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WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:25 pm


Fear in Halloween


Like the human world is made up of tiny molecules, Halloween is made up of Fear. Fear is everywhere and in everything: the environment, its citizens, and even in its minipets. Unlike humans and molecules, the people of Halloween can harness this power much like a Final Fantasy character uses a Limit Break or Overdrive ability and use it to unleash a devastating attack on their enemies. Alternatively, the more caring of Halloween can use the power of Fear to help and bolster their allies.

Fear powers, however, are only usable in combat. An ability that is used on a daily basis is a natural ability, not a Fear.

----

Shortcut Guide: To help you ctrl+f your way to victory, each FEAR move has a shortcut for each tier! It will take you right to the appropriately levelled mechanics.

xxxxx Battle Cry: BC1, BC2, BC3
xxxxx The Charge: CRG1, CRG2, CRG3
xxxxx Double Take: DT1, DT2, DT3
xxxxx Gambler's Chance: GC1, GC2, GC3
xxxxx The Mind: MND1, MND2, MND3
xxxxx Swift Strikes: SS1, SS2, SS3
xxxxx The Barrier: BAR1, BAR2, BAR3
xxxxx The Bite: BIT1, BIT2, BIT3
xxxxx The Chill: CHL1, CHL2, CHL3
xxxxx The Eye: EY1, EY2, EY3
xxxxx The Pulse: PUL1, PUL2, PUL3
xxxxx Tainted Fang: TF1, TF2, TF3
PostPosted: Wed Sep 28, 2011 11:25 pm


How do I create my character’s Fear?


Every character has a Fear: it’s their special ability, their unique ability that relates to the character’s species or personality.


Some Examples:
- A monster student can increase the length of their claws, allowing them to rip and tear more easily.
- A reaper’s chant that summons a blazing inferno that incinerates their opponent, yet runs the risk of singing themselves too.
- A ghost’s haunting melody that restores health to their allies.
- A demon’s evil eye that freezes their enemy in place.
- An undead skeleton throwing its own bones at the enemy, only to have the bones roll back and reform into the character after being thrown.


What not to do:
- Have your Fear force another character to do something.
--- Example: You want your character Bob to make his opponent too scared to attack. You can't have an ability that makes another character feel scared, however you can have Bob project the feeling OF being scared. That way, it's up to the dice to determine whether or not it affects the opponent.
- Turn into a 100ft tall Godzilla. Please justify your shapeshifting, and Godzilla is far too big and too OP for a First Year Fear. 10-20ft is okay, larger then that for a first year is not.
- Have your Fear last for a specific amount of time. Fears last anywhere from one to several turns. For the sake of RP, please do not assign a specific frame of time to your attacks.
- Do not create dice mechanics. We did that for you!


So what can you do?
Think of Fear like a blank piece of paper. It’s less about having that piece of paper, and more about what you can do with it. Will you fold it like origami? Draw a picture? Paint a watercolor painting? Rip the paper to pieces? The choice is up to you and your student.

In short: you can do just about everything and anything with justification. The GMs will work with you to make sure that your character’s ability fits the setting.

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:27 pm


How do use my character’s Fear?


A character’s Fear is a special ability that can only be used in battle. There are two main categories for Fears: Offensive and Supportive abilities. These abilities are further broken into different types, with three different tiers of strengths. These tiers are also abbreviated from "Tier One" as T1, etc.

Fears may not be used out of battle, before battle, or post battle; a character may only access their Fear power in a combat situation. And even then, there’s an additional limit of uses depending on what year your student is:


Halloween Characters:
xxxxxQuest Characters: May not use a Fear; must use regular attacks only (please see the Battling Mechanics guide)
xxxxxY1: Can only use one T1-level Fear once per battle.
xxxxxY2 Can only use one T2-level Fear and one T1-level Fear per battle.
xxxxxY3 Can only use one T3-level Fear, one T2-level Fears, and one T1-level Fears per battle.
xxxxxY4 Can only use one T3-level Fear, two T2-level Fear, and one T1-level Fear per battle.


Horsemen Characters:
All horsemen primarily use their weapons summoned to help them attack, similar to Hunters are reapers. Try to focus on attributes related to your respective clans (ie: War = more violent, physical attacks, Death = subtle, shadow-based attacks, etc etc)

xxxxxOuter Circle/Stage One Horsemen: Can only use one T1, two T2 abilities.
xxxxxInner Circle/Stage Two Horsemen: Can use one T1, three T2 abilities, one T3 ability.


Hunter Characters:
Like a Halloween character, a hunter's weapon also uses Fear to attack... However a weapon cannot produce Fear itself. Instead, it must steal Fear from an opponent that contains Fear in order to charge itself up. Every hunter, no matter the rank, must strike an opponent made out of Fear (excluding other weapons) three times in order to charge up. Once charged, a weapon can use its special attack. If a weapon strikes an opponent six times, it does not mean two charges.

xxxxxQuest Hunters do not have a Fear attack.
xxxxxTrainee Hunters can use one T2/Hunter Trainee Fear attack two times per battle.
xxxxxIntermediate Hunters can use one T3/Hunter Attack and one T2/Hunter Trainee Fear attack per battle.
xxxxxFull Hunters can use one T3/Hunter Attack and two T2/Hunter Trainee Fear attacks per battle.
xxxxxAdvance Hunters are a mystery check back later.


