Post by Mana on Dec 14, 2017 18:43:40 GMT
Abilities, Artifacts and Combat
Carry A Large Stick
In General:
In this thread you will find information about creating abilities and combat. We do mention Artifacts in the title. Remember that Artifacts act like normal abilities. Those abilities are just tied to items in the character's possession.
What Are Abilities:
Abilities are a character's special attacks and spells. Anything more advanced than swinging a weapon or striking with a fist can be considered an ability. That includes spells, advanced weapon skills, shields, binds, ailment producing effects and many, many more. What abilities a character can learn is determined by a combination of the Class, Race and Profession. As long as an ability makes sense for one of these three, a character can learn it.
Original Abilities:
Abilities should be a original. To use an ability another character has, you will need that member's permission. Please do not try to use abilities from animanga or game series. We understand things like 'Fire' or 'Water,' which are Final Fantasy spells. But we do not want to see kameha waves or final flashes.
Ability Ranks:
Abilities have ranks. An ability's rank determines how powerful it is. The higher the rank the stronger the effect and the more things the ability can do. In the following sections we will discuss ability building. Before that, know that a character starts with three abilities of their rank. You can purchase abilities up to your character's rank. Site events can reward abilities higher than your character's rank. Abilities are purchased and upgraded in the site shop board.
Ability Terminology:
Here are some terms that are important to understand when talking about abilities.
In this thread you will find information about creating abilities and combat. We do mention Artifacts in the title. Remember that Artifacts act like normal abilities. Those abilities are just tied to items in the character's possession.
What Are Abilities:
Abilities are a character's special attacks and spells. Anything more advanced than swinging a weapon or striking with a fist can be considered an ability. That includes spells, advanced weapon skills, shields, binds, ailment producing effects and many, many more. What abilities a character can learn is determined by a combination of the Class, Race and Profession. As long as an ability makes sense for one of these three, a character can learn it.
Original Abilities:
Abilities should be a original. To use an ability another character has, you will need that member's permission. Please do not try to use abilities from animanga or game series. We understand things like 'Fire' or 'Water,' which are Final Fantasy spells. But we do not want to see kameha waves or final flashes.
Ability Ranks:
Abilities have ranks. An ability's rank determines how powerful it is. The higher the rank the stronger the effect and the more things the ability can do. In the following sections we will discuss ability building. Before that, know that a character starts with three abilities of their rank. You can purchase abilities up to your character's rank. Site events can reward abilities higher than your character's rank. Abilities are purchased and upgraded in the site shop board.
Ability Terminology:
Here are some terms that are important to understand when talking about abilities.
Target Rank - This is the rank of a character that is being attacked with an ability. If a character has a lower rank than an ability, the ability will have a stronger effect.
Number of Targets - This is the maximum numbers of characters an ability can effect. This is limited by the ability's rank.
Effect: This is what the ability does. Does it hurt others? Does it heal wounds? Does it cause ailments? These are all effects. An ability of a given rank can only have so many effects, and that is determined by its rank.
Duration: This is how long an ability will take effect. Durations normally cap at two turns. However, each additional AP required can increase the duration by two turns. Durations are measured in turns. The first turn an ability is used is the first turn.
Cooldowns: Cooldowns are optional. This would be a period in which an ability cannot be used again. The AP system makes this unnecessary.
Action Point (AP): Each ability and attack will consume AP. More about AP can be found in the combat system description later in this thread.
Action Point (AP) Cost: This is how much AP is required to use an ability. Stronger abilities will require more AP.
Damage: Damage is measured in HP lost. This will be based on the rank of the ability, the rank of the target and how much AP the ability consumes.
Shield: This is an ability that reduces or negates the damage of an attack. A higher AP cost will be more damage negated.
Bind: This is an ability that uses physical means to keep a target from moving. An ability of the same rank or higher can cut the binds.
Paralysis: This is an ability that uses non-physical means to stop a target from moving. The user must focus on stopping the target's movements or the effect ends.
Buff: This is an ability that increases a physical or mental attribute of the target. Things like speed increases or strength increases. These can be active or passive.
Debuff: An ability that halves a physical or mental attribute of the target.
Active Ability: An active ability has a duration. The duration could be none.
Passive Ability: A passive ability does not have a duration. It remains in effect until it is removed or the user is knocked out. The first passive is free (No AP cost). Each additional passive reduces AP regeneration by 1/2 an AP.
Heal: An ability that restores HP. The higher an ability's rank, the more HP restored.
Ailment: An ability that causes sickness or debilitating effects.
Poison: An ability that deals damage each turn. This is usually one HP per turn to characters of the same rank as the ability. This is doubled for each rank lower than the ability that the target is.
Range: This is how far away an ability can hit.
Area: The is how wide the ability's effect area is.
Delay: This is an ability that delays the effect of another ability by one turn. This prevents the use of one ability by a lower rank and has no effect on higher ranked targets.
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Ability Components:
The components of an ability are the parts of an ability that are required to have a well designed ability. What you can choose for each component depends on the rank of the ability.
Ability Rank: This is the rank of the ability.
Range / Area: This is how far away a target can be to still be hit by the ability. Area is how wide the ability is. An ability should only have one of these. To have both the AP Cost must be increased by one.
Effect: This is what the ability can do. More information below. The number of effects is determined by the ability's rank.
