|| Can be used every 4 turns.
|| Considered a full turn action.


Summoner ||

xxxxSpirits of Nature: Call upon the forces of nature themselves, turning them into Elementals that aid summoners in battle.
|| Takes one full turn to cast at the beginning of the battle.

xxOnly one elemental can be called per battle.
xxElementals take on a life of their own and move every turn until their HP reaches zero.
xxElementals cannot dodge attacks or use any other function than their assigned attack.
xxOpponents must choose to target the summoner or the elemental per turn.
xxEarth: 26HP, Attack - Pummel. A slow moving attack that does 3 dmg a round.
xxFire: 20HP, Attack - Sear. A high dmg attack that does 3dmg + 2dmg in burns to the player every round.
xxWater: 23HP, Attack - Healing Stream. Aids player (or players) with healing them for 3 dmg per round.
|| Can only be initiated once.
|| Considered a full turn action.
|| This attack is not effected by powering up.
 
PostPosted: Fri Jul 26, 2013 3:40 pm
Alchemist Attacks


Transfigurist ||

xxxxSnare Shot: The magic in the bullet transforms into a web that can tangle and opponent's feet.
|| This attack has normal strength, but causes the opponent to trip.

xxThis attack can be dodged as normal.
xxIf the opponent chooses not to dodge, they are tripped and can only use one half action that turn.
xxIf the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over.
xxIf they take half dmg or the dodge is successful, they avoid being tripped and can use their second half action as normal.
|| Can be used once every 3 turns.
|| Considered a full turn action.

Alchemist ||

xxxxScatter Shot: A burst of magic breaks the bullet into 3 rounds.
|| Roll 'to hit' and if you succeed you strike your opponent three times.

xxThis attack uses 2 spell slots.
|| Your damage is dealt like normal for the first attack, and the remaining attacks deal 3 dmg each (resulting in +6 to dmg).

xxIf the initial attack is dodged so is the rest of the attacks.
xxIf the dodge fails, all hits land.
|| Can be used every 5 turns.
|| Considered a full turn action.
|| Only the initial attack is effected by powering up.

Arcanist ||

xxxxSonic Blast: Once fired this bullet splits on impact creating a wall of intense air that knocks the opponent off of they're feet.
|| This attack has a chance of disabling an opponent for one turn.

xxThis attack uses 3 spell slots.
|| Roll 3d20.

xxThe first two are damage and attack as normal, the 3rd die determines if the opponent must skip their turn.
xx1-12 the blast does not stop your opponent, 13-20 the blast is successful! Your opponent loses their turn.
|| Can only be used twice per battle.
|| Considered a full turn action.

 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:45 pm
Close Range Attacks


Swordsman ||

xxxxDownward Slash: A powerful downward thrust.
|| This attack gives you an additional +3 to dmg only.
|| Can be used every 3 turns.
|| Considered a full action.

Knight ||

xxxxThree Wonders: Three wonders, or Drey Wunder (German), involves three moves. A thrust, a wide cut (torso or thigh) and then a close cut (usually forearms or hands).
|| Dmg and to hit is only rolled once as normal. But each subsequent 'to hit' is reduced by 5.

xxExample: you roll 21 total to hit. first attack hits. second attack is reduced by 5 and is only 16 third is reduced again by 5 and is then 11.
xxThe likeliness of all three attacks hitting is slim but greater for 3-4 stage's.
|| Dmg total is reduced in half as the attacks unleash.

xxOriginal dmg = first hit
xxdmg halved = second hit
xxdmg halved yet again = third hit
|| All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect.

xxDodging is still considered a half turn action even with multiple rolls.
|| Can be used once every 5 turns.
|| Considered a full turn attack.
|| Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount)


Sentinel ||

xxxxTwelve Peers: Referencing a term that seems to have come from long since past, carried on in tradition. 'Twelve Peers' references types of battle stances that can support them in battle.
|| Stance must be announced at the beginning of the initial turn.

xxYou do not have to use any stance in the fight if you do not wish but you must declare at the begging of the fight which stance you are starting with.
xxDefensive Stance: This stance focuses primarily on defense, using the blade to negate attacks. +5 to defense bonus but can only counter or retaliate.
xxAggressive Stance: This stance focuses on sacrificing defense to be able to deal more devastating blows. -5 to defense bonus, and +5 to hit and damage total.
xxBalanced Stance: Used as a default stance the Sentinel gets a small bonus to defense and attack. +2 to defense bonus and to hit and damage totals.
|| Lasts the entire battle.
|| To shift between one stance to another is considered a half action and must be declared at the end of your turn.


