Duskfall Chronicles
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Welcome to the forum Duskfall Chronicles

Thanks so much for checking out this site! This is a huge work in progress. If you are joining before its official opening, applications for Staff are open. The site is currently being switched from a GoT Based RPG to a \'generic\' fantasy-based setting.

Staff Applications
Sat Feb 10, 2024 8:25 pmAdmin
Hello everyone!

Below in this thread, for those who are interested in joining as a member of the DFCRPG Staff Team is the application that should be filled out and posted within this same thread. The application should be filled out to the best of your abilities, and all information presented should be factual. Your application can be checked in on, should the need arise, to ensure that what's …
Welcome!!!
Wed Feb 07, 2024 9:55 pmAdmin
Welcome!



[size=14]And hello to the DFCRPG Site! Currently, as stated in the About Us section, this site is still within it's early days! But if you are looking to join, please don't let that stop you. As of right now, there is only me (NJ) as the current Admin/Owner of the site. Always could use a helping hand for those wanting to getting involved with building upon an already vast and expanse world, as …
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Tags Directory (WIP)Wed May 08, 2024 1:05 amAdminMighty CleaveWed Apr 17, 2024 11:41 pmAdminArcane BarrageMon Apr 15, 2024 12:10 amAdminStunning StrikeSun Apr 14, 2024 11:27 pmAdminAbility Creation Guidelines & TemplateSun Apr 14, 2024 11:26 pmAdminSpellcastingSat Apr 13, 2024 12:27 amAdminSkill Creation Guidelines & TemplateFri Apr 12, 2024 2:48 pmAdminLight Weapon ProficiencyThu Apr 11, 2024 10:42 pmAdminStaff ApplicationsSat Feb 10, 2024 8:25 pmAdminGame Mechanics GuideSat Feb 10, 2024 3:46 pmAdmin
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Name: The Narrator
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Tags Directory (WIP) Empty Tags Directory (WIP)

Wed May 08, 2024 1:05 am

Welcome to the Tags Directory:


Here you will find the list of tags used for Abilities when creating them or just when reading through them all to get a better glimpse at their effects. They come in a few different types; Status Effect, Damage Type, Effect Parameters, and General. Status Effect and Damage Type are the simplest and they primarily encompass their namesake, so the prior will have Tags ranging from Damage to HP Regen to Blinded, whereas the latter will cover Tags such as Fire, Lightning, and Blunt. Effect Parameters are Tags that deal with how the Ability itself operates, so if it's Melee or Ranged, Single Target or AoE, Cube or Cone; special note, the Magic Types, Physical, Supernatural, Spell-Like, and Spell Tags classify as Effect Parameter because those aren't about the Effect of the Ability, but the Ability as a whole and whether or not it is a Physical, Supernatural, and Spell based Ability. General are the Tags that don't really fit into the other three categories, but don't necessarily share similarities with one's in the General Type either. These are going to be things such as the School, Circle, or Domain of a Spell, Skill Based, Character Specific, etc.

The Directory itself is segmented and categorized for your convenience by the aforementioned, Types of Tags. It goes in the order it was listed in, from Status Effect starting it off down to General as the last and final section of available Tags. Next to the names of each Tag will be a small description of what the Tag shows about the Ability. Suggestions for new Tags are open, but remember; Tags need to be something generalized and can be applied in a variety of ways. Like DoT shows that the effect of the Ability will be a Damage over Time, but keep in mind, it might not be something predictable like a poison or burn.

Remember, when making Abilities, at Novice and Apprentice Ratings, it is limited to 2 Status Effect Tags and 1 Damage Type Tag; for Initiate, Journeyman, and Expert it's limited to 3 Status Effect Tags and 2 Damage Type Tags; finally at Master it's capped at 4 Status Effect Tags and 3 Damage Type Tags.



Status Effect Tags


Ones with a * at the end signify not requiring the Stat Check Tag with the appropriate Attribute/Sub-Attribute, ones with a ** at the end signify occasionally requiring the Stat Check Tag with the appropriate Attribute/Sub-Attribute depending on how well it balances gameplay wise. it's split up by the Stat Checks which would be required to apply these effects; note, some may span across multiple if there's a variety of ways which it can be applied.




