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Specialization System

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1Specialization System Empty Specialization System on 25/10/14, 10:45 pm

Specializations


Specializations are the basic "classes", per-say, which we use on the forum. They are separated into six categories:


Each Specialty classifies a character's combat style. Strength revolves around melee weapons, stealth is based around supplementary abilities, dexterity is based around long-ranged tools, intelligence is for magic-casters, and dominance is for those who are capable of taming beasts.

Upon creation a character has a single Specialization, considered as their "Primary". A Secondary Specialization can be trained after reaching B-Rank by writing up 2,000 words. Tertiary Specializations can only be received through events and special shops.

There are several general rules revolving around Specializations:

  • A Spec CANNOT outrank a character. Eg. A C-Rank character is incapable of upgrading a Strength Spec to B-Tier.
  • Primary Specs can be equal to a character's rank. Secondary Specs can only be a rank below at the most, and Tertiary Specs must be two ranks below that of a Character's.
  • When your character Ranks up you must still upgrade their specs separately. (Training requirements are listed below.) Eg. If a character is of C-Rank, and he only has a Strength Spec of D-Tier, he cannot register abilities as if he had C-tier Strength until he upgrades that Spec to C-Tier as well.
  • Items pertaining to Secondary and Tertiary Specializations do not come for free and have double the Huang cost when being priced in comparison to items of the same value(Except for Basic Staffs which have a fixed price at 75k Huang). Eg. A character with a Primary Spec of Intelligence can register a free staff to begin with. He obtains Strength as his Secondary, HOWEVER, he does not receive a starter melee weapon for free, and must purchase it instead.


Each specialization is then divided into further tiers. There are a total of five tiers, just like the character ranks.

Training Specializations

Just like how you train abilities, you can train and rank up your specializations by typing up a certain amount of words. Specializations MUST be trained in training topics and training topics alone. When training Specializations, it should be IC trained over a period of time. While it is fine to learn and train an ability in one day, Specialization Training should be done over the course of a few days IC to better show the progression of your character. A week or two has generally been accepted up to this point in time. Just like abilities, you cannot blend the word count when training specializations.

The required amount of words to train up Specializations are as follows:
D-Tier to C-Tier: 500 Words
C-Tier to B-Tier: 1000 Words
B-Tier to A-Tier: 2000 Words
A-Tier to Ω-Tier: 3000 Words

Training a Secondary or Tertiary Specialization: 2000 words to initially obtain the Specialization. After this, follow the normal word counts for Specialization training.



Last edited by Solomon's Proxy on 26/10/14, 12:04 am; edited 1 time in total

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2Specialization System Empty Re: Specialization System on 25/10/14, 10:46 pm

Strength


Strength is a specialization which revolves around the usage of melee weapons and techniques. This can include anything from martial arts and fighting styles to blades, axes, and even war-hammers. Those who go down the path of Strength are classified as "Warriors", and are typically the ones who become Metal Vessel Users in the future.

D-Tier: Can use D-Tier melee weapons and C-Tier and below techniques. May have up to 3 weapons.

C-Tier: Can use C-Tier melee weapons and B-Tier and below techniques. May have up to 3 weapons.

B-Tier: Can use B-Tier melee weapons and A-Tier and below techniques. At this tier users can begin using Magoi Manipulation to enhance their abilities. A single Magoi Manipulation technique can be learned. May have up to 4 weapons (a maximum of 3 of these weapons may be brought into a thread). 1 Strength weapon of B-Tier can be upgraded into a Magic Weapon with a single element attribute and single spell of B-Tier or lower can be registered on the weapon.

A-Tier: Can use A-Tier melee weapons and A-Tier and below techniques. May have up to 5 weapons (a maximum of 3 of these weapons may be brought into a thread). 1 Strength weapon of B-Tier or higher can be upgraded into a Magic Weapon with a single element attribute and two spells, equal tier to the weapon or lower, can be registered on the weapon. A total of 3 techniques can involve Magoi Manipulation.

