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-Characters have an SP gauge. It starts empty.
-To be decided: is the capacity of the gauge linked to a (new) stat, or is it
- simply a way to measure how much SP is required before the skill can be cast
- (i.e. it has exactly enough for one cast).
-
-SPs are gained from participation in an attack. The attacker gets 1 point per
-attack (which should make being able to do two attacks per turn worthwhile),
-1 point for a parry, and, possibly (to be decided), 1 point when defending
-(maybe % chance? This reduces the importance of double hits).
-
-Each character has exactly one skill, which is chosen like any other part of
-their equipment. Skills have infinite range, and are casted on a single target
-(faction is not taken into account), which is either a character or a tile
-(that may actually place the skill on a pattern around itself).
-The use of a skill counts as an action (i.e. it replaces either switching
-weapons or attacking).
-
-Multiple variants of the same skill allow players to select a more costly skill
-for an increase in either power (Alpha variant), duration (Beta variant), or
-both (Gamma variant). The increase should not be linear (e.g. 2 times the power
-costs 175% of the default version). The X Gamma variant combines the advantages
-of the Beta and the Alpha versions. It obviously costs way more than either of
-them. Another variation could be to have the skill triggered later, by
-targeting a tile. Depending on the variant, a character (ally, enemy, or
-either) would trigger the effect upon walking on the tile. This could for
-example be used for a self-resurrection skill.
-
-Ideas for some skills:
-* Attack Anywhere:
- The caster performs an attack on the target with their current weapon,
- regardless of where that target is.
-
-* Shields Up {D, A0, A1, B0, B1, G0, G1}:
- Target benefits from {D: 25, A0: 50, A1: 75}% damage reduction for
- {D: 1, B0: 2, B1: 3} turns.
-
-* Static Heal {D, A0, A1, A2, A3}:
- Target heals for {D: 20, A0: 40, A1: 60, A2: 80, A3: 100} HPs, if nothing
- prevents it.
-
-* Percentage Heal {D, A0, A1, A2, A3}:
- Target heals for {D: 15, A0: 25, A1: 35, A2: 50, A3: 65} percent of their
- maximum HPs, if nothing prevents it.
-
-* Healing Over Time {D, A0, A1, A2, A3, B0, B1, B2, B3, G0, G1, G2, G3}:
- Target gains a {D: 4, B0: 6, B2: 8, B3: 10} turns duration status that heals
- them for {D: 6, A0: 12, A1: 18, A2: 24, A3: 30} HPs.
-
-* Dispel {D, A0}:
- Target loses {D: a random, A0: all} active status(es).
-
-* Redirection:
- Target and caster swaps all their active status.
-
-* Overload {D, A0, A1, B0, B1, G0, G1}:
- Target gains a {D: 1, B0: 2, B1: 3} status providing a {D: 5, A0: 10, A1:
- 20}% damage increase per active status (including this one) when attacking.
- The count is done during the attack, not during the cast.
-
-* Trickster {D, A0, A1}:
- Target and caster swaps {D: secondary, A0: active, A1: all} weapon(s).
-
-* Confusion:
- The target equips their secondary weapon.
-
-* Vampire {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}:
- Caster gains the "Vampire" active status. The Vampire status lasts
- {D: 3, B0: 6, B1: 9, B2: 12} turns and, for melee attacks: grants
- {D: 10, A0: 15, A1: 20, A2: 25}% life-steal, and adds the Vampire status
- to the defender (with a reset duration).
-
-* Teleportation:
- The caster is teleported to the target tile, if applicable.
-
-* Switch:
- Caster and target swap locations.
-
-* Mark Target {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}:
- The target gains an active status, "Target", that increases the critical
- chance and precision of attacks it receives. The status lasts {D: 1, B0: 2,
- B1: 3, B2: 4} turns, and increases chances by {D: 15, A0: 25, A1: 35, A2: 45}
- points.
-
-* Petrify {D, B0, B1}:
- The target becomes inactive and invulnerable for {D: 1, B0: 2, B1: 3} turns.
-
-* Sacrifice {D, A0, A1, A2, A3}:
- Target gains <cost of the skill> SP points.
-
-* Denial {D, B0, B1, B2}:
- Target is unable to gain SP points from attacks, parries, or defenses for
- {D: 2, B0: 4, B1: 6} turns.