  • Damage - Indicates that the ability inflicts direct damage to the target's health pool upon impact.**
  • DoT (Damage over Time) - Signifies that the ability causes continuous damage to the target over a specified duration after the initial impact.**
  • Corroded - Erodes the target's armor or equipment, making attacks and abilities pierce through their armor for a duration.
  • HP Regen (Health Regeneration) - Represents the ability to restore a portion of the target's health points over time.*
  • Heal - Denotes that the ability provides direct restoration of health points to the target or targets.*
  • Blessed - Bestows divine favor or protection upon the target, granting them bonuses to various aspects of their abilities or resistances.*
  • Cleansed - Purifies the target of negative effects or status ailments, removing any harmful conditions currently affecting them.**
  • Grievous Wounds - Inflicts severe injuries upon the target, preventing natural regeneration or healing effects for a limited duration.
  • Eclipsed - Obscures the target's vision or senses, plunging them into blindness or a different kind of sensory deprivation after a brief delay of 3 posts for a duration.
  • Blind - Indicates that the target's vision is impaired, resulting in decreased accuracy or other visual-related penalties.
  • Silenced - Prevents the target from talking, casting spells, or using abilities that require vocalization.
  • Deafened - Impairs the target's ability to hear, potentially affecting their perception and awareness of their surroundings.
  • Numb - Temporarily disables the target's ability to use their hands or manipulate objects, limiting their dexterity and fine motor skills.
  • Frozen - Temporarily encases the target in ice after a brief delay of 3 posts, immobilizing them and making them incapacitated for the remainder of the thread unless cured by an appropriate Ability.
  • Sleep - Puts the target into a deep slumber after a brief delay of 3 posts, rendering them unable to act for the remainder of the thread until they are awakened unless cured by an appropriate Ability.
  • Petrified - Completely encases a target in stone, gemstone, amber, or wood after a brief delay of 3 posts, rendering them unable to act until they are effectively cured by an appropriate Ability/Item, unless cured by an appropriate Ability/Item beforehand.
  • Disintegrate - Causes the target's body to rapidly break down and turn to ash after a brief delay of 3 posts, resulting in instant death unless cured by an appropriate ability.
  • Suffocated - Restricts the target's ability to breathe, either through physical means or magical interference, and after a brief 3 post delay, the target becomes incapacitated for the remainder of the thread or until cured.
  • Incapacitated - Renders the target completely unable to move, act, or respond to stimuli, effectively removing them from combat or other activities until woken up or cured by an appropriate ability.
  • Stasis - Temporarily suspends the target in a state of suspended animation or stasis, rendering them immune to damage and effects but also unable to act.**
  • Banished - Temporarily removes the target from the battlefield or confines them to another pocket dimension of the caster's making.
  • Muffled - Grants the target the ability to move around more silently for a duration, making their footsteps and other noises less audible to others.
  • Invisible - Renders the target invisible to others, making it difficult for enemies to target or detect them without special means for the duration.*
  • Spectral - Renders the target partially ethereal or incorporeal for a duration, allowing them to pass through physical obstacles or attacks but also making them vulnerable to certain magical effects.**
  • Shrink - Reduces the target's size and stature, making them smaller and potentially more vulnerable to certain attacks or effects.
  • Enlarge - Increases the target's size and stature, making them larger and potentially more intimidating or powerful.**
  • Transmuted - Alters the target's physical form or composition, temporarily transforming them into another creature or substance.**
  • Slowed - Makes the target move around and act at a certain ratio of their Agility Attribute, effectively reducing their movement capability for a duration.
  • Hastened - Temporarily allows the target to move around and act with a bonus to their Agility Attribute, allowing them to act more swiftly for a duration.**
  • Enraged - Increases the target's aggression and damage output for a limited duration, but Spells cannot be cast during this time.**
  • Frenzied - Sends the target into a blinding rage, giving them a replenishing amount of Damage Resistance each round for a duration, but Spells cannot be cast during this time and their attacks/Abilities become Reckless during this time.**
  • Reckless - The target can no longer distinguish friend from foe, for the duration, any Attack or Ability they use which otherwise has a self-immunity/ally-immunity clause, no longer has that clause applicable.**
  • Frightened - Instills fear in the target, causing them to hesitate or flee from combat for a limited duration.
