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:
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:
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)
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.
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.
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.
A-tier: 40 Magoi/Stamina
These abilities are the peak of an individual's capabilities. They often require complete mastery over the related specialization.
Ω-Tier: 50 Magoi
These abilities will almost always cost magoi but these are abilities that are devastating in quality such as being able to completely break down a person to the point of no recovery, vaporizing large areas of land, or being able to cleave through small armies.
Extreme Tier: 100 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 the capital cities of a country.
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:
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.
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, Long or extreme?
[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]
~Transformation name here~
Transformation Type: Partial or CompleteCost: (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:
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 SlashTier: 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 SlashTier: 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. Basic magoi manipulation.
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. Simply combining two magics for basic effects.
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 advanced shapes/functions and creating complex 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.)
- Partial Transformation Example:
- ~Iron Giant~Transformation Type: Partial
Cost: 20 Stamina | 10 Stamina
Traits Replaced:- Spoiler:
- Trait Name: Exceptional Speed
Trait Tier: A
Trait Requirement: Must be Human or a Magician with a secondary combat class.
Trait Description: Through excessive training, the character has reached a level of speed that exceeds the average human.
Trait Effect:The character can now move like a blur across short distances and move fast enough to run along walls. They can maintain this speed for hours. At this level they are equal to a B-tier fanalis in speed.
Trait Name: Perfect Balance
Trait Tier: C
Trait Requirement: Must have a Physical Combat Class
Trait Description: Being nimble and flexible are valuable traits, but they aren't very useful without the balance to use them properly. The character with this trait is very in tune with their sense of balance allowing them to almost always land on their feet, perform advanced acrobatics, and balance on even the smallest of footholds.
Trait Effect: Can perform advanced flips and other acrobatics without the use of abilities. Can balance on almost any footing/surface.
- Spoiler:
- Trait Name: Living Shield
Trait Tier: A-tier
Trait Requirement: Body manipulator
Trait Description: The user through naturally hardening and manipulating trace metals and elements in human skin such as carbon and iron their reinforce their flesh as they become larger as their skin darkens like black metal.
Trait Effect: The user is now 4m tall and is covered in a thick shell of armor around their skin that is treated like A-tier armor.
Trait Name: Explosive Reach
Trait Tier: C-tier
Trait Requirement: Body manip, body control
Trait Description: The users muscles are not only powerful but they are almost elastic, with the powerful force the user delivers their blows fly out forward.
Trait Effect:The user's blows and basic attacks can extend outward by 15m.
- Spoiler:
- Pound Town ExpressTier: A-tier
Class: Body Manip
Type: Offensive
Range: Medium
Requirements/Drawbacks: The user must steady themselves for a moment and be able to use both arms
Scaling: number of blows
Sustain:
Cool Down: 4 posts
Cost: 40 Stamina | 20 Stamina
Description:- The User fires off a series of blows, their fists grow to 5m in diameter as their arms stretch out 25m to deal 8 rapid-fire blows each doing D-tier damage up to A-tier in total.
Snaking BlowTier: B-tier
Class: Body Manipulator
Type: Offensive
Range: Medium
Requirements/Drawbacks: The user must have a usable arm and have the area for the arm to bend, along with the ability to wind up the punch
Scaling: Range
Sustain:
Cool Down: 3 posts
Cost: 30 Stamina | 15 Stamina
Description:- The user throws a punch out 15m then it changes direction by bending the limb causing it to go another 15m in that direction to do B-tier damage to those hit.
Torrent BlockadeTier: B-tier
Class: Body Manipulator
Type: Defensive
Range: Close
Requirements/Drawbacks: must be able to spin and must have shield skin still around them
Scaling: damage blocked
Sustain:
Cool Down: 3 posts
Cost: 30 stamina | 15 Stamina
Description:- The user spins around using their iron-hard body and force to create enough force to blow away or intercept incoming damage up to B-tier.
Ω-Tier: 50 Magoi
These abilities will almost always cost magoi but these are abilities that are devastating in quality such as being able to completely break down a person to the point of no recovery, vaporizing large areas of land, or being able to cleave through small armies.
- Examples:
Warrior: A powerful magoi infused punch that is capable of collapsing the earth all around and sending debris everywhere.
Assassin: A toxin cloud so lethal and large it can poison a village or a small town in a matter of moments leaving nothing but putrid bodies.
Ranger: Firing a high-powered projectile or using a siege weapon to lay a massive volley of damage of an area like a massive rain of flaming arrows from a war machine.
Magician: A large-scale healing spell capable of recovering the energy and revitalizing a battalion to keep on fighting or coming back from partial death.
- Complete Transformation Example:
- ~Sage of Gold~Transformation Type: Complete
Cost: 20 magoi and 20 stamina | 10 magoi and 10 stamina
Traits Replaced:- Spoiler:
- Trait Name:Enhanced Magoi
Trait Tier: A
Trait Requirement: -
Trait Description: Blessed by the rukh, the player has an unnaturally large pool of magoi to draw from.