Assassin ||

xxxxShadow Step: When attacking the assassin seems to vanish before the opponent's eyes. Suddenly there is pain blossoming as a surprise attack from behind.
|| Using 'smoke and mirrors' this attack is an automatic hit.

xxRoll 1d20 for damage only and treat like any other attack.
xxThis attack can be dodged but not countered or retaliated.
xxAny opponent who tries to dodge receives a -5 to their dodge roll.
|| Can be used once every 5 turns.
|| Considered a full turn action.

-------------------------------------------------------------------------------------------------------------------------

Pickpocket ||

xxxxFast Fingers: The thief’s hands seem to move too quickly for the eye to catch.
|| Adds +3 dmg, and any opponent who tries to dodge receives a -2 to their dodge roll.
|| Can be used once every 3 turns.
|| Considered a full turn action.

Thief ||

xxxxTricks of the Trade: Where did that extra dagger come from?! A theif always seems to have an ace up their sleeve or multiple ones... in this case the ace is a small throwing knife/dagger.
|| Roll for hit and damage, the main attack does damage as normal, but the extra dagger’s adds 1/4 damage onto the main attack.
|| Can be used once every 2 turns.
|| Considered a full turn action.


Bandit ||

xxxxPoison Darts: The cunning thief always has some poisoned quills ready for such an occasion.
|| Roll 2d20 as normal. The first is your hit roll, the second is your damage roll.

xxThe attack does damage as normal, but inflicts poisoning for the next 2 turns.
xxThe poison damage is divided in half for the initial damage, then divided in half again before fading away.
xxThe lingering poison damage cannot be dodged.
|| Can be used once every 5 turns.
|| Considered a full turn action.
 
PostPosted: Fri Jul 26, 2013 3:49 pm
Long Range Attacks


Archer ||

xxxxPointblank Shot: Allowing you to shoot in close range, the archer becomes even more adept.
|| Your arrows do +3 more damage this turn.
|| Can only be used every 3 turns.
|| Considered a full turn action.

Hunter ||

xxxxUncanny Shot: Whether it smoke and mirrors or something quite out of this world taking charge, your shot seems to strangely hit your target regardless of what your aim.
|| Roll as you would normally.

xxIf you hit your target you deal an additional +5 to damage.
xxIf your roll is a miss ignore this and do damage as normal.
|| Can be used once every 5 turns.
|| Considered a full turn action.


Ranger ||

xxxxBlind Fight: So attuned to the world around them a ranger can use their surrounding area to their advantage. It almost seems uncanny their ability to be able to know exactly where you are even if they aren't looking at you.
|| Adds an additional +5 to hit and dmg.
|| Can be used once every 5 turns.
|| Considered a full turn action.


Sniper ||

xxxxRapid Reload: A cross bow is slow to reload usually only allowing one attack per turn. But with this ability you can shoot three arrows in a single turn!
|| Considered three attacks, roll as normal for 'to hit' and 'dmg'.

xxYour first strike gets an additional +5 to hit, the second attack uses your normal results (roll +bonus) and the third one gets a -5 to hit.
xxDamage gets a +2 bonus for all attacks if they hit.
|| Can be used once every 5 turns.
|| Considered a full turn action.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:52 pm
Dual Range Attacks


Lancer ||

xxxxAssurance: A little dirty play can go a long way. Attack an opponent with a poison tipped spear.
|| The attack does x1.5 dmg and deals -1HP for 3 turns.
|| Can be used once every 3 turns.
|| Considered a full turn attack.

Spearman ||

xxxxSudden Jab: Where did that attack even come from?
|| When attacking if you roll your 'to hit' and get 18-20 (this does not include your bonuses) you get an addition attack that automatically hits but deals only half the original damage done.

xxBoth attacks must be rolled for individually if being dodged by an opponent.
xxDoes not have to be announced to use, it triggers automatically.
xxIf the user had a power up or a crit hit roll: the second attack is not effected. The half dmg should be calculated without these additions.
|| This is a passive ability.
|| This attack is not effected by powering up or crit hits.


Melee Hunter ||

xxxxFury: Fury allows a melee hunter to make multiple attacks a turn.
|| Roll 'to hit' and if you succeed you strike your opponent five times.
|| Your damage is dealt like normal for the first attack, and the remaining attacks deal 2 dmg each (resulting in +8 to dmg).

xxIf the initial attack is dodged so is the rest of the attacks.
xxIf the dodge fails, all hits land.
|| Can be used every 5 turns.
|| Considered a full turn action.
|| Only the initial attack is effected by powering up.


