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[Forum Game] Descend into the Abyss: Information of adventurers


Mezukie

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Descend into the Abyss is the forum game by @Mr.P . Here I'm making an easy access list for those in the game to find and will update this once new thing are added. Onto the list! (I have updated it with everything we have so far, or at least I think so. If you'd wish to point out something or list your skills that were approved by Mr.P already then do so.)

 

Adventurers:

@Dannyrulx  Deceased 

Name: Mythril

Appearance:

Spoiler

He tossed his head back to let a medium-length crop of black hair shower onto his shoulders. The assassin was wearing a set of midnight black leather armor, that covered his torso and legs but neglected his arms, so well-worn and supple that it seemed like an extension of his own skin, whisper quiet when he moved. Under that, he wore a light grey tunic, and a pair of leather boots. His swords were strapped across his back, vertically, for ease of acess, and he had a few light knives attached to his legs. He wore no helmet, and a pair of gloves thinly stretched over his hands.

Class: The Shadow Dancer:

Spoiler

The art of assasination has been improved over the years and creating a lot of different subcults. This man hiers from one of them that sees the act of fighting and killing like a beatiful dance between two partners with only one remaining once their dance is finished. Using 2 shortswords the Shadow Dancer is a fast and nimble opponent who prefers to kill his prey through death of a thousand cuts. Being an assasin also means that he's skilled in the art of not being seen meaning that suprise attacks are the best way he sees to start his deadly dance.

Skills:

Spoiler

Weapon Abilities

Whirlwind- The Shadow Dancer twirls, blades out, slashing anything around him in a brutal hail of hacks and slashes. This leaves him dizzy for a little while (2 turns), and cannot be used when dizzy.

Multi-throw- The Shadow Dancer hefts three of his blades and hurls them at a target. Has a chance to hit multiple targets, if they are close enough together. Severly reduced accuracy when dizzy.

Coup de grace- In a situation where an opponent is powerless, no matter how deadly and skilled they may be, a sword to the chest or dagger to the eye is still a lethal blow. Can only be done on 'powerless' enemies, such as if they're unconscious, sleeping or bleeding out, and those that are low on health. Variant- Backstab; can be used on targets with much higher health, but requires the Dancer to be behind the target. Regular can be performed whilst dizzy, back stab cannot.

Passive; The Twins: Rosa and Ameliore, named after his (See other post) are lethal dæmon-made swords. They cut through undead as easily as mortal flesh and, after an attack on the caster, makes it harder for the opposing mage to cast

 

Special Abilities:

And The Bell Tolls Midnight: The Dancer increases the darkness in the area, increasing his power under the NOTLK effect. Is more effective in lighter areas with some shade, cannot be used outdoors (thank god we're in a cave system, eh?)

Waltz: The Dancer lightly traverses the shadows, moving so swiftly that it seems like teleportation. Can only be done in between interconnected  shade. (i.e, if two shadows are not overlapping, he cannot teleport to the other location.) Obviously more effective the darker/more shaded it is.

Buyō : A faint copy of the Dancer can be glimpsed through the darkness, luring enemies to attack it. This is, in fact, a mere silhouette, and the actual Dancer is most likely right behind them.

And The Music Peters Out: The Shadowdancer finishing move, the assassin first Waltz's to a target, stuns the target, and pushes both of their weapons through the victim, instantly killing him. Can only be used on powerful, non-boss stunnable enemies, requires the dancer to be able to waltz and not be dizzy.

Passive; Night Of The Long Knives: The darker it is, the more powerful a dancer becomes. To help with this, all dancers have night vision qualities to allow them to see properly, and to maximize their abilities

@Mobbstar

Name: Pih-Dit or "Pit"

Appearance:

Spoiler

The tinkerer checks his gadgets and gizmos for potential fall damage. The sheer amount of items attached to him make him look like a mechanical humanoid, but there is a human underneath.

pihdit1.thumb.png.05bb4ce85e729d60bd62bae87131b316.png

Class: The Tinker:

Spoiler

The great cities of the north are proud of their inventions and their advances in different fields of science. This man is nothing but a humble adept in the fields that the great Forgemaster created many years ago but that still means that he has knowledge of things most people have never heard of. In combat the Tinker trusts his selfmade Pistol that he upgraded with a variety of different gadgets to give it a big more punch. He also wields a bunch of gizmos with him allowing him to shape the field of battle to his likings.

Skills:

Spoiler
  • Close Combat
    • Blazethrower - Sets up to three targets on fire, dealing damage over time. Has a literal cooldown of five turns, if skipped, the wielder ignites themself as well.
    • Propelled Lunge - Spring soles and rocket boots launch the tinkerer forth, certainly stunning a foe (can be resisted). However, the tinkerer thereby places himself among the enemies.
    • Stock Blow - Punching with a gun is desperate, but possible.
  • Gun
    • Crackshot - Shooty Shooty, not much to say. Physical and all that stuff.
    • Brightshot - A bang and many short-lived sparks draw attention to whatever this bullet hits, but it causes less damage.
    • Hotshot - A regular bullet, but hotter than molten glass. Disables the gun for a turn, and requires a second turn before usable again.
  • Other
    • Arms Buzzer - Can only be used at rest places. Enhances one ally's weapon to give it a stun chanceuntil the end of battle. (non-magical)
    • Chainclaw Escape the battlefield. Only successful if not hit next enemy turn.
    • Earthwire - Passive 75% electric resistance. (non-magical)
    •  Perun's Jab - The chainclaw holds onto Taranite while being shot at an enemy. Upon contact, it causes magical damage and electrically stuns the target if possible. Launching it, however, causes immense recoil and always stuns the tinker as well.