Ω-Tier: Can use A-Tier melee weapons and Ω-Tier and below techniques. A total of 6 techniques can involve Magoi Manipulation. Ω-Tier techniques all involve Magoi Manipulation.

Parrying

Parrying is one of the ways a Strength specialization character uses a defensive technique. Unlike an Intelligence user’s Borg, which blocks/absorbs/dissolves an attack, the Strength User’s defensive technique ‘parry’ is executed by swatting away or redirecting a technique. Any given attack can only be redirected away from the Strength User who is using the ‘parry’ technique. Techniques which explode and/or cause radial damage will not be affected by normal parries, and instead go on to do full damage. The exception here would be in the event that you have a large ‘shield’ as one of your weapons that could cover your body from an explosion, and the ability would have to specifically state that it could defend against such a technique.

Magoi Manipulation


Magoi Manipulation is the ability for a "Warrior" to control and manipulate the magoi within his body. This strengthens his techniques, allowing for him to break through defenses much easier. Since these techniques are considered so powerful, they come with several drawbacks:

  • Using Magoi Manipulation techniques when you have 50 magoi/stamina or less results in C tier internal damage to the body. This causes bleeding from the eyes, loss of breath and a great deal of exhaustion, making it impossible to sprint while under this condition. The bleeding lasts for 1 post, and the exhaustion lasts for 2 posts.
  • Magoi Manipulation techniques also have twice the cool-downs in comparison to regular abilities.

There are several things to know about Magoi Manipulation techniques:

  • Magoi Manipulation techniques treat defenses as if they were 1 rank lower in comparison to the technique itself. This applies to Borgs, defensive abilities and items. This does not apply to dominance beasts. Eg. An Alpha-Tiered Magician has a Borg which can only be broken by 1 A-Tier, 2 B-Tier, 4 C-Tier, or 8 D-Tier abilities. If a person specializing in Strength were to use a B-Tiered Magoi Manipulation technique, it would break straight through the Borg.
  • A Magoi Manipulation defense may be used to negate the bonus a Magoi Manipulation attack would normally have against it (this does not increase the amount of damage it can block).
  • Magoi Manipulation can also be used to enhance one's basic attributes (speed, overall physical strength, etc.). More information can be found in the "Ability Guideline" section.

*Important Notes -

  • All Melee techniques default as ‘close’ range, which is how far out your weapon can reach. Otherwise, use the ability guidelines to determine how far your weapon may be thrown.
  • Strength abilities are specific techniques that have been trained and practiced many times over. They can't be so vague that they fit any situation and use any limb. Simply saying that you hit the opponent with your arms or legs and deal a certain amount of damage is not satisfactory. A proper strength ability description must include a type of attack being performed(punch, kick, throw, etc.) and the manner in which it is being executed(a vertical kick, a punch to the gut, a horizontal hammer fist, etc.)


Strength Ability Guidelines and Examples

Technique Template:

Name: (The name of your technique here)
Tier: (The Tier of the technique)
Cost: (The stamina cost)
Weapon Type: (What kind of weapon does this ability use?)
Class: (Offensive, or Supplementary?)
Range: (Close? Far? For exact specifications see the Ability Guidelines)
Duration: (How long does it last?)
Cool-Down: (How many posts it takes to use it again)
Description: (Describe everything about the technique, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Weapon Type:[/b]
[b]Class:[/b]
[b]Range:[/b]
[b]Duration:[/b]
[b]Cool-Down:[/b]
[b]Description:[/b]

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3Specialization System Empty Re: Specialization System on 25/10/14, 10:46 pm

Stealth


Stealth is a specialization which revolves around the usage of unorthodox melee weapons and medium range thrown weapons both making use of supplementary techniques. This can include anything from wire daggers and bladed fans to throwing knives and three part staffs. They are also masters at paralytic techniques, poisons and other supplementary abilities, such as smoke bombs. Those with the stealth specialization are often known as “Assassins” for their incredible agility and ability to disappear.

D-Tier: Can use D-Tier weapons and C-Tier and below techniques. May have up to 3 weapons. 5 free ammunition outside of techniques for ranged weapons.

