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Ability Template/Systems

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1Ability Template/Systems Empty Ability Template/Systems 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:

~Transformation name here~
Transformation Type: Partial or Complete
Cost: (20 magoi or stamina 10 per post for partials, 40 magoi or stamina and 20 per post for complete)
Traits Replaced: (please include in a spoiler, partials only replace traits complete replace traits equal up to 3 A-tiers for 3 new A-tier traits)
New Traits: (Please include in a spoiler)
Abilties: (Please include in a spoiler)
Description: (Describe the transformation)

Code:
[center][b]~Transformation name here~[/b][/center]
[b]Transformation Type:[/b] Partial or Complete
[b]Cost:[/b] (20 magoi or stamina 10 per post for partials, 40 magoi or stamina and 20 per post for complete)
[b]Traits Replaced:[/b] (please include in a spoiler, partials only replace traits complete replace traits equal up to 3 A-tiers for 3 new A-tier traits)
[b]New Traits:[/b] (Please include in a spoiler)
[b]Abilties:[/b] (Please include in a spoiler)
[b]Description:[/b](Describe the transformation)

Examples:




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:

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:

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:

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:

Partial Transformation Example:

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:

Complete Transformation Example:




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.

Creation Note: Examples for weapons or feats may be used as justification for ability ranges within reason


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 or with an extended warrior weapon 1m-3m

Medium - This range is defined by distances of a short dash from the lower end or an object thrown with intense force or with the help of a low-tier mid-ranged ammunition weapon. 3m-40m

Long - This range is defined by objects launched by a ranged weapon or stronger spells and unearthly feats. 40m-100m

Extreme - This range is limited to and defined by the few things reaching this far. Capable of hitting the farthest targets with an expert ranged weapon, or even further with siege weapons, powerful spells, and extreme magics. 100m +





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. (Caps at A-tier)

Healing: The tier of healing dealt will increase by one for every 10 magoi/stamina that is invested. This may also be considered Damage scaling. (Caps at A-tier)

Defense: The tier of damage blocked/parried will increase by one for every 10 magoi/stamina that is invested. This may also be considered Damage scaling. (Caps at A-tier)

Hits: The number of hits or projectiles will increase by an additional cast 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.

Duration: The amount of posts the ability can last for will increase by one 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:

Ability Template/Systems VgheGHh

Examples:




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


Status Effects


This a collection of existing status effects, effects from supplementary abilities that may have varying degrees of play or uses on players

Damaging Effects: These are all different types of damage that may affect the body in different ways but all generally do damage over a set amount of posts equal to the abilities tier, damage should split between the posts being equal to the tier.

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

Poison: Destroys the body through various means, attacking flesh material and attack organs
Acid: Burns away, slowly melting things over time.
Decay: Causes bio-material to be broken down slowly through natural, or unnatural processes
Burning: Fire damage done over time, slowly applying its effects to a player
Bleeding: Damage that opens a wound or vein causing a player to damage over time through blood loss
Shock: Electricity stays dormant in a players veins, causing jolts to harm them peridoically
Radiation: Through the breakdown of molecules radiation poisons over time, sickening the body or breaking down what it can.

Non-Damaging Effects: These are effects that have different applications on people's bodies or potentially other things as well. Their durations are the same as damaging effects how long the last with differing rules for some based on parts rules or balance.

Paralyze / Stun:
Prevents the use of limb use for the duration, with 1 Limb at D-tier, two at C-tier, three at B-tier and full body at A-tier.
Disorientation / Confusion: Causes those under the effect to react slower in character or have trouble performing actions as efficiently.
Sleep / Drowsiness: Lowers players focus, causing them to lose the ability to keep their eyes open, it as at A-tier in effect that a player falls asleep, they may only sleep one post like an interrupt, and can be awoken by an outside force on their body.
Blind: Takes away the player's vision for a certain amount of time.
Numb: For the duration, the user is unable to feel anything or sense anything through touch.
Deafen: The players is unable to perceive sounds
Mute: The player is unable to produce sounds through their voice
Weaken ( DMG - or DEF - ): Decrease the damage of a player, attack or defense for the duration.
Slow ( SPD - ): Decrease the movement speed of something for the duration of the effect.



Support Effects:


Strengthen ( DMG + or DEF + ):
Raise the damage of a player, attack or defense for the duration.
Quicken ( SPD + ): Raise the movement speed of the creature for the duration of the effect.

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