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Create Your Own Skills


Jotari
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Treachery : Trickster/Assassin Skill. Command : switch your weapons with the ennemy weapon. you must be able to use this Weapon. The weapons will return in each inventory afterwards.

(So you can't use a Lance with your Assassin. You can switch your brave swoRd with someone who have onlyb D Rank, such making him unable to counterattack. You can't use it to steal a weapon)

"trade"

Hey hey hey.

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Sap: Activated - Your attack deals 0 damage and cannot double, but puts the foe to sleep for 3 turns. Can only be used on a foe that is not within 2 spaces of an ally.

Thief/Assassin ability, of course.

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Furious Charge: Gain +2 Attack and +10% hit when attacking with melee weapons after moving.

Intimidate: Passive -10% hit/avoid/crit and -2 attack to all enemies within 3 tiles with lower Strength than the user.

Sweep: User can strike all units adjacent to him/her. This attack cannot double or crit. Does not affect allies.

Witch Hunter: Does effective damage to all magic users.

Vector Strike: User flies 4 spaces forward, hitting any enemies occupying those tiles. This attack cannot double, or crit, and the user must land on a free space. (Flyers Only, Selected like Gamble)

Snap Shot: User may attack at 1 range with Bows ONLY during the enemy phase and with a -30% hit penalty.

Daemonhost: User gains Dragonstone like bonuses, but all weapons now have a Devil Axe effect.

Soul Burn: All magic attacks can ignite the target's soul (30-Enemy Res%). The user takes 20% of their HP worth of damage for 3 turns.

Smash: User gains bonus damage equal to half their strength and ignores enemy defense, but gives up any multiple attacks. (Selected, like Gamble).

Cripple: Target's movement is halved until healed. (((User's Skill + Luck) - Target's Speed)%)

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Martial Arts: Through extensive training of the body and mind, the user is able to use their body as effectively as any weapon. User is never considered unarmed and can equip Gauntlets and Claws. Can only be used by the Pugilist class and its Promotions

Wave Fist: A technique used by channeling one's life force. Can hit targets at a distance, though it's not as powerful or as accurate as regular melee. Restricted to Pugilist.

Berserkergang: By channeling one's inner beast, the unit is able to increase their offensive power. Increases Strength, Skill, Luck, and Speed for three turns, but unit cannot be controlled and Defense and Resistance are reduced. Allies are also at risk of being attacked.

Edited by Aiddon
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"trade"

Hey hey hey.

"Friendly:" Unit can support with enemy units (unless they are nongenerics) after 1 turn of standing next to them. Unit can support with enemy units multiple times in the same chapter, up to A rank, assuming your support list allows you that many additional supports. If an enemy unit dies, they are taken off your support list. (Incidentally enemy units have either fixed and assigned but fairly widely distributed or semi-randomly assigned affinities). The enemy unit and the player unit receive standard bonuses to stats. This does mean that the unit can support with the enemy, kill another enemy and maintain the bonus until the enemy unit attacks them (and one of the two units dies), or support an enemy unit and attack it on the same turn if the player feels the bonuses favor the unit initiating the support.

Also, this unit would probably be capable of recruiting numerous enemy or neutral PCs that are normally recruited by units that "know" that unit (independent of the effects of the skill).

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Stealth: Thieves only; Command: Reduces the thief's Movement by 2 while activated. The thief must be a minimum distance of three spaces from an enemy unit to activate Stealth. The thief cannot be targeted by enemy units while Stealth is activated. Stealth is automatically deactivated if an enemy unit bumps into the thief's space (as when one of your units bumps into an enemy in a Fog of War map), or if a Torch is used within five spaces of the thief. Stealth is also deactivated by Command (Run) or by Attacking an enemy; attacks made from Stealth have a +25% chance to Crit.

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Resolve

Gain 30% more skill when HP is below 50%

Decay

When making contact with an opposing unit(no ranged weapons) this unit is posioned for 5 turns and a random skill is changed to "Decay"

Dual wield

Equip a prim and sec weapon, when you attack you start with your prim.

Example: you equip an ironsword and a fire

Someone attacks you, you double, first sword then fire.

Someone attacks you at range and you double: you attack once with fire

Attacked at range, don't double; you don't attack.

For my friends

When your team's hp is below 50% you gain 30% more activation rate

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  • 3 weeks later...

