Post by Shizen on May 7, 2009 20:54:54 GMT -5
As some of you may have heard or be aware of, we're dropping off Identities and Attributes and Spells and reverting everything back to the original DEZ system, simple and to the point.
But it's not without its tweaks or corrections. As such, we had a small list of Abilities that players could choose from. We've decided to increase that list and have come to the decision that the mass should be able to add to it as well. Unfortunately we had a burst of creativity while adding and we'll only need two abilities.
So the contest is to have two abilities added by you, the member.
Rules:
Each member may submit two specialities each.
No one member will be chosen for both of their submission, meaning one person won't have both their submissions added to the list.
Guide:
We're looking for Stat Buffs/Debuffs, ie, Super Strength, Radiation Manipulation. Creative abilities, ie, Elemental Control, Shape Shifting. And abilities are to be wide spread, nothing personal or something only one type of person can use. No fight combos, no laser beams, nothing like that.
Prize: 500 Yenko to the winners.
ORIGINAL ABILITIES
--
Super strength - +25 Strength to Base
Super speed - +30 Speed to Base
Element control – Control over Earth, Wind, Fire, Lightning, Water. (Rule was Fire did 25 DP as a base. Lightning stunned two actions. Water could be used for whatever, didn’t have a set DP so it turned to “?? DP”. Earth was the same way. Wind was the same. Everything was expected to be used creatively.)
Flight - +15 Speed to Base, plus dodging one attack per round. Could stay in the air for two rounds.
Climbing/Digging – Climbing allows better maneuverability, digging gives one free dodge from an attack per round.
Invisibility – Turn invisible for a whole round, but allowed to dodge two attacks max. Cool down for three rounds.
Super Sight - +15 to Accuracy on guns and ranged attacks.
Telekinesis – Allows up to four maximum telekinetic actions, anymore and the user suffers headache (The rule was fifth action did 10 DP to the head and increased by 5 for every tele. Action after that.
Chaos Control - Allowed the ability to dodge three actions for the whole fight. One use per battle.
NEW ABILITIES
--
Teleportation
Teleportation gives the player the ability to magically, naturally, or through the use of technology, transport them-self to another part of the battle field. You can teleport once a round for three rounds. After that any additional teleportation will result in a subtraction of 10 DP to the head and increased by 5 for every teleport. Action after that.
Healing Factor
Allows for the user to regenerate fifty health points in all body parts. However all parts must be healed individually and takes one action to heal.
Radiation Manipulation
Either they were born a mutant or slowly became warped by the various special zones that have popped up through the years. These folks find themselves with the unique ability to shoot radiation out in a concentrated blast that significantly weakens a players base strength and speed by 5. This move last 5 rounds and is stackable. Once the fifth from the first action hits, all current debuffs are dropped. (The judge gets to decide which of the stats is weakened.)
Shape Shifting
Allows the user to reshape themselves into different forms. Can be used to confuse your enemies. Weapons from the body (Claws, fangs, spikes, etc) carry a base of 10 DP. Shape shifting into certain things would grant a small loan of their natural abilities, (Cheetahs would allow a small speed boost just as an example)
Chi Channeling
The ability that only comes from searching one's soul. To know yourself and to know the universe that moves around you. By knowing this you can manipulate this energy to make yourself stronger. Over a course of five rounds you'll receive +5 to your strength. After the fifth turn that this ability is activated, the counter resets itself and you'll need to wait three turns before using it again. (This is more like an inner strength, nothing like flashy fire works.)
But it's not without its tweaks or corrections. As such, we had a small list of Abilities that players could choose from. We've decided to increase that list and have come to the decision that the mass should be able to add to it as well. Unfortunately we had a burst of creativity while adding and we'll only need two abilities.
So the contest is to have two abilities added by you, the member.
Rules:
Each member may submit two specialities each.
No one member will be chosen for both of their submission, meaning one person won't have both their submissions added to the list.
Guide:
We're looking for Stat Buffs/Debuffs, ie, Super Strength, Radiation Manipulation. Creative abilities, ie, Elemental Control, Shape Shifting. And abilities are to be wide spread, nothing personal or something only one type of person can use. No fight combos, no laser beams, nothing like that.
Prize: 500 Yenko to the winners.
ORIGINAL ABILITIES
--
Super strength - +25 Strength to Base
Super speed - +30 Speed to Base
Element control – Control over Earth, Wind, Fire, Lightning, Water. (Rule was Fire did 25 DP as a base. Lightning stunned two actions. Water could be used for whatever, didn’t have a set DP so it turned to “?? DP”. Earth was the same way. Wind was the same. Everything was expected to be used creatively.)
Flight - +15 Speed to Base, plus dodging one attack per round. Could stay in the air for two rounds.
Climbing/Digging – Climbing allows better maneuverability, digging gives one free dodge from an attack per round.
Invisibility – Turn invisible for a whole round, but allowed to dodge two attacks max. Cool down for three rounds.
Super Sight - +15 to Accuracy on guns and ranged attacks.
Telekinesis – Allows up to four maximum telekinetic actions, anymore and the user suffers headache (The rule was fifth action did 10 DP to the head and increased by 5 for every tele. Action after that.
Chaos Control - Allowed the ability to dodge three actions for the whole fight. One use per battle.
NEW ABILITIES
--
Teleportation
Teleportation gives the player the ability to magically, naturally, or through the use of technology, transport them-self to another part of the battle field. You can teleport once a round for three rounds. After that any additional teleportation will result in a subtraction of 10 DP to the head and increased by 5 for every teleport. Action after that.
Healing Factor
Allows for the user to regenerate fifty health points in all body parts. However all parts must be healed individually and takes one action to heal.
Radiation Manipulation
Either they were born a mutant or slowly became warped by the various special zones that have popped up through the years. These folks find themselves with the unique ability to shoot radiation out in a concentrated blast that significantly weakens a players base strength and speed by 5. This move last 5 rounds and is stackable. Once the fifth from the first action hits, all current debuffs are dropped. (The judge gets to decide which of the stats is weakened.)
Shape Shifting
Allows the user to reshape themselves into different forms. Can be used to confuse your enemies. Weapons from the body (Claws, fangs, spikes, etc) carry a base of 10 DP. Shape shifting into certain things would grant a small loan of their natural abilities, (Cheetahs would allow a small speed boost just as an example)
Chi Channeling
The ability that only comes from searching one's soul. To know yourself and to know the universe that moves around you. By knowing this you can manipulate this energy to make yourself stronger. Over a course of five rounds you'll receive +5 to your strength. After the fifth turn that this ability is activated, the counter resets itself and you'll need to wait three turns before using it again. (This is more like an inner strength, nothing like flashy fire works.)