What are some of your more interesting skills?

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Started by Thewindlord 20 posts View original ↗
  1.  One of the main characters in my current project is a huge alcoholic. He has a skill titled "Chug Beer". It heals him, but also adds the "Drunk" state, which decreases his hit chance, evasion, and damage. At first, the skill doesn't heal much and the debuffs aren't huge, but the more you use it, it slowly starts become more and more potent. Also, there's an offensive variant called "Force-Chug" that becomes available when an enemy is immobilized. Force Chug induced the "Drunken" state, which is basically a fixed Drunk that's more effective than the normal one.

     Then, there's another skill called Stealth. When you enter Stealth, your evasion doubles, and three skills unlock (See below). If you're hit, you take 1.5x the damage (Just once), and get the "Caught" state, which makes critical hits impossible and you cannot re-enter Stealth.

      Backstab - Unlocked when Stealth is activated. Does 40% more damage than a normal attack. 40% chance to apply Caught to the user.

      Plant Trap - Unlocked when Stealth is activated. 30% chance to immobilize the victim, 20% chance to inflict Bleed, does 15% more damage than a standard attack.

      Poison - Inflicts Poison, which is a DoT 20% stronger than Bleed.

     (Do the Stealth skills sound too OP?)
  2.  Oh, I forgot about Blame. This skill can be used to force an enemy to target one character for 3 turns, 5 if the character has the Mask of Wordsmithing, which makes all Speech category Skills more potent.
  3. Snowstorm - Causes the Field State Effect "Snowstorm" (thanks to Yanfly's scripts) which raises the agility of battlers with an affinity to the ice element.
  4. aliensalmon said:
    Snowstorm - Causes the Field State Effect "Snowstorm" (thanks to Yanfly's scripts) which raises the agility of battlers with an affinity to the ice element.
    That reminds me of Pokemon lol
  5. I can't think of one particular skill that stands out, since so far I've only made a bunch of simpler skills that fit a larger puzzle. I have some interesting ones in mind, but won't say anything until I pull them off.

    With that said, I found your skills to be quite interesting. I would like to see a thread about your project involving said drunk and stealth skills one of these days. =p
  6. Thewindlord said:
    That reminds me of Pokemon lol
    Actually, it is. Not from the main Pokemon games themselves, but from Pokemon Mystery Dungeon. I do have weather effects from the main Pokemon games in my game, too, though.
  7. zDS said:
    I can't think of one particular skill that stands out, since so far I've only made a bunch of simpler skills that fit a larger puzzle. I have some interesting ones in mind, but won't say anything until I pull them off.

    With that said, I found your skills to be quite interesting. I would like to see a thread about your project involving said drunk and stealth skills one of these days. =p
     That will come in time. I've only just started seriously working on this game.

    aliensalmon said:
    Actually, it is. Not from the main Pokemon games themselves, but from Pokemon Mystery Dungeon. I do have weather effects from the main Pokemon games in my game, too, though.
    Ohhh, I was thinking of hail.
  8. Swift Blows - a.agi - b.luk

    The point of this skill is to add an ability to my "Speed" based characters that is equivalent to my "Attack" command which uses a.atk - b.def as a formula.  There are specific kinds of enemies which would be more susceptible to this skill than just mashing "Attack".  It costs 0 MP to use.

    Energy Beam - a.mat - b.mdf

    This is the magical equivalent of Swift Blows.  It's there to make sure magic users don't have to rely on mashing "Attack" to do damage when they're out of MP.  I also have specific weapons many of them can use so that the "Attack" command becomes the same as using basic spells like Fire, Ice, Lightning, etc.

    Painless - Adds "Immortal" state to the User, but also drains 80% of user's total HP (so if you have less than 80% of your HP, it drops to 0).  It costs 100 TP to use the skill, but it can offer a strategic advantage.  Initial levels of this skill give you 2 turns of immunity.  Later levels can give more turns of immunity, consume less of your total HP, or a mixture of both.  If the final turn ends with HP at 0, you will transfer from Immortal to "Dead".

