Post by Arazlam Durai on Sept 26, 2015 11:46:38 GMT -8
ORATOR
Primary Weapon Types: Knife or Gun
Armor Class: Light
Well educated and heavily trained in the art of speech and persuasion, and orator plays a heavy part in court as an ambassador or professor. Their battlefield is best served in front of the courts and people where they can charm and grace their audience with witty words and carefully placed theories. They are not meant to be placed out in the forefronts of physical warfare.
Master orators come only from noble or well-educated stock, but there are some rare occasions where an individual is wise beyond their years and gives council based on personal experience or observation. This class is also highly likely to be versed in multiple languages having studied the art of speech in its various forms for the whole of their life.
Please Note: The orator’s skills are judged on the quality of the player’s posting methods. Every skill they perform needs to be fully role-played out, which means the players behind them need to be witty with their words no matter who they are. This is also a very difficult class to play due to the fact that the rules state that you can't just assume the other player will agree to your terms. There is a huge gray area when this class is in effect. The skills listed help to assist convincing others with their intentions.
This is one class where War Captains should judge the effectiveness of skill based on the overall quality of approach, language choice, and writing technique.
MAIN SKILLS
Players of the orator class may add a sub-note at the bottom of their post to highlight to the targeted player-character what skill they are trying to accomplish and what any side effects might be.
None of these skills can be used by the orator upon themselves.
- Invitation: Convinces an individual by conversation, bribery, or blackmail to have an individual join their side. If it is a creature or monster then the orator needs to have the Monster Talk skill available to them. NPCs of lower levels than the orator are easier to lure over, or require less gil.
- Persuade: Is used to try and convince an individual to perform a ‘favor’ for the orator against their better nature. This skill may only be accomplished once per day. (Master class ONLY)
- Praise: Gives the individual(s) a boost of confidence that helps them to perform better in their personal tasks. On the battlefield the characters may add an additional 10% hit chance of likeliness in their RP posts for deflecting, blocking, or dodging. With NPCs it is likely to reap better responses or rewards from those individuals.
- Threaten: A candid threat that reduces a target’s confidence, preventing the orator from being affected by any of the individual’s skills or attacks, by an additional 20%. The effect lasts for one round per the orator’s character level. May only be performed once per thread. For Divine level, master orators this effect is permanent against the target for the remainder of the thread. (Master class ONLY)
- Preach: Gives the magic user the confidence to cast their next spell with an addition 25% hit rate accuracy, and halves the mental energy required to cast. This does not negate the effects of higher level spells for summoners. May only be performed once on the same character.
- Solution: A stylization of speech that confuses a magic user into performing the wrong methods of speech or spellcraft thinking that it'll be a more effective way of casting. This causes the spell to become interrupted and either stop the spell entirely or cause it to backfire. Add 5% chance of interruption success per character level on top of the already established hit level chart for the orator’s current character level, do not count Non-Combatant. (For example, if the orator’s character level is Adept against an Expert then the chance of success would be 25% plus 15%, making it a total of a 40% chance of success.) (Master class ONLY)
This skill may only be used against a single individual, and can only be used once against the same individual in a thread.
- Death Sentence: Convinces the target that they are going to die, inducing levels of delusion and paranoia. Targeted character-player must randomize their actions as well as their targets whether they’re friend or foe. The target believes that everyone is “out to get them” and should react accordingly. This hysteria will last one posting round per character level of the orator’s character level. This skill may only be used once per day. (Master class ONLY)
- Negotiate: Is capable of discussing and properly drafting up negotiations or compromises in terms of state, trade, and treaties. With NPCs they are able to reap additional monetary benefits and rewards for aiding them in their tasks or quests.
- Insult: Carefully crafted insults cause the recipient to lose their temper, lowering their natural defenses, and make them vulnerable to further attack. Any natural reflex skills the target might have, such as an arrow or weapon guard, is disabled for one round of posting if they find themselves caught up in the insult. For NPC characters it is guaranteed unless the NPC is a higher character level, then defer to the hit chances.
- Mimic Darlavon: Drones on and on like Professor Darlavon, inducing the target(s) with the need to fall asleep.
---------------------------
OTHER SKILLS
- Finger Guard: The orator utilizes a special method with their fingers in plugging their ears so that deaf or silencing spells do not affect them. This skill is considered a natural reaction ability. (Master class ONLY)
- Equip Gun: Allows characters with this class in their supplemental spot to equip and use a gun. For master level orators, their hit chances with a gun increase permanently by 10%.
- Train: When an enemy of the orator reaches critical status, the orator can persuade it to become an immediate ally even if it’s only temporary. (Master class ONLY))
- Monster Talk: Allows the character to speak to monsters. This skill is required in order to allow the invitation skill to work on monsters.