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Post by Azler Wilder on Sept 2, 2011 22:38:37 GMT -5
Shards of the Master Sword and Trident of Darkness have been scattered throughout Hyrule, each containing immense power. To have a Shard is to have the closest thing to what one could consider an edge over the Plot's bosses and villains, as these are designed to not only aid people simply in Quests and PvP like any other Shop item, but to greatly assist them in battles for the Plot.
There will be 3 Shard Sizes and people will have a choice between which size they want, as well as how the Shard works.
Characters can only have ONE Shard. This is explained ICly in that the powers that were used to destroy the Master Sword and Trident of Darkness instilled an energy within them that forcefully pushes them away from each other, like extremely powerful magnets rejecting one another. OOCly, the fact is that these things are too OP for people to have more than one.
Shards take on the form of whatever their wielder wants, but is permanently stuck in this form once chosen. It can be a weapon, such as a halberd, or an item, such as a watch, almost anything the person wants. Regardless of form, weapon or item, the Shard's power is granting the Wielder abilities.
Shards can be Pure or Tainted, chosen by the Wielder; Pure means the Shard retains abilities from its original form and the Wielder picks from the ability list, Tainted means the Shard absorbed some of the Wielder's power and they can get Custom abilities with an influence from the shard.
Small Shard: 500 Rupees. Start out with 2 abilities of their choice or 1 custom ability of their making with their chosen influence.
Medium Shard: 700 Rupees. Start out with 4 abilities of their choice or 2 custom abilities of their making with their chosen influences.
Large Shard: 1000 Rupees. Start out with 6 abilities of their choice or 3 custom abilities of their making with their chosen influences.
Resell Prjces: Small; 400, Medium; 600, Large, 900 Rupees.
Simply reply to this thread to buy a Shard, the same as the Shop thread.
Now, we know these are pricey, but remember, they are DESIGNED to be OP in the Plot and Quests, meaning they are a huge advantage against NPCs and a decent help against PCs.
People who purchase a Shard of any size can choose to go on a Mastery Quest of great difficulty, which doing so will unlock all 10 abilities if the bought Shard was Pure, or give enough power for 4 custom abilities if the bought Shard was Tainted.
The Quest, “Trial of Light/Darkness”, and its difficulty will be influenced by the size of the Shard the Wielder has; Large will be easier than Small, as equivalence for paying more Rupees. Now, please do keep in mind, Large Shards will still be at least a Level 8 Quest, so its not easy, just easier.
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Post by Azler Wilder on Sept 2, 2011 22:39:36 GMT -5
This is a list of all Pure Abilities and Tainted Influences that people will have choices between for their Shards:
Pure Shards Ability List:
Pure Shards are those that are unaffected by the person who wields them, retaining the powers and strengths of their respective original weapon. These powers are considered the most holy or the most vile, depending upon their origin weapon, in all of the Realms and mastery of all of them would give a warrior an immense edge over their foes.
Master Sword Shard Abilities:
Indestructible: The object literally cannot be broken or damaged. Passive Effect. Repel Evil: Anyone who isn't Good that even touches the object gets damaged more than usual. Passive Effect. (LS: Add a full level of extra damage) Protection: Curses and the like have no effect on the one who wields it, as well as reversing curses put on them before they got the object. Passive Effect. Loyalty: Should the object leave its owner’s grip, if they will it, it will immediately teleport back to one of their free hands. Cooldown: Once Per Post. Guiding Light: The object shines a beam of light towards a foe, illuminating any physical weaknesses. Cooldown: 2 Posts. Energy Beam: A blast of holy energy that deals heavy damage. Cooldown: 3 Posts. Healing Aura: The object can heal its owner for a heavy amount. Cooldown: 3 Posts. Shield: Creates a barrier around the owner made of holy energy and blocking all incoming attacks for 1 post. Cooldown: 4 Posts. Purify: The object exudes a brilliant light, removing all negative status effects from the wielder and their allies. Cooldown: 4 Posts. Finishing Blow:* When an Evil enemy has been severely weakened, if the wielder activates this ability and manages to hit the foe on their forehead, heart, or core with the object in one post, it will petrify them. Cooldown: One activation per thread, can only be used on NPCs, and will prevent use of the shard-object for the rest of the thread regardless of if the target was hit or not. (LS: Requires enemy to have 3 or less bars of health)
Trident of Darkness Shard Abilities:
