Making it happen.
Join Date: Mar 2004
Location: Someplace. Probably here.
Posts: 7,879
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Ooh, we've needed one of these threads. Maybe if its gets comprehensive enough it can get sticky'd for comic purposes?
Now, since there are two characters to my name, I suppose I ought to take care of 'em both.
Loyal
Class: Phantom Thief
A term coined from Loyal's past, the Phantom Thief focuses primarily on larceny, burglary, black market dealings for his "merchandise", and general ne'er-do-welling that profits him without directly harming his targets. A direct side effect of these activities is a reputation that borders on legend. While for almost any other type of Thief this would be disastrous, the Phantom Thief actively perpetuates this because he is a Magnificent Bastard.
The Phantom Thief's skill at sneaking about makes him virtually undetectable, untouchable, and invisible to those he doesn't want to interact with. Capturing or even finding him without his consent requires an outstanding level of cunning, as his reputation and affluence gives him eyes and ears everywhere.
-Phantom Thieves recieve significant bonuses to Agility, Dexterity, Charisma, and Evasion
-Phantom Thieves can detect and disarm traps with virtually no difficulty (In addition to usual stat bonuses).
-Phantom Thieves recieve bonuses to Stealth-based abilities based directly on his Agility.
-Phantom Thieves have only a x2 modifier for Backstab abilities. The reasoning behind this is that the Phantom Thief shouldn't be entering combat at all, and thus has little use for the skill.
-Phantom Thieves recieve, from Charisma, significantly larger bonuses than usual to all Negotiation/Diplomacy challenges.
A Phantom Thief specializes in Daggers and "flashy" or "stylish" one-handed Swords, and can wear leather normally, or Chainmail if it's part of another garment (For example, Loyal's Tunic, which is lined with chain links).
Subclass: ????
I can't very well go into detail on this just yet, as that would be spoilers. Know for now that it involves Holy magic and the manipulation of Light.
Nexus
Class: Dark Mage Knight
The training for any Mage Knight is arduous, but can lead to a very powerful and versatile warrior (FFV, anyone?). There are some who choose to take their training to the next level, by specializing themselves, and becoming an elite class of fighter. The DMK is one such example. These are warriors without compare, whose ability to destroy is unrivaled. Their mastery of their chosen element and the fluidity with which they wield their weapons in combat makes them an art to watch, and a terror to fight.
-The DMK recieves slight increases to all Combat stats.
-The DMK loses the ability to cast most non-Dark spells. Neutral element spells (Such as Drain or Flare) are still usable.
-The DMK can cast any Dark spell he is capable of wielding (As opposed to being limited to enhancing his weapon with the element). Additionally, he recieves a significant boost to the attack power of Dark spells.
-The DMK is capable of casting spells regardless of any Silence effects. The exception to this is Ritual spells.
-On becoming a DMK, the person is granted automatic Excellence with a single weapon class of his choosing.
-The DMK, if he can find an appropriate weapon, is granted the use of the Runic ability (Limited to Dark spells).
Dark Mage Knights can use any weapon that doesn't specifically reject them (i.e. Person-specific weapons), though will usually use their chosen weapon class of Excellence. Armor options go up to Chainmail, or Plate with sufficient training.
Quote:
Y know mauve, that isn;t very helpful
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The way I read it, Mauve Magic is the magical equivalant of this.
__________________
Quote:
Originally Posted by Andreus, Dwarf Fortress Community Overseer
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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Last edited by Loyal; 11-14-2007 at 10:41 AM.
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