Remember, to create a charge:
A hunter must strike a Fear-made opponent three times to gain a charge.
Hitting an opponent six times does not equal two charges.
A hunter does not need to land three hits in a row to create a charge.
Hunter Weapons cannot produce enough Fear to create a charge outside of Deus HQ.
xxxxxxxxxxNote! When active, the Fear The Bite cannot produce a charge as the hunter's weapon is too busy converting Fear into HP!

Regardless of the type of character you have, in order to use your character’s Fear, simply roll the dice mechanic that corresponds with your character’s Fear. See next post.

A Hunter's weapon cannot hold onto a charge for a long period of time. Once the battle is over, the weapon absorbs the charge. Think of a weapon as being that requires Fear to fuel it. Without enough Fear, a weapon will stay in its dormant totem state. If a weapon has a charge and is dismissed into totem form, the weapon will absorb the Fear and lose the charge.

Charges cannot be carried on between battles; you must use charges or lose them.

Charged attacks in Deus HQ spars work the same as usual, though how the weapons regain some Fear within a relatively short period of time a strange mystery....


In Regards to All Factions:
Both Halloween and Deus Ex characters may have variations in their Fear attacks. That is, every "year" attack they gain, they may pick a new Fear attack. You can either upgrade an existing Fear into the next Tier, or pick a powerful attack from the next Tier up.

For instance, Samantha has T1 Battle Cry. When she hits the next level in terms of power, she can either turn her Battle Cry into T2 and pick a new T1 ability, or she can keep Battle Cry at T1 and pick a new T2 ability.

Amityville Students and Horsemen learn new attacks from professors and elders.

Hunters lean new attacks either through training, from higher ups, or by synchronizing with their weapon to "unlock" a new ability. Please see the weapons guide for more information.


NOTE ABOUT QUEST CHARACTERS:
Regardless of factions, a quest character may NOT use a Fear attack. Fear attacks are for enrolled characters only, as a quest using a Fear attack runs the IC risk of straining their bodies to the point of self-dissipation.
PostPosted: Wed Sep 28, 2011 11:28 pm


Types of FEAR


On the surface, character Fear abilities are as diverse as the population in Halloween. Looking past that, however, Fear attacks can be divided into two groups: offensive and supportive abilities. And from those categories, Fears can be further narrowed down into a specific type or “school” of Fear at different levels of strength known as "tiers."

When creating a Fear, do not worry too much about these classifications. Focus more on what you the player want to RP and do in battle. Pay more attention to whether your character would have more fun setting things on fire than figuring out how to justify being able to freeze an opponent.

Once you have settled on your Fear, use this list to figure out what School of Fear your ability falls under:

Offensive Abilities:
xxxxx Battle Cry: Standard damage-dealing move.
xxxxx The Charge: An attack that deals splash damage, damages more than one character.
xxxxx Double-Take: Has a chance to disable the target, forcing them to skip a turn.
xxxxx Gambler’s Chance: Deals the highest amount of damage on average, however the user suffers recoil.
xxxxx The Mind: Lowers opponent’s accuracy; makes it harder for them to hit you.
xxxxx Swift Strikes: For attacks that affect an area.

Supportive Abilities:
xxxxx The Barrier: Creates a shield that nullifies incoming damage.
xxxxx The Bite: Allows the user to heal themselves after dealing damage.
xxxxx The Chill: Standard heal.
xxxxx The Eye: Boosts accuracy AND damage.
xxxxx The Pulse: A regeneration effect.
xxxxx Tainted Fang: Allows the user to damage their opponent over time, like a poison or burn.

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:28 pm


Offensive Fear Abilities:


The Battle Cry
The most basic offensive Fear attack. The Battle Cry enables its user to deal higher-than-usual damage without a drawback. The only drawback is being able to fire it off properly.


Tier One: BC1
Dice: 4d4
First Dice:
xxxxx 1: Miss
xxxxx 2: Half Damage
xxxxx 3-4: Full Damage
Damage: Add up remaining dice. This total is the damage dealt to your opponent.
Average Damage: 8


Tier Two: BC2
Dice: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Full Damage
Damage: Add up remaining dice. This total is the damage dealt to your opponent.
Average Damage: 15


Tier Three: BC3
Dice: 9d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Full Damage
Damage: Add up remaining dice. This total is the damage dealt to your opponent.
Average Damage: 20


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The Charge
The Charge specializes in splash damage: that is, this particular move deals damage to more than one target. However, if you miss the ENTIRE attack misses! Your additional targets won't receive damage.

Tier One: CRG1
Dice: 3d8
First Two Dice: work just like standard attack dice.
xxxxx ie, 2d8 -6 = the damage to your first target.
Third Dice: divided by 2 is the damage do your second target. Remember to round up.
xxxxx ie third dice was rolled 3. 1.5 rounds up to 2 damage to second target.