Trait Effect: +80 Max Magoi
Trait Name: Enhanced Stamina
Trait Tier: A
Trait Requirement: -
Trait Description: Through training or good genes, the character possesses an unnaturally large pool of stamina to draw from.
Trait Effect: +100 Max Stamina
Trait Name: Eagle Eye
Trait Tier: A
Trait Requirement: Must be a Ranged Combat Class
Trait Description: The are of long range combat has refined the character's vision to a level beyond compare. They can see across great distances with fine detail and are keen in spatial awareness.
Trait Effect: Can see even small details about characters and objects even from long range. Always knows the exact distance between themselves and objects in their point of view.
- Spoiler:
- Trait Name: Degrading body
Trait Tier: A-tier
Trait Requirement: Required Weakness
Trait Description: The users intense power usage is eating away at their body damaging it over time.
Trait Effect: The user takes D-tier damage per post that cannot be healed while the transformation is in effect.
Trait Name: Aura of Aurum
Trait Tier: A-tier
Trait Requirement: Magoi manip from warrior and Body manipulator
Trait Description: During the intense use of this form their magoi exudes from their body at such a high pressure that it is capable of enhancing even gentle taps with intense force.
Trait Effect: The user has an aura of magoi thinly around their body by .5m, if they apply minor force on a target the magoi is sent into the target to deal A-tier damage.
Trait Name: Skipping Steps
Trait Tier: A-tier
Trait Requirement: Body manipulator and magoi manip
Trait Description: From the overwhelming power from the magoi the users legs are able to perform quick and powerful steps occasionally.
Trait Effect: The user can move 10m in one direction one per post at intense speeds which causes the user to move almost instantly.
Trait Name: Blows of lightning
Trait Tier: A-tier
Trait Requirement: Body manip and magoi manip
Trait Description: The users body moves quick enough that the user is able to apply incredibly fast strikes and attacks.
Trait Effect: Attacks from this character are quick enough to produce afterimages or appear as a blur in order to confuse opponents.
- Spoiler:
- Blow out strikeTier: B-tier
Class: Body Manipulator and Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: The user must be able to have an available arm which they can pull back in order to prep for the strike
Scaling: damage
Sustain:
Cool Down: 3 posts
Cost: 15 magoi and 15 stamina | 15 Stamina
Description:- The user delivers a powerful strike with their enhanced body in order to deliver a blow that travels throughout the target dealing B-tier damage throughout from the strike's reverberation.
Floating EscapeTier: B-tier
Class: Body Manipulator and Warrior
Type: Supplementary
Range: Medium
Requirements/Drawbacks: Must have solid ground to step on and a viable leg to perform the jumps
Scaling: number of steps
Sustain:
Cool Down: 3 posts
Cost: 15 magoi and 15 stamina | 15 Stamina
Description: the user performs a powerful step causing them to move 15 in a single direction, they may perform another step to move another 15m.Heavenly WrathTier: A-tier
Class: Body Manipulator and Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: user must be able to strike with both arms and have the ability to move both arms in an open space
Scaling: number of blows
Sustain:
Cool Down: 4 posts
Cost: 20 magoi and 20 stamina | 10 Stamina and 10 magoi
Description: With their magoi enhanced body the user performs a powerful blow which does B-tier damage, they then perform 4 more blows rapidly in the same spot each doing D-tier damage for a total of another B-tier damage.Cloud RiderTier: B-tier
Class: Body Manipulator and Warrior
Type: Defensive
Range: Short
Requirements/Drawbacks: Must have solid ground to step on and a strong leg
Scaling: projectiles defended
Sustain:
Cool Down: 3 posts
Cost: 15 magoi and 15 stamina | 15 Stamina
Description: The user jumps 3m in the air with a powerful jump that produces such intense wind force that is capable of blowing away projectiles up to B-tier in damage.Gilded RevengeTier: A-tier
Class: Body Manipulator and Warrior
Type: Defensive and Offensive
Range: Close
Requirements/Drawbacks: User must have both arms in peak condition and must be able to move freely
Scaling: damage blocked
Sustain:
Cool Down: 4 posts
Cost: 20 magoi and 20 stamina | 10 Stamina and 10 magoi
Description:- The user parries an attack by swatting it away with their magoi infused hands up to B-tier in damage, they then perform a powerful punch with their right hand to do B-tier damage, the blow send out in a 5m shockwave from the point of impact if it hits something solid.
Extreme Tier: 100 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 the capital cities of a country.
- Examples:
- Summoning a massive tidal wave.
Creating a 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.
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:
- 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
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.
Last edited by Admin on 01/05/22, 09:17 pm; edited 3 times in total