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Thread: The Carta Ingenium (Feat Submissions)

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    Zombie Overlord Several Zombies's Avatar
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    The Carta Ingenium (Feat Submissions)

    The Carta Ingenium


    Feats are a means of showing a character's unique growth as an individual. This is represented in acquiring feats: Trained Feats, which are abilities and styles learned from one's allies and peers; Style Feats, a set of pre-made techniques which fall under a single school of teaching; and Unique Feats, a powerful addition, tailored to fit the character's own growth in a powerful manner.

    More information regarding feat types and how to obtain them can be found: here.

    Below, is a basic form for submitting a feat. While you do not have to follow the format exactly, please insure that every item is covered in your writeup before submitting it in this thread!

    Name: The name of your feat. Please include it at the top of your submission.

    Type: Trained, Style or Unique.

    Acquisition: For some types of feats, you may be required to provide details on when you received your feat slot, or how your character came to acquire the feat in game, with supporting links.

    Description: This is what the feat does, and in some cases, the history behind its creation or usage.

    Effect: This is what the feat does in game terms. This is the place to include technical details such as cost, damage and usage limitations.


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    The Lurker <span style='color: #FFFFFF'><span class='glow_008080'>swaswj</span></span>'s Avatar
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    Name: Ambidexterity

    Type: Trained

    Acquisition: Training in Ambidexterity is an exercise of discipline and endurance. The practitioner must spend at least two collabs engaged in training focusing mostly or solely on their off-hand.

    Description: Proficiency with both hands is a worthy goal for athletes and warriors, enabling them to act freely with either or both arms at once. A fighter could block and attack simultaneously, or attack in two different directions. It is simple in concept yet rich in possibility.

    While natural ambidexterity is exceedingly rare, or possibly nonexistent, it is possible to train oneself to be equally, or near-equally, proficient with both hands. There's no real secret behind it, only hard work and perseverance: a would-be practitioner must exercise their off-hand to enhance strength, dexterity, and coordination, sometimes with their dominant arm restrained. Training using heavier tools or weapons can speed the process.

    Effect: The character is equally skilled with either hand. When dual-wielding in combat, there is no penalty to the secondary attack or block.




    Keydis' acquisition:

    3,235 - Week 013 - Acta non Verba, Phantoms pt VI (Keydis, Annora) [Mission]
    6,400 - Week 014 - Ante Passionem Poise, Phantoms pt VII (Keydis, Annora) [Mission]

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    Hollywood Meets Bollywood Nargles's Avatar
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    Ambidexterity - Approved
    Nifty way to tie in an in battle effect.

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    Name: Patronus ex Silva (Patron of the Forest)

    Type: Familiar Affinity

    Description: Mons Infans have been known to use magic in order to heal and help others. The closeness between Ignis and Amicus from their empathic bond has inspired the Mons Infans to use his connection with forests to defend his contractor.


    Effect: Amicus’ protection manifests itself as a shield made of bark, branches, and vines. Using 5% of Ignis’ vigour, he can create the shield on his contractor or within 5m of her person. The armor can withstand up to two tiers of damage before it is broken and must be reformed.
    Dys <3

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    Hollywood Meets Bollywood Nargles's Avatar
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    You're a Wizard Dysney (Hah Patronus) - Approved w/Change

    Just have it so Amicus must be in a 30 meter radius of Ignis to activate.

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    The Angry One <span style='color: #3D59AB'>K3</span>'s Avatar
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    [ Spellbound ]
    [ Trained Feat ]


    For those who mingle the arcane schools with the martial disciplines, there are many who find the process beautiful. To blend somatic and verbal components to pure melee combat is a skill equal parts enviable and rare. For those who train themselves in such an art, to keep their concentration and perform the necessary components for spells, the term of 'Spellbound' is often thrown around.