Tier Two:CRG2
Dice: 4d10
First Two Dice: work just like standard attack dice.
xxxxx ie, 2d10 -6 = the damage to your first target.
Third Dice: is your direct damage to your second target.
Fourth Dice: divided by 2 is the damage do your third target. Remember to round up.
Example: I roll 9, 4, 1, 5.
xxxxx First Opponent: 9+4=13-6=7 dmg
xxxxx Second Opponent: 1 is 1 dmg.
xxxxx Third Opponent: 5/2 is 1.5, round up to 2 dmg.


Tier Three:CRG3
Dice: 4d12
First Two Dice: work just like standard attack dice.
xxxxx ie, 2d12 -6 = the damage to your first target.
Third Dice: is your direct damage to your second target.
Fourth Dice: divided by 2 is the damage do your third target. Remember to round up.
Example: I roll 8, 9, 7, 12.
xxxxx First Opponent: 8+9=17-6= 11 dmg
xxxxx Second Opponent: 7 is 7 dmg.
xxxxx Third Opponent: 12/2 is 6 dmg.


IMPORTANT: Always, always, ALWAYS quote your targets! In the event that this Fear is used in a massive ORP setting, please try to be mindful of the IC locations. ie, are your targets near each other? Can your attack ICly affect them? While we don't enforce this, we ask that you please try to keep this in mind.
Regarding Targets: You can't hit the same person twice; each target must be a different character. This means in a 1-on-1 fight you're essentially using this Fear to use stronger attack dice.
No target? Look around you ICly. Destroy something! Please note that depending on where you are ICly it may result in IC repercussions.


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Double Take
By focusing their Fear, users of this particular art can empower themselves to deliver two powerful attacks in rapid succession. Of course, being able to hit anything is another story all together.


Tier One: DT1
Dice: 4d6
First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack.
Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack.


Tier Two: DT2
Dice: 4d8
First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack.
Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack.


Tier Three: DT3
Dice: 4d10
First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack.
Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack.
xxxxx Example: Say I roll 2, 5, 4, 6.
xxxxx 2+5=7-6= 1 for first attack.
xxxxx 4+6=10-6= 4 for second attack.

Note #1: You can only target ONE person with this attack!


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Gambler's Chance
In comparison to all of the other offensive Fear abilities, Gambler's Chance has the potential to deal the most damage. However this is also a double-edged sword: using it will also damage its user. Sometimes you'll deal high damage to your opponent while taking minimum losses, other times it'll be the exact opposite. How lucky do you feel tonight?


Tier One: GC1
Dice: 6d12
First Dice:
xxxxx 1-8: Miss
xxxxx 9-12: Hit
Damage: Total of second and third dice.
Fourth Dice:
1: Take the full 100% damage.
2-7: Take 80% damage (multiply result by .8)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last two dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 13


Tier Two:GC2
Dice: 8d12
First Dice:
xxxxx 1-6: Miss
xxxxx 7-12: Hit
Damage: Total of second, third, and fourth dice.
Fifth Dice:
1: Take the full 100% damage.
2-4: Take 80% damage (multiply result by .8)
5-7: Take 75% damage (multiply result by .75.)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last three dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 19


Tier Three:GC3
Dice: 10d12
First Dice:
xxxxx 1-3: Miss
xxxxx 4-12: Hit
Damage: Total of second, third, fourth, and fifth dice.
Sixth Dice:
1: Take the full 100% damage.
2-3: Take 80% damage (multiply result by .8)
4-5: Take 75% damage (multiply result by .75.)
6-9: Take 50% damage (multiply result by .5 or divide by 2)
10-12: Take 25% damage (multiply result by .25)
Damage to Self: Total of last four dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 25

Note #1: When used with The Eye, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent.
Note #2: When used with The Mind, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent.


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The Mind
This technique makes it harder for your opponent to hit their desired target, ie you and just about anyone else. This type of Fear attack is best used in one-on-one fights.


Tier One:MND1
Dice: 3d4
First Dice: represents your Accuracy.
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 means your opponent adds +1 to their modifier. If their modifier was -6, it is now -5! This means your opponent has an easier time of hitting their targets.
xxxxx 2-4 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7!
Third Dice: represents how many turns the effect lasts.
xxxxx 1-2: affects your opponent's next turn.
xxxxx 3-4: affects your opponent's next two turns.


Tier Two:MND2
Dice: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1-2 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7!
xxxxx 3-4 means your opponent adds -2 to their modifier. If their modifier was -6, it is now -8!
Third Dice:
xxxxx 1: affects your opponent's next turn
xxxxx 2-4: affects your opponent's next two turns


Tier Three:MND3
Dice: 3d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents your Modifier.
xxxxx 1 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7!
xxxxx 2-3 means your opponent adds -2 to their modifier. If their modifier was -6, it is now -8!
xxxxx 4 means your opponent adds -3 to their modifier. If their modifier was -6, it is now -9!
Third Dice: represents how many turns the effect lasts.
xxxxx 1: affects your opponent's next two turns.
xxxxx 2-3: affects your opponent's next two turns
xxxxx 4: affects your opponent's next three turns


Example:
Sue is a Y3 creature. She activates T2 Mind on her opponent, Bob the Y3 creature. She rolls 3, 2, 3.
For the next two turns, Bob's accuracy is -7 instead of -6.
But... what if Bob uses a Fear attack?


