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Feats, v2.5
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Topic Started: Tue Dec 11, 2007 7:36 pm (6,252 Views)
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Lady Era
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Tue Dec 11, 2007 7:36 pm
Post #1
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- Posts:
- 0
- Group:
- Retired Characters
- Member
- #2,856
- Joined:
- July 8, 2006
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Feats
Feats are specialized abilities your character has. They can affect your character in almost any way, from making their spells more powerful, to giving your fighter unique moves to give them an extra edge in combat, or simple things like gaining the ability to move faster.
Gaining Feats
When you initially create your character, you may choose 1 starting feat. The rest must be purchased. To gain additional feats or get rid of feats you don't want anymore, you can buy/sell them at the Sales Counter.
| Feat Training Costs |
|---|
| RPer | IRPer | ARPer | ERPer | Selling |
|---|
| 100 | 90 | 75 | 60 | 50 |
Types of Feats
There are several categories of feats: General, Combat, Latent Arcane and Active Arcane.
- General Feats: Many of these abilities are combat- or skill-oriented and can sometimes even enhance certain skills.
- Latent Arcane Feats: These spellcasting-related feats are always in effect without limitation and do not need to be activated.
- Active Arcane Feats: These spellcasting-related abilities are very draining even for the most skilled caster. Due to this, each one can only be used once per topic. Use them sparsely!
This is to prevent abuse of these abilities, as they can often add significant advantages to the spell caster. Misuse will get you an official warning!
- Combat Feats: The feats of great warriors. Often they give specific training in a type of technique or weapons, which can give you the upper hand in battle.
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Lady Era
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Tue Dec 11, 2007 7:39 pm
Post #2
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- Posts:
- 0
- Group:
- Retired Characters
- Member
- #2,856
- Joined:
- July 8, 2006
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Feats Quick Reference List
General Feats
- Alertness
- Blind Fight
- Endurance
- Escape Artist
- Fast Recovery
- Lightning Reflexes
- Quick Draw
Arcane Feats
- Combat Casting
- Empower Spell
- Enlarge Spell
- Extend Spell
- Sculpt Spell
- Silent Spell
- Split Target
- Still Spell
- Twin Spell
Combat Feats
- Armor Penetration
- Assassin
- Bodyguard
- Cleave
- Deflect Arrows
- Disarm
- Duelist
- Group Combat
- Point Blank Shot
- Rapid Assault
- Rapid Shot
- Shield Fighter
- Stunning Fist
- Throw
- Two-Weapon Fighting
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Lady Era
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Tue Dec 11, 2007 7:39 pm
Post #3
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- Posts:
- 0
- Group:
- Retired Characters
- Member
- #2,856
- Joined:
- July 8, 2006
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General Feats
Alertness- You are very aware of your surroundings. Not much can sneak up on you.
Blind-Fight- Just because you can't see your opponents does not mean you cannot fight them. Through sound and possibly other senses, you can battle invisible or unseen foes and hold your ground.
Endurance- Your body has been honed to take more abuse than most. You can be beaten severely and stay conscious much longer than those without this feat.
Escape Artist- You excel at getting out of tight situations. Literally. From iron shackles, to ropes from head to foot, there are not many bonds that can hold you.
Fast Recovery- You know how to roll with damage and recover from blows more quickly than most.
Lightning Reflexes- You can move very quickly with very short notice.
Quick Draw- In less than a blink of an eye, you can draw an item and be prepared to use it. This includes weapons.
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Lady Era
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Tue Dec 11, 2007 7:40 pm
Post #4
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- Posts:
- 0
- Group:
- Retired Characters
- Member
- #2,856
- Joined:
- July 8, 2006
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Latent Arcane Feats
Combat Casting- You can cast spells in the heat of combat and not leave yourself open to easy attack.
Silent Spell- You cast a spell without having to speak.
Still Spell- You cast a spell without having to make any gestures.
Active Arcane Feats
Empower Spell- A single spell cast doubles in power.
Enlarge Spell- Spells with an area effect doubles when this ability is used.
Extend Spell- Your spells last longer than normal.
Sculpt Spell- You can alter the area affected from spells that affect an area. You can’t enlarge it but you can shape in usual ways to hit targets it wouldn’t normally hit and avoid targets it would normally hit.
Split Target- You can use a spell that normally targets one target to target two targets as long as they are both in 30 feet of each other.
Twin Spell- You can cast a spell that is instantly recast in the same manner as the first spell, though spells cast this way take twice as long.
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Lady Era
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Tue Dec 11, 2007 7:41 pm
Post #5
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- Posts:
- 0
- Group:
- Retired Characters
- Member
- #2,856
- Joined:
- July 8, 2006
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Combat Feats
Armor Penetration- You possess the knowledge of how to penetrate armor with weapons.
Assassin- You are trained to target your opponent's vital areas.
Bodyguard- You are trained to protect others from harm without concern for your own safety. You use your shield to deflect attacks made against the person you must protect and stand in close ranks with him but do not disrupt his efforts to fight, cast spells, and take other actions. You may stay within close proximity with an ally and you do not hinder their movements.
Cleave- You are very good at dealing out large, powerful attacks using your great strength.
Deflect Arrows- Using your weapon, or sometimes your bare fists (especially in the case of a hand-to-hand expert), you can move quickly enough to deflect arrows targeted at you or somewhere nearby.
Disarm- You know the tricks and the moves to perform in order to disarm opponents.
Duelist- You are more effective at fighting with a single weapon. Casting spells or using an item in the off-hand cancels this feat.
Group Combat- You are accustomed to group combat and have almost a sixth sense in group fights. You are more able to deflect and dodge the enemy's attacks even when outflanked.
Mounted Archery- You're good at riding and aiming at the same time.
Mounted Combat- You're good at melee combat and riding at the same time.
Point Blank Shot- This feat allows one to use a ranged weapon effectively in close range.
Rapid Assault- You can quickly close the distance on a target and unleash faster, more powerful attacks in this initial burst.
Rapid Shot- You know how to reload your ranged weapon as soon as the last missile was fired.
Shield Fighter- Lets you fight with your shield in close combat as a weapon using your Defense or Acrobatics skill.
Stunning Fist- When attacking unarmed, you know just where to plant your attacks to stun and paralyze opponents.
Throw- You can use a thrown weapon with the applicable melee weapon skill. For example, you may use throwing daggers with your level in the Blade skill. Without this feat, you must use the Marksman skill for thrown weapons.
Two-Weapon Fighting- Allows you to effectively dual-wield weapons with which you are skilled. Because of this ability, when you wield only a single weapon you are equally proficient in its use regardless of whether you hold it in you dominant hand or your off-hand. This is especially useful when your dominant hand is injured or restrained.
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