    Those who are Spellbound are possessed of an utmost tranquility in combat, their concentration in spellcasting raised to an unmatched level. Performing verbal components to spells flows naturally from the tongue, and even a Spellbound out of breath will always find their words to come easily. Somatic components may be interpreted through similar movements in combat, allowing for weapons to express the incantations on the caster's behalf.

    [ Acquisition ]

    To become Spellbound is a simple but grueling process, requiring one to utilize a somatic spell component and verbal spell component thrice apiece in close combat, before training to bend the components in at least one collaboration or chapter.

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    Hollywood Meets Bollywood Nargles's Avatar
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    Spellbound - Approved

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    That One Guy Apeiron's Avatar
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    Name: Grand Spellcasting

    Type: Trained

    Description:Some spellcasters are more than simple wizardy-types. Some prefer flair and spectacle, something to invoke a deeper sense of wonder in those around them no matter the level of spell.

    With Grand Spellcasting, at 250 vigor per collab, the caster's spells are no longer restricted to their typical form. While the effect will remain the same, the flair must somehow compliment the spell. A spell that'll heal cannot have an aura of demonic hellspawn. The flair can be either simple or complex, but is always for dramatic effect, and tends to share commonalities with the spellcaster (if the caster is loud and flashy, so too will his flairs follow suit).

    Those who look upon the showman as he is casting have a chance to be awed. A temporary state of disbelief lasting only long enough for that person to marvel at the spell -- even if the flair is completely ridiculous.

    Acquisition: Becoming a showman is not a path taken lightly. There is a demand, an expectation, that every spell summoned forth by the spellcaster will be magnificent and awesome. Those wishing to become true showman must spend at least two collaborative chapters to initiate, and wrap up, their training -- with some personal time set aside to perform their work on the streets, and improve upon themselves.



    Note: Just because someone wants fluffy bunnies to hop around their fireball, doesn’t mean someone can’t marvel at the complete and utter “wot” of what they’re seeing.
    Last edited by Apeiron; 07-30-2015 at 03:07 PM.

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    The Lurker <span style='color: #FFFFFF'><span class='glow_008080'>swaswj</span></span>'s Avatar
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    Quote Originally Posted by Apeiron View Post
    Name: Grand Spellcasting

    Type: Trained

    Description:Some spellcasters are more than simple wizardy-types. Some prefer flair and spectacle, something to invoke a deeper sense of wonder in those around them no matter the level of spell.

    With Grand Spellcasting, at 250 vigor per collab, the caster's spells are no longer restricted to their typical form. While the effect will remain the same, the flair must somehow compliment the spell. A spell that'll heal cannot have an aura of demonic hellspawn. The flair can be either simple or complex, but is always for dramatic effect, and tends to share commonalities with the spellcaster (if the caster is loud and flashy, so too will his flairs follow suit).

    Those who look upon the showman as he is casting have a chance to be awed. A temporary state of disbelief lasting only long enough for that person to marvel at the spell -- even if the flair is completely ridiculous.

    Acquisition: Becoming a showman is not a path taken lightly. There is a demand, an expectation, that every spell summoned forth by the spellcaster will be magnificent and awesome. Those wishing to become true showman must spend at least two collaborative chapters to initiate, and wrap up, their training -- with some personal time set aside to perform their work on the streets, and improve upon themselves.



    Note: Just because someone wants fluffy bunnies to hop around their fireball, doesn’t mean someone can’t marvel at the complete and utter “wot” of what they’re seeing.
    Approved.

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    Name: Muto (exchange)
    Type: Trained

    Description: The connection between machine and mechanic becomes deeper as a user of fundibuli grows in skill. Using the connection between the control node and a drone's AI core provides an intimate knowledge of how the user and drone are connected through the user's will and vigor. Once reaching adept level in proficiency, a mechanic can use this understanding of their position to travel through the connection they share with their drone.

    Effect: For 450 vigor, a player can automatically switch places with their drone. This technique strains the control node implanted in the use as well as the drone's AI core and as such can only be used once every three turns.
    Dys <3

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