Binjo2005-04-16 09:19:47
STAFF
Summon - Summon a staff to your hands
Ready - Ready your self and your staff for battle
Spin - Throw off attacks
Stab - Use the slender end of your staff to stab people
Slap - Bring the heavier end of your staff to the side of your foe
Target - Target your strikes on your foe's body
Strength - Imbue your self and your staff with greater strength
Double - Use two attacks in quick succession
Status - Determine the status of your staff
Break - Break your staff to save your self from the same fate
Grip - The hand becomes one with the staff
Continuous - Place you and your staff in a continuous state
Swirl - Entrap the weapons of your foes
Anchor - Anchor your staff in the body of your foe
Hook - Use your staffs position to hook the body of your opponent
Thrust - Thrust the belly of your staff into your opponent
Parry - Increase your ability to defect blows
Knock - Knock the weapons out of your opponents hands
Runes - Summon rune-able staffs
Foes - Attack more than one foe efficiently
Imbue - Imbue your power into your staff
Power - At the sacrifice of your staffs power, increase your own
Healing - Using your staffs power you can heal your self
Pin - Hold your foes down
Leech - Sacrifice your opponent's health for your staff's power
Triple - Use three attacks in quick succession
Summon:
STAFF SUMMON
Cost: 7p
Summon your trusty staff into your hands.
Ready:
STAFF READY
Cost: 1p-0p
Put your self in a ready position, if you're not in a position at all yet, it costs 1 power, if you're just changing back to ready it costs nothing but balance.
Spin:
STAFF SPIN
Puts your staff in a spin, it takes balance at first, and also costs balance later when you get out of it. If an opponent hits you while in a spin these are these possibilities:
1) if it's a targeted hit there's a chance it'll be redirected farther away from the center of your body, so for example a strike aimed at your gut could go to one of your legs/arms/head instead, and a hit directed at your legs/head/arms could miss totally.
2) It doesn't deflect the hit at all but strikes the foe in the arm for about 1/2 of a slap
3) It misses totally
The probability of 1 and 2 is always the same, 3 drops with increased skill level.
Stab:
STAFF STAB
Damage type: 75% Blunt, 25% Cutting
Jab your staff at your opponent
Level 1 Balance from: Ready
Level 2 Balance from: Slap
Level 3 Balance from: Stab
As skill level increases staffs you summon will do more cutting damage, maxing out at 50% Blunt, 50% cutting.
If not targeted it defaults to chest
Slap:
STAFF SLAP
Damage: 100% Blunt
Smack your opponent with the heavy end of your staff
Level 1 Balance from: Ready, Stab
Level 2 Balance from: Slap
Target:
You can now target body parts in your moves, ex: STAFF SLAP Roark head
Strength:
STAFF STRENGTH
Cost: 3p
Gives a defense that increases the damage and effectiveness of just about every staff move, equivalent to having a higher skill level than you do, even if you're transcendent.
Double:
STAFF DOUBLE
Cost: 2p
You can do two attacks basically at once, you lose balance equal to 1.05 * (balance of attack 1 + balance of attack 2)
ex: STAFF DOUBLE SLAP ROARK HEAD SLAP ROARK LARM
Status:
STAFF STATUS
Cost: 250 mana
See the status of your staff
Break:
STAFF BREAK
Cost: 6p
Breaking your staff in this way will heal your afflictions and health at the cost of 3000 staff power per affliction and 50 per point of health, at the cost of having to resummon a staff
Grip:
STAFF GRIP
Cost: 1p
This not only increases your grip on the staff, but increases the staff grip on you. This will make it harder for the staff to be knocked out of your hand, and even if it is knocked out, the staff will have a chance to fling itself back into your hands (which will be 100% chance at Trans), it gives a marginal bonus to your damage
Continuous:
STAFF CONTINUOUS
This will maintain your last staff-order indefinitely, if your last order costs power then two times that power amount will be costed to you, but the individual move won't cost power while done continuously. Example: STAFF DOUBLE SLAP ROARK HEAD SLAP ROARK HEAD -- STAFF CONTINUOUS would continue you doublestrike Roark over and over until a new order is given. The move to be done continuously will gain a balance boost, but it will cost balance to leave the continous state.
