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BATTLE SYSTEM

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Tales Of Aludra

PostPosted: Sun May 06, 2007 6:32 pm


YOU AND YOUR CLASS

In order to figure out the rest of the battle system, it's necessary that you give your character a division. This will determine the base stats for the rest of your character, but if you feel that the numbers we've provided for you are inappropriate for your character you can modify. These divisions also determine what guild leader's jurisdiction your character falls under.

_ Stat bonuses are numbers that determine how good your character is at a given skill. There are three set skills that you can distribute your points to in a way that best reflects your character's abilities. Consider carefully while you're assigning these points, as they need to represent a whole character and not just the fighting aspect of them. For instance, if your fighter is an awesome medieval-baseball-player but doesn't use a ranged weapon in combat, you can't get away with dumping all his points into melee. He must have some attention paid to ranged so he can actually throw a ball. Here's the rundown:
    MELEE This skill is reflective of one's ability to use a melee weapon. Anything that does not disconnect from their body to strike an opponent is a melee weapon. Melee fighters have the highest hit points. The melee division is overseen by the stately Piraya Baradel.
    _ examples: Swords, daggers, polearms, clubs, maces, bare hands and feet, frying pan, nunchaku.
    _ if you have no melee: Your character is unable to wield a weapon properly and will probably hurt themselves if they try.
    RANGED A character's accuracy with a ranged weapon is shown here. Anything that must leave the body to strike the opponent is a ranged weapon. Ranged fighters are the hardest for an opponent to strike. The ranged division is overseen by the eccentric Auguste Renoir.
    _ examples: Bow, crossbow, shuriken, throwing knives, darts, javelin, boomerang.
    _ if you have no ranged: Your character has very poor accuracy with any ranged weapon and probably throws like a girl.
    MAGIC Magic is a mystical force that some individuals can reign in to serve them for a variety of purposes. What magic can do is almost limitless, so though magical fighters have the least hit points and lowest evade, they're the most flexible. The magic division is divided into two, with the intimidating Sisel Chaikin overseeing offensive magic (anything that hurts), and the cranky Cleph Baradel taking charge of support magics (anything that helps).
    _ examples: Flight, fireballs, elemental magic, divination, healing.
    _ if you have no magic: For your character complicated magical devices are totally beyond their ability to utilize and they don't understand the concepts behind magic.
Every level your character progresses you get more points to add to their stats. You run those stats by us, we confirm, and your character gets to go back into the world new and improved. Here is the way things will progress from level to level, and please take note of some limitations. These are both to encourage characters' skills to be nice and rounded, but also to keep our poor system level so everyone gets to feel effective.
    FIRST LEVEL You may distribute a total of 5 points however you wish. No limitations.
    SECOND LEVEL An additional five points can be added, giving the character a total of 10 points amongst all their skills. You may only have 8 points in any given skill. (That is to say, you cannot have a a character with a +10/+0/+0, they must be a +8/+2/+0 or any other combo.)
    THIRD LEVEL An additional five points can be added, giving the character a total of 15 points amongst all their skills. You may only have 12 points in any given skill. (That is to say, you cannot have a a character with a +15/+0/+0, they must be a +12/+2/+1 or any other combo.)
PostPosted: Sun May 06, 2007 6:38 pm


THE BATTLE SYSTEM AND HOW TO EXECUTE IT

This is a detailed rundown of the aspects of the battle system. Don't feel overwhelmed! Further down in the thread we have some charts to help you figure out what you need quickly.


ATTACKING

Based on their level (1, 2, or 3), a character has X number of hit points. Likewise, all monsters of a certain level have Y number of hit points that remain hidden to the player. A battle ends when someone runs out of hit points or decides to run away.

To determine damage and who succeeds in their attack, player and opponent each roll a 20-sided dice. This is their base number. Player and opponent then add whatever skill bonus they have to that number.

Skill bonus is a rating given by the player to their character in the areas of melee, ranged, and magic. All level one characters get 5 points to distribute among these areas. While a character can attack melee or ranged without any bonus assigned to that area, a +0 to magic means they cannot use spells.

For example,

A Level 1 Squire has +4 Melee, +1 Ranged, +0 Magic, and his evade is 14. He must declare before rolling what weapon he plans to use. The Knight decides to use a sword, and he rolls a 7. His total success score is 7 + 4 = 11.

The monster he is fighting has an overall skill bonus of +2 using its claws, and it has an evade of 10. The monster rolls an 8. Its total success score is 8 + 2 = 10.