Note #1 - Fears: The Mind will first affect an opponent's accuracy. If the Fear does not have an accuracy dice, it will affect the duration.
Note #2: The Mind cannot affect Fears used after the fact. For example, if someone has a Barrier up you cannot use the Mind on them to shorten the duration. The only way to shorten a duration is to first cast the Mind on them, then sit back and cackle.
Note #3: Always, always, ALWAYS quote your target when casting the Mind on them! Suggestion:


*quote=playername*
[color=darkred]*playername's character name* has been debuffed with [b]T# The Mind[/b]! Your character's accuracy has been reduced by # for x turns.[/color]


BOSS RULES:
As Halloween bosses are as varied as the number of minipets you can find in the Marketplace, being able to use The Mind against one is very difficult considering how varied every boss is in TiH. Moving forward, upon rolling a successful activation you may reroll ONE ACTION in a boss fight.
xxxxx For instance, let's say the boss has a "roll a dice to determine what status effect you receive," and you dislike what you've rolled. Immediately after rolling, activate your Fear. If you are successful, you may reroll for a new status.
xxxxx Please note that this has no effect on a KO roll! If your roll results in your character becoming incapacitated, your character cannot reroll.


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Swift Strikes
When hit by Swift Strikes, the opponent is hit several times in rapid succession. On their own these attacks would deal little damage, but when combined they are on par with the best of Battle Cries.


Tier One: SS1
Dice: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Ignore the first dice, total up the remaining dice. Divide or multiply the total by the modifier depending.
Average Damage: 8 (50%), 12 (80%)


Tier Two:SS2
Dice: 9d4
First Dice:
xxxxx 1: Miss
xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Ignore the first dice, total up the remaining dice. Divide or multiply the total by the modifier depending.
Average Damage: 10 (50%), 16 (80%)


Tier Three:SS3
Dice: 11d4
First Dice:
xxxxx 1: Miss
xxxxx 2: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt.
xxxxx 3-4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt.
Damage: Ignore the first dice, total up the remaining dice. Divide or multiply the total by the modifier depending.
Average Damage: 13 (50%), 20 (80%)
PostPosted: Wed Sep 28, 2011 11:30 pm


Supportive Abilities:


The Barrier
By concentrating their Fear, disciples of this technique can materialize their Fear into a physical shield or Barrier. In combat, damage is subtracted first from the Barrier then the protected's HP. This effect can be used to protect yourself OR another character.

Tier One:BAR1
Dice: 1d4
This Dice: indicates how many turns the Barrier will last.
xxxxx 1-2: 1 Turn
xxxxx 3-4: 2 Turns
Amount: 5/5
Important: Please place this in your posts ABOVE your HP. Remember to always subtract Barrier damage before subtracting from your HP!

[color=green][b]T1 Barrier in effect!:[/b] 5/5[/color]


Tier Two:BAR2
Dice: 1d4
This Dice: indicates how many turns the Barrier will last.
xxxxx 1: 1 Turn
xxxxx 2-3: 2 Turns
xxxxx 4: 3 Turns
Amount: 10/10
Important: Please place this in your posts ABOVE your HP. Remember to always subtract Barrier damage before subtracting from your HP!

[color=green][b]T2 Barrier in effect!:[/b] 10/10[/color]


Tier Three:BAR3
Dice: 1d4
This Dice: indicates how many turns the Barrier will last.
xxxxx 1: 1 Turn
xxxxx 2: 2 Turns
xxxxx 3-4: 3 Turns
Amount: 15/15
Important: Please place this in your posts ABOVE your HP. Remember to always subtract Barrier damage before subtracting from your HP!

[color=green][b]T3 Barrier in effect!:[/b] 15/15[/color]


Note #1: Always, ALWAYS include the Barrier HP in your post and remember to subtract from that FIRST before subtracting from your HP!
Note #2: The Barrier can't be healed. If someone has the Barrier on them, healing them will only restore THEIR HP, not the barrier's.
Note #3: The maximum number of turns this effect can last is FOUR.


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The Bite
While it doesn't appear impressive at first, the Bite enables the user to steal Fear from their opponent when attacking. Hunters will discover that they are unable to charge their Weapon while this effect is active as their weapon is too busy converting the fear they stole into their own fear shields.