Swirl:
This adds another possibility to an attack outcome when you have STAFF SPIN up, it has the same probability as 1 and 2 in that list:
You "wrap" your staff around your opponents weapon and hold it down, while the weapon is held down its user keeps the balance loss used to attack with it for the original balance * a number representing skill from 1 (Inept) to 2 (Trans). So for example a Trans Staff Master who has spin and this ability gets attacked by a 1.5 second-balance strike, there is a possibility that the user of the weapon will lose 3 seconds of balance in addition to the 1.5. If this condition occurs the staff user is allowed a singe retaliatory hit (no DOUBLE or TRIPLE) which ends the opponents additional balance loss and doesn't cause balance loss on the staff user and doesn't change positions (in other words if this occurs while the staff-user is spinning the attack won't stop the spinning).
Anchor:
Whenever you stab or slap you'll have the ability to anchor your staff into the part you attacked, although this will have no use unless you use hook or other ability designed to use it.
Hook:
STAFF HOOK
Cost: 1p
Allows you to use your anchored staff to throw/trip your opponent. A list of possible outcomes based on attacks and location:
Stab:
Head: A successful stab in the head means gouging the eye, so you'll attempt to hook into the eye socket to force them down, has a chance for instakill if your staff enters their brain.
Chest: Nothing.
Gut: Nothing
Legs: You'll attempt to bring your foe to the ground by hooking the back of their knee
Arms: Nothing
Slap:
Head: You'll apply preasure to the back of the head to try to force them face-first into the ground
Chest: Nothing
Gut: Nothing
Legs: See above
Arms: Nothing
If a success happens there is a skill based chance for stun
Thrust:
STAFF THRUST
Cost: 1p
Damage Type: 80% Asphyxiation 20% Blunt (if targeted at head/neck), 100% Blunt (everywhere else)
A quick but powerful strike, if targeted at the head or neck you'll thrust into the neck of your victim causing choking, deep wounds in he head will significantly increase this damage
Level 1 Balance from: Slap
Level 2 Balance from: Ready
Level 3 Balance from: Thrust (if targeted at the same part)
Level 2 Balance Penalty: Thrust (if targeted at a different part)
Parry:
STAFF PARRY
This allows you a chance to defend even without spinning, if a strike attempt comes towards your selected target and your parry succeeds it'll be as if you were spinning and it succeeded. If an attack is untargeted it has an 80% chance of being counted as if it was aimed at your selected area. Adjacent areas have a percentage of being defended based on how close they are to your selection, all percentages increase based on skill level, so for example if an Inept Staff-user parried gut (which isn't actually possible) the percentages would be:
Head:10% LArm:10% RArm:10% Chest:30% Gut: 50% LLeg:30% RLeg:30%
However at trans:
Head:30% LArm:30% RArm:30% Chest:50% Gut: 80% LLeg:50% RLeg:50%
Knock:
When Swirl succeeds there is a 1/3 chance that it will knock the weapon out of the users hands all together, this can be resisted by various grip skills.
Runes:
FUSE ON STAFF
Cost: 2p
With this skill when you summon staffs they will have 6 slots in which runes may be placed, whenever you successfuly strike an opponent there is a chance that a rune will randomy take effect on them.
Foes:
Reduces the balance loss when you switch from one foe to another or attack two foes at once with a double strike
Imbue:
STAFF IMBUE
This puts 1/10th of your mana and 1/10th of your willpower and endurance into your staffs power.
Power:
STAFF POWER
At the cost of 1/2 of your max willpower's worth in staff power you gain increased strength and balance recovery for 15 seconds.
Healing:
STAFF HEAL
Cost: 2p
This heals you based on the amount at a rate of 40 staff power per point of health. If the health is greater than 1/5th of your max health, there is an additional power cost of 5p
Pin:
STAFF PIN
Cost: 6p
You can now use your staff to break and impale parts of your victim, if your victim isn't prone you can only target one of the legs, which will cause you to crush the victims foot basically impaling the foot with your staff and breaking the foot. If the victim is prone however you can target any area, if you target the head or chest they die instantly but it takes slightly longer to put enough force behind the strike to succeed, if you target the gut it does immense bleeding damage and they need to writhe off, any other area simply causes bleeding damage (not as much as gut) and entrapment. If you use a different staff move while pinning an opponent, the pin is canceled.
Level 1 Balance from: Stab
Leech:
Whenever your staff touches your opponent it gains power equal to half of your opponents current mana and a tenth of their current willpower.