The Squire rolled higher than his opponent's evade by one, which means that he successfully hit the monster. On the other hand, the monster did not roll high enough and therefore missed.

To calculate damage, just find the difference between the attack score and the opponent's evade. The knight did a total of 1 point of damage to the monster, since he only rolled one number higher than its evade.

If the knight chose to attack by throwing a rock, his total score to attack the monster is 7 + 1 = 8. He misses, because the monster's evade of 10 was higher than his totally attack score.

Thus, as a player the formula to determine damage is (My Dice + Skill Bonus) - (Their Evade) = Damage.

Use this same system for ranged attacks and offensive magic!


HEALING

Healers follow a similar guideline. The amount of HP a heal cures is (My Dice + Magic/Other Bonus). A healing spell always succeeds. So a white mage with a magic bonus of +5 rolls a 7 on his 20-sided dice, and therefore heals himself 12 points of HP. Very easy!

STATUS EFFECTS

Status effecting magic and items are a little trickier, but we hope to make this as simple as possible.

Depending on what level your character is at, status effects do a set number of modification to your opponent's stats. Here's the basic rundown:
    LEVEL ONE +/-3, lasting for one round.
    LEVEL TWO +/-6, lasting for two rounds.
    LEVEL THREE +/-9, lasting for three rounds.
These spells cannot be cast by just any magic user because we like to limit them and know who is using what, but a time mage would be able to case haste and slow, which would give +/- a certain number to all of the character's stats (except evade) to reflect that they're moving faster or slower. Some spells such as one that weakens strength would only effect a character's melee score, and a magic dampening or silence spell would only effect their magic score. These minuses and bonuses can potentially effect any score.

Likewise, a poison spell cast by a first level character would do 3 points of damage that one round, but a third level character who casted poison would do 9 points or damage every round for three rounds.

See below for a list of standardized skills as well as the Stat Requirements for Skill Usage for specific requirements regarding these skills. 3nodding


• While this system may seem confusing or hindering, when it comes down to it, all it really is determining is who makes a hit and who dies/KOs. How your character goes about his actual fighting is up to the player. Along with this system you're still expected to roleplay the scene.

Tales Of Aludra


Tales Of Aludra

PostPosted: Sun May 06, 2007 7:01 pm


EVADE, HIT POINTS AND HOW THEY RELATE TO YOU

While the above section mostly talks about how you attack others, this should explain how you get hit and what happens to you as a result.


EVADE

Evade is a number that tells your opponent how hard it is to hit you. In roleplaying terms, it's how how nimble your character is and how easily they dodge attacks. Someone attacking your character must get a number equal to or higher to do any damage. Depending on your character's division and level (1, 2 or 3) they have a different evade bonus. Here's another run-down!
    MAGIC EVADE ADVANCEMENT
    10 >> 14 >> 18

    RANGED EVADE ADVANCEMENT
    14 >> 18 >> 23

    MELEE EVADE ADVANCEMENT
    12 >> 16 >> 20
These are base numbers to help you figure out your character's evade. Take into account that some races might get a default +/-1 point, as described in their long explanation. When you decide on your character's evade, please include a paragraph explaining your changes to the number, if any. For instance, if your mage is a well known pub brawler, she's probably no wilting violet, but she still shouldn't be able to compete with the average fighter or archer. Don't just use this section to buff your character's evade! There may be cases where their evade is lower than the standard base we've provided you with. For instance, if your archer's skills are even with his magic using, you should probably consider lowering his evade. We'll be taking all of this into account and may ask you to raise or lower your evade.


HIT POINTS

Hit points represent how much punishment your character can take before they pass out. Theoretically, if a character were to reach too far into the negative hit points they would die, but in this game we want to avoid character death. We'll rescue you before you die, don't worry. ;D

In technical terms, this number is assigned in a similar manner to defense based on class division and level. Every time your character takes damage, you subtract it from your HP. If your shuriken wielding ninja has 25 hit points and she's hit for 6 points of damage, she now has 19 HP left. She then needs to be healed, otherwise she won't get those points back until after a good night's sleep. Unless you have an item that gives you extra hit points, you cannot be healed to above your normal score.

