Secondary Classes
A secondary class is one which provides your character with more unique abilities alongside your primary class. Almost every secondary class available to you will depend on your primary class in some way (among other things), although by acquiring a secondary class you will be broadening your character's abilities greatly. Currently secondary classes do not affect one's statistics, but the new abilities available will be in addition to what you would normally gain. It is highly recommended that every character chooses a secondary class when available, and remember that if necessary it can be changed when you are in your hometown (as with everything else about your character).
You will be able to acquire one secondary class at the following milestones (before a post count of 1000 you cannot acquire one in any way; reaching multiple milestones will allow you to have more than one secondary class):
- Post count of 1000
- Post count of 5000
- Post count of 10000
- Post count of 17000
Your secondary character may acquire secondary classes as well, just double the milestones to see if any will apply to him/her as well.
Note: Secondary Classes should all be listed in order from first to last according to the above post count requirements. The post count requirements are normal for the first class... But for following classes, add the post count requirement for obtaining the class (minus 1000) to the post count requirements for the class' skills. For example, a second secondary class (requiring a post count of 5000 to obtain) with a skill requiring 4000 posts to use will require a post count of 8000 to use it instead.
The Current Secondary Classes
Architect
REQUIREMENT: NONE
One who is capable of building and maintaining structures for use on the battlefield and elsewhere. To build a structure, start a thread with the structure's name. Three minutes after the post the structure would be built (combat of any type would cancel the construction). In the first post include the structure's character capacity, HP, and anything else that is applicable. Once you leave the region or an enemy destroys it, the structure can no longer be used. If destroyed by an enemy, anyone still inside will fall. In a way the structure's HP becomes the HP of everyone inside.
Only one structure may be built by the architect per location (not region; more than one can be built per region). If more than one architect is present more than one structure can be built per location (one per architect). Obviously structures cannot move.
- Build Bunker (1000): EC=1000; Effect = Creates a Bunker (HP: 2000; Capacity: 3): Builds a small defensive base. Characters can attack from it with ranged weapons and magic. Structure has no attack value.
- Build Trebuchet (2500): EC=2000; Effect = Creates a Trebuchet (HP: 200; Capacity: 1; DP: 600 to anyone in location): Builds a siege weapon. Can attack once every minute or once every five turns (if under attack and not alone). If alone (no companions), cannot attack with trebuchet if under attack.
- Build Tower (4000): EC=2500; Effect = Creates a Tower (HP: 5000; Capacity: 6): Builds a defensive base. Characters can attack from it with ranged weapons and magic. Structure has no attack value.
- Build Fortress (6500): EC=4000; Effect = Creates a Fortress (HP: 8000; Capacity: 10): Builds a strong defensive base. Characters can attack from it with ranged weapons and magic. Structure has no attack value.
- Build Citadel (9000): EC=6500; Effect = Creates a Citadel (HP: 13000; Capacity: 15): Builds a massive defensive base. Characters can attack from it with ranged weapons and magic. Structure has no attack value.
Pirate
REQUIREMENT: None (a pirate is generally a privateer who hides his/her alignment)
A pirate is a brigand who has mastered the art of commandeering a ship. Many of a pirate's abilities give him/her an edge in naval combat as well as perhaps cause a port city particular trouble if attacked. These abilities only affect sea vessels.
- Hide Ship (1000): Effect = Invisibility for the pirate's ship (cannot move or attack): A pirate has knowledge of little-known passages and grottos where a ship can remain unseen, and in a dangerous situation can use them to his/her advantage to remain unseen.
- Commandeer Ship (1000): Effect = Steals a sea vessel from a port (HP: 10000; Ship DP: 500): If a given situation requires it, a pirate is capable of stealing a small ship from a port.
- Board Ship (2200): Effect = Forces a targeted ship to follow the pirate's ship until docked or released if the targeted ship has less than 4000 HP at the time; targeted ship cannot attack when under the effect of this ability: Pirates are infamous for boarding, plundering, and capturing unsuspecting vessels.