    Lightning - Fires a bolt of Lightning onto the battlefield to damage one random enemy.  Later levels add either more bolts (up to four) or more hits per target.  Initial damage is a.mat * 2 - b.mdf * 2.  Currently, damage does not increase on this skill as it levels up.

    Fiery Blade - User needs to be holding a Claymore to use this skill.  The attack uses the basic attack formula, except that it's fire elemental.  Initial levels of the skill produce the state "Weakness to Fire".  Later levels produce stronger versions of "Weakness to Fire" or "more versatility" which can add a second weapon type that can be used to cast the spell, lower MP costs, or even make Weakness To Fire last longer.
  9. Croon: Sings beautifully, Drastically lowering target's ATTK.  However, user becomes EMBARRASSED (Accuracy goes down).
  10. This sounds fun, I'll join in

    Perfect Type: Cost: 1000 MP and 100TP. Skill unique to "Siegurd". Gives  "Aurora" a major stat boost, 20% HP regen and access to her ultimate skill for the rest of the battle, but causes Mana Shortage (Unable to act and only able to cure at Inns and Camps).
    You cannot use this skill if Aurora is in a Mana Shortage state herself.

    Maiden's Last Breath: Cost: 1000 MP and 100TP. Skill unique to Aurora.  Doubles Siegurd's INT and RES, gives infinite MP and access to his ultimate skill for the rest of the battle, but causes Mana Shortage.
    You cannot use this skill if Siegurd is in a Mana Shortage state himself.



    I haven't figured a way to make them work in game, though.

     
  11. Healer's Reciprocity: The standard base healing spell in my game. Sacrifices 10% of the user's current hp and multiplies that number + the user's m.atk by either two or three times to get the value healed. All future healing spells work the exact same way as this but with higher multiplicands; whether the higher number is used or not depends on weather or not the target has a certain state applied, called healer's reciprocity as well, which can only be applied through this spell. Therefor in order to make the strongest healing spells work at full effect it is necessary to use the base spell first. The state can also effect other spells as well, for instance a buff spell under the same skillset will apply itself to the caster as well as the target if healer's reciprocity is already applied to the target. (which is otherwise impossible, since healing spells cannot target the caster due to their nature of requiring the caster to take in some of the targets pain (lose hp) in order to heal them.)

    Resonance: applies a state to an enemy that can trigger various effects whenever the enemy interacts with a character that has the state "healer's reciprocity" applied. The effect can vary based on the type of resonance used but ranges from things like lowering the damage of a physical attack to the target being healed by a selected element if the attack used has that element. Both healer's Reciprocity and the trigger state are removed upon successful execution of a resonance effect. Basically can turn your healer into a badass that can screw with enemy attacks but requires a lot of thought as well as a little luck to really pull off. (working on having enemies react to repeated successful resonances to make it harder to continue to intercept their attacks in this manner but that hasn't been implemented yet. Admittedly this feature is currently gamebreaking to anyone that has knowledge of how an enemy (bosses included) acts prior to the battle, hopefully I'll come up with a good balance before releasing anything as it pretty much makes up that classes entire offensive capability.)

    Lifeflare: an attack that's damage is directly proportional to the variance between the user's current and max hp. The lower your hp the more damage it will do, with a fully healed character doing next to no damage. Also applies a state for 3 turns that reduces maxhp to 70% (more as a way to limit it's damage potential away from gamebreaking levels, without it the attack can be instantly lethal to most none bosses at 40% so taking the fact that it reduces maxhp before it executes it has to be 10% or less to consistently kill enemies who are at or near full health.) If the attack is used consecutively within three turns (while the state is applied) then the attack will fail and the user will instantly have the death state applied instead.