Tier One:BIT1
Dice: 2d4
First Dice: indicates how many turns the effect will last, starting with your next regular attack.
xxxxx 1-2: 1 Turn
xxxxx 3-4: 2 Turns
Second Dice: represents how much health you steal per hit.
xxxxx 1: 0% (Absorb no health)
xxxxx 2-3: 25% (divide your damage by 4)
xxxxx 4: 50% (divide your damage by 2)


Second Tier:BIT2
Dice: 2d4
First Dice: indicates how many turns the effect will last, starting with your next regular attack.
xxxxx 1: 1 Turn
xxxxx 2-3: 2 Turns
xxxxx 4: 3 Turns
Second Dice: represents how much health you steal per hit.
xxxxx 1: 0% (Absorb no health)
xxxxx 2: 25% (divide your damage by 4)
xxxxx 3-4: 50% (divide your damage by 2)


Third Tier:BIT3
Dice: 2d4
First Dice: indicates how many turns the effect will last, starting with your next regular attack.
xxxxx 1: 1 Turn
xxxxx 2-3: 2 Turns
xxxxx 4: 3 Turns
Second Dice: represents how much health you steal per hit.
xxxxx 1: 0% (Absorb no health)
xxxxx 2: 50% (divide your damage by 2)
xxxxx 3-4: 75% (multiply your damage by .75)


Note #1 - FEAR ATTACKS: This Fear does NOT work with other Fear abilities! If you use Battle Cry/Gambler's Chance/etcetc hitting your opponent WILL NOT HEAL YOU.
Note #2 - DEFENDING: You will NOT absorb HP while defending with this active! Defending with the Bite active WILL USE UP A TURN!
Note #3: If you have this ability and you use a Fear or Defend, IT WILL COUNT AS A TURN USED.
Note #4: If used with the Eye, the duration of the effect will be extended. The maximum duration this Fear attack can have is four turns.
Note #5: This ability CANNOT be cast on someone else! This can only target and heal the user!
Note #6: This Fear was suggested by Blade Kuroda. Thanks Blade!


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The Chill
Your basic heal with no fuss and no muss. Can be used to heal the user or a target, but cannot be used to restore Barrier HP.

Tier One:CHL1
Dice: 5d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Amount Healed: Add up the remaining dice.
Average Amount Healed: 10


Tier Two:CHL2
Dice: 8d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add up the remaining dice.
Average Amount Healed: 17


Tier Three:CHL3
Dice: 10d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Amount Healed: Add up the remaining dice.
Average Amount Healed: 22

Note #1: You cannot go over your maximum HP.
Note #2: You cannot restore Barrier HP.
Note #3: You cannot give excess HP to another character. You can only heal one character at a time with this Fear.


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The Eye
The Eye is a technique used to boost a target's damage output AND accuracy, making them more dangerous to their opponent. This type of Fear is best used in one-on-one fights.

Tier One:EY1
Dice: 2d4
First Dice: represents your Accuracy.
xxxxx 1: You move worked, but it backfired! Change YOUR OPPONENT'S modifier from -6 to -5.
xxxxx 2-3: Miss
xxxxx 4: Success!
Second Dice: represents how many turns the effect lasts.
xxxxx 1-2: One Turn
xxxxx 3-4: Two Turns
Effect: Target subtracts -5 instead of -6 to determine damage. If used and the ally uses a Fear, add +1 to the ACCURACY result/dice. If the Fear does not have an accuracy, add it to the total. Be sure to note this in your post and double-check any attacks made against you!


Tier Two:EY2
Dice: 2d4
First Dice: represents your Accuracy.
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Second Dice: represents how many turns the effect lasts.
xxxxx 1: One Turn
xxxxx 2-3: Two Turns
xxxxx 4: Three Turns
Effect: Target subtracts -4 instead of -6 to determine damage. If used and the ally uses a Fear, add +2 to the ACCURACY result/dice. If the Fear does not have an accuracy, add it to the total. Be sure to note this in your post and double-check any attacks made against you!


Tier Three:EY3
Dice: 2d4
First Dice: represents your Accuracy.
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice: represents how many turns the effect lasts.
xxxxx 1: One Turn
xxxxx 2: Two Turns
xxxxx 3-4: Three Turns
Effect: Target subtracts -3 instead of -6 to determine damage. If used and the ally uses a Fear, add +3 to the ACCURACY result/dice. If the Fear does not have an accuracy, add it to the total. Be sure to note this in your post and double-check any attacks made against you!


Example:
Sue is a Y3 creature. She activates T2 Eye on herself and rolls 4, 3. For the next two turns, she subtracts -4 instead of -6.
Opponent attacks!
Sue attacks. She uses 2d8-4 to find her damage.
Opponent attacks!
Sue activates a T3 Barrier on herself, rolling a 4. As T2 Eye adds +2 to a Fear and the Barrier doesn't have an accuracy, this would add onto the Barrier's duration. However, as indicated in Note #3 of the Barrier, the maximum number of turns the Barrier can last is 4. Therefore, for the next four turns Sue has a shield of 15/15 HP.
In addition, Sue's Eye effect ends.

Note #1: The Eye effects a Fear's accuracy. If the Fear doesn't have an accuracy, it will effect the duration.
Note #2: The Eye cannot affect Fears used after the fact. For example, if someone has a Barrier up you cannot use the Eye on them to extend the duration. The only way to extend a duration is to first cast the Eye on them, then the target activates their Barrier.
Note #3: Going off of Note #2, if someone has the Eye cast on them then someone else casts the Barrier on them, the effect of the Barrier is NOT extended.


User Image - Blocked by "Display Image" Settings. Click to show.