@Youknowwho

Name: Pundolf for now

Appearance:

Spoiler

Actually, nobody knows what 'Pundolf' really looks like. All they know is that he wears a large dark blue cloak that goes to his ankles with a hood that obscures his face, a dark green top hat, a green handkerchief with some sort of strange dark green symbol on it, green gloves, green slippers, and apparently he is wearing green pajamas underneath the cloak. Nobody actually knows what he is, and nobody can seem to get the hood off him. Oh well. He's just a pun making wizard. Nothing that interesting could be underneath the hood.

Spoiler

Please note: No, putting a torch to his face doesn't let you see his face.

 

Class: The Wizard of the Deep:

Spoiler

The world houses a lot of hotspots for magic but the great wizards never expected one to be in the deepest depths of the ocean. But that didn't prevent them from creating a magical city on it to harness the unique powers near it. This man comes from this city and his magic reflects this very well. Being able to create water out of thin air the Wizard of the Deep can crush his foes using heavily solidified water as well as being able to create tentacles out of thin air.

Skills:

Spoiler

Freeze!: Target is engulfed in water, and then the water is frozen. Simple as that! 

You've got to be Squidding me: He can summon tentacles from out of the ground to do, basically whatever he chooses. This can range from CRUSHING HIS FOES, to making a comfy moving chair. The lazy oaf.

Water you even doing with all this magic?: Our friend can control water in all forms, and even summon it out of thin air. Water vapor? check. Ice? Check. Regular Water? Nope. Check.

But alas, the warrior's fighting was all in vien: HE CAN CONTROL BLOOD. This can be used out of combat to get people across gaps, reach high places, and all that good stuff! But also it can be used to smash living things into walls over and over and over!

Ice work there!: He can make basically anything out of ice. Need a key? done. Need a weapon? done. Need a clock? Done. Need a tank? Well, nobody knows what tanks are, so I guess you're not getting one. Sorry.

Chill out!: Icecicles can shot at foes like darts, and can even impale them! How lovely!

@Ysulyan

Name: Rhi-Rhi or nicknamed "Harley" by Mythril.

Appearance:

Spoiler

Rhirhi.thumb.png.065ac6111575d1b39fab597c2755816f.png

Class: The Harlekin of the Dancing God:

Spoiler

Music was always a thing the gods favoured but no one love it as much as the one only know as the dancing god. Those favoured by him are granted magical lutes and sickles to bring both cheerfull laughter to friends and shift justice to foes.

In combat the Harlekin prefers to stand back and disrupt foes or help his allies with the power of hius magical lute by playing powerfull songs that can easily shift the tide of battle.

Skills:

Spoiler

Mad Dance [Mind-Affecting]: Requires Sickle and Voice.
Rhi's Farming Sickle that he used back home is tainted with the whispers of the Dancing God, and attacking with it along with a chant makes one subject feel an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a penalty to Armor and Reflexes, and it negates any armor bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity (cannot dodge if attacked).
Target: Living creature (this means undead are unaffected), allied or enemy
Can be magically resisted?: Yes

Songs of the Dancing God [Supportive Buffs]: Requires Lute and Voice.
Once per combat event, Rhi can use a song or poetic to produce effects on those around him and himself. The effects last for the entire combat. If Rhi is deaf there's a 20% chance to fail this attempt.
He can only choose one of the following:

Countersong: He can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components).

Inspire Courage: He can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities slightly.

Inspire Competence: He can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear Rhi. Rhi must also be able to see the ally. Rhi can’t inspire competence in himself.

Inspire Greatness:He can use music or poetics to inspire greatness on a single willing ally, granting him or her extra fighting capability. To inspire greatness, an ally must hear him sing. He or she who is inspired with greatness gains bonus damage, extra healthfortitude and damage mitigation Rhi can’t inspire greatness in himself.

Inspire Heroics: Inspire tremendous heroism on a single willing ally. To inspire heroics, Rhi must sing and an ally must hear him sing. Someone so inspired gains a morale bonus and dodge bonusRhi can inspire heroics in himself.

@MenaAthena

Name: Miles

Appearance:

Spoiler

The Steam Knight thankfully didn't follow the cliché of women in RPGs always wearing absurdly skimpy and revealing armour. In fact, her armour was so bulky and covering that one wouldn't be able tell it was a woman underneath if her clashingly adorable and bubbly voice didn't give it away. Steal and iron encased practically every square inch of her body, save for when the visor that went over her eyes was up, which it currently was. Little pops of steam accompanied the clanking created when she moved, signs that pistons in place for assisting with movement and lifting were doing their jobs. This armour was clearly designed without concern for stealth, but instead for raw power and protection. (For reference I like to imagine this armour as looking something like the first version of the Iron Man suit that Stark made while in a cave :3)

The hammer slung diagonally over her back was a hulking piece of intimidating weaponry. The head was about twice the width of a man's skull, a polished flat surface on one end, and a miriade of exhaust and propulsion pipes jutting out of the other. Always kept clean and polished, this weapon was clearly the Steam Knight's pride and joy. 

Class: The Steamknight:

Spoiler

The great cities in the North are know for creating technologie far beyond human immagination. This stoic knight clad in heavy platearmor came to the Abyss to show everyone that technology is certaintly mightier then magic. His arsenal consists of a mighty warhammer infused with the power of steamtechnology and a shotgun with different types of ammo.

Skills:

Spoiler

Juggernaut: The Steam Knight harnesses the power of steam and pistons not only to assist with moving her armour, but to provide boosts of speed to quickly close the distance between her and her target. Cooldown: two turns

FALCON PISTON PAUNCH!!!: Steam and pistons come into play again, putting considerable force behind a metal fist slamming into an opponent's face, ribs, anywhere really. Usable twice in a row before a one turn cooldown.