- Pillage (3500): Effect = Shuts down the targeted port until the pirate leaves or his/her ship is destroyed; no ships may dock with or leave the port as long as the attack lasts; pirate can be attacked from ships at the port: The best pirates don't trouble themselves with plundering mere ships when a whole town is vulnerable to them.
- Capture Ship (5500): Effect = Forces a targeted ship to follow the pirate's ship until docked or released if the targeted ship has less than 12000 HP at the time; targeted ship cannot attack when under the effect of this ability: Pirates are infamous for boarding, plundering, and capturing unsuspecting vessels.
- Feign Allegiance (7500): Effect = Temporarily changes the pirate's alignment when at sea so he/she cannot be attacked by certain ships; cannot be used during battle, but can be used beforehand to get the first attack: While a pirate is feared at sea, there are times when even a pirate cannot win a fight. They are times like those when a pirate must feign allegiance with the enemy to allow escape or ambush. By flying the alignment's flag and conducting the ship in the correct manner, a pirate can achieve this.
Tactician
REQUIREMENT: NONE
A tactician is a war leader capable of giving one side the upper hand in a battle. A tactician has few abilities to benefit himself/herself, although in a group of the same alignment he/she would be extremely valuable.
- Unite (1000): Effect = Groups all on your side in a battle into one single block of turns (one after the other): A group who is already strong acting independently would be even stronger when acting as one. A tactician is able to rally troops to work together to more easily achieve victory in battle.
- Blockade (2000): Effect If In A Sea Vessel = Shuts down the targeted port from sea until the tactician leaves or his/her ship is destroyed; no ships may dock with or leave the port as long as the attack lasts; tactician can be attacked from ships at the port: Sometimes the best way to cut off the enemy's reinforcements and supplies is to shut down their ports. This is exceptionally effective when done with a fleet of ships and a tactician's Unite ability.
- Block Route (4000): Effect = Prevents passage through a connection region until the tactician leaves or he/she falls; anyone can still enter the region, they just cannot pass through: Although more difficult than a blockade, an experienced tactician is capable of cutting off connection regions. This is not recommended unless with a group, but a lone tactician can potentially achieve this if absolutely necessary.
- Air Blockade (6000): Effect If In An Air or Space Vessel = Shuts down the targeted skyport until the tactician leaves or he/she falls; no airships or spaceships may dock with or leave the skyport as long as the attack lasts; tactician can be attacked from anyone at the skyport: An expert tactician can effectively shut down a skyport, preventing access to a city or battle from the air.
- Space Blockade (8000): Effect If In A Space Vessel = Shuts down the targeted starport until the tactician leaves or he/she falls; no spaceships may dock with or leave the starport as long as the attack lasts; tactician can be attacked from anyone at the starport: In a technological war, often the best way to gain the upper hand is to stop the shipment of off-world supplies and reinforcements. This can be done with a space blockade. When this ability is granted the tactician may refer to himself/herself as an Admiral instead of a Tactician if desired.
Translocator
REQUIREMENT: Primary class must be of the Planar alignment
One with an affinity for the greater realms of this universe could study the concepts of translocation. One with skills in this area can teleport himself/herself and an applicable summoned being to certain points around the planes of space and time via the arcane connections between them. To teleport, first create a thread announcing the teleportation spell. Then after five minutes (without moving) you can transport your character and summoned beings to the portal's target. Being attacked during the five minute period will cancel the spell.
- Zolandor Portal (1000): Effect = Teleports the translocator to Zolandor if not in a battle: The translocator creates a mystical portal to move to a certain region of Earthia.
- Izkaldan Portal (2000): Effect = Teleports the translocator to Izkaldan if not in a battle: The translocator creates a mystical portal to move to a certain region of Earthia.
- Maldenar Portal (3500): Effect = Teleports the translocator to Maldenar if not in a battle: The translocator creates a mystical portal to move to a certain region of Earthia.
- Valeron Portal (6000): Effect = Teleports the translocator to Shral Valeron if not in a battle: The translocator creates a mystical portal to move to a certain region of Earthia.
