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Ability Template/Systems

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1 Ability Template/Systems on 05/07/16, 12:15 pm

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Ability Guidelines

In the Magi World, characters often perform feats of great skill and supernatural power. On the forums, we classify these feats as "Abilities" and treat them differently from the basic actions any character is capable of. Since abilities are actions that have been trained or powered by magoi, they are considered superior to general basic movements. Abilities always beat basic actions in direct clashes and this is justified by requiring one of two limited resources in order for them to be used. Magoi and Stamina.

-See Combat Systems for more information on direct clashes-

Here is the template for abilities and below is more information on each field:

Insert Ability Name Here
Tier: What tier is the ability?
Class: What class is this ability for? If it is for a Magic Tool, delete this section.
Type: Is it offensive, defensive, or supplementary?
Range: Close, Short, Medium, or Long?
Requirements/Drawbacks: What are the requirements, drawbacks, or limitations of the ability?
Scaling: When you add more than the minimum magoi cost, what changes about the ability? More hits/projectiles? A larger area of effect? More damage?
Sustain: How many sustainments have you done so far? Starts at 0 and goes up with each additional use of the ability.
Cool Down: How many turns must pass after sustains end until you can use this ability again?
Cost: The amount of magoi or stamina you are spending. This value can change based on how much you are investing and how many times you sustained it in a post, but must always be at least the minimum required for its tier.
Description:

    Give a visual description of the ability and include any effects, how large its area of effect is, the duration or how long it lingers, and any other important information. If it is a spell, mention what magic type/s are used!



Coding:

Code:
[center][b]Insert Ability Name Here[/b][/center]
[b]Tier:[/b] What tier is the ability?
[b]Class:[/b] What class is this ability for? If it is for a Magic Tool, delete this section.
[b]Type:[/b] Is it offensive, defensive, or supplementary?
[b]Range:[/b] Close, Short, Medium, or Long?
[b]Requirements/Drawbacks:[/b] What are the requirements, drawbacks, or limitations of the ability?
[b]Scaling:[/b] When you add more than the minimum magoi cost, what changes about the ability? More hits/projectiles? A larger area of effect? More damage?
[b]Sustain:[/b] How many sustainments have you done so far? Starts at 0 and goes up with each additional use of the ability.
[b]Cool Down:[/b] How many turns must pass after sustains end until you can use this ability again?
[b]Cost:[/b] The amount of magoi or stamina you are spending. This value can change based on how much you are investing and how many times you sustained it in a post, but must always be at least the minimum required for its tier.
[b]Description:[/b]
[list]
Give a visual description of the ability and include any effects, how large its area of effect is, the duration or how long it lingers, and any other important information. If it is a spell, mention what magic type/s are used![/list]

Examples:

NOTE: The following examples contains notes on the math used to determine the final total cost of the abilities. You do not need to show this math, but you may if you wish to do so.

Serpent Slash
Tier: B
Specialization: Warrior
Type: Offensive
Range: Close(0m-1m)
Requirements/Drawbacks: Character must be using a light-weight bladed weapon. Stresses the arm joints and will deal C-tier damage to the user's arm each time this ability is sustained for multiple back to back uses.
Scaling: Hits
Sustain: 2
Cool Down: 3 posts
Cost: 100 Stamina

    Tier Base Cost(30) + Scaling(20) = Initial Cost(50) Initial Cost(50) / 2 = Sustain Cost(25)Sustain Cost(25) x 2 = Total Sustain Cost(50) Initial Cost(50) + Total Sustain Cost(50) = Total Cost(100)

Description:

    The wielder uses their Heliohapt sword style to perform fluid snake-like thrusting strikes at the enemy. By whipping their arm in a quick snapping motion, they create the illusion that their sword blade curves at impossible angles. This technique includes two strikes total each dealing C-tier damage.


In this example, the player increases the scaling of hits twice and sustains the ability twice in a single post. As a result, instead of only two C-tier strikes, they performed 8 C-tier strikes three times in a row for a total of 24 C-tier strikes! However, as a result of the drawback, they have also taken a total of B-tier damage to their own arm.