Tony: The pipes aren't there just for decoration. Similar to the piston punch, steam propels this huge chunk of metal through anything in it's path. You may say Tony is a one trick pony, but with a trick this deadly, sometimes one is all you need. Usable three times in a row before a one turn cooldown.

Stark: The Steam Knight's six chambered revolving pistol, equipped with a supply of special bullets:

  • Armor piercing: exactly what it sounds like. These bullets have an easier time getting through tough armor
  • Explosion bullets: these come packed with a little surprise at the tip, adding explosives to injury
  • Holy bullets: these are crafted with blessed metals, making them extra effective against the undead
  • Silver bullets: Werecreatures have been relatively uncommon in Steam Knight's adventures, but it never hurts to be prepared. They work just as well as regular bullets too.
  • HELP I'VE RAN OUT OF BULLET IDEAS

FLYING PISTON PUNCH!!!!!: If the situation is dire, the Steam Knight can send her metal glove flying like a rocket through whatever she aims it at. This, however, burns her hand and arm, leaves that part of her body exposed, and effects how well she can wield Tony. Cooldown: until she can get and reattach her glove(s)

@LiptonPee

Name: Jasmine

Appearance:

Spoiler

venomancer.thumb.png.674b0f6f6fd7e1c9467bf0650d4dfc14.png

Class: The Venommancer:

Spoiler

The great swamps breed a colorfull amount of wierd creatures but they also are the home of this mans art. Having no blood but instead boiling poison in his veins the Venommancer is able to create poisonous clouds to kill his prey slowly or melt their flesh away with a precise acid surge. If all of that fails he still has his trusty sword laced with the same poison that runs through him.

Skills:

 

@GiddyGuy

Name: Jordan

Appearance:

Spoiler

jordan1.thumb.png.e5ade97a76a7cd0682e59e627df42fdd.png

Class: The Temporal Wizard:

Spoiler

Time. A meaningless concept for this man as he masterd the control of this fragile concept of the many centuries ago. In battle he trust in his time manipulation powers to slowdown the movement of enemys or increasing his own reflexes. Some even say that time heals all wounds. This might be false but it certaintly increases the healing of smaller wounds.

Skills:

Spoiler

In time they wither: deal damage to enemies and slow them

Turn back the hands of time: heal a party member by turning their wound back to a more healed state.

Fast-Forward: speed up a party member to up their defense(or evasiveness?), and perhaps quicken their reflexes to perform actions

No longer, will they run: stun or immobilize a target Terrible accuracy 

Basic short sword, and staff named by Tempus Imperium.

@Soto8969

Name: Dummkuf

Appearance:

Spoiler

Dummkuf is always wearing a dark blue robe, no one can see his face, only his bright red eyes. He also has a pattern of weird yellow lines all over his Robe.He likes to play with fire and has the power to summon his own minions of hell to fight for him.

Dummkuf.thumb.png.4a521bec7a68e1bb7eae413828dbab02.png

Class: The Demoniker:

Spoiler

To fight the abyss one must frist become one with it. These words are more then true when talking about this man. Hailing from the Charred Scar a region that previously was the location of a dark portal leading to the realms of demonic influences. Even years after the portal got clased the land still holds its scars and shows them with pride. Only the braves of people settle in this cursed region as it still is home to the otherworldy powers that once reigned here. 

Imbued with the power of a demon the Demoniker only knows one goal. The total destruction of the otherworldy influences and he uses every possible way to achive his goal. In combat he's a feriocious foe wielding a claymore and the powers of th abyssal fiends. If the situation is dire he can call upon the power of the demon inside of him transforming into an even more fearsome foe.

Skills:

Spoiler

Dummkof has the power to summon Minions, at the start he will have just basic ones but as he progresses through the dungeon he might learn more.

[Basic]Lost Wanderer: Flying Flaming Skulls that will dash against their enemies, cause little damage, but in numbers they can take many enemies.

Lost Wanderer: When the lost soul dies it will cause a tiny explosion that will damage close enemies.

Imp: Summons a basic imp that can throw fire balls and is really agile. when in close quarters to a enemy it will jump to him and strach him.

Brute: Summons a  medium sized demon, slow but really though, it bites his enemies to dead

[ADVANCED] Brute: It has the power to become partially invisible but lowering his strenght of attack

[Advanced]Hell Knight: Launches blue thunder bolts into his enemies, he is slow but really though.

[MASTER] THE BARON OF HELL: Three times bigger  and strong than the Hell Knight, it can launch up to 3 super powerfull green thunder bolts

[Advanced]Fire Elemental: Uses basic magic to throw fire to his enemies. it has a AoF attack.

[MASTER] Fire Elemental: Can revive dead summons to go back to fight.

[Advanced]Flying devourer: A Flying Demon that will launch thunder to enemies.

[MASTER] The Master of Puppets: Able to summon his own Ipms to fight at his side.

@Zeklo

Name: Quentin

Appearance:

Spoiler

The Alchemist was quite short, and due to the immense weight of the large alchemical basin he carried on his back, he was hunched over—doing his stature no favor. Every inch of his body was concealed to some extent, and it made determining his race, as well as gender, quite the challenge. His face for example was hidden behind a skull-and-crossbones-looking gas mask. Extensive consumption of unstable potions had melted away most of the skin below his nose leaving nothing more than his vile colored teeth and long stringy flesh holding it all together. Bags clung to the bottom of his seemingly always wide open eyes which were always an irritated shade of red. 