The Pulse
While it may not heal as much as The Chill, The Pulse serves to create an aura of regeneration that lasts for several turns in combat. It may not be much, but it just might save someone in a pinch.

First Tier:PUL1
Dice: 1d4
xxxxx 1-2: +2 HP for 2 turns.
xxxxx 3: +2 HP for 3 turns.
xxxxx 4: +2 HP for 4 turns.


Second Tier:PUL2
Dice: 1d4
xxxxx 1-2: +3 HP for 2 turns.
xxxxx 3: +3 HP for 3 turns.
xxxxx 4: +3 HP for 4 turns.


Third Tier:PUL3
Dice: 1d4
xxxxx 1-2: +4 HP for 2 turns.
xxxxx 3: +4 HP for 3 turns.
xxxxx 4: +4 HP for 4 turns.


Amount Healed: +2/+3/+4 per turn depending on level used. This takes effect BEFORE you take damage.
Note #1:
xxxxx When Using On Yourself: HP regen starts on the turn this Fear was activated. That is, the same post you roll your dice to activate the effect also counts as your first turn. Add the regen to your HP, then subtract damage. Don't go over maximum HP.
xxxxx When Using on Someone Else: Effect begins on the start of your target's next turn. Have the target add the regen effect to their HP before subtracting damage.
Note #2: This Fear has a duration limit of five turns.
Suggestion: As this Fear has an effect that lasts multiple turns/posts, keep track of it in your post. If you've cast it on someone, have THEM keep track of the effect in their post. Here's a suggestion for keeping track of this effect:


[color=green]Using Pulse to regen (target)'s HP!
+2 HP per Turn
Turns left: - /2
[/color]


User Image - Blocked by "Display Image" Settings. Click to show.


The Tainted Fang
The Tainted Fang is used for Fear attacks with a duration over time: poisons, burns, curses -- if it lingers and hurts, it falls into this category.

Tier One:TF1
Dice: 3d4
First Dice:
xxxxx 1-3: Miss
xxxxx 4: Success!
Second Dice:
xxxxx 1-3: Target suffers 1 damage for [third dice] rounds.
xxxxx 4: Target suffers 2 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 8


Tier Two:TF2
Dice: 3d4
First Dice:
xxxxx 1-2: Miss
xxxxx 3-4: Success!
Second Dice:
xxxxx 1: Target suffers 2 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 3 damage for [third dice] rounds.
xxxxx 4: Target suffers 4 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 16


Tier Three:TF3
Dice: 3d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Success!
Second Dice:
xxxxx 1: Target suffers 3 damage for [third dice] rounds.
xxxxx 2-3: Target suffers 4 damage for [third dice] rounds.
xxxxx 4: Target suffers 5 damage for [third dice] rounds.
Third Dice:
xxxxx Determines how many turns the effect lasts.
Potential Max Damage: 20

Note #1: This Fear ignores Barrier. It directly attacks the target's HP.

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:30 pm


Stacking Effects

Some types of Fear can have their effects stack. What this means is that the effect of a Fear increases in size and duration when a second character casts the same effect onto another character. Stacking only works for certain Fears, however.

To stack an effect, simply have a second character cast the same Fear onto a character with the Fear you wish to stack. Stacking allows characters to greatly inconvenience their opponents, or to give one member a boost. Teamwork is the key!

Attempting to stack a Fear that does not stack will waste it. Be sure to check and double check who has what effect on if any before you cast your own! It may also be ideal to plan ahead OOCly with your teammates.

These are the Fear attacks that can be stacked:

The Mind:
Successful casts can raise the opponent's accuracy modifier.
xxxMaximum Accuracy Modifier: -9
xxxMaximum Amount of Turns: 5

For example, let's say there's two Y1 students, Apple and Orange fighting against Pineapple.
xxxApple: rolls 3, 3, 1. Success, -6 to -7, one turn.
xxxOrange: rolls 4, 3, 3. Success, -6 to -7, two turns.

Apple moves first and casts their Mind-Fear on Pineapple.
xxx Pineapple needs to subtract (-6 + -1) -7 from their dice total next turn.
Orange moves second and casts their Mind-Fear on Pineapple.
xxx Pineapple needs to now subtract (-7 + -1) -8 from their dice total. Since Orange rolled for two turns, Pineapple will be afflicted with this status for the next three turns.

The Eye:
Successful casts can lower the target's damage modifier.
xxxMaximum Accuracy Modifier: -3
xxxMaximum Amount of Turns: 5

For example, let's say there's two Y1 students, Apple and Orange fighting against Pineapple.
xxxApple: rolls 4, 2. Success! -6 to -5, two turns.
xxxOrange: rolls 4, 1. Success, -6 to -5, one turn.

Apple moves first and casts their Eye-Fear on themselves.
xxx Apple changed their accuracy modifier from -6 to -5 for the next two turns.
Orange moves second and casts their Eye-Fear on Apple.
xxx Apple's accuracy modifier changes again, this time from -5 to -4. This effect will last three turns now.