C-Tier: Can use C-Tier weapons and B-Tier and below techniques. May have up to 3 weapons. 10 free ammunition outside of techniques for ranged weapons.

B-Tier: Can use B-Tier weapons and A-Tier and below techniques. May have up to 4 weapons (a maximum of 3 of these weapons may be brought into a thread). 15 free ammunition outside of techniques for ranged weapons.

A-Tier: Can use A-Tier weapons and A-Tier and below techniques. May have up to 5 weapons (a maximum of 3 of these weapons may be brought into a thread). 20 free ammunition outside of techniques for ranged weapons.

Ω-Tier: Can use A-Tier weapons and Ω-Tier and below techniques. May have up to 5 weapons (a maximum of 3 of these weapons may be brought into a thread). 25 free ammunition outside of techniques for ranged weapons.

*Important Notes -

  • All Stealth-based techniques must be close to mid range. Adhere to the Stealth Ability Guidelines page.
  • As stealth allows the usage of both melee and medium range items, ammunition must be described for appropriate weapons (including amount, which would go by the amount in the stealth guidelines and the tier of your stealth specialization) at time of purchase.



Ammunition

Outside of actual techniques which cost Magoi and/or Stamina, Dexterity and Stealth users have the ability to fire off long-ranged attacks without paying a cost. There are several things to note about regular pieces of ammunition:

  • You have a limited amount depending on your Specialization rank.
  • Ammunition cannot have any other uses other than applying simple damage. Ex.: No trapping, smoke bombs, etc.
  • After your ammo stock is depleted in your topic, you cannot use anymore ammunition for the rest of that topic. Ammunition replenishes once you enter a new topic.
  • Ammunition varies depending on the weapon type. Bows shoot arrows. Crossbows shoot bolts. Slings throw rocks, etc.
  • Ammunition moves at 10m/s (regardless of damage tier) and is not affected by the "5m/s boost". That boost only pertains to abilities which take up slots. The maximum distance ammunition can travel is 50m for Dexterity users and 30m for Stealth users.

*Important Note - All ranged weapon Abilities MUST be long-ranged. Ammunition rules do not apply to abilities. Ammunition used in close range (under 1m) will deal only D-tier damage.


Stealth Ability Guidelines and Examples

Technique Template:

Name: (The name of your technique here)
Tier: (The Tier of the technique)
Cost: (The stamina cost)
Weapon Type: (What kind of weapon does this ability use?)
Class: (Offensive, Defensive, or Supplementary?)
Range: (Close? Far? For exact specifications see the Ability Guidelines)
Duration: (How long does it last?)
Cool-Down: (How many posts it takes to use it again)
Description: (Describe everything about the technique, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Weapon Type:[/b]
[b]Class:[/b]
[b]Range:[/b]
[b]Duration:[/b]
[b]Cool-Down:[/b]
[b]Description:[/b]



Last edited by Solomon's Proxy on 22/11/14, 04:48 pm; edited 4 times in total

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4Specialization System Empty Re: Specialization System on 25/10/14, 10:47 pm

Dexterity

Dexterity is a specialization which revolves around the usage of long-ranged weapons and magic tools. Those who specialize in this category are typically referred to as "Rangers", taking advantage of the battlefield with fast ranged attacks. Techniques for the Dexterity specialization have a further range of 10m and a faster speed of 5m/s in comparison to the abilities of other Specializations. Outside of their techniques they have a limited amount of ammunition for their given weapons, producing long-ranged attacks with no stamina cost.

D-Tier: May have one D-Tier Ancient weapon. 5 free ammunition outside of techniques. C-Tier and below techniques can be used.

C-Tier: May have one C-Tier or lower Ancient weapon. 10 free ammunition outside of techniques. B-Tier and below techniques can be used.

B-Tier: May have a total of 1 Magic Tool and 2 B-Tier or lower Ancient Weapons. 15 free ammunition outside of techniques for your Ancient weapons. A-Tier and below techniques can be used.