Duration: This is how long the ability is active. Increase the AP cost by one to increase the duration by two.
AP Cost: This is the AP cost of the ability. By default, abilities all have an AP cost of one.
Projectile Speed: This is how fast an ability moves or flies. This does not need to be mentioned in the ability description. It is a fixed amount that is the same for each rank.
Instances: This is the maximum number of projectiles or attacks thrown. This is decided by the rank of the ability. The number of instances should be mentioned in the effect.
Targets: This is how many people can be effects by the ability. This is normally determined by ability rank. Increase the AP Cost by one to increase the targets by two. The number of targets should be mentioned in the effect.
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Ability Effects:
These are your options for ability effects.
Healing: The amount of healing is determined by rank. Each additional AP will increase the healing by one HP.
Shield: Erect a shield up to the ability's area limit in size. A shield is treated as target of the ability's rank when hit by an attack. A shield will normally block one HP worth of damage. However, the AP Cost of the ability can be increased by one. Each AP will increase the damage blocked by one HP
Bind: An ability that stops a target from moving using physical means. An ability of the same rank or higher will break the bind. It will only break the parts that are struck.
Golem/Construct: Something like a doll or wall that the user summons. Creating a Golem or Construct is one effect. The other effects of the ability can be given to the Golem or Construct. This means that a Novice Construct or Golem will not be able to do anything because Novice abilities only have one effect.
Summoning: Summoning something is one effect. The other effects of the ability can be given to the summon. If there are multiple summons, then the effects can be split between the summons. If it is a novice ability, the summon will not be able to do anything. A summon does not need a duration, but it will be treated as one of your passives if it does not have one.
Poison: An ability that poisons a target if they are hit. Poisoned targets take one HP of damage each turn of the duration. This is doubled for each rank lower the target is. It is halved for targets of a rank higher. Higher ranked targets cannot be poisoned.
Ailment: Stuff like headache, sore throat, fever, etc. Effects are more severe for lower ranked characters. Ailments cannot handicap or disable targets until Professional Rank.
Ailment Removal: An ability can remove an ailment of the same rank or lower. Additional AP can be added to the cost to increase the number of ailments removed.
Transformations: Transforming does not consume an effect.
AP Regeneration: A character can have an ability that increases their AP regeneration each turn. This ability must involve a major handicap such as not being able to move or use abilities while regenerating.
Teleport: A character can teleport from one location to another. However, each move consumes an effect and a character can not react immediately after teleporting. That is to say that they need to reorient themselves to their new location.
Knockback: An ability that will push back those that are hit. The distance they are pushed back is based on the rank of the ability. Each rank lower will increase the effect rank by one. Each rank that the target is higher will decrease the effect rank by one. Characters can resist a knockback by grabbing the ground or fixed objects.
Speed Buff: The maximum speed buff is decided by the rank of the ability. Here there are two numbers for each rank. The first is the active buff speed and the second is the passive buff speed. Characters cannot move at these speeds without building up to it.
Strength Buff: The maximum strength buff is decided by the rank of the ability. Here there are two numbers for each rank. The first is the active buff strength and the second is the passive buff strength. This is how much a character can lift. They can throw half of this weight.
Jump Buff: The maximum jump buff is decided by the rank of the ability. Here there are two numbers for each rank. The first is the active buff jump and the second is the passive buff jump. Characters can use up an AP to jump mid-air.
Flight and Swimming: Flight and swim speeds are the same number as one rank lower than a speed buff. Active Novice Flight/Swim Speed is the same as Passive Novice Speed. Novices cannot have passive flight and glide instead. Passive novice swimming is 2 MPH.
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Combat System:
Ciredia uses the T1 format for combat. This means that one person initiates an attack and then the defending side decides if the attack hits. We also use a fairly small stat system. In this stat system characters have Health Points (HP) and Action Points (AP). Each character starts combat with three AP. Each turn they receive more AP. Each time an ability or attack is used, AP is spent. More complex abilities require more AP. HP is determined by character rank.
Health Points (HP):
Health Points (HP) determine how many hits a character can take before they are knocked out. At 0 HP a character is knocked out. Death enabled characters can then be killed. The amount of HP a character has is determined by their character rank and event artifacts they have equipped. The amount is intended to be relatively small so that members do not need to perform complex mathematics. Here is the amount of HP by rank:
Action Points (AP):
All characters begin combat with three AP. This is regardless of rank. Attacking with bare hands or a weapon and using abilities or artifacts consumes AP. Bare hands and normal weapons will use one AP. By default abilities will consume one AP, but the AP cost can be increased for an AP in order to make the ability stronger.
Each turn a character receives two AP in combat and three AP while out of combat. A character is considered out of combat if they have gone two turns without attacking or being attacked. Abilities and event artifacts can increase regeneration.
So characters have a fixed amount of AP. Abilities require AP to be used. This means a character can only perform so many actions per turn. This also encourages people to consider holding off using abilities for a few turns.
At the same time consider that a character will need an ability to dodge other abilities. Members will need to use strategy in combat and when choosing new abilities.
HOWEVER this is only for people that value PVP. Staff are more lenient when it comes to PVE events.
Melee and Normal Weapon Attacks:
These attacks deal 1/2 an HP of damage. They are treated as an attack of the attacker's rank. Abilities and Artifacts can deflect these attacks without being weakened.
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