Idea for a profession: Loyalist, Legalist, Judge,...
mariano
The following is a mere idea of a profession which might be called: Judge, Legalist, Loyalist, ... The Loyalist intends to use judgements and laws in the name of justice to help her party members and defeat foes party; she has some similarities with rangers.
Primary atribute
Profit
By each 3 points in Profit the loyalist earns some more life when
losing some energy in using "spells" or because being stealed, and
earns 1 energy when losing 10% of maximal life by a single attack, spell
or life sacrifice. For example:
Profit 3 points: +1life for each 3energy lost and +1energy if 10%life lost above 90% of life.
Profit 6 points: +2l. for -3e. and +1e. if -10%l. >80%l.
Profit 9 points: +1l. for -1e. and +1e. if -10%l. >70%l.
Profit 12 points: +2l. for -1e. and +1e. if -10%l. >60%l.
Profit 15 points: +3l. for -1e. and +1e. if -10%l. >50%l.
Thus if, for example, (example 1) if she has Profit at 15 points and 100% life and loses >30% life by a single attack, then gets +3 energy; (example 2) if she has Profit at 15 points and 60% of life and loses >10% of life by a single attack then gets gets +1 energy, (example 3) if she has Profit at 15 points and <50% health no energy is earned by losing health. And, in all 3 examples each time which she casts a spell or energy is stealed from her, she earns +3 life for each point of
energy lost.
Balance skills
These are skills which cause some predictable balance in the fight.
If casted in an ally surrounded by x number of foes this ally gets +x armor/wins x health/wins x energy/lose x condition,...
For x time if an ally is attacked by x number of foes this ally is protected/wins health/wins energy/...
If an ally suffers x the foe who caused this will suffer y
If ally does not use a skill in x time, then gets y amount of health
If ally does not use a spell in x time, then gets y amount of health
If ally is not attacking, then gets x amount of health
If ally is attacking, then gets x amount of energy
There is a kind of skill called 'law'. A 'Law' might be implemented as a pole, or totem, with the edict paper of the law on it, which might end after a time, else it might be ended before time by means of a termination skill. 'Laws' are similar to the spirits of the ranger which affect every creature, for example:
Law of gravity: whilst being enforced this law all creatures move slowly (but, speed skills do still work)
Law of ingravity: whilst being enforced this law all creatures move faster
Law of preservation of the individual: whilst being enforced this law no creature may lost the last 10 health points
Law of the team: whilst being enforced this law groups of 4 individuals if being of different proffessions share their energy pools and have x extra armor.
Law of inheritance: whilst being enforced this law each time an individual dies team members get x life and x energy
Law of taxes: whilst being enforced this law skills cost more energy and all get a share of this amount of energy.
Unbalance skills
These are skills which cause some predictable unbalance in the fight.
For x time if foe is surrounded by x number of allies has x less armor/loses x health/loses x energy/suffers x condition, ...(choose a pertinent effect)
If a foe suffers x the ally who caused this will earn y
If foe does not use a skill in x time, then suffers y amount of damage
If foe does not use a spell in x time, then suffers y amount of damage
If foe is not attacking, then suffers x amount of damage
If foe is attacking, then suffers x amount of damage
Law of enthropy: whilst being enforced this law any creature which is moving, attacking or using a skill loses x energy.
Law of the stronger (law of profit): whilst being enforced this law the half of the individuals with more health get 1 arrow of life regeneration, and the half of the individuals with more energy get 1 arrow of energy regeneration
Gambling
These are skills which cause some unpredictable effect.
Random recharge signet: when used one random skill is recharged
Random energy signet: when used x...y energy may be got, or nothing
Random life signet: when used x...y life may be got, or nothing
Random punishmen: when used in a foe, this foe, else some other foe, will receive x...y damage.
Good luck charm: when enchanted ally may not receive damage from an attack or spell, but another ally will receive it.
Reverse luck charm: when enchanted ally may not receive damage from an attack or spell, but a random foe will receive it.
