Curse of the Werewolf

Techniques, skills, powers, spells, curses, manipulations, and everything else go here. List all abilities of your character, not abilities of xir allies or equipment, and wait for approval before RPing in Houcm.
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Curse of the Werewolf

Post by Silver Fenrir » Sun May 15, 2011 3:50 am

Transformation - Being the type of werewolf that Vincent is he can freely shift into his werewolf form; however, he can't fully transform unless he is exposed to the light of a full moon or he has gained a much better control of his power. At lvl 1 Vincent can only transform two of his limbs at once into their werewolf form and the transformations last for only a couple of seconds. The actual transformation doesn't change the limbs' mass but rather it changes the density of the muscles in the limbs; the transformation also causes the growth of fur and other wolf-like traits on the respective limb as well as slightly increasing the speed and strength of Vincent's transformed limbs. At higher levels Vincent will be able to transform more of his body at once as well as keep the transformation held for longer.

Lycanthropic Rage - Vincent can tap into the instincts and mindset of his full werewolf form in order to allow him to fight more animalistic than his normal fighting style. This animalistic change in his normal fighting style makes him more unpredictable allowing him to have a bit higher chance of landing hits as well as a slight increase in his attack strength. He cannot use this ability for an extended period of time however as the longer he stays in this mindset the more hostile and animalistic he gets until he basically has the full mindset of a werewolf and will attack both friend and foe.

Shattering Headbutt - This was a technique that Vincent learned during the time before he became a werewolf; however, since becoming a werewolf the effect of the technique has been improved. Originally it was slightly damaging and left both Vincent and the recipient stunned for only a moment. Since becoming a werewolf Vincent can now use it without becoming stunned himself while still stunning the recipient for a slightly longer time. This abilities deals normal attack damage while adding a flinch factor.

Juggernaut Lariat - Another pre-werewolf technique that Vincent picked up as he travelled. This lariat has a high attack strength but a rather low accuracy because it is rather easy to see coming. The accuracy can be increased when used in conjunction with Lycanthropic Rage and the strength and speed can also be increased if Transformation is also in effect on the arm being used for the Lariat. The Lariat is similar in appearance to a clothesline-style attack.

Stone arms - A technique that was in Vincent's arsenal before his time as a werewolf. This techique works by reducing blood flow to the arms which causes them to basically become useless but increasing the blood flow to the legs allowing for an increase in movement speed. The technique cannot be used for long periods of time as the lack of blood flow to the arms can be damaging after a while. During the duration of the technique any abilities that involve use of the arms, such as Juggernaut Lariat, can not be used.

Fierce Rise and Fall - A technique that uses a combination of two moves in one; thus, it can be interrupted partway through. Vincent uses an upward kick that will stun the opponent for a few seconds and launch them into the air about 10 to 15 feet (or less depending upon opponent weight). Vincent proceeds to jump above the opponent and drive them towards the ground using a two-handed overhead strike. Exactly like a wall rush or floor rush the damage from impacting a surface is variable depending upon the material of the surface landed upon.

Clawed Backhand - A backhand strike which is done solely when the arms are transformed into werewolf form. The move is primarily used to strike a single target causing some knockback effect on them; however, this move can be used to strike multiple targets and can even be used in a full 360 motion. The drawback of striking multiple targets is that the strength is dropped with each consecutive strike, so basically it has a waterfall damage effect.

Ferocious Howl - This howl can only be done when Vincent is under the effects of a partial or full transformation, though he usually will only use it when partially transformed if his head is the transformed portion. The howl itself isn't damaging unless the target's ears are really really sensative to loud, piercing sounds; however, the howl does have a stun effect on those who hear it as well as slightly lowering their defense for the rest of the battle. A primarily useless additional effect of the howl is that it will shatter all glass within a large radius of Vincent after being used for a few seconds.

Pack Summoning - After messing with his werewolf abilities for three years in the desert Vincent found that he was able to summon to his side many different wolves to aid him in combat. The summons power are on an ally scale and thus work for assisting in combat rather than fighting on their own. These summons are made possible by drawing small summoning circles on a surface with Vincent's own blood and charging them with a small amount of mana. The circles will not work if drawn with another substance or another being's blood since they would not carry the curse that Vincent, and thus Vincent's blood, carries. Only one summon can be out at any given time for combat purposes, if summoned just for the heck of it more than one may be summoned at once; however, if a battle starts and more than one summon is out all the summons are dismissed. Due to the nature of their summoning the instant their HE falls below 20% they are dismissed from the field of battle and must take some time to recover, roughly three days. If an attack strikes a summon and it will do more damage than the summon has HE left they get knocked down to 1% HE similar to the Sturdy ability from Pokemon games. At the time that Vincent came to Houcm he knew how to do 4 different summons which are listed and described below in the box.