Rider ||

xxxxPerfect Synergy: The bond between a rider and their mount is based on trust, but for some moments in battle, a perfect unison is formed.
|| Roll for attack as normal factoring in +5 for hit and +5 for dmg.
|| Also inflicts additional effects based on mount.

xxRadaku and Snapptrotter: Causes the opponent to bleed for 2 turns ( -2HP to opp. each turn, bleeding cannot be dodged after inflicting)
xxKinfa and Xaraan: Adds +3 to speed bonus for 3 turns
xxMammu and Bushi: Adds +3 to defense bonus for 2 turns
xxRaptrix: Adds +3 to attack bonus for 2 turns
xxJanarim: Adds +2 to defense bonus and +2 to attack bonus for 2 turns
|| Can be used every 5 turns
|| Considered a full turn action.
 
PostPosted: Wed Feb 05, 2014 10:57 am
Heavy Defense Attacks


Guard||

xxxxHeavy Hitter: A guard regardless of weapon being used does an unusual amount of damage when they put their mind to it.
|| Deals an additional +3 to damage only.
|| Can be used once every 3 turns.
|| Considered a full turn action.

Massif ||

xxxxBone Splitter: This attack packs not only a punch, but also a chance to stun your opponent.
|| Roll for attack as normal.

xxAdd +3 to damage.
xxWhen rolling to hit if your roll is 17-20 (not including bonuses) your opponent gets a -5 to dodge.
xxIf your opponent fails to dodge they are 'stunned' and not able to counter or retaliate that turn.
|| Can be used once every 3 turns.
|| Considered a full turn action.


Fortress ||

xxxxShield Proficiency: The shield acts like an extension of your arm, using it more effectively than any other person in the world. Not only providing the Fortress with bonus to defense, the fortress is able to stun an opponent with a devastating bash.
|| Fortress gets a +5 for defense and deals an additional +5 to hit and dmg.

xxIf the fortress rolls a 17-20 (not including bonuses) they also 'stun' their opponent meaning they cannot attack next turn and if they try to dodge they suffer a -5 to dodge roll.
|| Can be used once every 5 turns.
|| Considered a full turn action.


Berserker ||

xxxxUnstoppable Rage: Once a beserker goes into a rage it is hard to stop them.
|| Going on all offense the beserker gives up any other options but attack for 3 turns, suffering a -5 to defense but gets a +5 to hit and +10 to damage.
You cannot dodge while in Unstoppable Rage.
|| Can be used once every 5 turns.
|| Considered a full turn action.
|| This attack is not effected by powering up.


Brute ||

xxxxHammer Time: The weight of a hammer is immense but used to its full potential is able to destroy rocks not to mention... other things.
|| Roll 2d20 like normal. This attack creates 3 sets of damage.

xxThe first strike gets +8 to hit and damage.
xxSecond strike uses the same 'to hit' and damage roll but only gets a +4.
xxThird strike (if it still hits) is treated like a regular attack.
|| This attack is tiresome and once used you cannot attack next round.

xxYou can attempt to dodge but suffer a -5 to a dodge roll.
|| Can be used once every 5 turns.
|| Considered a full turn action.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jan 30, 2015 1:12 pm
Beast Tamer Attacks


Beast Charmer ||

xxxxMoracker Tail: Feigning an attack, the whip lets out a large crack in close proximity to the opponent.
|| Gives the user confidence, allowing them to power up (+3 to rolls) for one turn and can cause the opponent to flinch.

xxOpponent must roll 1d20.
xxIf roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn.
xxIf roll is above 15 the opponent can use their full turn as normal.
|| Can be used once every 3 turns.
|| Considered a half turn action.

Beast Tamer ||

xxxxRadaku Fangs: Lashing out with expertise, the player grabs onto the opponent with their whip and yanks their footing out from under them.
|| This attack has normal strength, but causes the opponent to trip.

xxThis attack can be dodged as normal.
xxIf the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn).
xxIf the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn).
xxIf they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn).
xxIf dodge is successful (no dmg) the opponent can continue their turn as normal.
|| Can be used once every 5 turns.
|| Considered a full turn action.


Beast Master ||

xxxxTwin Tongued: As a master of their trade, the player can channel a familiar's style into their own actions.
|| It takes 1 half action to announce a form and another half action to change the form during battle.

xxSnapptrotter Style: Aggressively attack an opponent, this style adds +1 to attack damage
xxMammu Style: Utilizing defense, this style adds +2 to defense bonus
xxKinfa Style: Honing in on your speed, this style adds +2 to speed bonus
|| Lasts the duration of battle.
 
PostPosted: Sun Jan 29, 2017 9:14 am
Legendary Attacks


Custom ||

xxxxOnce a character has reached Legendary status, they are able to come up with a special attack that is totally unique and their own. (Only one attack per character)

Once an attack is created, it should be posted in the battle stats thread for approval. Once approved, you can begin using your Legendary attack.
 

Suhuba
Captain

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