Here's a table! We love tables.
    MAGIC HP ADVANCEMENT
    25 >> 35 >> 40

    RANGED HP ADVANCEMENT
    35 >> 40 >> 50

    MELEE HP ADVANCEMENT
    40 >> 50 >> 60
Once again, you can argue your case for more/less hit points if your background justifies it, so please include a paragraph explaining your changes to the number, if any. We may ask you to change the HP number you've given your character if we think it's necessary. For example, a melee fighter who relies on speed over strength such as a Thief would likely want to argue to use the Ranged Evade & HP instead of the Melee one.
PostPosted: Sun May 06, 2007 7:13 pm


CHEAT SHEETS

Here are some simple important rules to follow and a series of charts to look at to help you find out what your base numbers are. For further details, read the sections above.


CHARTS

Racial Bonuses
    Humans: Freebie Skill: (Any from standard list). Magic/other point requirements for usage apply.
    Pennier: -3 HP, +1 Evade
    Ejderha: +3 HP
    Duszek: Magic resistance: d20+magic/other damage received is reduced by -2/-4/-6 at levels 1, 2, & 3.
    Lamia: Freebie Skill: Poison. Limited to one usage per battle.
    Muscherons: -3 HP, +1 Evade, Poison-resistant
    Half-Breeds: -5 HP; stacks onto negative racial bonuses of non-human parent. E.g., a Half-Pennier has -8 HP, but does not receive +1 Evade.
Stat Requirements for Skill Usage
Magical damage is diminished by evade, thus there need not be any required number of points in magic to cast 'fire'.

On the other hand, magical healing and buffing is a 100% hit. Thus out of fairness to our support characters, there are restrictions in place regarding how many points of magic/other a character must have to perform a certain skill.

The following skills require a minimum of 1/2/3 points in magic/other at levels 1, 2, & 3:
    Positive Stat Effect (self-only) [choose melee OR ranged OR magic/other]
The following skills require a minimum 2/3/4 points in magic/other at levels 1, 2, & 3:
    Positive Stat Effect (self-only) [melee AND ranged AND magic/other]
    Positive Stat Effect (self-only) [evade]
    Poison
    Remove Effect (any target)
    Regen (self-only)
The following skills require a minimum 3/4/5 points in magic/other at levels 1, 2, & 3:
    Positive Stat Effect (any target) [choose melee OR ranged OR magic/other]
    Positive Stat Effect (any target) [evade]
    Heal (self-only)
    Dispel (any target)
    Levitate (self-only)
The following skills require a minimum 4/5/6 points in magic/other at levels 1, 2, & 3:
    Positive Stat Effect (any target) [melee AND ranged AND magic/other]
    Negative Stat Effect (any target) [melee AND ranged AND magic/other]
    Negative Stat Effect [evade]
    Regen (any target)
    Summon Shield (self-only)
The following skills require a minimum 5/6/7 points in magic/other at levels 1, 2, & 3:
    Heal (any target)
    Shift Form (self-only)
    Cure-all (all allies)
    Flight (self-only)
    Teleport (self-only)
The following skills can only be taken at levels 2 and 3:
    Signature Move
    Attack Vital Areas
The following skills can only be taken at level 3:
    Critical Strike
    Last Resort

Tales Of Aludra


Tales Of Aludra

PostPosted: Tue May 22, 2007 4:01 pm


BATTLE SKILLS AND REGULATIONS

The following is a list of common special battle system effecting skills. Each of these take up one skill position. If your character can do multiple things that cause a positive stat effect, simply call it different things in your narrative when it is used as both will effect the battle system in the same way.

Please note that stat effects do not stack thus a character may not gain benefits within the battle system for having Haste and Str Up cast on them at the same time, unless these spells are effecting different bonuses (ie, one adds +3 to melee and one adds +3 to ranged.)

NOTE: You may gain one battle skill per job level for a total of three battle skills. Additional skills can be purchased at Level 3 for a currently undetermined Star Gem fee.

NOTE: Buffing skills like numbers 01 through 06 cannot be used on more than one target at a time, nor can they stack. If you have just added a +6 to someone's melee, you cannot give them another bonus to melee until the one they currently have has worn off.

NOTE: In general, buffs should be used by characters such as Time Mages, White Mages, Bards, etc. If your character does not primarily function in a support capacity and you must take a buff, we would prefer if you restricted it to '(self only)'. For example, a Berserker would use Positive Stat Effect (self only) to increase his melee stat when going into a Rage. He should also only be able to increase his melee, even though we are allowing people to buff all three of these stats in one skill. Try to be logical about things. 3nodding

01. Positive Stat Effect: You are able to positively effect a target's melee, ranged, or magic/other. The associated bonus is +3/+6/+9 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. If you have this skill, you have access all of it's potential uses. So your character is not restricted to just boosting melee, they can also boost ranged and magic. Examples include: Str Up. This is a magic/other skill. See point requirement chart. Target can be (self only) or (any).