More so, extensive amounts of tubing ran along his body—most noticeably from the back of his hands to his wrists, the heel of his feet to his ankles, and around his shoulders. Absurdly long gloves and boots extended out to protect his skin from any splashes, accompanied by a long exaggerated lab garment. If there was a pocket or the tiniest of crevice then they were most likely filled with vials. Yes, vials littered every nook and cranny on and inside his clothing. Even his gloves and boots contained vials. In fact, the tips of his gloves were vials—or syringes rather. His only weaponry were his potions and a small mist gun that connected to the basin via tubing. Most odd of all, however, were the metal bracers attached around the base of both arms, legs, and neck. Each and every one could be tightened manually. Their purpose was simple: to prevent certain substances from flowing through his bloodstream.

LJooaVD.gif

Class: The Alchemist:

Spoiler

Potions, tinktures and explosions are the bread and butter of this peculiar fellow. While not being a fighter per se the Alchemist knows how to protect himself using varying types of potions to either weaken those who oppose him or using his more unstable mixtures to blow them up. He also knows the art of mixing potions to help those who are in need be it an increase in strenght or the sealing of wounds. If he knows a recipe you can trust in his abilitys.

Skills:

Spoiler

Brew [Utility] - Requires Uninterrupted Focus

The Alchemist prepares a potion with desired effects and less desired side effects. Whether the potion's effects work is up game master—who also has full reign to designate the failure's negative effects. There are multiple ways of distribution: 

  • Vials - Grants the corresponding effects. Consumable (Organic)
  • Basin - Grants weakened corresponding effects. AoE, Contact (Organic)
  • Bottles - Grants weakened corresponding effects. Projectile, Contact (Organic)
  • Syringes - Grants enhanced corresponding effects. Injection (Organic)
  • Eye Drops - Grants enhanced corresponding optical effects. Eye Drops (Organic)
  • Mists/Gases - Grants constant weakened corresponding effects. Inhalant, Contact (Organic)
  • *Pump - Grants pure corresponding effects via tubing. Alchemist Only, Direct (Organic)

"Effects" include side effects.
Some potions may take multiple actions to brew.

@Blewcheese

Name: Hammerhead

Appearance:

Spoiler

The first notable thing about the bombardier was not the bombardier himself, but the haphazardly forged grenade launcher slung over his shoulder. It seemed to be made of spare parts hastily taped and strapped together, and seemed like a rather untrustworthy thing to be used to handle explosives. It wasn't enormous, and he seemed to be able to carry it with ease.

Additionally, the bombardier had multiple satchels and large pockets either strapped to his jacket or hung over his shoulders. Presumably, there were explosives in there. His clothes were practically completely darkened with gunpowder and slightly charred. He wore some sort of jacket-vest over his shirt, which had four pockets on each side, all of them full.

The bombardier himself was relatively short and relatively thin, but nothing outstanding. His black hair was charred in places, making it uneven and untidy. His face had several burn marks as well as a thin layer of gunpowder. Black markings were carelessly plastered on his face in a war-paint fashion, in stripes along his cheeks and under his eyes. He wore a pair of thick blast goggles as well as a rather cheerful smile for someone who had just detonated the wrong bomb above a group of people.

Class: The Bombardeir:

Spoiler

The art of creating explosions is a fickle one as it's just as dangerous to the user as it is to his enemys. The Bombardier masterd the art of creating highly explosive weapons years ago and urges to find "testsubjects". His pouches filled with bombs of different sizes and strenghts he also wields a makeshift grenade launcher to launch his "presents" in the ranks of his enemys. Should enemys get to close to him he still has the option of either using one of his smokebombs or going hand to hand with his enemys using a simple short sword.

Skills:

Spoiler

Grenade: Normal, everyday grenade. Lifespan of about 7-8 seconds before it detonates. Hammerhead is pretty damn good at timing it so that it detonates exactly when he wants it to.

Noisemaker: The bomb that Hammerhead accidentally used during his failed introduction. Makes a loud, disorienting noise, can be used to distract foes. The explosion itself does not deal any actual damage.

Flashbang: When this bomb detonates, it lets out a blinding light that can temporarily blind or daze the eyes that it catches. The explosion itself does not deal any actual damage.

Firebomb: A bomb imbued with fire. When this bomb detonates, it ignites the ground as well as the foes around it. Most of the damage comes from the fire.

Cryobomb: A bomb imbued with ice. When this bomb detonates, nearby enemies are frozen, or at least chilled enough to be slowed.

High impact grenade: This grenade is like a normal grenade, but extra. Takes a little while longer to arm. Knocks everything back with the high impact. Beware of collateral damage.

Firework: Hammerhead's only rocket-type explosive in his arsenal. It detonates after hitting something and explodes into a bunch of bright, colorful flares. An ineffective weapon, fairly inaccurate and deals little damage. It looks pretty, though.

Healing grenade: This grenade is imbued with healing qualities, and Hammerhead can use it to mass heal his friends with an AOE charge. Limited supply and are difficult to make, but with the help of the alchemist, more can be created.

OTHER BORING NOT BOMB STUFF:

Short sword: For melee defense. Hammerhead is pretty bad with it, but he knows how to swing. Boring to use, last resort only. (Punching looks so much more badass)

Bomb forger: Hammerhead can stock up on bombs using his supplies to forge more in a safe room. However, some of the more magically imbued bombs, namely the Firebomb, Cryobomb, and Healing grenade, will need more than he has. Hammerhead will ask his friends for help when restocking those.

Collateral Damage: WARNING: If Hammerhead isn't careful (which he has been known to not be sometimes) his bombs can damage his allies if they are too close to the blast zone. The High impact grenade especially suffers this, and should only be used if there are no allies close to the blast zone.