- Corroria Portal (6500): Effect = Teleports the translocator to the Corrorian Empire if not in a battle: The translocator creates a mystical portal to move to a certain region of Earthia.
- Maria Portal (8000): Effect = Teleports the translocator to Maria Port if not in a battle: The translocator creates a mystical portal to move to a certain location on Earthia's moon, Lunara. Must have a way to breathe in a vacuum.
Cosmic Scion
REQUIREMENT: Must ALSO be a Translocator
A Cosmic Scion is a master of the greater realms of this universe. He/she is able to maintain greater control over portals, allowing the creation of more complex portals as well as translocation to more arcane locations. An experienced scion can also potentially transport other individuals via his/her portals, once the appropriate ability is gained. NOTE: Most scion portal locations have not yet been discovered. This list of abilities will grow over time.
- Cosmic Transcendence (5000): Persistent Effect = Reduces time requirement to build a portal to three minutes: The scion gaines a greater affinity with his/her portals, allowing for quicker translocation.
- Frionia Portal (5000): Effect = Teleports the scion to Frionia if not in a battle: The scion creates a mystical portal to move to a certain region of Earthia.
- Aderon Portal (6500): Effect = Teleports the scion to Aderon if not in a battle: The scion creates a mystical portal to move to a certain region of Earthia.
- Forlon Portal (6500): Effect = Teleports the scion to Forlon if not in a battle: The scion creates a mystical portal to move to a certain region of Earthia.
- Greater Portal (9000): Effect = Allows the scion to transport other characters via his/her portal: With great control over portals, a scion can potentially allow others to safely use them.
- Portal Mastery (13000): Persistent Effect = Reduces time requirement to build a portal to one minute: The scion gaines a greater affinity with his/her portals, allowing for quicker translocation.
Rider
REQUIREMENT: NONE
A rider is a master of mounts of all kinds. By riding anything from horses to chimaeras, a rider is able to give himself/herself an advantage in battle. A rider must, however, purchase or earn his/her own mounts.
- Vertical Advantage (1000): Persistent Effect While On A Mount = Increases your physical DP output when on a mount by 15: A rider is able to use his/her position on a mount to gain the upper hand in a battle... Literally.
- Charge (2000): EC=1200; DP (While on a mount): Normal attack damage + 50: If correctly handled, attacking from a mount charging at the enemy will do significantly more damage than otherwise.
- Riding Companion (3500): Effect While On A Mount = Allows one additional character to ride with the rider on the same mount; All of the rider's persistent effects also affect the companion: With greater control over a mount, a rider can potentially ride with a companion.
- Quick Escape (4500): Effect While On A Mount = Allows an instant escape from combat once per day; must move to a connected region: A rider is not only better at combat from the back of a mount, but a rider is also trained at riding swiftly. This can be essential when a battle goes wrong.
- Mounted Fury (6000): Persistent Effect While On A Mount = Increases your physical DP output when on a mount by 35; replaces Vertical Advantage: A rider is able to use his/her mount and position to increase the power of his/her attacks.
Troubadour
REQUIREMENT: Primary class cannot be aligned with Darkness
A troubador is a musician who can invoke strong benign feelings in his/her listeners. In battle a troubador's songs can increase the strength of his/her allies and himself/herself. To be a troubadour you must have the instrument required for a given song in your inventory. While playing (constant ability until the troubadour falls or stops), the troubadour cannot use any abilities. The troubadour can, however, use normal physical attacks. To start or stop playing does not consume a turn. The instrument does not need to be equipped. A song can be played outside of battle. Some instruments can improve these abilities.
Note: If a troubadour is also a coronach, the coronach's songs also count as songs in terms of how many can be played at once.
- Play Song (1000): Persistent Effect = Allows the troubadour to play one song at a time: A troubadour isn't much good if he/she cannot play an instrument, right?
- Ballad of Love (1000): Instrument: String; Effect While Played = Everyone on your side will recover 25 HP per turn in battle: A troubadour is good at invoking strong benign emotions within his/her listeners, and with this song can accelerate their natural healing (as well as provide obvious roleplay benefits, hehe).