02. Negative Stat Effect: You are able to positively effect a target's melee, ranged, or magic/other. The associated bonus is -3/-6/-9 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. If you have this skill, you have access all of it's potential uses. So your character is not restricted to just subtracting from melee, they can also subtract ranged and magic. Examples include: Blind. This is a magic/other skill. See point requirement chart.

03. Positive Stat Effect (Evade): You are able to positively effect a target's evade. The associated bonus is +2/+4/+6 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. Example: Haste, Shield. This is a magic/other skill. See point requirement chart. Target can be (self only) or (any).

04. Negative Stat Effect (Evade): You are able to negatively effect a target's evade. The associated bonus is +2/+4/+6 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. Roll a d20 after casting this spell; if a 19-20 is rolled the character is prevented from taking any action for 1, 2 or 3 rounds depending on the caster's class level. They are asleep or frozen in place or tangled in vines, etc. Example: Slow, sleep. This is a magic/other skill. See point requirement chart.

05. Poison: The opposite of Regen. You are able to poison a target, causing continued damage to their HP over rounds. This damage is -3/-6/-9 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. A skill such as "Bleed" representing a heavily bleeding wound or "Burn" representing a continuously painful burn wound would act in this fashion as well. This is a magic/other skill. See point requirement chart.

06. Regen: The opposite of Poison. You are able to heal a target, causing continued healing to their HP over rounds. This damage is +3/+6/+9 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. This is a magic/other skill. See point requirement chart. Target can be (self only) or (any).

07. Attack Multiple Targets: You are able to manipulate your weapon (or magic) to hit more than one target in a single round. Take a -2 penalty to your total per additional enemy targeted. This skill does not need to be magical in nature. There is no point requirement.

08. Summon Shield: You are able to summon a magical creature to take damage for you. This creature adds a +5/+10/+15 HP bonus to your stats depending on job level. If you lose HP in an amount equal to the bonus provided, the shield is destroyed and may not be resummoned during that battle. Shield creatures may only be summoned by people deeply involved in magic (or, in other words, those characters who use the magic HP progression.) (A shield creature and an HP pet may not stack bonuses.) This is a magic/other skill. See point requirement chart.

09. Shift Form: You are able to magically change your form into that of another - most likely an animal or possibly a plant. In this form, you may rearrange your point distribution to reflect that of the changed form, but you must follow the standard point distribution rules. You may also adjust your HP by ±3/±6/±9 (+ for a large animal, - for a small animal, no change for a medium animal) and your evade by ±1/±2/±3 (+ for a fast animal, - for a slow animal, no change for an average animal). Racial bonuses do not stack as you are no longer in that form of that race. If your form shift is non-mobile, all bonuses aside from HP drop to 0. This is a magic/other skill. See point requirement chart.

10. Randomizer: This attack creates a random effect. You may define the results, but we have a formula you need to follow. Your character attacks as normal, and if it hits roll a second d20 without any modifiers applied. Depending on what you roll, something different happens. This skill is limited mostly to people with unstable tools or magic, and may be granted or denied on a case-by-case basis. We'll be carefully monitoring this ability to stop it from becoming a cheap method to gain access to 4-5 new skills. You may modify the numbers as you wish to have it make sense for your character, but here's a basic formula.
    1-3 >> Something bad happens to your character or her/his allies.
    4-10 >> Something okay happens in your character's favor.
    11-17 >> Something a little better happens in your character's favor.
    18-20 >> Something really good happens in your character's favor.
11. Charge: If your character spends one round doing nothing but studying their proposed target, they can give themselves a one-time bonus on their next attack against that person with their chosen skill. At level 1, they give themselves a +3, at level 2 it's a +6, and at level 3 it's a +9. This bonus only lasts for the round directly after the character has studied their target and then disappears. This skill does not need to be magical in nature. There is no point requirement.

12. Remove Effect: Removes all negative status effects such as poison or slow from a target. Only successful if you roll above a 12 at first level, above a 9 at second level, and above a 6 at third level. This cannot be used to remove magical wards or other continuous spells. This is a magic/other skill. See point requirement chart.