A-Tier: A total of 2 Magic Tools and 2 Ancient Weapons A-Tier can be acquired (A maximum of 3 of these items may be brought into a thread). 20 free ammunition outside of techniques for your Ancient weapons. A-Tier and below techniques can be used.

Ω-Tier: May have a total of 3 Magic Tools and 2 A-Tier or lower Ancient Weapons (A maximum of 3 of these items may be brought into a thread). 25 free ammunition outside of techniques for your primary Ancient weapon. Ω-Tier and below techniques can be used. Ω-Tiered skills must be produced by Magic Tools.


Weapon Types


Dexterity Weapons are classified into two archetypes:

  • Ancient - This category contains anything along the lines of medieval and ancient warfare. Bows, crossbows, slings, catapults, etc. These weapons can use "Ammunition", outside of actual techniques.
  • Magic Tools - Magic imbued objects are the most controversial and outstanding of all man-made objects found throughout the world. These objects typically come with elemental alignments, but are only available throughout the country when a dungeon has been captured. This means that Dexterity users may only create magic objects based off the dungeons that have already been conquered. There are two different kinds of Magic imbued objects that the Dexterity specialization can make:

    • Magic Weapons: A weapon that fires magical ammunition with a certain effect based off of the selected dungeon's magic type. These weapons can be a variety of different things, including (but not limited to) things such as cannons, pistols, rifles, bows, slings etc.  A maximum of 5 of your character’s Dexterity Specialization slots may be used to register abilities for these Magic Weapons, which must follow the dexterity guidelines. While these items function as weapons, they do not come with basic ammunition and will share an ammunition pool with any existing ancient weapons.
    • Magic Tools: A custom-made magical tool with 2 slots in which to create spells based off of the selected dungeon's magic type. These abilities go by the Intelligence guidelines. These can be any sort of accessory including (but not limited to) things such as pendants, earrings, gem-encrusted objects, etc. These items do not function as weapons, but retain the item hp of weapons.




Dungeons conquered & their themes/magic type:

Marax | Perfect Illusions (Light + Sound)
Gusion | Storm (Wind + Lightning)
Vassago | Holy (Light + Life)
Bifrons | Crystal (Heat + Strength)
Caim | Razor (Strength + Wind)
Cimeies | Plague (Life + Poison)
Gremory | Strength
Seere | Dry Ice (Heat + Ice)
Andras | Slime (Life + Water)
Eligos | Lava (Heat + Strength)
Buer | Life

Ammunition

Outside of actual techniques which cost Magoi and/or Stamina, Dexterity and Stealth users have the ability to fire off long-ranged attacks without paying a cost. There are several things to note about regular pieces of ammunition:

  • You have a limited amount depending on your Specialization rank.
  • Ammunition cannot have any other uses other than applying simple damage. Ex.: No trapping, smoke bombs, etc.
  • After your ammo stock is depleted in your topic, you cannot use anymore ammunition for the rest of that topic. Ammunition replenishes once you enter a new topic.
  • Ammunition varies depending on the weapon type. Bows shoot arrows. Crossbows shoot bolts. Slings throw rocks, etc.
  • Ammunition moves at 10m/s (regardless of damage tier) and is not affected by the "5m/s boost". That boost only pertains to abilities which take up slots. The maximum distance ammunition can travel is 50m for Dexterity users and 30m for Stealth users.
  • Ammunition damage is based off the tier of the Ancient Weapon being used to launch it.

*Important Note - All Dexterity Abilities MUST be long-ranged. Ammunition rules do not apply to abilities. Ammunition used in close range (under 1m) will deal only D-tier damage.


