Teen Titans Legacy
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Teen Titans Legacy

A RPG (Role Playing Game) based shortly after the original Teen Titans TV series. Choose or create a character and get stuck in the action!
 
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 Skills/Ablities/Weapons Listing (SAO)

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AuthorMessage
Bow
Bloo's 7 Secret Agent
Bow


Posts : 2322
Join date : 2012-06-12
Age : 28
Location : In a galaxy far far away...

RPG character
Name: Rain Lynn Bow
Code Name: Rainbow
Villain or good guy?: Good

Skills/Ablities/Weapons Listing (SAO) Empty
PostSubject: Skills/Ablities/Weapons Listing (SAO)   Skills/Ablities/Weapons Listing (SAO) Icon_minitimeFri Jun 28, 2013 12:40 am

OFFENSIVE
1) STRAIGHT DAGGERS: For the use of tiny straight bladed weapons like stilettos, dirks, and katars. These tiny weapons are the fastest weapons wielded due to their size.

2) CURVED DAGGERS: For the use of small curved weapons like jambiyas, kukris, and tantos.

3) ONE-HANDED STRAIGHT SWORDS: For the use of smaller straight edged weapons like longswords, rapiers, and spathas.

4) TWO-HANDED STRAIGHT SWORDS: For the use of large straight edged weapons like greatswords, claymores, and zweihanders.

5) ONE-HANDED CURVED SWORDS: For the use of smaller curved bladed weapons like cutlasses, pulwars, and scimitars.

6) TWO-HANDED CURVED SWORDS: For the use of large curved bladed weapons like heavy talwars, falchions, katana and nodachi.

7) ONE-HANDED BATTLE AXES: For the use of smaller heavy headed bladed weapons like axes, tomahawks, and onos.

8 ) TWO-HANDED BATTLE AXES: For the use of large heavy headed bladed weapons like heavy axes, dane axes, and war axes.

9) ONE-HANDED ASSAULT SPEARS: For the use of long thrusting weapons like shortspears, hastas, and spontoons.

10) TWO-HANDED ASSAULT SPEARS: For the use of long, heavy thrusting weapons like tridents, ranseurs, and lances.

11) POLEARMS: For the use of long hacking weapons like halberds, scythes, and poleaxes. The long reach is a disadvantage at short ranges where the deadly end of the weapon is too far away to be effective.

12) ONE-HANDED WAR HAMMERS: For the use of blunt weapons like blacksmith hammers, maces, and cudgels. These weapons are generally very heavy.

13) TWO-HANDED WAR HAMMERS: For the use of massive blunt weapons like dire flails, heavy maces, and sledgehammers. These are by far the heaviest weapons available.

14) MARTIAL ARTS: An unarmed skill, which uses the player's body in combat.
         - At lower levels, this skill is limited to simple jabs, punches, and kicks, with little chance of knocking back the enemy. At higher levels, combos and complicated techniques become available to the player.

15) BLADE THROWING: For hurling small throwing weapons at enemies. It is the only skill that allows ranged combat, but it can also be used at short range.
         - You can have three blades, which replenish after use. Damage is divided among the numbers of weapons used. Therefore, if you use all three at once, each blade deals 1/3 off damage.


DEFENSIVE


1) LEATHER EQUIPMENT: For the use of pliable or molded leather armor. Allows for decent range of movement, but at the cost of defensive value. Also governs the ability to wear cloth garments.

2) LIGHT METAL EQUIPMENT: For the use of more flexible metal armor such as chain-mail. This type of equipment establishes a balance between average freedom of movement and defense. Also governs the ability to wear cloth garments.

3) HEAVY METAL EQUIPMENT: This type of equipment includes armor like plate armor. While movement is limited, it comes with increased defense. Also governs the ability to wear cloth garments.

4) SHIELD EQUIPMENT: For using all kinds of offhand shields. They offer the ability to easily block and deflect powerful blows at the cost of lowering your weapon speed.

5) PARRYING: While the ability to parry enemy attacks doesn't require the use of this skill, this skill enables the user to parry Sword Arts. If parried properly, the opponent will be sent staggering backwards from a powerful recoil.
         - Parrying Sword Arts of a higher rank than the player's current skill level is impossible and will result in failure.