13. Dispel: Removes all magical effects, negative and positive, from a target. Only successful if you roll above a 12 at first level, above a 9 at second level, and above a 6 at third level. This can be used to remove magical wards or undo things like haste from an enemy or slow from an ally, but it doesn't work on things like poison, blind, bleed, etc. unless they are specifically said to be magical. This is a magic/other skill. See point requirement chart.

14. Cure-all: All allies within 10 feet at first level, 20 feet at second, and 30 feet at third are healed. since the spell is being spread thinner, the heal is less potent. Make a heal roll normally (d20+M/O) and divide that number by half (round down), and all allies in range get those points healed. For instance, when you roll a 10 +3 which divided by two will be a 6, all allies in range are healed 6 points. This is a magic/other skill. See point requirement chart.

15. First-Aid: Through non-magical means you are able to heal a small amount of points to a target. If they are in critical condition, this skill will stabilize them. The total points healed is determined by rolling a d6 +1/+2/+3 progression based on class level. So a first level ninja would heal a d6+1, and a third level knight would heal a d6+3. This skill does not need to be magical in nature. There is no point requirement.

16. Disarm You are able to disarm a foe within 5 feet of you. Upon successful action (d20+melee - opponent's evade), roll a second d20 to determine if foe is properly disarmed. Chance of disarming foe increases per level.
    Level 1: 1-14 >> Failure, 15-20 >> Success! Your foe drops his weapon.
    Level 2: 1-12 >> Failure, 13-20 >> Success! Your foe drops his weapon.
    Level 3: 1-10 >> Failure, 11-20 >> Success! Your foe drops his weapon.
If disarmed, the target must take one round retrieving their weapon and may not use their bonus until then. This skill does not perform damage. There is no point requirement.

17. Signature Move: Your character has trained in a special move that does greater damage than they usually perform. Unfortunately this move is exhausting and may not be performed often. For this special attack you may stack two bonuses, ie. d20+melee+ranged and use this in both determining success of attack as well as damage. All buffs continue to take effect. At level 2, you can use this skill once per battle. At level 3 you can use this skill twice per battle, but not consecutively. You may not take this skill at level 1. Examples of this skills usage are Dragoon's High Jump (melee+ranged) and Elementally Charged Strikes (m/o+melee or m/o+ranged). There is no point requirement.

18. Critical Strike: By sacrificing your own personal safety, you may throw yourself into a single attack. For every point removed from your evade bonus, you may add an equal number to your melee or ranged bonus, potentially surpassing the stat limit. This bonus is only present for one attack, but the evade reduction lasts for the opponent's next two turns. The maximum amount of evade that can be removed is 9. 03. Positive Stat Effect (Evade) is canceled when this skill is used and cannot be recast on you until your evade returns to normal. This skill can only be taken at level 3. There is no point requirement.

19. Attack Vital Areas: Your character has learned how to target vital areas to cause extra damage to his foes. When rolling for standard d20 damage, you roll two d20s. The first determines success and damage, while the second determines if the following takes effect:

Level 1: This skill is not available at level 1.
Level 2: 1-17 >> No additional damage, 18-20 >> Opponent takes an additional 6 points of damage.
Level 3: 1-16 >> No additional damage, 17-20 >> Opponent takes an additional 9 points of damage.

01. Positive Stat Effect (Melee, Ranged, Magic/Other) cannot take effect on a character using this skill. This skill cannot be taken at level 1. There is no point requirement.

20. Last Resort: In a last ditch effort to defeat your opponent, you throw a crushing blow. Unfortunately you also suffer a great deal of recoil damage as a result which could very well knock you unconscious (or sacrifice a large portion of your HP, if you're a Dark Knight). If successful, the damage you would typically inflict is multiplied by two. You take equal damage to yourself. This attack cannot be performed prior to the fourth round of a battle. This attack can be taken at level 3 only. Examples of this skill are Dark Knight's Sacrifice skills. There is no point requirement.

CLASS SPECIFIC BATTLE SKILLS

The following skills are not standard battle skills and should only be taken if they are essential to your job class.

01. Enhance Weapon: Your character has the ability to improve upon the weapons of his allies as well as himself. By attending to a weapon, your character can give a +1 boost to either melee or ranged that lasts for the duration of one battle. Characters receiving this weapon enhancement may have melee or ranged increased, but not both. This bonus is stackable with buffs. This bonus can exceed stat limits. Unlike other buffs, this skill is performed outside of battle. There is no point requirement. Suggested class: Blacksmith.

