Persona: Falling Stars -OOC-

Discussion in 'Retirement Home' started by Doukuro, Jul 27, 2011.

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  1. Doukuro Chaser

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    This seems pointless as the rp is a dead one but maybe it will change some people's minds or at least I can use it for future reference. PM me with any questions or suggestions. Okay, to be honest I am still hopeful someone might join.


    I fixed the typo. Envoker should of been Evoker. Removed restrictions on Persona. The only disallowed ones are Thantos and Alice. [Alice will be used as an event character.] Everything will learn all of the skills which are on their lists and maybe even more, four only being the starting limit. When they can learn a new skill I will either pm them or make a post like the following:

    > [Character/Persona's name here] can now use Bufula!

    And then the next time they go to use Bufu it will be stronger.

    And now I will explain how the skills will be applied in the rp.

    Slash, strike and pierce are pretty much basic attacks. They just get stronger further down the list with New Moon/Full Moon bonuses as stated.

    Agi, Bufu, Zio, and Garu skills are there respective elements. The ones that hit only one enemy are a concentration of the element. The stronger the skill the more power it has. The ones that hit more enemies are like a blast of sorts. Per example Garu skills will have a huge blast of wind or even a small tornado.

    And like I said in the rp thread Hama and Mudo skills are basically simple light and dark attacks. Beyond that the rules for Agi, Bufu, Zio and Garu skills applies to them too.

    Healing is also the same.

    Enhance skills will simply make someone stronger in a way which matches the skill. Such like superhuman strength, resilience, and speed. [Nothing too extreme though.] Tetrakarn and Makarakarn will give the user a shield which will repel the next attack. With physical hits it can be explained as absorbing the blow and sending a blast back at the attack with equal strength. With magical attacks it's simply tosses the attack back.

    The bad skills shouldn't be too hard to explain. Fear will make the target unreasonably scared, Charm will make them unable to attack whoever used it and under their control for a little while. Poison will weaken them and with each movement they make will damage them. With the exception of poison, which will need magic or an item to heal everything can be snapped out of. Meaning the targeted can come to their senses and over time even become resilient to such. When that happens I will do the same as for the new attack thing.

    > [Character's name] can now resist Charm!

    Or is immune to it.

    The special skills are unneeded here as anyone can rp running away and once your character dies there is little chance of them coming back to life. [I say little chance though. So... -hint hint-]

    And now I am just going to list the almighty skills and their effects...

    Foul Breath: Nullifies immunities to Charm, Panic, and such for a brief time, making them only resistant to such. And lowers resistants.
    Stagnant Air: Resistants become immune, and everyone else becomes resistant to kills such as Fear, Charm, etc.
    Life Drain and Spirit Drain: They both feed off of someone's energy to held the user.
    Megido and the like: An non-elemental attack. Same rules as the elemental attacks though, just no one is resistant to it.

    Passive skills will have their effect without having the person needing to summon their Persona for it. Forced users can have one effect through out the day while natural users will only have this effect during the Dark Hour.

    Another list for the tactical skills.

    Analysis and Full Analysis: Used to detect an enemy weak points. Basically senses Shadows during the Dark Hour, full having a further range.
    Third Eye: Like Analysis but can be used throughout the day. Better range.
    Healing Wave: Slightly heals everyone [friend or foe] around the Persona.
    Oracle: Can see slightly into the future. Shadow's future are easier to read. Like a sixth sense more than anything when it comes to humans.
    Escape Route: Teleports people to the user. Hard to teleport the unwilling and/or moving. Only usable in the Dark Hour. Not a very wide range.

    And like I said, no fusion spells. But if you ask I may allow your Persona to learn one or two of them later on in the rp.

    And lastly, I am thinking about adding rankings for Academics, Charm, and Courage. But am unsure about this.... So if you do join vote on it?
     
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