Teleport

If you are attacked at a distance with a close range weapon equipped, you may temporarily teleport to close range to counterattack. Activation rate = Mag + Skl/2

Doubleshot

When you attack with a Bow, it will shoot 2 arrows at once, each with half accuracy.

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Quad-Summon: Summons four phantoms, one on each of the four tiles adjacent to the summoner.

Octo-Summon: Summons eight phantoms, one on each of the four tiles adjacent to the summoner, and one on each of the four tiles diagonal to the summoner.

Obviously, you could not repeatedly use this ability until all of the phantoms have been defeated, nor could you use them in conjunction with each other, or the regular summon.

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Sword-Breaker:This character always has a WTA when using axes.

Animal hater:Doubles critical when fighting beast or bird laguz.

Lazy:Moves once every two turns.

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I have to:

Shield strike: %Luck When your enemy attacks, you do a counter attack where your defense acts as your strength.

Parry: %Speed When you dodge an opposing attack, you can do a counter strike at half damage.

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Debilitator: Usage of a weapon against the bearer of this skill costs twice as much. So an Iron Sword would break twice as fast, since one use would equate to two uses at once.

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  • 1 month later...

Oh, I have plenty:

Chivalry: Hit, Avoid and Critical Avoid + 10% against an opponent who can counterattack.

Opportunist: Hit and Critical + 15% against an opponent who cannot counterattack.

Arms Expert: Super effective damage multiplies Might by 3 rather than 2.

Mug: Attempt to steal an item, attacking in the process. Item is selected before Mugging is attempted, and if the user's attack hits and deals damage, the item is successfully stolen. If the Mugging kills the selected opponent, the user may steal any additional item of the player's selection from the fallen target's inventory. A Mugging unit attacks with their skill and speed halved. Boss enemies cannot be Mugged.

Grudge: Hit, Avoid, Critical and Critical Avoid + 10 against an enemy who survived a battle against the skill holder.

Chase: If the user fails to kill an enemy on their turn, they can move again. This skill can only activate once per turn.

Parley: Convince an enemy to remain neutral (immobile and inactive) during the fight. Attacking reverts the enemy to their original AI. Enemy still counts towards the headcount in Rout missions. Recruitable enemies must still be recruited through their respective means. This skill does not work on boss enemies. Success = ([user Luck x Leadership x 2] - [Enemy Current HP x Leadership])%*

Persuasion: Convince an enemy to aid you in battle (become an NPC/Partner unit). Enemy no longer counts towards the headcount in Rout missions. Recruitable enemies must still be recruited through their respective means. This skill does not work on boss enemies. Boss enemies or enemies of a higher promotion tier or Leadership can sway persuaded enemies back to their original allegiance. Success = ([user Luck x Leadership] - [Enemy Current HP x Leadership x 2])%*

*Remove Leadership from calculations if the stat is not present; if the user also has Charisma, or if the user has Demoiselle and is attempting to use Parley or Persuasion on a male enemy, the skill's success rate is doubled.

Edited by Starlight36
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I've had several of these ideas.

Lucky Seven: This is a skill for a fan-made class of mine, the Gunslinger (and its promotion Sharpshooter). As the name implies, this class wields handguns, which along with hand cannons form the "Missile Trilogy" by which guns beat bows, bows beat hand cannons (weilded by Cannoneers and their promotion Cannon Troopers), and hand cannons beat guns. Back to the skill, it has a Luck% chance of activating, overriding Hit, Avoid, and Critical for both player and enemy, and resulting in two to seven (randomly selected) shots at half power to the enemy with a guaranteed hit rate. Lucky Seven only activates if a handgun is equipped. Statwise, Gunslingers and Sharpshooters are similar to ranged Myrmidons/Swordmasters, so this is basically their equivalent of Astra, learned by Sharpshooters ar level 5.

Flame Booster: Gives the users's handgun attacks a fire/anima attribute on the Trinity of Magic. Attacks are still considered physical handgun-based in all other aspects, and are still counted on the Missle Trilogy as well. This is learned by Gunslingers at level 15.

Advantage: Cannoneer skill, learned at level 15. Luck% chance of "mimicking" the enemy's disadvantageous weapon on the Weapon Triangle or Trinity of magic, granting all associated bonuses. This skill does not activate against bows or handguns, and will only activate if a handgun or hand cannon is equipped.

