Retro
Techniques:
Techniques work very similarily to magic spells, with the exception that they always modify your regular attack. To your regular attack, they can add hits, damage, accuracy, or special effects. Because they can be very powerful they generally take a lot of CP to create the most powerful effects. They will probably be simpler to understand than magic spells, so don't panic about that.
The costs that you derive by making your technique with the following table are for learning the spell, and gaining your first use of it. Additional "charges" of a technique may be gained for 3/4 of the original price, rounded up (or if the tech costs 3 CP or less, the charges cost one less than the original spell). Example spells follow at the bottom of this page, for those who are confused by this system.
Like magic, existing techs may be "upgraded". The only real requirement is having 2 or more charges of the technique. All attributes of the old technique must be retained, and the cost to make the new technique is equal to 3/4 of the original price (rounded up) plus that of the attributes you add on. If you change the targetting type, you must still pay for the old one. The parts you add must be added at double their normal CP cost, which means that for some techniques, upgrading may not be worthwhile -- as such, it should only be considered by an advanced player and/or with GM assistance.
You keep both the old and new versions of the upgraded tech, with the old technique losing one charge and the new one starting with 1.
Technique Components:
Effect | CP cost | Maximum stack | Notes |
Single target, one hit | -3 | 1 | Pick one targetting/hit option |
Area target, one hit | 4 | 1 | Pick one targetting/hit option |
All target, one hit | 12 | 1 | Pick one targetting/hit option |
Single target, regular hits | 0 | 1 | Pick one targetting/hit option |
Area target, regular hits | 14 | 1 | Pick one targetting/hit option |
All target, regular hits | 42 | 1 | Pick one targetting/hit option |
Single target, +1 hit | 5 | 5 | Builds on hits from targetting option |
Area target, +1 hit | 10 | 4 | Builds on hits from targetting option |
All target, +1 hit | 14 | 3 | Builds on hits from targetting option |
Increase damage by 2 | 1 | 20 | - |
Increase damage by Level | 6 | 2 | - |
Decreased damage by Level | -5 | 2 | - |
Increase damage by half of Strength | 7 | 1 | - |
Increase damage by Strength | 15 | 1 | - |
Increase damage by half of Agility | 8 | 1 | - |
Increase damage by Agility | 17 | 1 | - |
Decreased Hit % by Level | -5 | 2 | No affect on number of hits |
Increased Hit % by Level | 5 | 2 | No affect on number of hits |
Perfect accuracy | 10 | 1 | - |
Add elemental damage (+4) | 1 | 10 | +damage to vulnerable targets only |
Add special enemy damage (+5) | 1 | 10 | +damage to a type, ie. dragons, golems, undead, etc. |
Add mild status (30%) | 3 | 3 | Stun, sleep, poison, or blind |
Add serious status (30%) | 6 | 3 | Paralyze, confuse, sick, or toxic |
Add deadly status (30%) | 12 | 3 | Petrify, dead, insane, or charm |
Reduce target's Hit % by Level | 5 | 2 | - |
Reduce target's Evade by Level | 5 | 2 | - |
Reduce target's Intellect by Level | 6 | 2 | - |
Reduce target's Speed by Level | 7 | 2 | - |
Reduce target's Resist by Level | 7 | 2 | - |
Reduce target's Attack by Level | 8 | 2 | - |
Reduce target's Absorb by Level | 8 | 2 | - |
Can hit a non-corporeal body | 4 | 1 | Spirits, phantasms or gas bodies |
One weapon type can use this tech | -1 | 1 | Fist, sword, knife, etc. |
Each additional weapon type | 5 | - | Fist, sword, knife, etc. |
All weapon types can use this tech | 12 | 1 | - |
Bypass the "maximum stack" by +1 | 8 | - | For creating very high-powered techniques |
Example Spells:
Some examples of standard level 1 techs:
A few hard strikes:
Single target regular hits, single target +1 hit, increase damage by 2, one weapon type
This may not look like much, but adding a hit will always be at least somewhat helpful, even at high levels, and charges will be very cheap. The damage increases shouldn't be overlooked -- they add on to every single hit, meaning that if you were originally doing 4 hits, this attack will have you doing 5 and all of them will have a small bonus.
This attack costs 5 CP to learn, and additional charges for 4 CP.
Hit several enemies:
Area target regular hits, reduced Hit % by level, one weapon type
This attack will not be useful on a single enemy, but it can be very handy early on for attacking several enemies at once. An area attack should be specified to be a line, row, or radius, by the way. Anyways, it will reduce your accuracy, but the reduced accuracy by level does not make a huge impact: at level 1 it's only one point, and by level 50 you will probably have such immensely high hit % (~180 or so) that 50 won't make a big difference. This could be useful just as it is.
This attack costs 8 CP to learn, and additional charges for 6 CP. Remember, if you can make your attack a multiple of 4 it will make your CP spent on charges more efficient.
Stunning attack:
Single target regular hits, add mild status(30%), add mild status(30%), add mild status(30%), one weapon type
If used with the "stun" status, this gives each attack you make a 90% chance to stun an enemy. If an enemy can be stunned, this gives you an excellent chance to do so as long as you can hit the target.
This attack costs 8 CP to learn, and additional charges for 6 CP. You could also make a cheaper version by using single target one hit, but you would have fewer chances to inflict the stun effect.
Mental break:
Single target one hit, reduce target's Resist by Level, increase Hit % by level, one weapon type
This is a technique that even a mage might find useful. This will reduce a target's Resist by an amount equal to the target's level and hits more frequently as well. Magic can't be used to reduce a target's Resist, otherwise the magic list might provide a cheaper version with near identical effects. If the goal were reducing a target's Absorb, for example, the magic tree is much more suited to this.
This attack costs 8 CP to learn, and additional charges for 6 CP.
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