  • Terrified - Heightens the target's fear to extreme levels, potentially causing them to panic or become incapacitated with terror.
  • Charmed - Causes the target to become enamored by the user for a brief duration, during this time, the target must carry out any order directed by the user so long as it wouldn't bring direct or indirect harm to the target.
  • Enthralled - The target is mesmerized by the caster, able to look only at them with direct eye contact for the duration.
  • Mired - Sinks the target into thick mud or quicksand, making them slowed and more difficult to escape while within the AoE for its duration if from an Ability.
  • Entangled/Enwebbed - Restrains the target's movement for a duration, making them restricted to only being able to move within 5 feet of whatever is Entangling/Enwebbing them.
  • Rooted - Restricts the target's movement, preventing them from moving or being moved by external forces for a limited duration.
  • Immobilized - Renders the target unable to move for a limited duration, effectively immobilizing them; but they can still be moved.
  • Paralyze - Renders the target temporarily unable to move and act with the exception of non-somatic Abilities, effectively restricting their movement and capabilities for a duration.
  • Reverberated - The target is stunned or dazed for a duration after a delay of 3 posts unless cured by an appropriate ability; attacks before the stun reduce posts from the delay (max: 3), attacks after increase the duration (max: 2)
  • Stun - Causes the target to become temporarily incapacitated, preventing them from acting at all, moving, or doing anything for a short period.
  • Dazed - Temporarily disorients the target, causing them to only be able to move, make one Attack, or use one Ability each post for the duration.
  • Drained - Saps the target's health or life force, the user then gains half of whatever is drained from the target.
  • Sapped - Drains the target's mana or energy reserves, making it more difficult for them to cast spells or use abilities.
  • Fatigued - Feelings of sluggishness or being tired wash over the target, they can no longer utilize Energy or Mana in any form for the duration.
  • Exhausted - A target becomes completely weary and debilitated after a brief delay of 3 posts, for the remainder of the thread they can't use Energy or Mana in any form and move more than 20 feet in a single post unless cured by an appropriate Ability.
  • Enhancer - Enhances the target's Attributes for a limited duration, improving their Might, Agility, Endurance, or other qualities.*
  • Amplifier - Enhances the Power, Range, Duration, or adds an additional Effect to an Ability cast by the target the next time it's used.*
  • Debuff - Decreases the Power or Duration of a targeted Ability, making it less effective against its intended target.
  • Debilitator - Decreases a target's Attributes, weakening their overall effectiveness in combat or other situations.
  • Weakened - Reduces the target's overall strength or physical capabilities, making them deal less damage if and when using a weapon for the duration.
  • Stressed - Reduces the target's overall brain power or mental capabilities, making them deal less damage if and when using a Spell or Spell-like Ability for the duration.
  • Enveloped - Surrounds the target in a protective barrier, granting temporary resistance to incoming physical or magical based damage.**
  • Shielded - Projects a protective barrier around the target, absorbing incoming physical damage or deflecting physical attacks for a duration.**
  • Warded - The target is fortified against magical attacks like spells, reducing incoming magical damage for the duration.**
  • Enchanted - Imbues the target weapon, item, or object with magical energies, granting them a myriad of potential bonuses depending on the type of energy.*
  • Disrupted - Interrupts the target's concentration or disrupts the flow of magic around them, negating ongoing effects or abilities.
  • Inspired - Bolsters the target's morale or determination, granting them a bonus to their attack's and ability's power for a limited duration.*
  • Distracted - Causes the target to become easily distracted or disoriented, giving them a penalty to their attack's and ability's power for a duration.
  • Corruption - Inflicts the target with a corrupting influence, weakening their resistance to psychic, honor, and piety damage as well as the charmed condition for a long duration unless cured by an appropriate ability.
  • Insanity - Plunges the target into a state of mental instability and irrationality, weakening resistance to psychic, force, and sanity damage as well as the frightened and terrified conditions for a long duration unless cured.
  • Cursed - Inflicts the target with a pervasive aura of misfortune and ill luck, weakening resistance to psychic, necrotic, and luck damage as well as the slowed or dazed conditions for a long duration unless cured.
  • Marked - Designates the target for focused attacks or abilities, increasing the damage they take from certain sources for the duration.
  • Token Generation - Grants the target temporary tokens or stacks that can be used to trigger additional effects or enhance certain abilities.**
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