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 Stats and abilities (Out of date)

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Ilkenaal

Ilkenaal


Posts : 3
Join date : 2012-06-18
Location : On top of a bunch of dead vikings

Stats and abilities (Out of date) Empty
PostSubject: Stats and abilities (Out of date)   Stats and abilities (Out of date) Icon_minitimeWed Jun 20, 2012 3:13 pm

Stats and abilities


When creating a new role, all players start with 15 experience points, or XP for short. These points are used to buy stats and abilities which the roles can use both on the forum and at LARP events.


Stats:

Freedom uses three main stats: Attack, Defence and Magical Ability. Each player also has Health and Energy.
A role's point score in each stat depends on their race:

Stats and abilities (Out of date) 6PS2r

It is not possible to change your role's Health or Energy, but other stats can be increased by using XP. The prices are as follows:

Each point from 1-5 costs 1 XP
Each point from 6-10 costs 3 XP
Each point from 11-15 costs 5 XP



Abilities:

Each role can have at most two kinds of abilities (That is, two categories of abilities), however your role does not necessarily have to have that many. If you want a specialised role with only one category of ability, say for instance Alchemy or Healing, that is perfectly fine.

Gaining access to an ability costs 3 XP, but you also have to pay for each individual spell within that ability. The price of each spell is written in its description.


How does one go about gaining XP, though? As previously mentioned, every player gains 15 XP upon creating a new role. These points must be used on that role. Players also receive XP for participating in LARP events, and for actively participating in forum role-play. These points are awarded to the player, and the player then decides which of their characters they want to spend the points on. However, once you have used XP points, you will not get them back, even if that role dies.


Full list of abilities and spells:


Blood Magic: 3 XP (Metuists only)
The blood magic used by Metuists is practiced through rituals, and usually takes some time to complete. It is recommended of any Metuist wishing to perform a ritual that they have on hand the proper ritualistic accessories, such as feathers or candles.

- Blood Dagger: 1 XP

The caster shapes a knife or dagger out of their own blood. The blade works just like any other knife or dagger. This ritual costs 2 energy points to perform, and the weapon created lasts until the caster chooses to destroy it, or until used against another person's body. Using it on oneself does not destroy it.

- Blood Curse: 2 XP
This ritual poisons the target person's blood, causing them to become ill. The victim will get a fever, become nauseous, get a headache, etc. The victim's blood will also turn black for the duration of the curse. The effect will last for 15-20 minutes, after which the victim will return to normal. This ritual costs 3 energy points.

- Blood Vessels: 4 XP

This ritual causes the target person's blood vessels to shrink, thus causing great pains, dizziness, head aches and nausea. This effect lasts for 5-10 minutes, and for this duration, it is more or less impossible for the victim to do anything except for screaming in pain. This ritual is not lethal, however, and once the duration ends, the victim's condition returns to normal, although possibly with a lingering head ache. This ritual costs 3 energy points.

- Puppet: 4 XP
By using a drop of a person's blood, this ritual can let the caster gain control of the victim's movements, and thus make them do whatever the caster wishes, as long as it does not result in the victim's death. This ritual costs 3 energy points. It does not work on people with higher magical ability than the caster.

- Divine Suffering: 5 XP, and you must know all other rituals within Blood Magic.
The blood of the victim is crystalised, causing the victim to automatically take 5 damage. The process is extremely painful, but it only lasts for a couple of minutes. This ritual requires a blood sacrifice, causing the caster to take 1 damage. The ritual also costs 6 energy points.


Alchemy: 3 XP
Elixirs created using alchemy must be given to the victim, either by making them drink it, or getting it directly into their blood using a syringe or similar equipment. The alchemist must have bottles for keeping the elixirs in, and also ingredients to be used in-game. Creating an elixir takes 5 minutes, and you can at most have three already-made elixirs with you at the beginning of a LARP.

- Sleep Potion: 1 XP
The victim falls asleep, and stays asleep for 5-10 minutes.