Trap Mastery: This is a skill for Rogues, learned at level 1 in games where all Thieves and their promotions gain Locktouch, so to give them something that Assassin's don't get. This allows Rogues to set traps, purchased from certain shops, on any adjacent, passable tile. When a trap is placed, an icon will appear over the tile, though this can only be seen by the army whose rogue has placed that particular trap (in other words, enemy units can't see them). The trap is activated when any unit, friend or foe passes or stops on the tile. Depending on the trap's effect, the unit may or may not be able to finish their turn. As most traps are activated by stepping on them, flying units generally don't activate them, but there are exceptions. When a Rogue sets a trap, they are granted some EXP. Used wisely, enemy units can be 'lured' onto spaces with traps. A few examples of traps are as follows.

Landmine - Creates a small explosion when activated, damaging the unit. The unit is still able to continue moving, and can finish his/her turn if the damage isn't lethal.

Tripwire - Halts the trapped unit's movement, ending their turn when the trap is activated.

Pitfall - Damages the unit and instantly ends their turn. This trap is rarer and more expensive than the Landmine and Tripwire traps.

Arrow Trap - Activated by movement rather than touch, this trap sends and arrow flying at the unit for some damage. This trap can be activated by flying units.

Poison Snare - Ends the unit's turn and inflicts poison status.

Disable Trap: Learned by Rogues at level 5, and perhaps other classes as well, this automatically activates when the unit steps on a trap. Rather than suffering its effects, the trap is detected and destroyed before it activates.

Edited by Firespark Faerie
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I've had several of these ideas.

Lucky Seven

about that.....it already exists much better than stupid underdog

hey guys, let's create a skill that allows someone to move again after killing an enemy, it certainly won't break bosskill chapters right Kappa.png

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oh oh oh

Eat- Manakete and Taguel i like carnivorous bunnies skill. You have a hunger gauge (more like a hungry-enough gauge since being hungry doesn't hurt you) that is empty by the start of the map. You're allowed to eat an enemy that you are able to oneshot from whatever his/her hp status at the time to recover full HP if your hunger gauge is completely empty. Your hunger gauge will then fill up and you may not eat again until you are hungry again.

omnomnom

Edited by Thor Odinson
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hey guys, let's create a skill that allows someone to move again after killing an enemy, it certainly won't break bosskill chapters right Kappa.png

I think "another whole move+action" might be a bit much, but it doesn't sound that bad to me to allow a unit to use the remainder of its unused movement points. If you're referring to Starlight's hypothetical Chase skill, I think the function suggested was to allow a unit to move again after it failed rather than succeeded to kill an enemy.

Actually, now that I think about it, what you thought the skill was sounds pretty badass. I don't think it'd be a straightup game-trivializer unless there was a shitload of enemies that the user could 1RKO without taking that much damage.

It'd be OP as all hhhhhheck compared to a lot of skills, but it'd be situational or at least require setup (or weak enemies, but that'd be the game's fault in a different way), and other units could be given skills that were equally dangerous or specifically countered it to balance things out. And when the skill did get its chance to shine, you'd have this rampaging Hulk of a unit going BAM BAM BAM BAM to a bunch of dudes all in one turn, how awesome would that be

Though I guess at that point it'd start getting kinda complicated, huh

Edit: Nowww I'm getting the original Chase, it'd be the inverse in that it'd be like an extended (potentially) Duel where a unit goes at one dude they're confident they can take down or want to heavily damage. As opposed to BAM BAM BAM BAM PUNY HUMANS. It'd also require setup in that if the unit with it went all out on a single dude, they'd either have to straight up outclass them (as with the above), or they'd need healing.

Ah. Aaaaand I just realized that if there was a really high density of enemies that the Chase unit couldn't kill, they could theoretically zip across the map, too. Really scary/potentially fun move for a dodge tank, though it'd be kinda bullshit to have somebody walk up to your healer using it.

I think it might be a nice stipulation to the skills to only let the unit keep moving if they ended on a battle phase, and couldn't use a non-weapon item once the chain began.

Edited by Rehab
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i'm thinking about a command skill that negates both your unit's and your enemy unit's defense stats (both defense and resistance), kind of like a commandable luna that affects you and the unit you're attacking. maybe call it ire or something, i dunno. would be cool on a swordmaster i think, would offer a way to destroy generals and such with their shitty strength, and since it's only available on player turn, it wouldn't be too broken

Edited by Liz
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