[border]Dra Tynghacc - The first of Vincent's summoned wolf pack and the fastest of the 4 summons. From what he could surmise Vincent believed this wolf to be of some sort of demonic nature but he couldn't prove it definitively. Dra Tynghacc carries no weapons and uses its claws and teeth to fight; however, being as fast as it is Dra Tynghacc has low attack power. The most interesting of Dra Tynghacc's features is its appearance of slightly phazing in and out of the current dimension though this has no effect upon its actual physical form and will not allow it to avoid/escape damage. When summoned Dra Tynghacc gives Vincent a slight speed boost.

PS: slightly above average
MS: slightly below average
HE: average
MP: average
CH: average
STR: Below average
DEF: average
MAG:average
RES: average
SPD: Above average
Dra Tynghacc.jpg
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Dra Pcuto Predhorm - The second summon of the wolf pack and the most balanced of them all. Out of all the summons that Vincent has this one is the most beneficial to use if only one can be used since this summon actually summons two wolves. These wolves are twin brothers but they each have a warring elemental affinity. The eldest brother has an affinity for fire; whereas, the younger brother has an affinity for ice. They both wield similar hooked swords, but each brother's sword is aligned to their respective elemental affinities. Their weapons deal the same damage as they would without an elemental affinity, but they deal it entirely in damage of that respective element. The eldest brothers can use the Fire spell; whereas, the younger brother can use the Blizzard spell. Just as a side note the spells are cast from their swords but can still be cast without them. The casting style for the spells is like FFT. Dra Pcuto Predhorm does not give Vincent any boost when summoned and their parameters are split between them.

PS: average
MS: average
HE: average
MP: average
CH: slightly below average
STR: average
DEF: slightly below average
MAG: above average
RES: average
SPD: average
Dra Pcuto Predhorm.jpg
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Dra Lpyss - The third of the four summons that Vincent can perform. This summon is the more magic focused than the other four summons. Dra Lpyss is larger than the previously stated summons but being magically inclined like it is Dra Lpyss has low defense and must rely heavily on keeping the target at a distance as well as evading attacks. Dra Lpyss knows the basic magic spells such as Fire, Blizzard, Thunder, Slow, Haste, Heal, Cure, Protect, Shell, and Esuna. Vincent believes that with further training the spells can be increased to their higher level versions. Upon summoning Dra Lpyss slightly boosts Vincent's magic.

PS: average
MS: average
HE: average
MP: above average
CH: below average
STR: below average
DEF: slightly below average
MAG: above average
RES: average
SPD: slightly above average
Dra Lpyss.jpg
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Dra Praymor - The fourth and final summon that Vincent knows as well as being the most physically strong of the four wolf summons. Dra Praymor is roughly twice the size of Dra Lpyss and is twice as strong as Dra Pcuto Predhorm making it a heavy hitter. As one would expect from Dra Praymor's size and strength it is rather quite slow as a result of high strength and defense. Dra Praymore relies equally on its claws and teeth as it does its large battleaxe making it a tough foe to take on one-on-one let alone in a pack. After being summoned Dra Praymor gives Vincent a slight boost in both strength and defense; however, these boosts are only half as potent as the other pack summons' boosts since there are two of them.

PS: slightly above average
MS: average
HE: slightly above average
MP: slightly below average
CH: slightly below average
STR: above average
DEF: above average
MAG: below average
RES: slight below average
SPD: slightly below average
Dra Praymor.jpg
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[/border]

Fire Storm - One of the few magic attacks that Vincent possesses though it is fairly weak and usually used as a distraction more than anything. Vincent charges his hand with fire then swings it back and forth in front of him each time sending out 4 small fireballs. These fireballs go into the air then descend upon the target two at a time with a slight homing ability; however, by clench the first the fireballs came from he can change the trajectory. After clenching his fist all the fireballs will stop where they are and immediately fly directly at the target though the fireballs will lose their homing ability. This move uses a small amount of mana.

Lunar Lances - This is another of Vincent's magic attacks. As a result of his low magic skills this spell does not do too much damage; hence, the damage is purely magical. The lances are pure white with a white glow to them much like the glow of the moon; hence, the name of the spell. They generate in either of Vincent's hands in order to be thrown at the target. Upon hitting a target the lance with stick in them for a short while before fading upon which they leave no wound. Vincent can keep hold of a lance and use it as a melee weapon, though this will slowly drain his mana and is usually only used if he has no other weapon or if an opponent has a magic weakness.