Dexterity Ability Guidelines and Examples

Technique Template:

Name: (The name of your technique here)
Tier: (The Tier of the technique)
Cost: (The stamina/magoi cost)
Weapon Type: (What type of weapon is being used? A bow, a sling maybe?)
Class: (Offensive, Defensive or supplementary)
Range: (Close? Far? For exact specifications see the Ability Guidelines)
Duration: (How long does it last?)
Cool-Down: (How many posts it takes to use it again)
Description: (Describe everything about the technique, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Weapon Type:[/b]
[b]Class[/b]
[b]Range:[/b]
[b]Duration:[/b]
[b]Cool-Down:[/b]
[b]Description:[/b]



Last edited by Solomon's Proxy on 22/11/14, 04:46 pm; edited 3 times in total

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5Specialization System Empty Re: Specialization System on 25/10/14, 10:48 pm

Intelligence

Intelligence Intelligence is a specialization which revolves around the usage of magic and magoi. Those who go down the path of intelligence are referred to as "Magicians" or "Madoushi". All characters who specialize in Intelligence must use their staff or wand to channel their spells. Their techniques are the most versatile of all the specializations. Those who follow this specialization have an automatic shield known as "Borg" (See below for more details on the Borg). People with Intelligence as a primary specialization can see the rukh, however those with it listed as a secondary specialization are unable to.

D-Tier: Can have one basic staffs C-Tier and below spells with a single element can be used. The Borg is D-tier.

C-Tier: Can have one basic staff. B-Tier and below spells with a single element can be used. The Borg is C-Tier.

B-Tier: Can have one basic staff. A-Tier spells and below can be used. At this tier, a Magician can learn a second magic type. Both types can be used in conjunction to create brand new techniques and magics. The Borg is B-Tier.

A-Tier: Can have up to three advanced staffs with special abilities [see weapon guidelines - only 1 may be taken into a thread at a time]. A-Tier spells and below can be used. The Borg is A-Tier.

Ω-Tier: Can have up to three advanced staffs with special abilities [see weapon guidelines - only 1 may be taken into a thread at a time]. Ω-Tier spells and below can be used. At this tier a magician can learn a third magic type anywhere on the wheel. All three types can be used in conjunction to create brand new techniques and magics. The Borg is A-Tier.

Magician's Constitution - All primary intelligence spec users must start out with weaker bodies including those of races with innate strength boosts. All Magician's are limited to D-tier damage with their bodies. The exception is if they gain Strength specialization as a secondary or tertiary specialization, in which case their abilities deal damage as normal, with the exception of the Imuchakk, who would deal damage as though they were a halfling of that race.

Borg - A Magician's Borg is an automatic defense which instantly activates in response to attacks with ill intent. It is capable of withstanding a number of abilities (supplementary or offensive) and/or attacks equal to its tier. If a Borg is struck by a single attack that is a tier higher than it or below, no damage will be dealt and the attack will be canceled, including any supplementary abilities that were a part of that attack. If the Borg is met by an attack 2 tiers higher than it, the Magician’s Borg is destroyed and the Magician takes half damage. If the Borg is met by an attack 3 or more tiers higher than it, the Magician’s Borg is destroyed and the Magician takes full damage. The Borg will activate for both Offensive and Supplementary abilities/effects and will also activate if someone attempts to disarm a magician or destroy their conduit. If a magician has time to make a conscious decision, they may choose to not activate their Borg.


*Important Note - An Intelligence Specialization ability cannot take advantage of the 1 tier boost for defensive abilities, as they are limited to the registration of abilities that fall under the Offensive or Supplementary class. Furthermore if a person were to have Intelligence as their Primary Spec, Defensive abilities for their secondary and/or tertiary specs can not be higher than B-Tier. Finally, a character specializing in Intelligence as either their Secondary or Tertiary specs does not have a Borg around them.

Intelligence Ability Guidelines and Examples

Magic Systems Page

Spell Template:

Name: (The name of your spell here)
Tier: (The Tier of the spell)
Cost: (The magoi cost)
Element: (If it's only a single element, put down the name. If it is an element produce by the combination of several, list the name of the product as well as the names of the ones involved in creating it)
Class: (Offensive or Supplementary?)
Range: (Close? Far? For exact specifications see the Ability Guidelines)
Duration: (How long does it last?)
Cool-Down: (How many posts it takes to use it again)
Description: (Describe everything about the spell, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Element:[/b]
[b]Class:[/b]
[b]Range:[/b]
[b]Duration:[/b]
[b]Cool-Down:[/b]
[b]Description:[/b]

*More information on Intelligence can be found in the Magic Guidelines.