- Paralyze Potion: 2 XP
The victim loses the ability to move for about 10 minutes. The potion does not take away their ability to feel pain.

- Panic Potion: 3 XP
The victim panics for about 10 minutes.

- Energy Potion: 3 XP
The imbiber gains 3 energy points.

- Antidote: 3 XP
If the imbiber is poisoned, this elixir cures them.

- Healing Potion: 4 XP
Small wounds in the imbiber are healed, and the imbiber gains 3 health points.

- Master Alchemy: 5 XP, and you must know all of the above Alchemy recipes.
Having this causes all elixirs to have twice their normal effect.


Healing: 3 XP
Healing is a type of magic which has proven difficult to use for one with evil intentions.

- Minor Healing: 1 XP
The caster heals minor wounds and injuries, either in themselves or someone else. The target person gains 1 health point, but the process is usually uncomfortable. This spell costs 1 health point.

- Detect Poison: 1 XP
The caster searches through the target person's body and discovers any poisons currently in the target's blood. This spell costs 1 energy point, and the caster can remove one of the poisons discovered this way.

- Calming Hands: 3 XP
The caster places their hands on the shoulders of a target person, and sends a stream of warm energy into them. This calms the target down, no matter why they were agitated. This spell costs 3 energy points. If the target has a higher magical ability than the caster, the target can choose to ignore the effect.

- Major Healing: 4 XP
The caster heals more serious wounds and injuries, either in themself or someone else. This healing is quite taxing. The spell usually takes about 5 minutes to cast, and costs 5 energy points. The target of this healing gains 5 health points.

- Shield of Light: 5 XP, and you must know all other spells within Healing.
The caster creates a magical shield around themself and any other person within a radius of one metre. Everyone inside of this shield is protected from harm as long as the shield remains. The shield lasts 10 minutes, or until the caster chooses to dispell it, and is symbolised by drawing a circle on the floor out of chalk or something similar. This spell costs 5 energy points.


Energy Magic: 3 XP
Energy magic is all about sending out or absorbing pure magical energy.

- Shock: 1 XP
By touching the victim, the caster sends a pulse of energy into them. The victim takes 1 point of damage. This spell costs 1 energy point.

- Give Energy: 2 XP
The caster transmits their energy points to the target person by touching them. The target will gain the same amount of energy points that the caster decides to lose.

- Energy Explosion: 3 XP
The caster sends out a shockwave of energy, causing everyone within a radius of one metre to take 2 damage. This spell costs 4 energy points.

- Knock out: 4 XP
The caster touches the victim, and sends a shock of energy through them. The victim faints immediately, and will remain unconscious for about 5 minutes. This spell costs 4 energy points.

- Steal Energy: 5 XP, and you must know all other spells within Energy Magic.
The caster pulls energy points out of the victim, and into themself. The caster cannot steal more than what their body can naturally hold without losing health. This means that it is possible to gain more energy points than your normal maximum capacity, but each points above the capacity will cause you to lose 1 health point.


Fire Magic: 3 XP

- Touch of Flames: 1 XP
The victim catches on fire in the place the caster touches them. This spell costs 1 energy point.

- Fire Wave: 3 XP
The caster sends out a wave of fire around them, causing everyone within a radius of one metre to take 2 damage. This spell costs 4 energy points.

- Shield of Flames: 4 XP

The caster covers their body in fire, causing anyone who touches them to take 2 damage. These flames last for 5 minutes. The spell costs 2 health points and 3 energy points.

- Circle of Flames: 4 XP
The caster creates a circle of flames with a radius of one metre, symbolised by drawing a circle on the floor using chalk or a similar substance. Anyone entering or leaving the circle takes 3 damage. This circle lasts for 5 minutes, and the spell costs 4 energy points.

- Overheat: 5 XP, and you must know all other spells within Fire Magic.
The target person's body temperature is increased, thereby boiling them alive. The victim takes 5 damage. The spell costs 7 energy points.


Water Magic: 3 XP
Water magic is the manipulation of water, but also ice. It is recommended that anyone planning on performing water magic during a LARP brings with them a small container of water. Not to throw at others, but as a small effect.