- Anthem of Courage (2000): Instrument: Brass; Effect While Played = Increases the DP output of all allies' attacks and abilities by 20 DP: When things start to look bleak in battle, a troubadour is good at raising the spirits of his/her allies.
- Aria of Clarity (3500): Instrument: Woodwind; Effect While Played = Everyone on your side will recover 60 EP per turn in battle: Many argue that wisdom is greater than strength. With this song a troubadour can clear the minds of his/her allies and allow greater focus.
- Melody of Transcendence (5000): Instrument: Woodwind; Effect While Played = Decreases EP cost of allies' abilities by 20% in battle: This song calms a troubadour's allies, allowing for the easier use of strenuous abilities.
- Song Weaving (7000): Persistent Effect = Allows the troubadour to play two songs at the same time: An experienced troubadour can weave together multiple songs to provide multiple benefits.
Coronach
REQUIREMENT: Primary class cannot be aligned with Light
A coronach is a musician specializing in lamentations and frightening chants to decrease the strength of his/her enemies. To be a coronach you must have the instrument required for a given song in your inventory. While playing (constant ability until the coronach falls or stops), the coronach cannot use any abilities. The coronach can, however, use normal physical attacks. To start or stop playing does not consume a turn. The instrument does not need to be equipped. A song can be played outside of battle. Some instruments can improve these abilities.
Note: If a coronach is also a troubadour, the troubadour's songs also count as songs in terms of how many can be played at once.
- Play Song (1000): Persistent Effect = Allows the coronach to play one song at a time: A coronach isn't much good if he/she cannot play an instrument, right?
- Dirge of Defeat (1000): Instrument: Brass; Effect While Played = Every enemy in a battle will lose 40 EP per turn: A coronach is an expert at invoking fear and confusion, and this song will cloud the minds of his/her adversaries with thoughts of a sure defeat.
- Lament of Pain (2000): Instrument: Percussion; Effect While Played = Every enemy in a battle will lose 30 HP per turn: This song will invoke physical pain directed at the coronach's enemies.
- Wailing Requiem (3500): Instrument: String; Effect While Played = The abilities of the coronach's enemies cost 20% more EP: With this requiem a coronach can place a burden on the minds of his/her enemies, making their abilities more difficult to use.
- Chant of Fear (5000): Instrument: Percussion; Effect While Played = Every enemy in a battle can only use abilities every other turn (can use normal physical attacks otherwise): This frightening chant will stifle the abilities of the coronach's enemies.
- Song Weaving (7000): Persistent Effect = Allows the coronach to play two songs at the same time: An experienced coronach can weave together multiple songs to further hinder the abilities of his/her enemies.
Healer
REQUIREMENT: None
A Healer is one who uses his/her abilities to provide healing to both allies and self.
- Quick Heal (1000): EC=150; Heals 80 HP: This is a healer's basic healing ability.
- Healing Application (2000): EC=350; Heals 150 HP: A healer applies his/her knowledge of herbs and other healing agents to accelerate the healing of wounds.
- Greater Healing Application (3200): EC=600; Heals 300 HP: With more experience, a healer can gather herbs more quickly and apply them more effectively, therefore increasing their ability to heal.
- Healing Mastery (5500): EC=1200; Heals 500 HP: Through lots of experience a healer will eventually become capable of healing even the worst of wounds.
Cleric of Arielina
REQUIREMENT: Must ALSO be a Templar and a follower of Arielina
A Cleric is one who is already a specialist in healing, but wishes to go further and call upon divine power to amplify his/her skills.
- Divine Aid (1000): Persistent Effect = Increases the healing power of a templar's HP-recovering abilities by one quarter of his/her post count: A cleric is capable of calling upon Arielina to increase the power of his/her healing abilities.
Illegal Starship Pilot
REQUIREMENT: Should not be a Soldier, for this skill would be of no use to one (can already pilot starships)
Now and then a pilot will agree to [illegally] teach an outsider the skill of piloting a starship. While this is considered a threat to the great Corrorian Empire and makes the pilot its enemy (unless the pilot is already technologically inclined, in which this class has no point anyway), more and more off-landers are learning how to fly starships regardless of the risk.