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6Specialization System Empty Re: Specialization System on 25/10/14, 10:49 pm

Dominance

Dominance is a specialization which revolves around the taming and/or befriending of beasts. Those who specialize in this category are typically referred to as "Beast-Tamers". These creatures are capable of dealing damage equal to their own Tier with their natural weapons.

D-Tier: Can own 1 D-Tier beast. Beasts can register C-Tier and below techniques.

C-Tier: Can own 1 C-Tier beast. Beasts can register B-Tier and below techniques.

B-Tier: Can own 1 B-Tier beast and 1 D-Tier Beast. Beasts can register A-Tier and below techniques.

A-Tier: Can own 1 A-Tier beast and 1 C-Tier Beast. Beasts can register A-Tier and below techniques. At this rank, your primary beast (that is, the A-Tiered one), reduces word-counts on travel topics by 25%. and can trained into a Legend Beast (see below for details).

Ω-Tier: Can own 1 A-Tier beast and 1 B-Tier Beast. Beasts can register A-Tier and below techniques. At this rank your primary beast (that is, the A-Tiered one), reduces word-counts on travel topics by 50%. Ω-Tier abilities can only be used by "Legend Beasts".

Beast Abilities

Unlike people who specialize in other areas and use their own abilities, Beast-Tamers are practically defenseless on their own. All of their abilities and attacks come from and are produced by their beasts. There are several things to note about Beast Abilities:

  • These abilities take up stamina points from the owner, and beasts don't have stamina limits of their own.
  • Ability slots are spread throughout all of your beasts. Just because you have multiple beasts, you don't have any more ability slots than the average person.
  • The type of beast you have determines what kind of abilities they can use. Ex. A normal tiger cannot use wings to fly, or shoot its claws out as a ranged attack. This is further limited by its Classification Type (See more on Classification Type below)
  • All beast types may utilize the speed passives and movement-type abilities.


Beast Roles


Beasts perform certain combative roles that vary between each individual species. At lower tiers, beasts are limited to how many roles they can fill, but can gain access to more as they rank up. The chart below shows how many roles a beast can have at each tier.

D-Tier: A Beast at this tier may perform one role.
C-Tier: A Beast at this tier may perform two role.
B-Tier: A Beast at this tier may perform two roles.
A-Tier: A Beast at this tier may perform three roles.


Types of Roles:


Brute Force: These beasts are close-combat specialists and their abilities follow the strength guidelines. They can only use offensive abilities for close range attacks.

Defender: These beasts are effective at taking blows and acting as a shield for their tamer. These beasts can only use defensive abilities and supplementary abilities for Immobilization, following the strength guidelines.

Assassin: These beasts are effective at attacking from a medium range with a projectile and their abilities follow the stealth guidelines. They can only use offensive abilities for medium ranged attacks.

Sniper: These beasts are ranged specialists and their abilities follow the Dexterity guidelines. With increased ranged, they pay for it with their ability damage dealing a Tier lower, except in the case of D-Tier abilities which deals its tier in damage. They can only use offensive abilities for ranged attacks and supplementary abilities for Immobilization.

Support: These beasts are much more unique able to support their tamer with a variety of skills. They use supplementary abilities for Healing, Poison, Invisibility (up to C-Tier), Sensory-Based Techniques, and more, however they are unable to cause Immobilization. They follow the stealth guidelines.

Beast Size and Speed

The maximum sizes and speeds for beasts are as follows:

D-Tier: 2 meters in scale. Movement speed 5 m/s.
C-Tier: 5 meters in scale. Movement speed 7 m/s.
B-Tier: 10 meters in scale. Movement speed 10 m/s.
A-Tier: 15 meters in scale. Movement speed 12 m/s.

Beasts have multiple different modes of movement. Flight, swimming, walking, running, jumping, crawling, slithering and burrowing are all examples of movement. A person may also think that the bigger the beast the better, however you should also take into account that larger beasts make easier targets.

