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Character Perks

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1 Character Perks on Mon Jul 03, 2017 2:49 am

Character Perks
Character Perks are special traits you can pick for your character. They can help you in battle, help you make more money, or be special stat increases! To add a perk to your character, copy and paste the code and list it under the 'character perks' section of your Character's stat page.


  • You get to pick 1 perk every time your character updates their grimoire with a free perk upon initial character creation!

  • When you begin character creation, your character’s grimoire is Junior Rank in the beginning, you can pick 2 perks

  • When you update your Grimoire to Intermediate Magic, you have 3 perks

  • When you update your Grimoire to Senior Magic, you have 4 perks

  • When you update your Grimoire to Grand Magic, you have 5 perks, plus a BONUS of a 6th Perk!

  • You CANNOT re-choose your character perks once chosen, so choose wisely!

  • Increase Perks CANNOT be applied retroactively! Meaning if I get the Power Hungry Perk after I’ve already delegated 12 stat points to Power, those 12 points do NOT become 24 stat points!


Increase Perks
Power Hungry:
After initial character creation, Stat points delegated to your power stat only count for double. Such as 1 point to Power equals 2 points to power
Code:
[spoiler=Power Hungry] After initial character creation, Stat points delegated to your [b]power stat only[/b] count for double. Such as 1 point to Power equals 2 points to power [/spoiler]
Speed Demon:
After initial Character Creation, Stat points delegated to your speed stat only count for double. Such as 1 point to Speed equals 2 points to speed
Code:
[spoiler=Speed Demon]After initial Character Creation, Stat points delegated to your [b]speed stat only[/b] count for double. Such as 1 point to Speed equals 2 points to speed
[/spoiler]
Stamina Boost:
After initial Character Creation, Stat points delegated to your stamina stat only count for double. Such as 1 point to stamina equals 2 points to stamina
Code:
[spoiler=Stamina Boost] After initial Character Creation, Stat points delegated to your [b]stamina stat only[/b] count for double. Such as 1 point to stamina equals 2 points to stamina [/spoiler]
Sensory Ace:
After initial Character Creation, Stat points delegated to your sensory stat only count for double. Such as 1 point to sensory equals 2 points to sensory.
Code:
[spoiler=Sensory Ace] After initial Character Creation, Stat points delegated to your [b]sensory stat only[/b] count for double. Such as 1 point to sensory equals 2 points to sensory. [/spoiler]
Master Controller:
After initial character creation, stat points delegated to you control stat only count for double. Such as 1 point to control equals 2 points to control.
Code:
[spoiler=Master Controller]After initial character creation, stat points delegated to you [b]control stat only[/b] count for double. Such as 1 point to control equals 2 points to control. [/spoiler]
Arcane Knowledge:
You earn double the amount of spell points per thread.
Code:
[spoiler=Arcane Knowledge] You earn double the amount of spell points per thread. [/spoiler]

Mana Perks
Mana Pool Plus:
Instead of adding 10 to your mana pool for every 5 points to stamina, you can add 15 to your mana pool for every 5 points to stamina.
Code:
[spoiler=Mana Pool Plus]Instead of adding 10 to your mana pool for every 5 points to stamina, you can add 15 to your mana pool for every 5 points to stamina. [/spoiler]
My Magic is Never Giving Up!:
When your Magic Knight’s Mana pool reaches negative, your Magic Knight does not faint and is able to push through for another round! You automatically regenerate 50% of your Mana pool for an extra push.

One time thread use only, afterwards mana regeneration happens at your normal rate and reaching negatives again will cause your Magic Knight to faint.

Code:
[spoiler=My Magic is Never Giving Up!]When your Magic Knight’s Mana pool reaches negative, your Magic Knight does not faint and is able to push through for another round! [b]You automatically regenerate 50% of your Mana pool for an extra push. [/b]

[b]One time thread use only,[/b] afterwards mana regeneration happens at your normal rate and reaching negatives again will cause your Magic Knight to faint. [/spoiler]
Mana Conservationist:
Mana for spells costs you 80% of the original cost. Mana maintenance is reallocated to be 50% of the new spell cost.
Code:
[spoiler=Mana Conservationist] Mana for spells costs you 80% of the original cost. Mana maintenance is reallocated to be 50% of the new spell cost. [/spoiler]
Mana Regen Boost:
Instead of the normal 20% Mana regeneration, your Magic Knight can regenerate 25% of their mana pool per post
Code:
[spoiler=Mana Regen Boost] Instead of the normal 20% Mana regeneration, your Magic Knight can regenerate 25% of their mana pool per post [/spoiler]

Discount and Money Perks!
Item Discount:
You have a 20% Discount at every item you buy at the item shop!
Code:
[spoiler=Item Discount]You have a 20% Discount at every item you buy at the item shop! [/spoiler]
Gold Digger:
For every mission, you gain 10% extra Gold!
Code:
[spoiler=Gold Digger]For every mission, you gain 10% extra Gold![/spoiler]
Spells Gold Discount:
You have a 10% discount on gold for every spell you learn
Code:
[spoiler=Spells Gold Discount] You have a 10% discount on gold for every spell you learn[/spoiler]
Spell Points Discount:
You have a 10% discount on spell points for every spell you learn.
Code:
[spoiler=Spell Points Discount] You have a 10% discount on spell points for every spell you learn.[/spoiler]

Pushing the Limits Perks
These perks take up multiple perk slots and push your magic knight to their limits and beyond!
Triple Specialization:
Your magic knight has the ability to specialize in three different types of magic specializations instead of two!