- Pilot Starship (1000): Persistent Effect = Allows the use of all types of starships if obtained: This skill gives a character that is not otherwise technologically-inclined the ability to pilot a starship.
- Pilot Technological Airship (1000): Persistent Effect = Allows the use of technological airships if obtained: A pilot who is capable of flying a starship will not have much difficulty with flying a technological airship as well.
Space Pirate
REQUIREMENT: If character is a Soldier, no other requirements. If character is NOT a Soldier, must also be an Illegal Starship Pilot.
A Space Pirate is in many ways a technological brigand of sorts who specializes in exploiting his/her starship for personal gain. These abilities only affect space vessels.
- Silence Transponder (1000): Effect = Invisibility for the space pirate's ship (cannot move or attack): A space pirate is capable of illegally modifying his/her ship's transponder, giving the pirate the ability to override the ship's transponder sequence (the ship's signature) and shut it down, making the ship invisible to most tracking systems.
- Commandeer Starship (1000): Effect = Steals a space vessel from a starport (HP: 120000; Ship DP: 10000): If a given situation requires it, a space pirate is capable of stealing a small ship from a starport.
- Board Starship (2200): Effect = Forces a targeted starship to follow the space pirate's ship until docked or released if the targeted ship has less than 40000 HP at the time; targeted ship cannot attack when under the effect of this ability: Space pirates are infamous for boarding, plundering, and capturing unsuspecting vessels.
- Array Desequencing (3500): Effect = Shuts down the targeted starport until the space pirate leaves or his/her ship is destroyed; no ships may dock with or leave the port as long as the attack lasts; space pirate can be attacked from ships at the starport: There is no better way to plunder an installation or make a clean getaway than by shutting down its starport, and this can be accomplished by shutting down its communications therefore making it too hazardous for the launching or docking of other ships.
- Capture Starship (5500): Effect = Forces a targeted ship to follow the space pirate's ship until docked or released if the targeted ship has less than 70000 HP at the time; targeted ship cannot attack when under the effect of this ability: Space pirates are infamous for boarding, plundering, and capturing unsuspecting vessels.
- Spoof Transponder (7500): Effect = Temporarily changes the space pirate's alignment when in space so he/she cannot be attacked by certain ships; cannot be used during battle, but can be used beforehand to get the first attack: Space pirates often have to face fleets of enforcer ships, and arguably the best way to escape is by spoofing the ship's transponder signature, in effect giving it a fake identity which makes it appear as friendly to the target.
Monk
REQUIREMENT: None
A Monk is one who strives to maintain balance between one's self and mind. Highly disciplined and experienced in this art, a Monk is capable of many difficult feats.
- Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation: In order to set one's mind at peace, a monk may choose to meditate and let go of the troubles inhibiting his/her concentration.
- Damage Mitigation (2000): Persistent Effect = Decreases physical damage taken by 10% of the attack's DP: An experienced monk is able to mitigate any physical attack which hits him/her.
- Feign Death (3500): EC=2000; Effect = Unless one has more than twice the monk's post count or is also a monk, he/she cannot attack the monk; Effect cancelled when ability is used or the monk moves; Cannot be used in battle: When in a tight situation a monk is capable of almost stopping his/her metabolism to give off the appearance that he/she is not alive. With this image, the monk is not likely to be attacked.
- Advanced Conditioning (5500): Persistent Effect: Total HP + 250, Constitution + 15: Through conditioning one's body, a monk is able to make himself/herself stronger and more resistant to damage or harmful states.
Realm Affinitor
REQUIREMENT: None
A Realm Affinitor is one who is able to more fully exploit the powers of magic by establishing a mental presence in the greater realms of the universe. While not always true, Realm Affinitors are usually spellcasters.
- Transcendent Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation (cannot stack with other EP recovery states): When an affinitor requires arcane energy for his/her spells and abilities, this form of meditation can help establish a connection to another plane to acquire some of its power.