CRAFTING

1) SMITHING: For forging weapons and metal equipment. Forged items can be sold in the marketplace.

2) TAILORING: For crafting garments and leather equipment. Crafted items can be sold in the marketplace.

3) ALCHEMY: For crafting of various potions from materials. The variety is great, though the process is easy.
         - The necessary items must be present in your inventory. Potions from skill level sections above the crafter's current skill level cannot be created until the skill level section of said item has been reached. Each produced potion has ONE USE ONLY.
Potions:

Skill level 1-25:
Skills/Ablities/Weapons Listing (SAO) 001RED HEALING POTION
A small vial of red liquid that, when consumed, heals the user. Effective for low levels, generally only healing a miniscule amount of health.

- 1 x SOUR GRASS
- 1 x DRY ROOT

Skills/Ablities/Weapons Listing (SAO) 002ALNILAM POTION
A blue potion that slightly boosts the target's power for the duration of the post. This boost applies to normal attacks.

- 1 x SOUR GRASS
- 1 x BROWN MUSHROOM

Skills/Ablities/Weapons Listing (SAO) 003ALCYONE POTION
A green potion that slightly boosts the target's speed for the duration of the post. This boost applies to normal attacks.

- 1 x SOUR GRASS
- 1 x SMALL SEEDS

Skills/Ablities/Weapons Listing (SAO) 004MEDUSA POTION
A purple potion that slightly boosts the target's defense for the duration of the post. This potion applies an additional five points to the user's equipment level.

- 1 x DRY ROOT
- 1 x BROWN MUSHROOM

Skill level 26-50

Skills/Ablities/Weapons Listing (SAO) 005LITHOS POTION
A volatile yellow-colored potion. This potion can be thrown and will spontaneously explode upon contact with the target.

- 1 x SOUR GRASS
- 1 x FIELD CLOVER
- 1 x GREEN VEIN

Skills/Ablities/Weapons Listing (SAO) 006POISON VIAL
A potion of a murky violet liquid. This potion is either tossed or applied to a weapon, poisoning monsters upon contact. A poisoned monster will have its HP decrease over time.

- 1 x SOUR GRASS
- 1 x MOSSY SHELL
- 1 x PINK FLOWER

Skills/Ablities/Weapons Listing (SAO) 007PARALYSIA POTION
A cloudy yellow liquid which causes paralysis for a few seconds. Thrown or applied a weapon, the paralysis occurs upon contact with the target.

- 1 x GREEN VEIN
- 1 x BROWN MUSHROOM
- 1 x MOSSY SHELL

Skill level 51-100

Skills/Ablities/Weapons Listing (SAO) 008WHITE HEALING POTION
A small vial of red liquid that, when consumed, heals the user. Effective for low levels, generally only healing a small amount of health.

- 1 x WILD FLOWER
- 1 x WITCH'S BEARD
- 2 x FRESH BAMBOO

Skills/Ablities/Weapons Listing (SAO) 009SYNAPSE POTION
A blue solution that seems to emit bubbles. Drink this potion in order to recover from paralysis effects or to grant yourself temporary resistance against paralyzing effects for the next few minutes.

- 1 x MAGIC TWIG
- 2 x WITCH'S BEARD
- 1 x MOSSY SHELL

Skills/Ablities/Weapons Listing (SAO) 010CAESIUS POTION
A volatile red potion. Once consumed, this potion transforms the user into the shape of a monster in the area. While transformed, the user is unable to attack or speak, and their identity is completely hidden. This enables the user to pass through enemy territory unnoticed. If the user is struck by a weapon or leaves the area, the transformation is cancelled.

- 1 x MORNING DEW
- 1 x BROWN MUSHROOM
- 1 x FIELD CLOVER
- 1 x WILD FLOWER

Skills/Ablities/Weapons Listing (SAO) 011EURYALE POTION
A green potion that temporarily boosts the target's defense. The effects last throughout the post in which it is consumed.

- 1 x POISONOUS CACTUS
- 1 x SOUR GRASS
- 1 x DROP OF MIST
- 1 x GREEN VEIN

Skills/Ablities/Weapons Listing (SAO) 012ENEMY WARD POTION
A potion that, once consumed, wards off surrounding monsters. Its potency depends on the strength of the monsters, generally considered most efficient against weaker foes. Its effects wear off after two turns.