Serpent Slash
Tier: B
Specialization: Warrior
Type: Offensive
Range: Close(0m-1m)
Requirements/Drawbacks: Character must be using a light-weight bladed weapon. Stresses the arm joints and will deal C-tier damage to the user's arm each time this ability is sustained for multiple back to back uses.
Scaling: Hits
Sustain: 3
Cool Down: 3 posts
Cost: 15 Stamina
Description:

    The wielder uses their Heliohapt sword style to perform fluid snake-like thrusting strikes at the enemy. By whipping their arm in a quick snapping motion, they create the illusion that their sword blade curves at impossible angles. This technique includes two strikes total each dealing C-tier damage.


In this example, the player has sustained the same ability for a single in their next post, but without the scaling or additional sustains. This means they will not incur more damage on themselves and lowers the cost in exchange for only performing two C-tier strikes.




Name:
The name of an ability can be pretty creative, but please be reasonable. Don't use abusive language or names that are unnecessarily long.




Tiers
Abilities are separated into tiers based on their complexity and the minimum magoi/stamina required to use them. A higher tiered ability might not always win a clash, but it will often give the user more options in battle.

D-tier: 10 Magoi/Stamina
These abilities are very simple in nature and almost seem like basic actions. They are simply more practiced and honed but are otherwise no different.
Examples:
Warrior - Performing an accurate powerful slash.

Ranger - Firing an arrow across a great distance with pinpoint accuracy.

Assassin - Donning a disguise to hide your presence.

Manipulator - Dislocating your joints in order to slip free from bindings.

Beast Tamer - Ordering your beast to pounce on a target.

Magician - Generating your magic type in a simple shape and firing it in a single direction.

C-tier: 20 Magoi/Stamina
These abilities are somewhat more advanced showing a better grasp on what one is capable of. They can push past the simplicity of basic actions and show a solid degree of skill.
Examples:
Warrior - A fluid parry that can redirect an incoming attack to a direction of your choosing within 45 degrees of its original trajectory.

Ranger - Firing an arrow with a curved flight path to go around obstacles.

Assassin - Throwing four knives accurately with a single motion.

Manipulator - Stretching two limbs and adding more joints allowing them to move in a whip-like manner.

Beast Tamer - Commanding your beast to perform a complicated combo attack.

Magician - Generating your magic type and controlling it to track a target for a short time.

B-tier: 30 Magoi/Stamina
These abilities are impressive and show a level of skill and complexity that hints at the beginnings of mastery. They are starting to enter the realm of superhuman.
Examples:
Warrior - Imbuing a weapon with magoi manipulation.

Ranger - Accurately firing three arrows at once despite them being weighed down by explosive tips.

Assassin - Swiftly executing a maneuver that places you behind your opponent while simultaneously targeting their tendons with expert precision.

Manipulator - Expanding the bone structure of your arm and then hardening your skin to produce a temporary natural shield of sorts that can defend against B-tier damage and lower.

Beast Tamer - Commanding a beast that can breath frost breath to chill their saliva and spit it at an opponent as a quick freezing gel to immobilize them.

Magician - Combining two magic types together for basic shapes/functions and creating advanced shapes/functions with single magic types.

A-tier: 40 Magoi/Stamina
These abilities are the peak of an individual's capabilities. They often require complete mastery over the related specialization.
Examples:
Warrior - Using a magoi manipulation strike to stun an opponent followed up with a visceral stab to a vital point.

Ranger - Performing an aerial flip through the air and firing 10 accurate arrows in quick succession at targets in a 360 degree radius around yourself.

Assassin - A 6 hit combo attack that targets various vital points on the enemy body crippling their sight, movement, and breathing.

Manipulator - Changing the structure of your legs to possess a more powerful springing function that temporarily increases your speed and power.

Beast Tamer - Commanding a beast to unleash an advanced combo attack ending with a massive display of their unique trait.

Magician - Generating aberrant magic(3 types or more) into simple shapes/functions, combination magic into advanced shapes/functions, or using basic magic types in extremely complex ways(making heat magic steal the heat from an area to freeze it or lightning magic to finely control electromagnetic forces.)

Ω-Tier: 50 Magoi
These abilities will always cost magoi as the only way to access them is through the use of extreme magic. They exceed the boundaries of common sense limitations. A single extreme magic can turn the tide of an entire war and obliterate capital cities of a country.
Examples:
Summoning a massive tidal wave.

Creating an giant avatar of flames to perform a devastating slash.

Lifting a mountain and dropping it on a target.