- Absorb Magic (2000): Persistent Effect = Decreases magical damage taken by 20% of the attack's DP (divide its normal DP by five and that is how much protection there is): An experienced affinitor is capable of mitigating some of the magic directed at him/her.
- Redirect Magic (3500): EC=1500; Effect = The next magic attack used against the affinitor will be dissipated entirely (can only be used once per battle; effect lasts until magic is used against him/her; can also be used for a spell requiring more than one turn to cast while it is being charged): Through great concentration an affinitor is able to redirect magic out of his/her current realm and into a void, where it will not hurt anyone.
- Boundless Intellect (5500): Persistent Effect: Total EP + 700, Affinity + 7: A master affinitor is capable of even the most difficult intellectual feats.
Phalanxeer
REQUIREMENT: None
A Phalanxeer is a type of defensive warrior. Their strength is in their heavy armor, being able to effectively mitigate the attacks of their enemies.
- Armor Mastery (1000): Persistent Effect = Increases HP bonus of each piece of armor worn by 20 HP: A phalanxeer's abilities depend on the armor he/she wears, and through training, even the heaviest armor can be worn with ease. With the alleviation of the armor's encumberance, a phalanxeer can increase its effectiveness beyond its normal potential.
- Heavy Weapon Specialization (2000): Persistent Effect = Increases DP of two-handed melee weapons by 25 DP: To win battles one must not rely on defense alone. Since wielding multiple weapons would not work well alongside the heavy armor of the phalanxeer, one would either decide to use a weapon and a shield or a two-handed weapon. With training, either method can be of equal potency for an experienced phalanxeer.
- Shell Formation (3500): EC=0; Effect = When in a group battle, phalanxeer cannot move or attack but his/her armor bonuses all apply as additions to all on his/her side; Must equip a shield: Through experience a phalanxeer will become aware of various tactics used on the battlefield. By using this tactic he/she can provide protection for everyone on the same side.
- Training of the Guardian (5500): Persistent Effect: Total HP + 350: By mastering the profession of phalanxeer, one will become very confident in his/her defensive strength. This confidence, alongside training, will boost the phalanxeer's defensive capabilities.
Myrmidon
REQUIREMENT: None
Myrmidons focus on strength and speed to take down their enemies swiftly. They commonly would rather wield a powerful weapon (or two) instead of heavy armor, and are fierce and loyal warriors sure to bring fear to the eyes of their enemies.
- Weapon Mastery (1000): Persistent Effect = Increases DP bonus of each equipped weapon by 25 DP: A myrmidon is a master of weaponry and is capable of doing more damage than otherwise believed possible.
- Berserker's Fury (2000): Persistent Effect = While activated (takes one turn to activate and deactivate if done during battle) increases DP of each equipped weapon by 50 but the Myrmidon will take 70 more DP than usual per enemy's attack: A Myrmidon is in many ways an offensive warrior, and when angry can unleash a devastating fury upon his/her enemies. Usually only deemed effective when wielding more than one weapon, the increased offense will leave the myrmidon with less defense.
- Myrmidon's Ambidexterity (3500): EC=0; Persistent Effect If Don't Currently Have Ambidexterity = Allows two one-handed weapons to be equipped and used at once (bonuses of each weapon are added together for attack damage), EXCLUDING light, dark, and tech weapons: An experienced myrmidon will often prefer an extra weapon instead of a shield.
- Training of the Legionaire (5500): Persistent Effect: Total HP + 300: By mastering the profession of myrmidon, one will become very confident in his/her power in combat. This confidence, alongside training, will boost the myrmidon's natural defensive strength.
Ardent Conjurer
REQUIREMENT: None
An Ardent Conjurer is a spellcaster who is capable of calling upon and manipulating the greater forces of the universe, often for the conjuration and amplification of destructive power.
- Transcendent Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation (cannot stack with other EP recovery states): When an ardent conjurer requires arcane energy for his/her spells and abilities, this form of meditation can help establish a connection to another plane to acquire some of its power.
- Amplify Magic (2000): Persistent Effect = Increases the damage of your magical attacks by 20% (divide normal DP by five and add that to the normal DP value): An experienced conjurer is capable of amplifying his/her magic.