Triple:
STAFF TRIPLE
Cost:4p
Same as double except you can use three attacks
Basically this class would be limited to this staff, can't wield shields or other weapons, can't wear armor, but in return they get good defense from this skill. Strikes from these skills do deepwounds but the only thing that deepwounds are used for in the skill itself is as a modifier for damage and success of attacks, thrust for example does a lot more damage based on how damage the opponents head is, and hook is more successful if the limb in question is damaged.
Flame away, this is my first skill idea I've posted, so comments appreciated.
Summon - Summon a staff to your hands
Ready - Ready your self and your staff for battle
Spin - Throw off attacks
Stab - Use the slender end of your staff to stab people
Slap - Bring the heavier end of your staff to the side of your foe
Target - Target your strikes on your foe's body
Strength - Imbue your self and your staff with greater strength
Double - Use two attacks in quick succession
Status - Determine the status of your staff
Break - Break your staff to save your self from the same fate
Grip - The hand becomes one with the staff
Continuous - Place you and your staff in a continuous state
Swirl - Entrap the weapons of your foes
Anchor - Anchor your staff in the body of your foe
Hook - Use your staffs position to hook the body of your opponent
Thrust - Thrust the belly of your staff into your opponent
Parry - Increase your ability to defect blows
Knock - Knock the weapons out of your opponents hands
Runes - Summon rune-able staffs
Foes - Attack more than one foe efficiently
Imbue - Imbue your power into your staff
Power - At the sacrifice of your staffs power, increase your own
Healing - Using your staffs power you can heal your self
Pin - Hold your foes down
Leech - Sacrifice your opponent's health for your staff's power
Triple - Use three attacks in quick succession
Summon:
STAFF SUMMON
Cost: 7p
Summon your trusty staff into your hands.
Ready:
STAFF READY
Cost: 1p-0p
Put your self in a ready position, if you're not in a position at all yet, it costs 1 power, if you're just changing back to ready it costs nothing but balance.
Spin:
STAFF SPIN
Puts your staff in a spin, it takes balance at first, and also costs balance later when you get out of it. If an opponent hits you while in a spin these are these possibilities:
1) if it's a targeted hit there's a chance it'll be redirected farther away from the center of your body, so for example a strike aimed at your gut could go to one of your legs/arms/head instead, and a hit directed at your legs/head/arms could miss totally.
2) It doesn't deflect the hit at all but strikes the foe in the arm for about 1/2 of a slap
3) It misses totally
The probability of 1 and 2 is always the same, 3 drops with increased skill level.
Stab:
STAFF STAB
Damage type: 75% Blunt, 25% Cutting
Jab your staff at your opponent
Level 1 Balance from: Ready
Level 2 Balance from: Slap
Level 3 Balance from: Stab
As skill level increases staffs you summon will do more cutting damage, maxing out at 50% Blunt, 50% cutting.
If not targeted it defaults to chest
Slap:
STAFF SLAP
Damage: 100% Blunt
Smack your opponent with the heavy end of your staff
Level 1 Balance from: Ready, Stab
Level 2 Balance from: Slap
Target:
You can now target body parts in your moves, ex: STAFF SLAP Roark head
Strength:
STAFF STRENGTH
Cost: 3p
Gives a defense that increases the damage and effectiveness of just about every staff move, equivalent to having a higher skill level than you do, even if you're transcendent.
Double:
STAFF DOUBLE
Cost: 2p
You can do two attacks basically at once, you lose balance equal to 1.05 * (balance of attack 1 + balance of attack 2)
ex: STAFF DOUBLE SLAP ROARK HEAD SLAP ROARK LARM
Status:
STAFF STATUS
Cost: 250 mana
See the status of your staff
Break:
STAFF BREAK
Cost: 6p
Breaking your staff in this way will heal your afflictions and health at the cost of 3000 staff power per affliction and 50 per point of health, at the cost of having to resummon a staff
Grip:
STAFF GRIP
Cost: 1p
This not only increases your grip on the staff, but increases the staff grip on you. This will make it harder for the staff to be knocked out of your hand, and even if it is knocked out, the staff will have a chance to fling itself back into your hands (which will be 100% chance at Trans), it gives a marginal bonus to your damage
Continuous:
STAFF CONTINUOUS
This will maintain your last staff-order indefinitely, if your last order costs power then two times that power amount will be costed to you, but the individual move won't cost power while done continuously. Example: STAFF DOUBLE SLAP ROARK HEAD SLAP ROARK HEAD -- STAFF CONTINUOUS would continue you doublestrike Roark over and over until a new order is given. The move to be done continuously will gain a balance boost, but it will cost balance to leave the continous state.