- 1 x POISONOUS CACTUS
- 1 x MORNING DEW
- 1 x FRESH BAMBOO
- 1 x DROP OF MIST

OTHER

1) BEAST TAMER (15/15): For taming and teaching monsters to accompany and fight with you. Only a single familiar can be tamed at any given time. The act of taming familiar requires physical contact, time, and concentration.
         - Able to both attack and provide the player support.Tamed familiars come equipped with a unique set of skills and may grow stronger as the bond between it and the player grows stronger through friendship and hard work. Tamed familiars act independently of the player unless given explicit commands. Feeding and grooming your familiar is part of the training. They have feelings too. Tamed familiars leave behind a memento, which allows for their revival. The player can choose to either revive the familiar or discard the memento in favour of a new familiar. Should a player wish the revive the familiar, they will need to buy the revival item Flower of Pneuma.

2) FAMILIAR COMMUNICATION: A Beast Tamer skill which gradually allows the player to understand and communicate with monsters. Over time, this skill can be used to negotiate with normally hostile monsters. However, just because you're beginning to understand monsters' speech, doesn't mean that the translated content is 100% correct. At lower levels, "nice to meet you" might somehow come out as "look, fresh meat!"

3) HOWL: A skill which, when used, causes a loud sound wave to be emanated from the user. The higher the skill level, the more successful this skill will be. When used in the vicinity of a monster, which is fighting a party member, this skill allows a greater chance of diverting the monster's attention onto the user.

4) LISTENING: Increases the user's hearing senses when actively focused on a source of sound. Like a unidirectional microphone, sounds from only one specified direction will be amplified to the user, while other sounds will remain the same. Higher levels of this skill will allow the user to overhear conversations and noises with greater ease, although its power is limited and not absolute.

5) FISHING: Used to catch fish in the various pools of water around the world. Things other than just fish can be caught and even the fish themselves have more uses than just eating. Fishing is possibly the only real "gathering" skill in the game. Taking the skill grants you a free fishing pole.

6) BATTLE HEALING: A skill that enables the user to passively recover a miniscule amount of HP every 10 seconds. It starts off extremely weak, and can only be leveled up by constantly getting one's HP into the red zone.

7) TRACKING: The ability to track monsters and players through glowing footprints. The more recent the trail is, the easier it is to see. It can also be used to search for nearby players on the current floor, as long as their in game name is known to the user.

8 ) PERFORM: Allows the user to play instruments very well. So long as the character can think up the proper tune, the game will automatically control the character to play it. The more complex the tune, the higher the skill must be.

9) HIDING: For avoiding detection. With higher levels of hiding, characters are less likely to draw monster agro and can disappear from player's peripheral vision. Later levels the player can gain a slight transparency effect.

10) PERCEPTION: Allows the user to hear and see more clearly, as well as widening their field of view. Sounds around the character are amplified, although not in an earsplitting way. Think of it as a heightened awareness.

11) SPRINT: Grants the ability to gain short bursts of enhanced movement. This is really only useful for closing gaps or dodging extremely slow attacks. Low levels the increase is barely noticeable. Even at max rank, the speed increase isn't godly.

12) ACROBATICS: Allows the user improved abilities when performing any sort of acrobatic feat. Tumbling, leaping, wall climbing. Hardcore parkour. Like most other skills, it starts extremely weak and slowly grows in power.

13) X-RAY VISION: Allows the player to see in the ultraviolet and x-ray spectrum by actively turning on the skill. The higher the skill rank, the farther the range of detection. Not to be mistaken with Night Vision, this skill enables you to see other players or monsters even if they are standing behind a wall.

14) NIGHT VISION: Night vision increases the speed and the magnitude at which a character's eyes adjust to light. At low levels the difference is barely noticeable, however as it increases the character gains increasingly stronger sight to the point where, at maximum level, there really isn't much of a different between light and dark in terms of awareness. This ability cannot be turned off.

15) DETECTION: Prevents ambushes. This skill offers the user insight on hidden objects, as well as players hiding out of sight. At higher levels, it can even detect monsters and players using the «Hiding» skill.

16) COOKING: For making delicious food out of various collected ingredients. There isn't a combat advantage to having cooking, but it is nice to be able to eat good food.
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