Stats

PS: slightly above average
MS: average
HE: slightly above average
MP: slightly below average
CH: slightly below average
STR: above average
DEF: average
MAG: below average
RES: average
SPD: average

Due to being a werewolf Vincent takes double damage from silver; however, he has a 200% regeneration rate from wounds not caused by something silver.
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Post by Noah Ivaldi » Sun May 15, 2011 4:16 am

When you say that the limbs' physique doesn't change, do you mean that the muscles increase in density, not mass, so they become more effective without bulging?

Lycanthropic Rage basically gives you a couple of nice benefits at the cost of chronic MS consumption, eh? I like it.

Shattering Headbutt deals the damage of a normal attack in addition to the increased flinch factor, right?

For the Juggernaut Lariat, the description is good so far, but I'd like you to specify exactly what you do to a target character with this so-called lariat, since the term can be used for quite a few applicable possibilities.

The last sentence of Fierce Rise and Fall is assumed as a property for all kinds of wall rushes, floor rushes and cieling rushes included. Still, you can leave it there to remind people.

Summarily, this is a great start. Some howling/screeching abilities could be helpful, as a suggestion, as well as moon-based abilities (I could give you some cool references, if you'd like.). Don't be afraid to get into more physical attacks, too; Choh's ability list is a great example of personalizing and augmenting influences from other games (particularly FFTA2) to make tons of physical versatility.

Here's something that you could really go on: Wolves work strictly in packs, right? Well, why not have abilities to do stuff like this (Some of these can be exemplified in Beau's and Choh's ability lists.):
  1. summon wolves
  2. power up allied wolves
  3. gain boosts (to stats, parameters/their regeneration rates, the damage of a certain attack ability, or whatever else) based on allied wolves (by number, individual traits, or whatever else)
-or more stuff like those? Speaking of which, you could have an ability that dishes out status effects that depend on the number of allied wolves that you have. Shitty example:
1: poison
2: blind
3: silence
4: poison and blind
5: poison and silence
6: blind and silence
7: sleep
8: sleep and poison
9: sleep and blind
10: sleep and silence
11: confusion
12: confusion and poison
13: confusion and blind
14: confusion and silence
15: confusion and sleep
16: confusion, sleep, and poison
17: confusion, sleep, and blind
18: confusion, sleep, and silence
19: petrify (not to be confused with the more instant "stone")


... -so on and so forth. You can include slow and other statuses, as well as stat rends, equipment rend chances, increased KB/flinch factors, and more. You could go a lot of ways with such an ability, and it's all up to your preferences.
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Post by K » Tue May 17, 2011 3:09 am

Clawed Backhand: Oh, it doesn't deal waterfall damage (decreasing with each successive hit)? That's uncommon for such an attack. Wait, do you mean that it maintains a reduced power factor for the attack when it hits any more than one target, or is the power reduced by 20-30% of the previous hit (or first hit) with each succession? In any case, I'd cut out the variance; it could be something that will just require unnecessary calculations for something that, in this case, could very easily be standardized. It's your choice, though.

Ferocious Howl: Nice. Don't forget that resonance damage that would be sufficient to shatter glass requires a duration of more than a few seconds, so you don't have to worry about fighting in a glass area that you don't want to shatter if you use this in quick bursts. Oh, and teh slight DEF reduction lasts until the end of the fight, no?

For the Pack Summoning, I like it, but consider formatting it to show that it is an entire skillset (and that the next four abilities fall into it), not just one ability. Suggestions include the list, italics, bold, and border codes, along with plenty of other little tricks that could set things apart. All of my characters, I'm sure that you've noticed, have clearly defined skillsets, so you can reference them for some tricks that I like to frequent.

Dra Tynghacc has a typo, stating that there are so far 5 summonable wolves. Some more specific stats for each wolf would be appreciated (You can get to that after your own stats; no rush on that.). Also, the phazing ability seems to be a bit troublesome. Come up with a way to limit it (e.g. "They can only phaze away for 1/15 seconds."), and remember to make them low on HE/defenses, else they'll have to either be more offensively limited than you'd like or not allowable.

Dra Pcuto Predhorm is sweet. You could summarize their weapons by simply stating that they have the respective elemental affinities; on Sein, that is assumed to mean that they deal the same damage as they would without an elemental affinity, but they deal it entirely in damage of that respective element, just like what you're saying.

Dra Lpyss is also cool. If these spells are intended to be the classic Black Magic and White Magic spells (as you imply), they should be capitalized to show it; call it a nitpick, but it's just good for clarification of terms. Oh, also, Sein's White Magic spell of Cure is split into Heal (and all its upgrades) and Cure (and all of its), the former being the term for single-targeting casts, and the latter being the spell that is equal to Heal, but operates on multiple targets with a split damage property. Speaking of which, I'm going to copy something over that I once wrote for the sake of stating what system the standard FF spells tend to go on, here. HOWEVER, remember that you don't necessarily have to conform to this system; although I recommend it for its logic and versatility, you are free to maintain whatever standards you want.