@Battal

Name: "Vanilla Freeze"

Appearance:

Spoiler

From the entrance emerges a hulking, menacing figure.  A cold wind rushes down the corridor as he walks down it, his boots leading frozen footprints on the stone ground.  A few snowflakes are caught in the wind and swirl to the floor, even though it is not snowing outside.  While only visible as a silhouette, a wide array of weapons could be seen; hand axes, tomahawks, throwing axes...anything that was large, dangerous looking, and ended in "axe" was in his arsenal.  Slung across his back was the crowning jewel of his armory; a massive double-edged axe, almost as long as the Cryobarian was tall, and with axeheads the size of stop signs.  It was a simple weapon, with no adornments or carvings; but it didn't need any.  The imposing figure steps into the light...

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Spoiler
Spoiler
Spoiler

"Oh, come ON, Jasmine!  You chickened out on the duck onesie thing?!?!?"  He complains.  "Now I just look silly in this spider thing."

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Class: The Cryobarian:

Spoiler

The frozen wastes are the perfect breeding groud for some of the most ferocious warriors. The best of them are blessed by the goddes of ice allowing them to channel the element of their homeland through their bodies. Cryobarians are fearsome foes swinging a giant waraxe as well as possesing the ability to freeze foes or cause havok around them with a massive snowstorm.

Skills:

Spoiler

All melee attacks have a 25% chance to slow an enemy whether or not it was a successful hit.

Cleave -
Hits up to 3 enemies at once, dealing a certain amount of damage split between each opponent.  For instance, 30 damage will deal 10 to each enemy, etc.

Execute -

Targets one specific enemy and deals a massive amount of damage.  That damage is increased by 25% if the enemy is frozen or stunned.  If he uses this attack, it is the only one he can use this turn.

 

Ice Scream

Lets out a bloodchilling yell that chills ever non-boss enemy in the room for 2 turns.  He can only use this once an encounter.

Your Own Personal Flurry

Generates a snowstorm above a particular enemy for 3 turns.  If the enemy attempts to use a melee attack, they have a 50% chance of missing.  If they attempt a ranged attack, there's a 75% it will miss.  The cryomancer can only use this on one enemy at a time.  If it's on a boss, all the effects are decreased in chance by 25%.

Snowball with a Chunk of Ice Inside of It

The Cryobarian throws a Snowball with a Chunk of Ice Inside of It at the enemy of choice.  If it hits, it causes a massive explosion of ice which deals damage and freezes the enemy it hits.  Whether it hits the target successfully or not, it creates shrapnel which has a chance to hurt enemies near the impact point.

 

Snow Fort

Creates a Snow Fortress, which absorbs damage for any characters inside (3 max, including the Cyrobarian).  However, the characters  are unable to dodge while in the fort.  The fort lasts until destroyed by enemies.

@Asparagus

Name: Grell

Appearance:

Spoiler

Years of killing served him well, his body was now a towering wall, his so muscles thick that arrows do not pierce... callous all over his body, strengthen his defenses... the wolf pelt that reminds him of his loss, hanging on his head like a shroud... an axe, a hammer, and a spear head, fashioned from hardened wolf bones hang on his belt, weapons he often use to inflict more pain on his enemies... pain pays especially on the arena...

Class: The Gladiator:

Spoiler

Shaped on the bloodsoaked battlefields of the Arena this man knows how to fight and protect himself. Having survived hundreds of battles the Gladiator knows the in an outs of of close quarter combat but is also trained in the use of more exotic weapons. He came to the Abyss for one of two outcomes. Death or Glory.

Skills:

 

@DwerBomb

Name: Renn ("Eye")

Appearance:

Spoiler

image.thumb.jpeg.a16d0d121cf5dd3627d9839a1fa446a6.jpeg

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Class: The Bowblade:

Spoiler

The bow might be a good weapon however in close quarters his wielder is rather defenseless. That's why the tinkmasters of the great citiys created this exotic weapon. At first glance it looks like an ordenary bow but with a quick twist this bow can be transformed into two blades ready to slice anyone into thin pieces.

These exotic bows where only given to the most skillfull of hunters and over the years these man became as swift and deadly as some of the most feared assasins. Using his marksmanship and his baldes the Bowblade is no foe to underestimate.

Skills:

Spoiler

Equipment related:

Equip googles- accuracy increased by a lot (his standard accuracy is not the best as he is slightly myopic. (Not the best for a bowblade...Was considered weak and lazy from his clan, as he didn't try hard enough)

Bow to blades transaction- the string is long and isn't in tension when the blades are not connected: he's free to swing them as normal blades. When the two  handles are connected, the string is reeled in: it is now usable as a bow.

 

Bow related:

Arrows informations: His quiver has 9 arrows. Each arrow has a 5% chance to break if it hits a target with no armour and doesn't kill it (in case it does get killed, the arrow won't break); 10% chance to break if it hits the target IF said target has armour; and a 25% chance to break if it misses and hits a wall. The broken-arrow can't be used. If repaired in any way, the chance to break again will be much higher [double the chance]. Special attacks can charge the arrow to become critical. A critical-arrow can pierce through enemies (if without armour or if killed with by that arrow) and deals double damage BUT it has a 100%chance to break.

Shoot!- uses one of the arrows in his quiver for a long ranged attack (just a normal bow and arrow attack). 

Judgement arrow- The bow's string reeling mechanism can be used to make the string more tense. The next arrow will be critical. This consume mana.

 

Blades related: 

Other then swinging them, he can also do some cool tricks. Named in Italian because reasons.

Piroetta- Area damage. He spins with his blades held in opposite directions. 

Sventramento- The blades are held in the same direction, long blade up. He swings at the enemy holding them side to side (making contact with the knuckles).