Class:

The ability should reflect the class it was created from. If you have an ability that you feel would require multiple classes and you possess each of them, you are welcome to register it as a cross class ability. There are no bonuses to doing this other than bending the class limitations of what is "possible" however.




Types:
There are three types of abilities. Offensive, Defensive, and Supplementary. You may combine these types freely, however if you do the potency of each types aspect in the ability must be lowered.

Offensive - Anything that damages an opponent.

Defensive - Abilities that block or parry attacks.

Supplementary - These abilities inflict status ailments, change the environment, buff yourself, or otherwise support the player without directly dealing damage or blocking attacks.




Ranges
There are four range classifications.

Close - This range is defined by attacks that are limited to the distance of your arm/weapon reach. 0m-1m

Short - This range is defined by attacks that reach within a couple steps of the user. 1m-3m

Medium - This range is defined by a distance that a short jog or sprint would be needed to traverse. 3m-10m

Long - This range is defined by anything exceeding medium range. 10m+




Requirements/Drawbacks:
All abilities have some kind of requirement or limitation that must be met in order for them to be used. For a Magician this is often chanting a spell and aiming your wand or staff. For a Warrior this might be taking the time to assume a specific stance or having planted feet. For a Ranger this could be taking the time to grab and nock your arrow. For a Tamer this could be that your beast must be able to hear your voice. For a Manipulator, this may be that you can't use your limb for a certain amount of time after the ability ends. For an Assassin this might be that your opponent can't see your face before use.

You may also list drawbacks here such as damaging yourself. Abilities with stricter limitations and drawbacks will be given a bit more leeway than others without them.





Scaling:
Sometimes your character will put more effort into an ability than needed. This can result in more damage, more hits, or a larger area of effect. However, each ability may only have one scaling method, so you can't increase the scale AND damage on a single ability.

Damage: The tier of damage dealt will increase by one for every 10 magoi/stamina that is invested.

Hits: The number of hits or projectiles will double for every 10 magoi/stamina that is invested.

AoE: The area of effect may increase by 5m for every 10 magoi/stamina that is invested.

Range: The distance the ability can travel may increase by 5m for every 10 magoi/stamina that is invested.

NOTE: You may come up with your own custom factor that is affected by scaling. But be aware that abilities using unique scaling methods will be graded with much scrutiny.




Sustain:
Sustaining an ability lets you use it again for half the initial cost(the scaling investment costs are cut in half as well.) You may continue to sustain an ability for as long as your tier permits. Sustains can be held over the course of several posts or used up several times in a single post. However a sustain is considered over if you go a full post without using the ability.

The number of sustains you have for a single ability is determined by your rank/character tier. In the chart below, "Spec Tier" represents your class tier and "spell tier" represents the tier of the ability you are using. Where the two meet is the number of sustains you can use:


Examples:
Player A can sustain their ability for 3 posts. So for the next three posts, they use the ability once.

Player B can sustain their ability for 3 posts, but chooses to use all three sustains at once. As a result, they use the same ability 3 times in one post.

Player C can sustain their ability for 5 posts. In the first post they use it twice leaving them with 3 sustains lef. Over the next three posts they use the ability once each post.




Cooldowns:
The cooldown of your ability depends on the tier of the ability. The number of posts towards your cool down begins after the last post your ability was used in.

D-tier - 1 post
C-tier - 2 posts
B-tier - 3 posts
A-tier - 4 posts
Ω-Tier - 5 posts




Cost:
The amount of magoi/stamina used in your ability. This amount can vary depending on sustains used and how much scaling investment was made. However, it must always be at least enough to meet the minimum cost for that tier.




Description:
This is the most important part of your ability. If it isn't covered in the description, your ability can't do it unless supported/clashing with another ability. Be as specific and detailed as possible.

This section should also mention the duration of the ability effects. Duration must be measured in posts and details how long the effects of your ability will linger after each use. The duration countdown will not begin until the ability is no longer being sustained. Unless of course, the effects require that you hit a target. In this case, the duration countdown begins and resets after each hit.

Another important thing to list in this section is the number of hits/projectiles the ability includes. If your ability contains multiple hits or projectiles by itself without using scaling, then the total damage tier of the ability must be split between them. So the most hist/projectiles an ability can have without using scaling is:

D-tier - 1
C-tier - 2
B-tier - 4
A-tier - 8
Ω-Tier - 16

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