Other skills:
skill of law termination: if used this skill ends a law enforced by an ally
skill of law preservation: if used this skill preserves a law enforced by a foe, (preventing it to be terminated)
Law of the minimal effort: whilst being enforced this law all skills take 3% less energy/adrenaline and cause 3% more effect.
Take care, and use these ideas for the best.
Primary atribute
Profit
By each 3 points in Profit the loyalist earns some more life when
losing some energy in using "spells" or because being stealed, and
earns 1 energy when losing 10% of maximal life by a single attack, spell
or life sacrifice. For example:
Profit 3 points: +1life for each 3energy lost and +1energy if 10%life lost above 90% of life.
Profit 6 points: +2l. for -3e. and +1e. if -10%l. >80%l.
Profit 9 points: +1l. for -1e. and +1e. if -10%l. >70%l.
Profit 12 points: +2l. for -1e. and +1e. if -10%l. >60%l.
Profit 15 points: +3l. for -1e. and +1e. if -10%l. >50%l.
Thus if, for example, (example 1) if she has Profit at 15 points and 100% life and loses >30% life by a single attack, then gets +3 energy; (example 2) if she has Profit at 15 points and 60% of life and loses >10% of life by a single attack then gets gets +1 energy, (example 3) if she has Profit at 15 points and <50% health no energy is earned by losing health. And, in all 3 examples each time which she casts a spell or energy is stealed from her, she earns +3 life for each point of
energy lost.
Balance skills
These are skills which cause some predictable balance in the fight.
If casted in an ally surrounded by x number of foes this ally gets +x armor/wins x health/wins x energy/lose x condition,...
For x time if an ally is attacked by x number of foes this ally is protected/wins health/wins energy/...
If an ally suffers x the foe who caused this will suffer y
If ally does not use a skill in x time, then gets y amount of health
If ally does not use a spell in x time, then gets y amount of health
If ally is not attacking, then gets x amount of health
If ally is attacking, then gets x amount of energy
There is a kind of skill called 'law'. A 'Law' might be implemented as a pole, or totem, with the edict paper of the law on it, which might end after a time, else it might be ended before time by means of a termination skill. 'Laws' are similar to the spirits of the ranger which affect every creature, for example:
Law of gravity: whilst being enforced this law all creatures move slowly (but, speed skills do still work)
Law of ingravity: whilst being enforced this law all creatures move faster
Law of preservation of the individual: whilst being enforced this law no creature may lost the last 10 health points
Law of the team: whilst being enforced this law groups of 4 individuals if being of different proffessions share their energy pools and have x extra armor.
Law of inheritance: whilst being enforced this law each time an individual dies team members get x life and x energy
Law of taxes: whilst being enforced this law skills cost more energy and all get a share of this amount of energy.
Unbalance skills
These are skills which cause some predictable unbalance in the fight.
For x time if foe is surrounded by x number of allies has x less armor/loses x health/loses x energy/suffers x condition, ...(choose a pertinent effect)
If a foe suffers x the ally who caused this will earn y
If foe does not use a skill in x time, then suffers y amount of damage
If foe does not use a spell in x time, then suffers y amount of damage
If foe is not attacking, then suffers x amount of damage
If foe is attacking, then suffers x amount of damage
Law of enthropy: whilst being enforced this law any creature which is moving, attacking or using a skill loses x energy.
Law of the stronger (law of profit): whilst being enforced this law the half of the individuals with more health get 1 arrow of life regeneration, and the half of the individuals with more energy get 1 arrow of energy regeneration
Gambling
These are skills which cause some unpredictable effect.
Random recharge signet: when used one random skill is recharged
Random energy signet: when used x...y energy may be got, or nothing
Random life signet: when used x...y life may be got, or nothing
Random punishmen: when used in a foe, this foe, else some other foe, will receive x...y damage.
Good luck charm: when enchanted ally may not receive damage from an attack or spell, but another ally will receive it.
Reverse luck charm: when enchanted ally may not receive damage from an attack or spell, but a random foe will receive it.
Other skills:
skill of law termination: if used this skill ends a law enforced by an ally
skill of law preservation: if used this skill preserves a law enforced by a foe, (preventing it to be terminated)
Law of the minimal effort: whilst being enforced this law all skills take 3% less energy/adrenaline and cause 3% more effect.