- Reflect Magic (3500): EC=1500; Effect = The next magic attack used against the conjurer will do half of its damage to the conjurer and half to the caster (can only be used once per battle; effect lasts until magic is used against him/her; can also be used for a spell requiring more than one turn to cast while it is being charged): Through great concentration a conjurer is able to reflect magic back at its source.
- Boundless Power (5500): Persistent Effect: Total EP + 1000: A master conjurer is capable of wielding and using more power than most other spellcasters.
Telepath
REQUIREMENT: None
A telepath is a type of psychic who specializes in communicating with others (or controlling them) by focusing and creating neural networks with their minds.
- Unconscious Persuasion (1000): Persistent Effect = Increases an active organic NPC's responsiveness to your requests and questions. Some NPCs may be keeping something secret or don't want to become involved in a quest, and this could persuade him/her to think otherwise. Also, if you are having trouble finding the right question to ask the NPC, this could cause the NPC to figure out what you need on his/her own. Won't guarantee success but it could make quests a little easier to complete: Telepaths are capable of creating conflicts within others' minds to sometimes cause them to favor the telepath's own cause.
- Coerce Action (3000): EC=EC of Ability Multiplied By Two; Effect = Force the target to use an ability other than a normal attack or use of an item chosen by the telepath on any target, including the coerced character (does not consume the target's turn or EP); Requirement = Telepath must have at least twice the coerced target's post count: By creating a neural network and altering the target's motivation, with great concentration a telepath is able to force the target to do as he/she wishes.
Auroranok
REQUIREMENT: NONE
Auroranoks are the creators of state-affecting nodes. These nodes affect everyone around then, both friend and foe, but can be used to potentially turn the favor toward the Auroranok in a tight situation. To create a node, start a thread with the node's name. Three minutes after the post the node would materialize (combat of any type would cancel the construction). In the first post include the stat alterations and anything else that is applicable. Once you leave the region or an enemy destroys it, the node can no longer be used. The node will affect everyone in the location, including you, allies, and enemies.
- Node Stabilization (1000): Persistent Effect = Allows the auroranok to maintain one node at any given time: Through the training of the ancient ways of the auroranok, one will become capable of creating and maintaining a single node.
- Node of Vitality (1000): EC=0; Effect = Creates a Node of Vitality (Node's HP: 100); Effect = Everyone's total HP increases by 300 in the location: This is the most basic node an auroranok can create.
- Node of Intelligence (2000): EC=0; Effect = Creates a Node of Intelligence (Node's HP: 100); Effect = Everyone's total EP increases by 700 in the location: This particular node can have a different purpose for everyone, and an experienced auroranok will be able to understand this and create a basic intelligence node.
- Node of Constitution (3000): EC=0; Effect = Creates a Node of Constitution (Node's HP: 100); Effect = Everyone's constitution increases by 40 in the location: This node is able to nullify almost any poison or sickness by boosting the immune system of everyone nearby.
- Node Protection (4000): Persistent Effect = Increases all node HP by 150: While nodes are unstable by nature and usually easy to destroy, an experienced auroranok can make his/her nodes a little more stable and ultimately more difficult to destroy.
- Node of Restoration (4000): EC=0; Effect = Creates a Node of Restoration (Node's HP: 100); Effect = Everyone recovers 200 EP per turn in a battle: This node calms the mind of anyone nearby, therefore allowing for greater concentration even during difficult situations.
- Node of Instability (5000): EC=0; Effect = Creates a Node of Instability (Node's HP: 1 and not altered by Node Protection); Effect = In battle, everyone loses 40 HP per turn: This powerful node is capable of disrupting the space around it, causing everything nearby to deteriorate over time. This node is highly unstable though, and easily destroyed.
- Node Mastery (6000): Persistent Effect = Allows the auroranok to maintain two nodes at any given time (when two are created, disables Node Protection): When an auroranok gains a full understanding of the behavior of nodes, he/she will become capable of maintaining two nodes at the same time. |