Dra Praymor also states that you have five wolf summons. I'm guessing that you cut one out at the last minute, huh? At any rate, it seems like the only issues with your wolf summons are the phazing ability of the first and the magical terms and system of the third. Nice job. ^_^
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Post by K » Wed May 18, 2011 9:09 pm

The boost to your stats are cool. Of course, I was referring to the stats of the wolves themselves, but you can get to that later, like I said. Thanks for clearing up the phazing problem.

Nice job on Dra Lpyss, but I noticed that you mentioned Heal without stating that it knows Cure. Typically, they are learned as one spell, but are called differently and have different animations depending on the targeting (single or multi). Did you intentionally omit Cure for some reason, or do you want to throw that in?

For the boosts of Praymor, are we to presume that the boosts are half of those of the other wolves, since there are two?
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Post by Leilani » Thu May 19, 2011 12:22 am

Clawed Backhand: Sweet.

Ferocious Howl: Also sweet. Normally, glass shatters after about-... Ah, what was it? 16 seconds of maintenance of the correct pitch? That sounds about right. Anyway, cool.

I checked the whole thing over, and there are absolutely no problems. Before I approve this, I'll give you some more time to add something more, if you'd like.
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Post by Learpabru » Thu May 19, 2011 1:30 am

The attacks of the Lunar Lances would be considered as a metaphysical attack, but damage is either physical (as it would be in this case), magical, or null. A metaphysical attack tends to deal physical damage; the term "metaphysical" is used to categorize the attack's properties as being neither completely, orthodoxly magical, nor likewise physical, but something vaguely intersecting the two. However, there seems to be a discrepancy on the damage type; you say that the ability type is metaphysical, implying that it deals physical damage (as the other attack properties would classify it as magical), but you say that they are used as consistent weapons if the foe is low in magical resistance. Please clarify.

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Post by Leilani » Fri May 20, 2011 1:00 am

Approved.
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Post by Leilani » Sun Jul 03, 2011 3:34 am

Oh, right. Could you now specify the stats of the summoned wolves more?
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Post by Learpabru » Thu Aug 11, 2011 12:15 pm

1) They're on an ally scale, right?
2) Other than drawing in your own blood, are there other costs for them?
3) What are their summoning specs? How many can you have out at a time, and what causes them to leave other than getting killed, if anything (such as a time limit per unit)? If killed, are these generic wolves that are magically modified, so they just die like normal wolves, or do they magically escape like many other summons?
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Post by K » Thu Aug 25, 2011 2:31 am

"Only one summon can be out at any given time for combat purposes, if summoned just for the heck of it more than one may be summoned at once."
Sounds good. Okay, so if you summon all of them, let's say, for utility purposes/just for shits and giggles, and you suddenly enter a battle, the curse recognizes that you're in a battle, and what happens? Are they all dismissed, then you start from scratch, do you get a little time pocket in which you pick one (or perhaps more) to keep, then the others are dismissed, or what?

"Due to the nature of their summoning once their HE falls below 20% they are dismissed from the field of battle and must take some time to recover."
Cool, cool. What if they have just over 20% and are suddenly smashed down to KO or even to death? Do they get a "last chance" effect to stay alive/conscious just to be dismissed, or would you actually lose them permanently?
As a relative estimate, about how long would it take to recover from 20% HE for each of them? Is their rest-induced healing proportional, so it applies equally to all of them and equally at all Levels, or is it just set amount (perhaps affected by at least someone's stats or something)/time? Note that this doesn't have to be an exact measure or anything, but some sort of relativization would be handy.
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Post by Tixxi Eldixac » Thu Aug 25, 2011 3:02 am

Looks sav- Oh, right! What are the casting methods for the spells? Are they all the versions in which the animations start, then the effects detonate on the designated area (like in FFT games), are some shot out (like maybe the brothers' spells when cast from their swords), or what?
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Post by K » Thu Aug 25, 2011 3:12 am

Okay, looks good to me. Until someone contests this, approved. ^_^
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Post by Choh Lehko » Wed Oct 19, 2011 4:24 pm

Oh, I just noticed that something was never cleared up. For the Juggernaut Lariat, what did you decide on to make it an ability? Was it just that this attack gets an especially high power factor that seperates it from a normal, physical attack, or what? The same can be asked of Fierce Rise and Fall. Since Clawed Backhand no longer has a difference for waterfall damage, what is its specialty?
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