Take care, and use these ideas for the best.
Alcazanar
omg...
Judge does already exist! its a Mo/W
why do you think there is Judge Armor anyways?
/p.s Judges are smiters
Judge does already exist! its a Mo/W
why do you think there is Judge Armor anyways?
/p.s Judges are smiters
Vermilion Okeanos
lawyer class: The shouting class
"Your honor!": Force all foe in the area to target you.
"Objection!": Interrupt all casting foe in the area.
Legalist: The shout chaos class
Law History: All foe in the area can not shout or cast for 2....40 min as you read the law history. If you use any other skill, this skill end.
Absurd Court Case: Any foe who use a shout in the area will suffer 20....80 damage and daze.
Unheard Case: All creature in the area take twice as long to cast spells. All shout used during this skills duration are negated.
=P
"Your honor!": Force all foe in the area to target you.
"Objection!": Interrupt all casting foe in the area.
Legalist: The shout chaos class
Law History: All foe in the area can not shout or cast for 2....40 min as you read the law history. If you use any other skill, this skill end.
Absurd Court Case: Any foe who use a shout in the area will suffer 20....80 damage and daze.
Unheard Case: All creature in the area take twice as long to cast spells. All shout used during this skills duration are negated.
=P
actionjack
I like the general bases of it. I like their name more as a Judge (like that of FF) or Enforcer or Inquisiator. Law is great (but I would make some modification of it to make it not so ranger spirit like) The primary... have to see it use in action to tell. I would take the gambling off too, as they don't seem to fit too well with the overall theme of such class. maybe something like:
-Balance (primary)
-Judgement
-Punishment
-Legislation
-Balance (primary)
-Judgement
-Punishment
-Legislation
Ken Dei
I'd go with loyalist or Inquisitor personally. While others might make fun of the premise, it's a good one. Instead of directly using magic the class twists the laws of "nature" or plays their odds.
I'll hold my decision pending specific skills
I'll hold my decision pending specific skills
mariano
As a farther hint, this profession might be developed to be somewhat an anti-mesmer.
Another point of development would be to use its skills to avoid too easy victories and to avoid stagnant situations and draws matches.
I do not know about lawyers, but, yes this profession is about any law, and those names are funny. I think, that in a fantasy world, even, physics and biological laws may be changed and be the object of a legislator.
With respect the name... well, may be, Lawyer might be good too. I do see why calling her Inquisitor, it is because being so arbitrary some Unbalance and Gambling skills that could be named "Inquisitor", but, I like better 'Judge', there is a monk armor called judge armor, but, this has nothing to be with this proffesion; because, smiting skills are not like this:
If casted in an ally surrounded by x number of foes, and no ally is adjacent, this ally gets +x armor/wins x health/wins x energy/lose x condition,...
It may seem that Gambling is unrelated to Laws, but, it is related because being its reverse side, gambling covers the "laws of hazard" and combinatory.
Another point of development would be to use its skills to avoid too easy victories and to avoid stagnant situations and draws matches.
I do not know about lawyers, but, yes this profession is about any law, and those names are funny. I think, that in a fantasy world, even, physics and biological laws may be changed and be the object of a legislator.
With respect the name... well, may be, Lawyer might be good too. I do see why calling her Inquisitor, it is because being so arbitrary some Unbalance and Gambling skills that could be named "Inquisitor", but, I like better 'Judge', there is a monk armor called judge armor, but, this has nothing to be with this proffesion; because, smiting skills are not like this:
If casted in an ally surrounded by x number of foes, and no ally is adjacent, this ally gets +x armor/wins x health/wins x energy/lose x condition,...
It may seem that Gambling is unrelated to Laws, but, it is related because being its reverse side, gambling covers the "laws of hazard" and combinatory.
frikkus
call it 'Lawyer class' and be done with it.
i think it's clever, unique and with a loverly touch of humor.
i think it's clever, unique and with a loverly touch of humor.
Mared Text
shout: "RECESS" everyone in the area is knocked down for 30 seconds.