Training Beasts

Unlike weapons and staffs, Beasts are living creatures. So, instead of purchasing higher-tiered beasts, a tamer can instead train them into higher tiers. The process for training beasts is the exact same as training abilities, including the word-counts. When training a beast to a higher tier, the focus should be similar to Specialization training and focus on the beast gaining power, whether that is through strength, utility, or awakening passives.

D-Tier to C-Tier: 500 words
C-Tier to B-Tier: 1000 words
B-Tier to A-tier: 1500 words


Legend Beasts

"Legend Beasts" are creatures that are typically thought of to be mythical. This can include anything along the line of dragons, phoenixes, and any otherworldly creatures. There are several things to note about these special beasts:

  • These beasts can use a single element. Their abilities follow the Magic Guidelines.
  • All Legend Beasts must be A-Tiered.
  • Legend Beasts can be up to 30 meters in size.
  • If you wish to have a Legend Beast, you may either sacrifice your primary A-tier beast or extensively train your current A-tier beast up to Legendary Beast. The training for a Legendary Beast will be based off the guidelines for Omega tier training.
  • Legend beasts can only be obtained by individuals with Dominance as their Primary specialization.
  • Once your Legend Beast has been obtained, you will be able to replace up to 5 abilities, B-tier and lower, that you lost due to replacing your starter beast.


For more information on Dominance Beasts, click here!


Dominance Ability Guidelines and Examples



Beast Ability Template:

Name: (The name of your technique and beast here)
Tier: (The Tier of the technique)
Cost: (The stamina cost)
Role: (Which role is the beast using? For offensive abilities this is either Brute, Assassin or Sniper depending on the type of attack. Offensive/supplementary abilities follow the attacking role's guidelines.)
Range: (For Brutes and Defenders just put "Close". For the others look at the Ability Guidelines)
Duration: (How long does it last?)
Cool-Down: (How many posts it takes to use it again)
Description: (Describe everything about the technique, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Role:[/b]
[b]Range:[/b]
[b]Duration:[/b]
[b]Cool-Down:[/b]
[b]Description:[/b]



Last edited by Solomon's Proxy on 21/02/15, 09:52 pm; edited 3 times in total

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7Specialization System Empty Re: Specialization System on 25/10/14, 10:52 pm

Manipulation


Manipulation is a specialization which revolves around the manipulation of one’s own body in battle. This can include forming whip-like arms, forming boulder-like legs, the possibilities are extensive. They are also masters at manipulating their bodies to apply buffs to themselves and heal their wounds. Those with the Manipulation specialization are often known as “Monsters” for their disconcerting abilities that can form their bodies into unusual and often frightening proportions.

D-Tier: Can manipulate a single limb and use C-Tier and below techniques.

C-Tier: Can manipulate two limbs and use B-Tier and below techniques.

B-Tier: Can manipulate three limbs and use A-Tier and below techniques.

A-Tier: Can manipulate four limbs and use A-Tier and below techniques.

Ω-Tier: Can manipulate their entire body and use Ω-Tier and below techniques.

*Important Notes -

  • All Manipulation-based techniques must use the body as its only weapon. Adhere to the Manipulation Ability Guidelines page.
  • Manipulation abilities cannot be used to create extra “appendages” meaning you cannot make separate wings, however you could make wing like flaps coming from your arms.
  • Manipulation users are capable of healing themselves. Healing Abilities are limited to A-Tier and below.


Manipulation Ability Guidelines and Examples

Technique Template:

Name: (The name of your technique here)
Tier: (The Tier of the technique)
Cost: (The stamina cost)
Weapon Type: (What body part is used)
Class: (Offensive, Defensive, or Supplementary?)
Range: (Close? Far? For exact specifications see the Ability Guidelines)
Cool-Down: (How many posts it takes to use it again)
Limbs: (Which limbs this ability controls)
Description: (Describe everything about the technique, including damage, speed, scale, and anything else that you think may be important)

Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Cost:[/b]
[b]Weapon Type:[/b]
[b]Class:[/b]
[b]Range:[/b]
[b]Cool-Down:[/b]
[b]Limbs:[/b]
[b]Description:[/b]

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