Sventramento superiore- same as the previous attack, but the string is first tossed around the head of the enemy. The string is reeled in as he lifts the blades, and when the enemy is directly in front of him, he slices down. Risky move as it gets you really close to the enemy and you are unable to escape too, but almost a certain instakill if it succeeds.

Ascesa- a secret technique exclusive to his clan. He charges his mana (do we have mana?) jumps, while spinning as in the "Piroetta" attack. The attack will extend to a wider range as air-blades are sent around him. Has a chance to daze the enemy for 3 seconds (25%), has a chance to daze himself for 2 seconds (25%).

 

String related:

The bowblade string is nearly indestructible. Therefore it can be used to choke people. A death caused by this is known as "Esecuzione". 

He may also want to cut the strangled enemy with the blades as it slowly dies.

(That is it for the original group but there two more going to be in.)

@T4T3RGR3NAD3R

Name:

Appearance:

 

Class: The Fruit Wizard:

Spoiler

Some say that anything can be turned into a school of magic and this man shows that this is indeed the case. One may wonder how the ability to create fruits out of thin air is helpfull for any combat situation but this crafty wizard knows how to make good use of his skills.

Disruption foes through perfectly placed banana peels as well as high velocity melons, apples and other fruits he's also a great companion to have around should hunger strike the group.

Skills:

 

@Mezukie

Name: Aranea / Venator

Appearance:

Spoiler

Aranea:

"Ah, I see we have trespassers. But they aren't being killed for the food supply, why is that?" The one sitting on the throne asked as her voice sounded sweet like honey yet commanding in such a way that showed her position. Her eyes were bright as if light were hitting them in such a way they could be mistaken for sapphires, looking over the group with confusion as why they would be brought to her. Her gaze set on Jasmine and here eyes soften. "Oh? A cousin to us, now I understand," She stood the dress on her flowed around her body in a way that complimented it, even the spider part as silk was layered around and the end were embroidered with patterns. The dress was different colors of purple with some light blues here and there, it looks as if it was freshly made and may have been. She walked towards the group, her posture showed how she was raised up to be in this position yet her eager vibe showed that she was still new to it all in a way, her legs danced across the floor as she hummed.

Venator:

The guard that was next to her walked over and made sure the group knew not to get close as he stood a bit more in front of the ruler, he only had on metal plates that seemed to be loosely put on his limbs and a knife hung at his side, his hand seemed abnormal with claws unlike the others.

Spoiler

Aranea and Venator.jpeg

 

Class:?????:

 

Skills:

Spoiler

Aranea skills:

Araneas' call: Her spider minions will come forth and attack who she targets. The venom they have gives them a slight damage boost to living creatures.

Araneas' song: Her spider minion answers her song as they form a defensive position around the queen, taking as much damage as they can.

Araneas' Web: A sticky web that can be thrown down, will slow any non spiders wether they are allies or foes. The time is lasts depends on how many are trapped, more people means it will break faster.

Araneas' trap: She throws the web intending to hit only one target in place. It has a chance of the enemy breaking free that goes up in time.

Venator: Aranea can choose to have Venator use a skill, but she can not in that turn.

Venators' skills:

Claws of prey: Venator uses his claws for a basic attack against one enemy.

Negotiation: Venator brings out his knife which is laced with venom, he can use this to attack two enemies, the damage to the first gets the venom, the second attack has less damage and no venom.

Acidic Webbing: Unlike Araceas webbing, his is acidic and he can throw in down on an area to damage anyone who is in it, even allies.

Venators passive ability: 

Protector: If no one is protecting Aracea and she is targeted for an attack, he will take that attack instead as long as he is able to reach her.

@AquaRC

Name:

 

Appearance:

 

Class: The Cultist of the Bloodied Hand:

Spoiler

Cults are not really accepted by most of the nations of the Worlds. However the ones that do allow the forming of them profit a lot from them in the form of formidable and fanatical warriors.

The Cult of the Bloodied Hand is as the name implies a Cult dedicated to the Rituals of blood and the joy of slaughter. The Cultist may look harmless at first however they can easily disembowel a Troll in a matter of seconds. Swift, fast and fanatic they also have the ability to perform Rituals with the blood of fallen foes and only fallen foes as they don't see any gain in the murder of the innocent or allies.

The Cultist wears the red robe of his cult and comes with multiple flasks to collect the blood of enemys. In combat he trusts in his speed and his sacrifical dagger to gut enemys faster then they can react.

Skills:

 

@DragonMage156

Name: Ria

 

Appearance:

Spoiler

575851d92d7c9_DragonMageAbyss.png.3062aa74b52ac7ccf23c84593e14adda.png

Class: Fire Mage

Spoiler

Ever since Ria was young, she had always found ease in conjuring fire magic. She was taught by another mage on how to control it and bend it to her will. Other elements however were proven to be impossible for her to summon. Due to her fiery passion for dragons, the Elders concluded that Ria was born for a fire that could not be extinguished.

Ria became part of the council years later due to her adventurous personality.

Skills:

Spoiler

Fire Staff allows her to conjure up fire to use in combat to burn her enemies, or to be used as a light source in dark areas.

Dragon Power: Wings allow her to fly.

Dragon Ears grant her the power of enhanced hearing. If there's a sound of danger (or anything else) that goes unheard by the others, Ria will most likely hear it and alert the group.

Dragon Sight allows her to see in the dark. Can be useful if fire is not available. Eg, sneaking around, underwater, etc.

Claws. Ria has retractable claws in her fingers. Can be used in close combat, cutting or climbing.

Dragon Tail has sometimes been mistaken for a devil tail. Can he used to hold items if hands are full. This is not usually used as a combat method.