Super_Nerd0
plz tell me this is some kind of joke.
Super_Nerd0
i will now criticize this class-dude, lawers never help ppl in court, why would they help in battle?case closed
Super_Nerd0
Heres a skill that might work-
Help From Lawyer
Attribute-Law Mastery
Cast Time and Cost-0
Recharge Time-1
Until the shout,"RECESS" is called, all allies and enemies cannot move or attack, in other words, nothing gets accomplished,same as in real life only because we have lawyers.
Help From Lawyer
Attribute-Law Mastery
Cast Time and Cost-0
Recharge Time-1
Until the shout,"RECESS" is called, all allies and enemies cannot move or attack, in other words, nothing gets accomplished,same as in real life only because we have lawyers.
quickmonty
There would be too many lawyers, and they would go chasing pugs around. They would offer to help you win, but at a cost of 35% of the drops.
mariano
Well, I think in the sense that frikkus sais... I think that it is needed to take this concept class with a touch of humor.
Thinking that because real life lawyers may make things worser... then, healers too might make things worser as a doctor does... warriors too might make things worser as soldiers do in wars... etc. etc. etc.
There is the point also that the Lawyer, as proposed above, would not be a jurist, but a "Master of Laws" of all kind of laws.
The skills may be designed taking inspiration from jurists laws and courts, but, also from science laws and the laws of hazard. Keeping always in mind that realism is not more important than myths and humor.
Thinking that because real life lawyers may make things worser... then, healers too might make things worser as a doctor does... warriors too might make things worser as soldiers do in wars... etc. etc. etc.
There is the point also that the Lawyer, as proposed above, would not be a jurist, but a "Master of Laws" of all kind of laws.
The skills may be designed taking inspiration from jurists laws and courts, but, also from science laws and the laws of hazard. Keeping always in mind that realism is not more important than myths and humor.
Evilsod
Your forgetting the elite
Backstabber
"For 10-30seconds, all foes become offensive to each other and can target each other with offensive spells/hexes"
Backstabber
"For 10-30seconds, all foes become offensive to each other and can target each other with offensive spells/hexes"
mariano
Suggestion of some skills:
Soul Selling. Skill. During 30~60 seconds you can not be killed, after that time you die.
Energy 15; Casting time 1/2s; recharge time 0.
Atribute: Unbalance
Death penalty with for deaths with Soul Selling is half than for normal deaths.
Signet of Energy Loan. If you have at least 5 energy, target ally will receive 5 energy, and after 20~40 seconds you will lose 5 energy or you get exhausted for 10 energy.
Energy 5; Casting time 0; Recharge time: 0.
Energy Loan. You lose 5 energy target other ally receives 5 energy; after 20~30 seconds target ally loses 5 energy, else gets exhausted for 5 energy, and you receive 5 energy.
Energy 5; Casting time 1; Recharge time: 5.
Life Loan. You lose 30~50% of your life, target other ally receives and equal amount of life; after 20~30 seconds target ally loses that amount of life and you receive it.
Energy 10; Casting time 1; Recharge time: 1.
Numbers might have to be better adjusted... after testing the skills.
Soul Selling. Skill. During 30~60 seconds you can not be killed, after that time you die.
Energy 15; Casting time 1/2s; recharge time 0.
Atribute: Unbalance
Death penalty with for deaths with Soul Selling is half than for normal deaths.
Signet of Energy Loan. If you have at least 5 energy, target ally will receive 5 energy, and after 20~40 seconds you will lose 5 energy or you get exhausted for 10 energy.
Energy 5; Casting time 0; Recharge time: 0.
Energy Loan. You lose 5 energy target other ally receives 5 energy; after 20~30 seconds target ally loses 5 energy, else gets exhausted for 5 energy, and you receive 5 energy.
Energy 5; Casting time 1; Recharge time: 5.
Life Loan. You lose 30~50% of your life, target other ally receives and equal amount of life; after 20~30 seconds target ally loses that amount of life and you receive it.
Energy 10; Casting time 1; Recharge time: 1.
Numbers might have to be better adjusted... after testing the skills.