Swirl:
This adds another possibility to an attack outcome when you have STAFF SPIN up, it has the same probability as 1 and 2 in that list:
You "wrap" your staff around your opponents weapon and hold it down, while the weapon is held down its user keeps the balance loss used to attack with it for the original balance * a number representing skill from 1 (Inept) to 2 (Trans). So for example a Trans Staff Master who has spin and this ability gets attacked by a 1.5 second-balance strike, there is a possibility that the user of the weapon will lose 3 seconds of balance in addition to the 1.5. If this condition occurs the staff user is allowed a singe retaliatory hit (no DOUBLE or TRIPLE) which ends the opponents additional balance loss and doesn't cause balance loss on the staff user and doesn't change positions (in other words if this occurs while the staff-user is spinning the attack won't stop the spinning).
Anchor:
Whenever you stab or slap you'll have the ability to anchor your staff into the part you attacked, although this will have no use unless you use hook or other ability designed to use it.
Hook:
STAFF HOOK
Cost: 1p
Allows you to use your anchored staff to throw/trip your opponent. A list of possible outcomes based on attacks and location:
Stab:
Head: A successful stab in the head means gouging the eye, so you'll attempt to hook into the eye socket to force them down, has a chance for instakill if your staff enters their brain.
Chest: Nothing.
Gut: Nothing
Legs: You'll attempt to bring your foe to the ground by hooking the back of their knee
Arms: Nothing
Slap:
Head: You'll apply preasure to the back of the head to try to force them face-first into the ground
Chest: Nothing
Gut: Nothing
Legs: See above
Arms: Nothing
If a success happens there is a skill based chance for stun
Thrust:
STAFF THRUST
Cost: 1p
Damage Type: 80% Asphyxiation 20% Blunt (if targeted at head/neck), 100% Blunt (everywhere else)
A quick but powerful strike, if targeted at the head or neck you'll thrust into the neck of your victim causing choking, deep wounds in he head will significantly increase this damage
Level 1 Balance from: Slap
Level 2 Balance from: Ready
Level 3 Balance from: Thrust (if targeted at the same part)
Level 2 Balance Penalty: Thrust (if targeted at a different part)
Parry:
STAFF PARRY
This allows you a chance to defend even without spinning, if a strike attempt comes towards your selected target and your parry succeeds it'll be as if you were spinning and it succeeded. If an attack is untargeted it has an 80% chance of being counted as if it was aimed at your selected area. Adjacent areas have a percentage of being defended based on how close they are to your selection, all percentages increase based on skill level, so for example if an Inept Staff-user parried gut (which isn't actually possible) the percentages would be:
Head:10% LArm:10% RArm:10% Chest:30% Gut: 50% LLeg:30% RLeg:30%
However at trans:
Head:30% LArm:30% RArm:30% Chest:50% Gut: 80% LLeg:50% RLeg:50%
Knock:
When Swirl succeeds there is a 1/3 chance that it will knock the weapon out of the users hands all together, this can be resisted by various grip skills.
Runes:
FUSE
Cost: 2p
With this skill when you summon staffs they will have 6 slots in which runes may be placed, whenever you successfuly strike an opponent there is a chance that a rune will randomy take effect on them.
Foes:
Reduces the balance loss when you switch from one foe to another or attack two foes at once with a double strike
Imbue:
STAFF IMBUE
This puts 1/10th of your mana and 1/10th of your willpower and endurance into your staffs power.
Power:
STAFF POWER
At the cost of 1/2 of your max willpower's worth in staff power you gain increased strength and balance recovery for 15 seconds.
Healing:
STAFF HEAL
Cost: 2p
This heals you based on the amount at a rate of 40 staff power per point of health. If the health is greater than 1/5th of your max health, there is an additional power cost of 5p
Pin:
STAFF PIN
Cost: 6p
You can now use your staff to break and impale parts of your victim, if your victim isn't prone you can only target one of the legs, which will cause you to crush the victims foot basically impaling the foot with your staff and breaking the foot. If the victim is prone however you can target any area, if you target the head or chest they die instantly but it takes slightly longer to put enough force behind the strike to succeed, if you target the gut it does immense bleeding damage and they need to writhe off, any other area simply causes bleeding damage (not as much as gut) and entrapment. If you use a different staff move while pinning an opponent, the pin is canceled.