The Tainted Fang:
Successful casts can raise the amount of damage a target takes per turn and increase the duration.
xxxMaximum Damage: 5 per turn.
xxxMaximum Amount of Turns: 5

For example, let's say there's two Y1 students, Apple and Orange fighting against Pineapple.
xxxApple: rolls 4, 2, 2. Success! Target takes +1 damage for the next two turns.
xxxOrange: rolls 4, 4, 3. Success! Target takes +2 damage for the next three turns.

Apple moves first and casts their Tainted Fang-Fear on Pineapple.
xxx Pineapple takes +1 damage on their next turn, and an additional +1 on their next turn. After that, Pineapple will be free from the effect.
Orange moves second and casts their Tainted Fang-Fear on Pineapple.
xxx Pineapple now must take +3 damage (Apple's 1 + Orange's 2) on their next turn, then for the next four turns after that. Ouch!

Let's say a Year 2 character named Banana added their Tainted Fang onto Pineapple before Pineapple posts their move. Let's say they roll 3, 4, 2. Success, +3 damage for 2 turns. Despite these numbers, Pineapple would only take 5 damage their next turn, and an additional 5 for the next four turns. Damage and rounds cap off.

If Banana posted after Pineapple? Pineapple already took the first tick of 3 damage, four turns to go. Banana's effect would raise the damage to +5, and the turns raised again to 5. Ouch!

Stacking is BETA!
It is not finalized; we do want to hear your feedback here after you've tested it out! At this time, there are no status-clearing Fears or items. These will be added dependent on feedback, namely whether or not stacking will come up enough times to warrant a Fear dedicated just to clearing away status effects.

Headlights and the Barrier will not receive stacking bonuses. Casting those on a target will simply overwrite it and be a waste of Fear.
PostPosted: Wed Sep 28, 2011 11:33 pm


FEAR FAQ

Once upon a time before we could battle, we needed a battle pass. Do we still need one?
Nope! Any character can participate in a battle, unless they screw up somehow and end up getting banned from the gym.

The outdoor arena isn't in the gym! I can still battle! Right?
NOPE. Losing gym privileges means a character loses privileges to ALL gym-related things in Amityville.

"Y2 Can only use one Y2-level Fear and one Y1-level Fear per battle."
Does this mean that we can get different FEARS as we rank up or does it mean like...
My character can use his one FEAR using the Y2 rolls once and once more using the Y1 stats?

That really depends on the character! A character who wishes to can have two variations of the same Fear, or they can diversify. If they choose to diversity and pick a new Fear, however, that new Fear will be the one to follow the Y1 mechanics -- it's new to them, and they're still learning how to use it.

So if you're a Y2, the Fear attack you created so long ago is now a Y2 rank, whereas the new Fear is the Y1 rank.

I'm still confused. How many Fear attacks does a Y2 have and what are they?
A Y2 character has TWO Fears: one that follows the dice mechanics for a Y1 ability, and another that is their Y2 ability.

A Y2 character can choose to stick with one Fear attack. This means they can use both Y1-level and Y2-level mechanics of their Fear. If their Fear fell under the Battle Cry school of Fear, then they would use the Y1 and Y2 rolls of that.

If a Y2 character wished to gain a new Fear attack, then that new Fear attack would be the Y1 ability. It's new, after all! They're not going to be masters of it. Their old Fear attack would rank up automatically and follow the Y2 mechanics.

I am really, REALLY unhappy with my Fear! Is there anyway I can change it?
Please come talk to a GM. What about it do you not like? What do you want to change it to? etcetc. This is a case-by-case question, and can't really be answered here.

I'm a Y2. After RPing, I find that I like my character's new Fear ability more than their older one. Is it possible to change it so that my character's Y1 ability switches places with the Y2 ability?
Yes, however please come talk to a GM and be prepared to explain why you want to switch.

Can I use my Fear ability out of battle?
No.

Can I use my natural ability in battle?
Yes you may.

The battle's over. I have the healing Fear. Can I heal myself or allies?
Nope! Fears are strictly in combat use only.

I'm a Y2. How do I go about picking my character's Y1-level Fear?
Go about it how you designed their first Fear. Did your character discover a new talent during their first year at Amityville? Do they want to pursue it? Or is it a special thing that they kinda sorta were able to do but not really because they were a wimpy Y1 and didn't have enough Fear to do it until now? etc etc!

Whatever you do, make sure this ability reflects and is related to your character!

I have a quest student and I'm participating in a meta! Can I use my Fear?
No, you may not.

Why can't a quest character use a Fear?
Quest characters have not undergone the training at Amityville that will teach them how to use their Fear without killing themselves in the process.

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:36 pm


SELECTING YOUR FEAR

Before a character may use their Fear attack TiH, they MUST post their selection here in this thread using this form:


[color=blue][size=16][b]Fear Selection[/b][/size][/color]
[b]Character Name:[/b]
[b]Character Race:[/b] Demon/Ghost/Monster/Reaper/Undead
[b]Character Subspecie:[/b]
[b]Character's Current Natural Ability/Abilities:[/b]
[b]What Year Is Your Character Now?:[/b]
[b]Fear Ability Request:[/b] What does it do ICly? Describe it. ie, "My character summons a pillar of flame to burn her opponent."
[b]Proposed School Category the Fear is:[/b] (Gambler’s Chance, Battle Cry, etc etc)


Upon posting this form, your character's Fear may be used in role-play. We trust the players to create RP-friendly attacks that fit in with the shop's setting and obey the RP rules (namely it does not godmod the other person's character). If you are unsure about whether or not your character's Fear fits the setting, please do not hesitate to contact staff. In addition, if you feel that someone else's Fear does not fit the setting or it controls your character in a way you don't feel is appropriate, feel free to contact staff!