Takes up TWO Perk Slots.

(Specialization limitation still apply)
Code:
[spoiler=Triple Specialization] Your magic knight has the ability to specialize in [b]THREE[/b] different types of magic specializations instead of two!

Takes up [b]TWO[/b] Perk Slots.

[I](Specialization limitation still apply) [/I][/spoiler]
Double Element:

Your Magic Knight has pushed beyond the boundaries of normal and has the ability to specialize in TWO elements!  

Takes up FOUR Perk Slots.
Code:
[spoiler=Double Element]
Your Magic Knight has pushed beyond the boundaries of normal and has the ability to specialize in [b]TWO[/b] elements!

Takes up [b]FOUR[/b] Perk Slots [/spoiler]
Specialization Break:
Your Magic Knight can fully ignore any Specialization Limitations! IE, they can take both Healing Magic and Attack Magic.

Takes up FIVE Perk Slots.

Code:
[spoiler=Specialization Break] Your Magic Knight can fully ignore any Specialization Limitations! IE, they can take both Healing Magic and Attack Magic.

Takes up [b]FIVE[/b] Perk Slots. [spoiler]

Combat Perks
If a knight with Aegis and a Knight with Overpowered conflict, then the difference is reverted back to the normal 10 point stat difference.
Overpowered:
You can break an opponent’s defensive spell if your power stat is only 5 points higher than then the defending opponent’s stamina stat. Same Spell Rank Only

This ability has a three Post cooldown.

Code:
[spoiler=Overpowered]You can break an opponent’s defensive spell if your power stat is only 5 points higher than then the defending opponent’s stamina stat. [I] Same Spell Rank Only[/I]

This ability has a [b]three post cooldown.[/b] [/spoiler]
Aegis:
Your defensive spells can defend attacks spells from knights whose power stat is up to 15 points higher than your stamina stat.  Same Spell Rank Only

This ability has a three post cooldown
Code:
[spoiler=Aegis] Your defensive spells can defend attacks spells from knights whose power stat is up to 15 points higher than your stamina stat.  [I]Same Spell Rank Only[/I]

This ability has a [b]three post cooldown[/b][/spoiler]

Specialization Perks
Specialization Perks are Special Perks that are automatically given to Magic Knights who pick certain magic specializations. Some are stat-boots, other increase the effectiveness of your spells, basically they’re free perks just because you specialize in something! As a bonus, they don’t take up any perk slot too!

Attack Specialist:
Since your Magic Knight Specializes in Attack/Attack-Creation Magic, during combat only, you have +3 to your Power Stat.
Code:
[spoiler=Attack Specialist] Since your Magic Knight Specializes in Attack/Attack-Creation Magic, [b]during combat only,[/b] you have [b]+3[/b] to your Power Stat. [/spoiler]
Defense Specialist:
Since your Magic Knight Specializes in Defense/Defense-Creation Magic, during combat only, you have +3 to your Stamina stat.

(Does not effect size of your mana pool)
Code:
[spoiler=Defense Specialist] Since your Magic Knight Specializes in Defense/Defense-Creation Magic, [b]during combat only,[/b] you have [b]+3[/b] to your Stamina stat.

[I](Does not effect size of your mana pool) [/I] [/spoiler]
Sensory Specialist:
Since your Magic Knight Specializes in Sensory Magic, during combat only, you have +5 to your Sensory Stat.
Code:
[spoiler=Sensory Specialist]Since your Magic Knight Specializes in Sensory Magic, [b]during combat only,[/b] you have [b]+5[/b] to your Sensory Stat. [/spoiler]
Healing Specialist:
Since your Magic Knight Specializes in Healing Magic, all healing spells also give a Mana Regain of 25% of your target’s mana pool.
Code:
[spoiler=Healing Specialist]Since your Magic Knight Specializes in Healing Magic, all healing spells also give a Mana Regain of 25% of your target’s mana pool. [/spoiler]
Physical Reinforcement Specialist:
Since your Magic Knight Specializes in Physical Reinforcement Magic, all stat-boosting Physical Reinforcement Spells have extra +3 stat effectiveness.
Code:
[spoiler=Physical Reinforcement Specialist] Since your Magic Knight Specializes in Physical Reinforcement Magic, all stat-boosting Physical Reinforcement Spells have extra +3 stat effectiveness. [/spoiler]

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