Author Topic: For RPGs: Skill Ideas  (Read 796 times)

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DarkCrusade

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For RPGs: Skill Ideas
« on: December 28, 2010, 04:19:53 am »
Quoted from HackTank's ZRPG forum. The ideas are interesting for anyone who works on a RPG, so I post them here as well ;)

Quote from: DarkCrusade
Skills are divided into 2 categories: active and passive abilities. Active abilities are triggered by a command, passive ones by other events. [X..Y] is used to show the effect of a skill of both minimum (X) and maximum (Y) level. Things in brackets after skill descriptions are comments on the skill.

Skill ideas: 37

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PASSIVE SKILLS:


Empathic Bond (Passive): For every ally in range damage you receive is reduced by [0,3..0,46] %.

Rest (Passive): Every second that you don't shoot or move you regenerate health and ammunition. You need to rest for 3 seconds for this effect to start.

SP Fire (Passive; needs to be activated in options): Converts SP into additional damage. Numbers can be discussed, because I'm not quite sure here..

Vulture (Passive): Adds [3..4] HP to your maximum health for every killed zombie. Resets upon death.

Mirror Shield (Passive): Mirror [0.5..1.5]% damage to the shooter.

Vengeful (Passive): The lower your health, the higher your damage. Full health: dmg * 1; Dead: dmg * 2.25 (>PSG)

Guard (Passive): Allies in range receive less damage, excluding yourself.

Lucky Cat (Passive): Every time you kill a zombie there is a chance ([0,1..0,2]) that you gain 50 SP. Available from lvl 1 onwards, upgradeable once [lvl 20].

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ACTIVE SKILLS:


Demigod (Active): You gain demigod status for [10..14] seconds . While active, your gun reloads once every second and you receive only half the normal damage. Drains all mana and souls.

Knife Flurry (Active): You have infinite knives for [20..30] seconds.

Mage Master (Active): Drains all mana and souls. All spells are free for [15..25] seconds. (High cost)

Braincrusher (Active): Instantly kill the next zombie. (low range)

Shadowstep (Active): The next time you'd be hit by a zombie you don't receive any damage and warp to a different place, away from the zombie.
 
Final Blow (Active): Sacrifice yourself to kill all zombies in range. (High cost)

Ride the Lightning (Active): Ride a lightning bolt and warp with lightspeed into the next zombie (if in range). (medium damage, low cost)

Soulchain (Active): Everytime you deal damage, the next zombie (if in range) receives 1/2 the damage the first zombie got. Hits up to 4 zombies in a row. Lasts [14..32] seconds.

Savanna's Heat (Active): The air around you heats up over time. Lasts 5 seconds. Deals [10..13] damage (damage is dealt every second). The damage doubles every second.

Gamble (Active): If you are lucky, your next shot deals +2500 damage, but there is a chance for you to die or for no effect at all.

Searing Bullets (Active): Your bullets light zombies on fire for [14..32] seconds.

Protective Spirit (Active): Zombies can deal only a maximum of [12..10]% of your maximum health of damage. Lasts [6..9] seconds.

Pacifism (Active): Zombies around you are disarmed and cannot deal damage for [4..7] seconds. Effect ends earlier if damage is dealt to a zombie.

Flak Ammo (Active): Your current ammunition is changed to an explosive one.

Hellfire (Active): The next 3 zombies (if in range) get hit by Hellfire. Zombies which survive deal less damage.

Healing Spot (Active): Sets a healing spot on your position. Allies - including yourself - get healed by [9..14] every second. Lasts [10..15] seconds.

Berserker (Active): Your health drops to 1. You don't receive any healing for [16..13] seconds. You deal [160..220]% damage for [13..20] seconds.

Mist Form (Active): You cannot receive or deal damage for [4..6] seconds.

Claymores (Active): Summon [3..4] claymores on random positions around you. Claymores last [60..72] seconds and explode once a zombie steps on one.

Holy Spirit (Active): Once casted, this spell triggers when you die. You rise from the dead and gain 3 seconds of invincibility (so you won't die directly after being reborn when you die in a deadly pit). This spell costs around 100 Mana and 20 Souls to make it balanced.

Snipershot (Active): Next target in direct sight is targeted. Shoot [5..10] bullets straight into your enemies direction.

Aflatoxin (Active): Next zombie is infected (no pun intended) and drains health from the target. Upon death Aflatoxin can spread to 3 more zombies if they are in range.

Call Supplies (Active): You and your allies get one random bonus each. This includes Minigun/M79. Additionaly, you are healed by 33% of your maximum health.

Mark of Pain (Active): Strongest zombie (determined by amount of health) in range gets cursed. Everytime you or one of your allies deals damage to this zombie all zombies in range receive half the amount of damage.

Rescue Move (Active): Teleport to the nearest medikit.

Delay Bomb (Active): First activation: Plant a delay bomb. Second activation: Blow the delay bomb up. Zombies in range receive damage and are disarmed for [3..5] seconds.

Vampire's Gaze (Active): Drain [60..90] health from up to [3..6] zombies in range.

Deadly Swarm (Active): Deals damage to a zombie. Spreads and chains (2 seconds between every new zombie). Can hit up to [4..8] zombies.