CHANGING YOUR FEAR

If during role-play, you discover that you don't use your character's FEAR that much or if at all, you may request to change your character's Fear. You may only do this ONCE.

If you have used your one-time change and are still dissatisfied with it, contact Marushii. Please include:

  • Your character's name
  • Their current Fears
  • The level of said Fears
  • What Fear you wish to change
  • WHY you want to change it


Upon receiving approval, please post the following form. You may post the following form if you have not yet used your free one time change.


[color=green][size=16][b]Fear Change Request[/b][/size][/color]
[b]Character Name:[/b]
[b]Character Race:[/b] Demon/Ghost/Monster/Reaper/Undead
[b]Character Subspecie:[/b]
[b]Character's Current Fear Ability/Abilities:[/b]
[b]Proposed New Fear Ability:[/b]
[b]Proposed New Fear Category Type:[/b] (Gambler’s Chance, Battle Cry, etc etc)
[b]Reason:[/b] Why do you want to change your natural ability?


Please do NOT edit your posts in this thread!

Fixing typos is okay, changing your Fear without approval is NOT. Please be aware that if you are caught editing your Fear without approval, the GMs will take action.
PostPosted: Wed Sep 28, 2011 11:37 pm


Fear Guide Changelog - 11/4/2013

Overall:
- Fear Levels are now known as "Tiers." No more Y1/Y2/Y3 Fears, they're now T1/T2/T3!
- Changed "Level One" to "Tier One" etc.
- Updated The Second Post!
- HEY GRADUATES did you know that upon graduating you gained an extra T2 Fear? Go pick a new one!
- HORSEMEN: Barrier and Headlight Fears have been changed. You can no longer add in additional targets as the new mechanics do not allow for multiple targeting.
- In addition, the number of Fears a Horsemen has are as follows:
xxxxxOuter Circle/Stage One Horsemen: One T1, One T2 ability
xxxxxInner Circle/Stage Two Horsemen: One T1, Two T2, One T3 abilities.

Offensive Abilities:

Battle Cry:
- Changed formatting and description
- Changed Battle Cry's accuracy dice. Please double-check your Tier and update if needed.
- Tier 3 Battle Cry now uses 9d4 instead of 8d4.

gaia_crown The Charge: gaia_crown
- NEW FEAR!
- Added!

Gambler's Chance:
- Changed formatting and description
- Tier 2 and 3 recoil damage has been nerfed.

gaia_crown Headlights is now known as Double Take!
- As Headlights was essentially a double attack (a successful roll meant the opponent skips a turn), this move has been changed into a double attack.
- This is to streamline RP, as the opponent isn't forced to make a non-combat post. The user can now attack twice in one turn.
- For those whose Fears meant that they stopped their opponent somehow, they can still do that! You're merely activating your Fear and taking advantage of when they're helpless to attack twice.
- Please note that if you need to stop an opponent for more than one turn for story purposes you are more than welcomed to RP it out instead of using battle mechanics!
- IF YOUR CHARACTER HAS THE HEADLIGHTS, YOU MUST SWITCH OVER TO THE NEW MECHANICS!

The Mind:
- Clarified modifier rules.
- Added quote/player notification suggestion.
- Added special Boss Rules. Please read the update if you use this Fear; this ability now works differently against bosses!

Swift Strikes:
- Changed formatting and description for Swift Strikes.
- Swift Strikes - T3 Accuracy has been updated to better reflect other T3 attacks.

Supportive Abilities:

The Barrier:
- Now uses new mechanics! Instead of negating an entire attack, you now have an "additional" HP bar that lasts for a certain number of turns. Please view the new mechanics!

gaia_crown The Bite gaia_crown
- NEW FEAR!
- Added!

The Chill:
- Updated the style and description.

The Eye:
- Updated description and format.
- New durations!
- Fear clarifications!
- A better example!

gaia_crown The Pulse gaia_crown
- NEW FEAR!
- Added!

Tainted Fang:
- Updated the style and description.
- Buffed T2 and T3! Moar damage potential!
- This Fear ignores the Barrier. Tainted Fang damage is done straight to the target's HP regardless.

BECAUSE OF HOW LARGE THIS UPDATE IS, ALL ENROLLED CHARACTERS MAY RE-SELECT THEIR FEARS!

Also huge THANK YOU to Blade Kuroda for doublechecking & suggesting the new Bite Fear! - Maru

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:39 pm


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PostPosted: Wed Sep 28, 2011 11:41 pm


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WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:42 pm


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PostPosted: Wed Sep 28, 2011 11:46 pm


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WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Sep 28, 2011 11:47 pm


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