    Just to name a few, most of my skills have script snippets attached to them at this point because the formula box was to small for their effects.
  12. Oh, another one I've been working on. In my game, if a character falls, they're down until you visit a Church, where they can Reincarnate. However, the Necromancer can use Dark Ritual, which can raise a fallen ally. When an ally is raised, they have a modified sprite, and the "Undead" state. Less hp and defense, but can be buffed using skills from the Necromancer's Dark Blood tree.
  13. F
  14. The highest level spell available to my Healer, which the Final Boss requires, to such an extent she bluntly tells the player "You literally do not have the skill to defeat me!  I can cut the very threads of Fate Herself and kill you all!" if he lacks it.  And she even asks the player confirmation to go on.  If the player wisely says "No" she drops a hint what the player needs ("Come back later and you all shall have your...shall we say say...second chance.")

    Why does she do this?  Well, the skill is called "Second Chance" and, using a small script snippet, does the following:

    If a player has the Second Chance state (which can be cast upon the player before battle) and dies, the player is automatically revived and the state is removed.  Sort of like the "Life4" spell from Final Fantasy, if I understand that spell correctly.

    The first thing her Final Form does is a spell which results in an unavoidable, immediate TPK unless this state is applied to one or more party members.  Because it is a completely unavoidable TPK, I felt it was fair to have her warn the player before the battle.  And, strangely, at their first encounter, she is very fair.
  15. I don't necessarily know if you would call it interesting, but all of the otherworldly and spiritual enemies you can encounter in the game have the "quicken" ability, which heals them if they are above half hp, and hurts them if below half hp. I know it might sound...counterintuitive and possibly unfair to do that, but it is part of the game lore, (and i try to avoid giving them huge health pools as well).

    Most human enemies will have the "adrenaline" affect come in at under half health, beasts will get stronger under half health, etc.

    Some of the monstrous enemies in the game set the sleep status - which while it is staple of rpgs already - can also teleport the player to another level, ending the combat. These "nightmare" levels have to be escaped from in order to return to the normal world, terra.
  16. Triumphant Roar(League reference intended): Heals all allies based off of user's attack, then powers up user's next attack proportional to how much was healed.
  17. Tarot: using a script from Yanfly, Tarot randomly casts one of 21 different card based spells, which could affect either the enemy or the player. For instance, the Fool card removes states, buffs and debuffs. Death could KO an enemy or an ally. Judgment could do the opposite, reviving either an ally or enemy.

    Titania: really just another elemental summons, like the one with the thunder beast or the fire ifrit, but for the Wood element, featuring a faerie graphic I made myself.

    Triage: use a single healing item to restore the health of all allies. (Part of a group of skills, along with Resuscitate, Inoculate, and Dose)

    Unagi: gain complete awareness, upping evasion and crit rate. Bonus points if you get the reference.
  18. On a character that has light mana regeneration per turn: Mana Transfer: Take some MP (currently 20) and give it to another ally.

    First Aid: Light healing to one ally in combat, costs 0 mp. The amount healed is about 1/6 - 1/8 what a healing spell would heal, so it is meant to be a last resort healing spell.
  19. I haven't really got around to making many skills yet, however I did make a Chance spell.

    Basically the chance skill does 1 of 10 things, what it does is randomized. Basically half are seen as negative outcomes(for the player anyway), and the other half do positive things(in the player's favor).
  20. captainproton said:
    Unagi: gain complete awareness, upping evasion and crit rate. Bonus points if you get the reference.
    Is this a Friends reference? Ross poking fun at the girl's self defense class? If so your awesome.

    Bolt: Does lighting damage to a target then applies "Shocked" state on all foes. If the target is already "Shocked" the spell consumes the state and restores MP to the caster as well.

    Aqua: Targets all foes that have the "Shocked" or "Burning" state and does 2x Damage to them and consumes those states (unless the targets have shocked or burning passively like a Fire elemental)

    ThunderStorm: Requires Max TP and creates a Thunderstorm that lasts for X turns and on each turn it does medium lightning damage to all foes that have "Shocked" status instantly.

    Aquaveil: Self target buff that makes foes that attack the caster receive the "Soaked" status which makes the foe weak to thunder damage. Aquaveil also wards off the next negative status on the caster (Aquaveil is removed after this effect)

    So ya thats my water and electricity don't mix idea.