Level 1 Balance from: Stab
Leech:
Whenever your staff touches your opponent it gains power equal to half of your opponents current mana and a tenth of their current willpower.
Triple:
STAFF TRIPLE
Cost:4p
Same as double except you can use three attacks
Basically this class would be limited to this staff, can't wield shields or other weapons, can't wear armor, but in return they get good defense from this skill. Strikes from these skills do deepwounds but the only thing that deepwounds are used for in the skill itself is as a modifier for damage and success of attacks, thrust for example does a lot more damage based on how damage the opponents head is, and hook is more successful if the limb in question is damaged.
Flame away, this is my first skill idea I've posted, so comments appreciated.
Ceres2005-04-16 12:07:40
Nice!
Shiri2005-04-16 13:16:01
As it's a weaponry thing, it seems more likely to be spears than staves. Cool anyway though.
Binjo2005-04-16 13:18:50
Heh, yeah, I envisioned something sort of like a cue stick but bigger, one end tapered to a dull point and the other much thicker, hence the cutting damage in the 'Stab' ability.
Shiri2005-04-16 13:39:51
Yeah, I always wanted a staff wielding combat thing (Kilik!) but Lusternia's gone with the "staff = mage walking stick with fire out of the end" archtype thing.
Binjo2005-04-16 16:22:02
Heh, well I'm trying to change that! I guess. Actually not, but if I get good replies here I might try to work this into a whole-guild suggestion. And I sadly had to google for 'Kilik'
Shiri2005-04-16 16:23:56
Aw, man, you're missing out. He was probably the coolest one. (Nobody say Yoshimitsu or I'll kick your arse.)
But yeah, I think it's a bit late for you to change that, there's already aqua/geo staves. :/
But yeah, I think it's a bit late for you to change that, there's already aqua/geo staves. :/
Sylphas2005-04-16 16:26:46
Ivy's sword is SO much cooler than Kilik and his silly stick. Ivy herself isn't bad, either.
For coolest, though, it's gotta be knightmare. Bad-ass corrupted knight?
For coolest, though, it's gotta be knightmare. Bad-ass corrupted knight?
Shiri2005-04-16 16:27:44
Dude, no, her sword is all floppy and lame.
Anyway, lemme go make a new topic.
Anyway, lemme go make a new topic.
Binjo2005-04-16 16:28:59
Eh, I'll go for it anyway, no reason why the fact that staffs already exist should stop a new skill from being able to create them.
Edit: And yeah, quit hijacking!
Edit: And yeah, quit hijacking!
Murphy2005-04-16 16:31:24
reminds me of that buggs bunny vs daffy duck cartoon, where he is robin hood take off and he ends up getting beaten by his own staff, but spinning it and using it with grace!
Old school loony tunes, i love it
Old school loony tunes, i love it
Binjo2005-04-16 17:19:54
Heh, I remember that toon, but that'd be more at like Inept
Ceres2005-04-16 19:27:12
Raphael!
That's what rapiers should be like.
That's what rapiers should be like.
Shiri2005-04-16 19:29:21
He had the worst voice though. And kept telling people to dance. Which was supposed to be cool, but was in fact lame.
Ceres2005-04-16 19:35:27
He was cool.
Don't diss the Raphael
Don't diss the Raphael
Shiri2005-04-16 19:42:44
So much for ignore function!
Sylphas2005-04-16 19:58:28
QUOTE(Shiri @ Apr 16 2005, 03:42 PM)
So much for ignore function!
99814
The only person I've managed to ignore and not actually click the link to read them anyway, is Shiro.
For voices (or the phrases they use, at least), Talim is the worst. She actually cares about the people she's mauling.
Shiri2005-04-16 19:59:52
That's a good thing, man.
Asarnil2005-04-17 04:19:49
Naginata > Scythe > Staff. That way you get bonecrunchy stuff as well as being able to venom your weapon and go all stabby on them.
Binjo2005-04-17 12:11:33
So uh, anyone have a reply that isn't a hijack?