 

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Yep, I changed her name to Miles. P didn't specifically approve any of my abilities, but since he didn't ask me to change anything I assume they're okay. I can copy them here if you'd like so you don't have to sift through the thread for them.

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Here you go:

Spoiler

Juggernaut: The Steam Knight harnesses the power of steam and pistons not only to assist with moving her armour, but to provide boosts of speed to quickly close the distance between her and her target. Cooldown: two turns

FALCON PISTON PAUNCH!!!: Steam and pistons come into play again, putting considerable force behind a metal fist slamming into an opponent's face, ribs, anywhere really. Usable twice in a row before a one turn cooldown.

Tony: The pipes aren't there just for decoration. Similar to the piston punch, steam propels this huge chunk of metal through anything in it's path. You may say Tony is a one trick pony, but with a trick this deadly, sometimes one is all you need. Usable three times in a row before a one turn cooldown.

Stark: The Steam Knight's six chambered revolving pistol, equipped with a supply of special bullets:

  • Armor piercing: exactly what it sounds like. These bullets have an easier time getting through tough armor
  • Explosion bullets: these come packed with a little surprise at the tip, adding explosives to injury
  • Holy bullets: these are crafted with blessed metals, making them extra effective against the undead
  • Silver bullets: Werecreatures have been relatively uncommon in Steam Knight's adventures, but it never hurts to be prepared. They work just as well as regular bullets too.
  • HELP I'VE RAN OUT OF BULLET IDEAS

FLYING PISTON PUNCH!!!!!: If the situation is dire, the Steam Knight can send her metal glove flying like a rocket through whatever she aims it at. This, however, burns her hand and arm, leaves that part of her body exposed, and effects how well she can wield Tony. Cooldown: until she can get and reattach her glove(s)

All that is on top of her very heavy class armor, but I thought that kinda went without saying.

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My one and only skill (at least currently) already approved by Mr. P.

Spoiler

Brew [Utility] - Requires Uninterrupted Focus

The Alchemist prepares a potion with desired effects and less desired side effects. Whether the potion's effects work is up game master—who also has full reign to designate the failure's negative effects. There are multiple ways of distribution: 

  • Vials - Grants the corresponding effects. Consumable (Organic)
  • Basin - Grants weakened corresponding effects. AoE, Contact (Organic)
  • Bottles - Grants weakened corresponding effects. Projectile, Contact (Organic)
  • Syringes - Grants enhanced corresponding effects. Injection (Organic)
  • Eye Drops - Grants enhanced corresponding optical effects. Eye Drops (Organic)
  • Mists/Gases - Grants constant weakened corresponding effects. Inhalant, Contact (Organic)
  • *Pump - Grants pure corresponding effects via tubing. Alchemist Only, Direct (Organic)

"Effects" include side effects.
Some potions may take multiple actions to brew.

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2 minutes ago, Youknowwho said:

Latest post has Ol' Pundolfs description in it.

Note: by the time you see this, it probably won't be the latest post

Check page nine if this is the case.

You underestimate the powers of the one called "Mezukie".

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This is a bit nitpicky, but the slash is missing through the word FALCON in my skills list. That one's kinda my fault, actually. When I copied it over I made it remove the formatting and I didn't realize all that it did until after you already saw it ^^'

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2 minutes ago, MenaAthena said:

This is a bit nitpicky, but the slash is missing through the word FALCON in my skills list. That one's kinda my fault, actually. When I copied it over I made it remove the formatting and I didn't realize all that it did until after you already saw it ^^'

Fixed! And I don't mind you being nitpicky :D 

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I am going to look at the actual game topic and see any abilities to put it, note however I will only put in the ones that say they were accepted in the post already just in case they were just ideas.

I think I got all of them, it should be updated to the latest content! (Or not, who knows?)

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On 6.5.2016 at 3:35 AM, Mezukie said:

I am going to look at the actual game topic and see any abilities to put it, note however I will only put in the ones that say they were accepted in the post already just in case they were just ideas.

I talked to P on steam again and he said "Is good". :p

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3 minutes ago, Mobbstar said:

I discussed my skills with Mr.P just before posting them and asked him if everything is acceptable, he didn't reply, so I guess they are obviously good to go?

I have added them in!

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Just for reference.

If you see a post with skills and it got a like from me you can basicly see that as accepted so both Menas and Blews skillset are approved.

And thanks Mez you'r an Angel for doing this. That means I have to put extra work into what I have planned with you to reflect that (sure hope you like what I have cooking).

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1 minute ago, Mr.P said:

Just for reference.

If you see a post with skills and it got a like from me you can basicly see that as accepted so both Menas and Blews skillset are approved.

And thanks Mez you'r an Angel for doing this. That means I have to put extra work into what I have planned with you to reflect that (sure hope you like what I have cooking).

No problem! I though it wouldn't be fair for you to do something as easy as this while your coming up with everything on top of it :D. 

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So here is my character:

Name: Dummkuf, The Demoniker

Apparence: 

Spoiler

Dummkuf is always wearing a dark blue robe, no one can see his face, only his bright red eyes. He also has a pattern of weird yellow lines all over his Robe.He likes to play with fire and has the power to summon his own minions of hell to fight for him.

Dummkuf.png

Skills:

Spoiler

Dummkof has the power to summon Minions, at the start he will have just basic ones but as he progresses through the dungeon he might learn more.

[Basic]Lost Wanderer: Flying Flaming Skulls that will dash against their enemies, cause little damage, but in numbers they can take many enemies.

Lost Wanderer: When the lost soul dies it will cause a tiny explosion that will damage close enemies.

Imp: Summons a basic imp that can throw fire balls and is really agile. when in close quarters to a enemy it will jump to him and strach him.