Indestructible: The object literally cannot be broken or damaged. Passive Effect. Loyalty: Should the object leave its owner’s grip, if they will it, it will immediately teleport back to one of their free hands. Cooldown: Once Per Post. Energy Spheres: Fires off two crimson orbs of energy for moderate damage of each one that hits. Cooldown: 2 Posts. Blue Fire: Coats the object in blue flames before launching a wave of flames forward, dealing heavy damage to any who are hit by the wave. Cooldown: 3 Posts. (LS: Hits all combatants 'In Range') Lightning Bolts: Launches four bolts of lightning for moderate damage for each one that hits. Cooldown: 4 Posts. Recharge: Absorbs a single incoming magical attack and resets one of the users cooldowns. May not target itself. Cooldown: 4 Posts. Instill Weakness: The next opponent hit by the object loses all positive status effects applied to them. Cooldown: 4 Posts. Drain: The object steals health from its owner to power up its next attack. Cooldown: 4 Posts. (LS: User loses one level of health, next attack deals two additional levels of damage) Impair: The object exudes a dark light, reducing enemy physical and magical capabilities. Cooldown: 4 Posts. (LS: Reduces opponents 'In Range' physical and magical damage dealt by 1 level) Slayer:* Should the wielder opt to coat the object in their own blood, giving it their energy, and activate this ability, they can deal a killing blow to any foe regardless of health. Unfortunately, this results in the passing out of the user. Cooldown: Once per thread, can only be done to NPCs, and will result in K.O. status after use regardless of if the target was hit or not.
NOTE*: Killing Blow and Slayer can only be chosen for abilities if the wielder has a Large-size Shard, or has completed the Mastery Quest.
Tainted Shards Influence List:
Not all shards retain only the power of the item they came from; some of them assume attributes appropriate to the person who finds them, and take on a more unique form. A Tainted Shard isn’t necessarily evil—or more evil, in the case of a Dark Trident shard—just one that is “tainted” by the will of its owner. When you have a Tainted Shard, treat it as though you were making a custom weapon or item (or ability, I guess, if you ate the shard or something). However, you can also pick one “Influence”, which automatically gets added to your ability. So if you’re making a really straightforward ability that does heavy damage for your Master Sword shard, for example, if you give it “Purity”, it’ll also heal you by a moderate level of health every time you activate it. Of course, that might not be the best combo for such an ability … it’s up to you!
Just remember, try to have it make at least a reasonable amount of sense. A Master Sword shard probably shouldn’t have a darkness/shadow ability, for example, and a Dark Trident shard probably shouldn’t be light-based.
MASTER SWORD
Purity: Whenever this ability is activated, the user may also heal themselves or an ally by a moderate level of healing. Doing so increases the cooldown of the ability by a single post.
Banishing: This ability is more potent when used on an evil target (e.g. it may do another level of damage, OR have its cooldown reduced by one post, OR have the duration of an effect extended by one post, etc.).
Stalwart: This ability ignores any abilities that are not generated by its user (e.g. if the ability does damage, it ignores defensive abilities; if the ability is a passive effect, that passive effect cannot be impeded, etc.).
Protector: This ability may be used at the same time as the Guard ability; if this is done, Guard’s cooldown is increased to two posts.
Hallowed: Whenever the owner of this ability takes damage, at the end of that post, they gain a low level of health.
DARK TRIDENT
Dark Revival: Whenever this ability does damage, the user may also be healed by a moderate level of health.
Life Drain: Whenever this ability is activated, the user may pay a moderate amount of life; if they do, the ability becomes more potent (e.g. it may do another level of damage, OR have its cooldown reduced by one post, OR have the duration of an effect extended by one post, etc.). The life loss from Life Drain cannot be prevented.
Dark Fury: If the user took a combined total of massive damage in the turn before using this ability, this ability becomes much more powerful, but has its cooldown increased as well. Any damage/healing/protection/etc. is increased by two levels, or a duration increases by three posts, or a buff/debuff may become more powerful, but the cooldown is also increased by 2.
Demon Pact: This ability is constantly stronger than normal (e.g. a passive buff to physical damage is increased from low to moderate, or something similarly appropriate), but at the end of each turn, its owner loses a half level of health (even if the ability is not being used/is on cooldown, etc). This health loss cannot be prevented.
Dark Fervor: The user of this ability may pay a moderate amount of life to add an initial target beyond the first, as many times as they choose. They cannot select an individual target more than once in this way. The life loss from Dark Fervor cannot be prevented.
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