02. Enhance Armor: Your character has the ability to improve upon the armor of his allies as well as himself. By attending to a piece of armor, your character can give a +3 boost to max HP that lasts for the duration of one battle. This bonus is stackable with buffs. Unlike other buffs, this skill is performed outside of battle. There is no point requirement. Suggested class: Blacksmith.
PostPosted: Tue May 22, 2007 4:02 pm


NARRATIVE SKILLS

Here is a list of slightly standardized versions of skills that don't necessarily change the battle system, but we'd still like to put up a few parameters to keep them limited. These skills do not cut into your skill slots, and you are more than free to make up your own. For ones that are standardized, you can describe any aesthetic changes you like, such as leaving the smell of daisies behind when they teleport or growing butterfly wings made of light when they fly.

01. Magical Travel - Teleport:
Through whatever method, your character can move from point A to point B without actually traveling the distance. This includes classical teleportation as well as shadow travel. At level one, they can travel 10 feet, at level two they can travel 20 feet, at level three they can travel 30 feet. This is a magic/other skill. See point requirement chart.

02. Magical Travel - Levitate: Not quite flying, but your character can float above the ground and then move about. This can often also be used on other objects or creatures. Levitation makes for poor travel because it's slow. At level one, they can float for one minute, maximum of 3 feet off the ground. At level two they can float for two minutes, maximum of 6 feet off the ground. At level three they can float for three minutes, maximum of 9 feet off the ground. This is a magic/other skill. See point requirement chart.

03. Magical Travel - Flight: Magically assisted flight without the use of wings. Just like you'd imagine it. This form of travel is very fast. At level one, they can fly for thirty seconds, maximum of 10 feet off the ground. At level two they can fly for 1 minute, maximum of 20 feet off the ground. At level three they can float for 2 minutes, maximum of 30 feet off the ground. This is a magic/other skill. See point requirement chart.

04. Lock Picking: A character's ability to undo locks with a tool of some sort. This requires finesse and at least a little experience, so you need a background that makes sense if you want to pick complicated locks. You must also have moderator permission to unlock any doors of importance (such as breaking into one of the guild buildings) or the permission of a player if you want to break into their room.

Tales Of Aludra


Tales Of Aludra

PostPosted: Sat Jun 16, 2007 6:57 pm


INHERENT RACIAL SKILLS

The following is a quick reference list of the skills shared by all members of a specific race. These skills are inherent and therefore do not require any points to be capable of performing them.

01. Flight (Pennier):
Pennier can fly over medium distances and heights. (Without assistance a Pennier can push themselves and fly about as far as a human can run without stopping, so it depends on what kind of shape they're in. The maximum is about 50ft cruising altitude, but they can fly higher in short bursts to reach a specific point.) This is a narrative skill.

02. Going Places (Ejderha): Though Ejderha cannot use their wings for flight purposes, they can be used to assist in scaling heights and jumping higher than the average human. A typical Ejderha can use their wings to propel them roughly five feet in the air while those who train specifically in jumping, such as Dragoons, can reach up to ten feet in height. Ejderha can also use their wings to soften their falls from heights as well as hover roughly six inches off the ground. This is a narrative skill.

03. Breath Skill (Ejderha): Commonly, Ejderha can breathe enough fire to light a candle. If you wish to have a more impressive breath ability, allot points to magic/other. This is a narrative skill.

04. Magical Resistance (Duszek): Due to their highly mystical nature, Duszek take less damage from supernatural attacks. d20+magic/other damage received is reduced by -2/-4/-6 at levels 1, 2, & 3. This is a freebie battle skill.

05. Honed Senses (Duszek): Duszek have finely tuned senses of smell, hearing and sight including the ability to see extremely well in dim light and fairly well in darkness. This is a narrative skill.

06. Poison (Lamia): Lamia possess a natural poison and are able to poison a target, causing continued damage to their HP over rounds. This damage is -3/-6/-9 depending on job level. The effect lasts 1, 2, or 3 rounds depending on job level. This is a freebie battle skill.

07. Poison Resistant (Muscherons): Muscherons are naturally resistant to poisons. Attempts to poison a Muscheron will always fail. Muscherons, however, can be burnt, heavily bled, etc and therefore are not immune to other forms of skill 05. Poison. This is a freebie battle skill.

08. Climbing (Muscherons): Muscherons are highly skilled climbers and are able to climb extremely steep surfaces (trees, walls). As long as a surface has some traction (ie, isn't slippery or made of glass) a Muscheron can scale it. This is a narrative skill.
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Tales of Aludra: The Asterion League

 
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