- Conjure Liquid: 1 XP
The caster collects moisture from the air, and "creates" water. The caster needs something to keep this water in. This spell costs 1 energy point.

- Frozen Fingers: 2 XP
Anything the caster touches freezes to ice, be this a person's arm, or a glass of water. If this is used on a person, the victim takes 2 damage. This spell costs 2 energy points.

- Underwater Breathing: 2 XP
The caster grants themself or someone else the ability to breathe underwater. This spell lasts for 30 minutes, and costs 2 energy points.

- Cold Feet: 3 XP
The caster freezes the target to the ground, rendering them unable to move. This spell lasts for 5 minutes, and costs 3 energy points.

- Blade of Ice: 4 XP
The caster creates a sword, dagger or knife out of ice. The weapon works just like any other weapon of its kind, but melts after about one hour. This spell costs 5 energy points.

- Immobilize: 5 XP, and you must know all other spells within Water Magic.
The caster freezes the target's body upon touching them, rendering them unable to move at all, including making them unable to speak. The victim is immobilized for 5-10 minutes, and takes 2 damage. This spell costs 5 energy points.


Earth Magic: 3 XP
Earth magic is a type of magic that elves have always had an affinity for. Earth magic is used to manipulate nature around the caster, both plants and animals. It is recommended that earth magicians bring with them some rope, fruit, leaves or other such objects which can be used as effects.

- Thorns: 1 XP
The caster calls forth long spikes, used to sting and hurt a victim. Anyone stung with these thorns takes 1 damage. This spell costs 1 energy point.

- Roots: 2 XP
The caster calls forth roots which bind the victim and immobilises them. This is illustrated by using a rope or similar. The roots remain until removed/destroyed. This spell costs 3 energy points.

- Shielding: 3 XP
The caster creates a shield out of plants which covers their body. The shield lasts for 20 minutes, and increases the caster's defence by 4. The effect can be illustrated with leaves attached to a thread, which is then wound around the body of the caster. This spell costs 4 energy points.

- Energy Fruit: 4 XP
The caster causes a plant to grow an energised fruit. Anyone who eats this fruit gains 5 energy points. This spell costs 5 energy points.

- Poison: 5 XP, and you must know all other spells within Earth Magic.
By touching the victim, the caster poisons them. The poison causes the victim to take 1 damage every 5 minutes, and is extremely painful. This spell costs 5 energy points.


Swordsmanship: 3 XP
Swordsmanship is the ability to use a sword properly, including techniques which increase your effectiveness.

- Sharpen Blade: 1 XP
This skill lets you sharpen a sword correctly, making the sword more effective. A sharpened sword deals 1 extra damage per attack.

- Advanced Swordsmanship: 3 XP, and you must know Sharpen Blade.
You know advanced sword techniques, causing you to be more effective when fighting with a sword. You deal 2 extra damage per attack. This skill stacks with Sharpen Blade (If you have this skill and use Sharpen Blade, you will deal 3 extra damage per attack).

- Combo: 4 XP
This special technique deals 4 damage to the victim. This skill costs 4 energy points.

- Dual Wielding: 5 XP, and you must know all other Swordsmanship skills.
You can use both hands equally well when fighting. Not only does this mean that if your main sword hand gets hurt, you can use the other hand with no penalty, but you can also fight using two swords at once. Fighting with two swords lets you deal twice the normal amount of damage.


Ranger: 3 XP

- Accuracy: 1 XP
This skill increases your accuracy, causing you to deal 1 extra damage when using a bow or flintlock pistol.

- Strong Shot: 2 XP
You fire a special bullet or arrow, dealing 3 damage to the victim. This skill costs 3 energy points.

- Never Miss: 3 XP, and you must have the Accuracy skill.
You are very accurate with bows and flintlock pistols. You deal 3 extra damage when using a bow or flintlock pistol. This does not stack with Accuracy. In other words, your total bonus ends up being 3, even though Accuracy already gives +1 damage.