Brute: Summons a  medium sized demon, slow but really though, it bites his enemies to dead

[ADVANCED] Brute: It has the power to become partially invisible but lowering his strenght of attack

[Advanced]Hell Knight: Launches blue thunder bolts into his enemies, he is slow but really though.

[MASTER] THE BARON OF HELL: Three times bigger  and strong than the Hell Knight, it can launch up to 3 super powerfull green thunder bolts

[Advanced]Fire Elemental: Uses basic magic to throw fire to his enemies. it has a AoF attack.

[MASTER] Fire Elemental: Can revive dead summons to go back to fight.

[Advanced]Flying devourer: A Flying Demon that will launch thunder to enemies.

[MASTER] The Master of Puppets: Able to summon his own Ipms to fight at his side.

 

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Ok so here are the people who I don't have skills from (You may have posted it on the main story thread, if so I'm sorry since I didn't see it or assumed it was just ideas.) @Dannyrulx , @LiptonPee , @GiddyGuy , @Battal , @Asparagus , @DwerBomb . If you have any skills Mr. P approved of, or he made for you, could you post them here to be put in please?

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I give you what I got from danny

 

 

 

Weapon Abilities

Whirlwind- The Shadow Dancer twirls, blades out, slashing anything around him in a brutal hail of hacks and slashes. This leaves him dizzy for a little while (2 turns), and cannot be used when dizzy.

Multi-throw- The Shadow Dancer hefts three of his blades and hurls them at a target. Has a chance to hit multiple targets, if they are close enough together. Severly reduced accuracy when dizzy.

Coup de grace- In a situation where an opponent is powerless, no matter how deadly and skilled they may be, a sword to the chest or dagger to the eye is still a lethal blow. Can only be done on 'powerless' enemies, such as if they're unconscious, sleeping or bleeding out, and those that are low on health. Variant- Backstab; can be used on targets with much higher health, but requires the Dancer to be behind the target. Regular can be performed whilst dizzy, back stab cannot.

Passive; The Twins: Rosa and Ameliore, named after his (See other post) are lethal dæmon-made swords. They cut through undead as easily as mortal flesh and, after an attack on the caster, makes it harder for the opposing mage to cast

 

Special Abilities:

And The Bell Tolls Midnight: The Dancer increases the darkness in the area, increasing his power under the NOTLK effect. Is more effective in lighter areas with some shade, cannot be used outdoors (thank god we're in a cave system, eh?)

Waltz: The Dancer lightly traverses the shadows, moving so swiftly that it seems like teleportation. Can only be done in between interconnected  shade. (i.e, if two shadows are not overlapping, he cannot teleport to the other location.) Obviously more effective the darker/more shaded it is.

Buyō : A faint copy of the Dancer can be glimpsed through the darkness, luring enemies to attack it. This is, in fact, a mere silhouette, and the actual Dancer is most likely right behind them.

And The Music Peters Out: The Shadowdancer finishing move, the assassin first Waltz's to a target, stuns the target, and pushes both of their weapons through the victim, instantly killing him. Can only be used on powerful, non-boss stunnable enemies, requires the dancer to be able to waltz and not be dizzy.

Passive; Night Of The Long Knives: The darker it is, the more powerful a dancer becomes. To help with this, all dancers have night vision qualities to allow them to see properly, and to maximize their abilities

I take another look at the thread cause I know Battal made a skillsheet.

I think Dwer might aswell but the others haven't consulted me about them yet.

OK found Battals post

 

 

All melee attacks have a 25% chance to slow an enemy whether or not it was a successful hit.

Cleave -
Hits up to 3 enemies at once, dealing a certain amount of damage split between each opponent.  For instance, 30 damage will deal 10 to each enemy, etc.

Execute -

Targets one specific enemy and deals a massive amount of damage.  That damage is increased by 25% if the enemy is frozen or stunned.  If he uses this attack, it is the only one he can use this turn.

 

Ice Scream

Lets out a bloodchilling yell that chills ever non-boss enemy in the room for 2 turns.  He can only use this once an encounter.

Your Own Personal Flurry

Generates a snowstorm above a particular enemy for 3 turns.  If the enemy attempts to use a melee attack, they have a 50% chance of missing.  If they attempt a ranged attack, there's a 75% it will miss.  The cryomancer can only use this on one enemy at a time.  If it's on a boss, all the effects are decreased in chance by 25%.

Snowball with a Chunk of Ice Inside of It

The Cryobarian throws a Snowball with a Chunk of Ice Inside of It at the enemy of choice.  If it hits, it causes a massive explosion of ice which deals damage and freezes the enemy it hits.  Whether it hits the target successfully or not, it creates shrapnel which has a chance to hurt enemies near the impact point.

 

Snow Fort

Creates a Snow Fortress, which absorbs damage for any characters inside (3 max, including the Cyrobarian).  However, the characters  are unable to dodge while in the fort.  The fort lasts until destroyed by enemies.

 

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1 hour ago, Mobbstar said:

Knock knock!

Who is it?

Temporal.

Temporal? Who is that?

Yes, the Temporal Whizard!

  Hide contents

jordan1.png

I hope that's what @GiddyGuy meant when he said "staff". I know nothing about magic.

I don't know why I only thought of this now but...

did somebody say TIME WIZARD? 

 

 

image.jpeg

 

...oh wait no, temporal whizard. Wrong person

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Spoiler

In time they wither: deal damage to enemies and slow them

Turn back the hands of time: heal a party member by turning their wound back to a more healed state.

Fast-Forward: speed up a party member to up their defense(or evasiveness?), and perhaps quicken their reflexes to perform actions

No longer, will they run: stun or immobilize a target Terrible accuracy 

Basic short sword, and staff named by Tempus Imperium.

^skills and weapons~

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