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Djinn/Household Templates

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1Djinn/Household Templates Empty Djinn/Household Templates 21/02/14, 08:03 pm

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Djinn/Household Ability

Code:
[center][b]Insert Ability Name Here[/b][/center]
[b]Tier:[/b] What tier is the ability?
[b]Djinn:[/b] What Djinn is this ability for?
[b]Theme:[/b] What is the djinn's magic?
[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.[/list]

Weapon Equip

Code:
[center][img]*Link to Weapon Equip Image here*[/img][/center]
[b]Djinn:[/b] (What's the name of the Djinn?)
[b]Form:[/b] (What kind of weapon is it?)
[b]Theme:[/b] (What is the Djinn's theme? Fire, lightning, water, etc.)
[b]Chant:[/b] (The words you must say in order to activate the Weapon Equip. Usually just two words, the second one being the Djinn's name. Put them in quotation marks "")
[b]Cost:[/b] (Always 10 on cast; 5 per post)
[b]Cool-Down:[/b] (Always 5 posts)
[b]Appearance:[/b] (What does it look like? How long/big is it?)
[b]Passive:[/b]
[list][*][b]Staff Only[/b] - Staff only.[/list]

Djinn Equip

Code:
[center][img]*Link to Djinn Equip Image AND Weapon Equip Image here. Doesn't have to include your character, just has to be an armor or form.*[/img][/center]
[b]Djinn:[/b] (What's the name of the Djinn?)
[b]Form:[/b] (What kind of weapon are you using? *Same as Weapon Equip)
[b]Theme:[/b] (What is the Djinn's theme? Fire, lightning, water, etc.)
[b]Chant:[/b] (The words you must say in order to activate the Djinn Equip. Usually 2-3 sentences, finishing with your Weapon Equip chant. Put them in quotation marks "")
[b]Flight:[/b] Grants A-tier flight magic.
[b]Cost:[/b] (Always 20 on cast; 10 per post)
[b]Cool-Down:[/b] (Always 8 posts)
[b]Appearance:[/b] (Include the size of your weapon, and any details that might not be visible in the image.)
[b]Passive:[/b]
[list][*][b]Staff Only[/b] - Staff only.[/list]

Extreme Magic

Code:

[b]Name:[/b] (Name of the Extreme Magic. First word is typically a play on the Djinn's name.)
[b]Djinn:[/b] (Name of the Djinn)
[b]Chant:[/b] (A full sentence you must chant in order to cast the EM.)
[b]Cost:[/b] (Always 100 Magoi. No sustain)
[b]Type:[/b] (Theme of the Djinn)
[b]Class:[/b] (Offensive; Defensive; Supplementary?)
[b]Range:[/b] (How far does it reach?)
[b]Cool-Down:[/b] (Always "Once Per Topic")
[b]Description:[/b]
[list](Describe everything about the magic, including the effects, damage, size, and any important details. Extreme Magics have two A-tier effects. Magical Disasters in sense of scale and power)
[*][i]Omega Factor~[/i]A unique effect to the extreme magic, extending it, adding additional magic effects or increasing its power in some way. Brings out the power of the Extreme Magic[/list]

Blooming Bond Form

Code:
[center][img]Image of the weapon of the weapon or partial form granted by the vessel[/img][/center]
[b]Djinn:[/b] (What is the Djinn that this vessel belongs too?)
[b]Form:[/b](How does this vessel manifest when you activate its form?)
[b]Theme:[/b](Include the Djinns magic along with a dungeon beast form from one of the options in that djinns dungeon {It would be the updated version if from older dungeons} Or one of the enemies or monsters that appeared in that dungeon within reason.)
[b]Cost:[/b] (10 Magoi to activate | 5 magoi to sustain)
[b]Cooldown:[/b] (Always has a cooldown of 6 posts)
[b]Appearance:[/b] (Detail the look of your form, how the item or possibly weapon bonds to your body, and minorly affects your features. Generally, your vessel should take or grant minor form similar to your dungeon beast of the theme. Essentially granting claws, shocking or burning touches, or enhanced to do deal damage.)
[b]Passive:[/b]
[list][*][b]Staff Only[/b][/list]

Complete Bond Form

Code:
[center][img]Image of the weapon of the weapon or partial form granted by the vessel[/img][/center]
[b]Djinn:[/b] (What is the Djinn that this vessel belongs too?)
[b]Form:[/b](How does this vessel manifest when you activate its form?)
[b]Theme:[/b](Include the Djinns magic along with a dungeon beast form from one of the options in that djinns dungeon {It would be the updated version if from older dungeons} Or one of the enemies or monsters that appeared in that dungeon within reason.)
[b]Cost:[/b] (20 Magoi to activate | 10 magoi to sustain)
[b]Cooldown:[/b] (Always has a cooldown of 8 posts)
[b]Appearance:[/b] (With this level of form when activated your vessel or weapon should be completely fused with your body, either infusing your attacks with the djinns magic dealing A-tier ability damage or giving your features from the dungeon beast theme with such abilities to do the damage, Such as {Dragon Arms, Skeleton bone arms, blade wings, etc} after the house assimilation ability has been used this would just power up their general abilities)
[b]Passive:[/b]
[list][*][b]Staff Only[/b][/list]

Dungeon Beast Assimilation Ability

Code:

[b]Name:[/b] (Name of the Assimilation Ability. Name should generally be a play on the dungeon beasts name or theme.)
[b]Djinn:[/b] (Name of the Djinn)
[b]Cost:[/b] (Always 100 Magoi. No sustain)
[b]Type:[/b] (Theme of the Djinn & The Dungeon Beast)
[b]Class:[/b] (Offensive; Defensive; Supplementary?)
[b]Range:[/b] (How far does it reach?)
[b]Cool-Down:[/b] (Always "Once Per Topic")
[b]Description:[/b]
[list](Describe everything about the ability, including the effects, damage, size, and any important details. The first time the user activates this ability they will assume a dungeon beast form based on the theme or beast they picked from the dungeon the djinn is from. The ability used by the player also temporarily increases their size for 5 posts)[/list]

Dark House Hold Vessel
Code:
[center][img]Image of the weapon of the weapon or partial form granted by the vessel[/img][/center]
[b]Djinn:[/b] (What is the Djinn that this vessel belongs to?)
[b]Form:[/b](How does this weapon look when you activate its form?)
[b]Theme:[/b](Include the Djinns magic .)
[b]Cost:[/b] (10 Magoi to activate | 5 magoi to sustain)
[b]Cooldown:[/b] (Always has a cooldown of 6 posts)
[b]Appearance:[/b] (Detail the look of your form, how the item or possibly weapon bonds to your body, and minor affects your features. ) [maybe have the limb used blacken like a dark djinn, or that side of the body morphed by the black ruhk]
[b]Passive:[/b]
[list]
[*][b]Staff Only[/b]
[/list]

Allows this form to deal ability damage with the magic of the Djinn

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