- Special Shot: 5 XP, and you must know all other Ranger skills.
You fire a special bullet or arrow, dealing 6 damage to the victim. This skill costs 5 energy points.


Engineering: 3 XP
Engineering is the creation of and working with small devices, causing them to gain unexpected properties. It is recommended that people with this ability bring with them small gadgets which can be used as effects.

- Lockpicking: 1 XP
Using this skill, you can open locked doors. Doors that are locked in-game will have a certain symbol on them to show that they can be opened with this skill.

- Improved Arrows: 2 XP
Using this skill, you can upgrade arrows, causing them to deal 1 bonus damage when used for normal attacks. This skill costs 1 energy point for each arrow improved, and an improved arrow can only be used once.

- Upgrade Flintlock: 3 XP
Using this skill, you can upgrade a flintlock pistol, causing it to deal 1 bonus damage for normal attacks. Upgrading a flintlock pistol takes 5 minutes, and costs 4 energy points.

- Knock-out Gas: 4 XP

You can use this skill to throw a small container of gas. When the container hits the ground, the gas will escape, knocking out anyone within a radius of 3 metres. Victims of this will remain unconscious for 5-10 minutes.

- Bomb: 5 XP, and you must know all other Engineering skills.
Using this skill, you can create a bomb. When the bomb explodes, everyone within a radius of 3 metres will take 4 damage. The bomb is illustrated with any sort of device which makes a ticking noise and then rings or otherwise makes an alarm sound after a set amount of time (e.g. an egg timer). Setting a bomb costs 5 energy points, and must be done while the LARP is ongoing.


Air Magic: 3 XP

- Push Back: 1 XP
The caster sends a forceful blast of wind towards a target person, knocking them backwards up to 3 metres. This spell costs 1 energy point.

- Clean Air: 2 XP
The caster purifies the air around them, making them able to breathe safely even though there are dangerous gases or other substances in the air. This effect lasts for 15 minutes. The spell costs 2 energy points.

- Steal Air: 2 XP

The caster pulls the air out of the lungs of the target person, causing them to struggle for air for a short amount of time, and likely making them fall to their knees. The victim takes 1 point of damage. The spell costs 3 energy points.

- Wind Shield: 4 XP
The caster blocks incoming attacks using a strong wind. This spell blocks one attack at a time, and costs 3 energy points each time.

- Hurricane: 5 XP, and you must know all other spells within Air Magic.
The caster summons a powerful wind which will push everyone within 1 metre of the caster away. As long as the wind remains, no one can physically reach the caster. This wind remains for 2-5 minutes, or until the caster dispells it. The wind remains fixed in place, and if the caster tries moving outside of it, it dissipates. This spell costs 5 energy points.


Telepathy: 3 XP
Telepathy is one of the most demanding types of magic, as it requires full concentration, and usually also eye contact with the victim for it to work.

- Forced Thought: 1 XP
The caster forces the victim to answer truthfully to a single question. The caster must touch the victim and maintain eye contact for the spell to work. Forced Thought cannot be used on people with higher magical ability than the caster. This spell costs 1 energy point.

- Obedience: 2 XP
The caster gives the victim an order which the victim then must follow, as long as it does not result in the death of the victim. Obedience cannot be used on people with higher magical ability than the caster. This spell costs 1 energy point.

- Message: 3 XP
The caster transmits a mental, nonspoken message to a person by touching them. This spell costs 1 energy point.

- Mind Reading: 4 XP
The caster "breaks into" the mind of a target person, and is able to perceive their current thoughts. The caster must touch the victim, and it cannot be used on people with higher magical ability than the caster. This spell costs 3 energy points.

- Possess: 5 XP, and you must know all other spells within Telepathy.
The caster gains full control over the body of the target person, forcing them to say and do whatever the caster wishes. This effect lasts for 10-15 minutes, or until the caster cancels it. Activating this spell takes 5 minutes, and cannot be used on people with higher magical ability than the caster. If the victim dies while being possessed, the caster will also die. This spell costs 7 energy points.
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