Kalina
Maintenance Team
System Slayer
♥♥♥
Posts: 308
Rank: SS-Class
|
Post by Kalina on Jun 11, 2013 19:03:23 GMT -5
Guidelines NOVICE | Spells at this rank should be simple. Their ranges shouldn't be too far, and explosions should not be all that large. As you rank up your spells can become stronger and more complex, but at this rank, just create a foundation. SS-CLASS | We will typically allow for unusual plot abilities, unique spells and disastrous attacks. RANGE | |
[/b] 10 - 50 feet D-Class 30 - 70 feet C-Class 50 - 100 feet B-Class 100 - 200 feet A-Class 200 - 300 feet S-Class 300 - 400 feet SS-Class 400 - 500 feet Note: Ranges should match the type of ability. Longer range = More prep time/handicaps = longer range. More Aoe = More enemies hit = less range. Average Single target ability in the middle [/ul] AOE | AoE means Area of Effect. There are typically four types of these: [/b] The result of grenade and bomb spells. Regardless of rank, these should be relatively small; gaining 5 feet in diameter per rank. Cones: The width of these starts out small, but increases the further out it goes. The final width follows the 5-feet-per-rank rule like above. Widespread: Character hits a large area with a spell with themselves at the center. The maximum diameter would be the lowest number for range at the rank. These should have drawbacks and require one post of preparation before use. Weather: Rain, snow or sandstorms. These can cover an area, but they only deal their full effect if enemies remain vulnerable them for the duration. These cannot break shields of the same rank. [/ul] PROJECTILE SPEED | The maximum speed of a projectile at any rank is the same as the buffed running speed at that rank. Innate projectile spells will reference a rank lower from there. QUANTITY | Quantity should be closer to 2-4 instances at Novice. Imagine adding 1-2 at each rank up. More if no two instances of a spell can hit the same target. If there are 100's or 1000's of instances you should look at cone aoe. DURATIONS | [/b] 2 Turns D-Class 2 Turns C-Class 3 Turns B-Class 3 Turns A-Class 4 Turns S-Class 4 Turns SS-Class 5 Turns Note: If you have to prep the ability, add one turn. If the ability is a single physical buff, you can add one turn. If there is another handicap, add one turn. [/ul] COOLDOWNS | The number of turns an ability can't be used after it last ended. Usually a cooldown should be at least 2 turns. A higher cooldown will allow for a higher range. SHIELDS | Shields can be self shields or group shields. Self shields have a duration like we have listed above and cooldown of 2 turns. Group shields have a similar duration, but a cooldown of 4. Either way, they defend against 1 spell of the same rank, 2 of the previous rank and half of the next rank. CONSTRUCTS | Golems and really anything created. If a spell of the same rank hits a construct, the construct takes damage. Spells of the rank before do less damage, and higher ranked spells do more damage. CONSTRUCT DURABILITY | Unless a golem or construct is meant to be a shield, in which case it would have shield numbers. RESISTANCE | Or an innate defense. A spell can only innately defend against attacks if: [/b] ranks or below a shield. 2. It can only be used in one form. Or if the form is the only form, the form must have a major weakness. 3. There is a significant drawback or 4. There is a physical boundary. Ie, sunglasses will prevent blindness. [/ul] HEALING |- Novice: Spells can heal a single minor wound (minor cut, light bruise, first degree burn) in two turns. Can heal a single novice ailment.
- D-Class: They can heal multiple minor wounds in two turns. Restoration spells can remove a single d-class ailment.
- C-Class: Can heal a moderate wound (Moderate cut, Average Bruise or Second Degree Burn) in two turns. Restoration spells can remove a single c-class or d-class spell, or all novice spells.
- B-Class: Can heal multiple moderate wounds in two turns. Restoration spells can remove a single C-Class or B-Class spell, or all D-Class and lower.
- A-Class: Can heal a deep wound in two turns. Restoration spells can remove a single A-Class or B-Class spell, or all C-Class and lower.
- S-Class: Can heal multiple deep or near fatal wounds in three turns. Restoration spells can remove a single S or A Class spell, or all B-Class and lower spells.
- SS-Class: Can heal a person from the verge of death in three turns. Restoration spells can remove a single S or SS spell, or all A-Class and lower spells.
REGENERATION | An innate healing spell will reference a rank lower. More wounds, the longer it takes to heal any specific wound, and the more magic is consumed over time. ABSORPTION | Shift, Dragon Slayers and Take Over mage can be healed by a specific element if, and only if, the ability does one of the following: Doubles the damage spells with an opposing element, or removing parts of the shifted form translate into proportional damage. PHYSICAL | We aren't going to be picky about the number of physical buffs in one ability, but they should make at least some sense. Physical abilities can buff innately or in an activated manner, but Mage (Non-Brawlers) use the numbers for a rank lower for everything for Physical Abilities. INNATES | An innate is an ability in constant effect. They gradually consume magic, so if the mage runs low on magic, they stop working. If a spell gives an innate buff, you will use the numbers for a rank lower based on the chart. Other names for innates are 'Passive,' or an activated ability with a cooldown of a 1 turn (or less), or one that does not have a duration BUFFED NUMBER |- Innate Novice: Run 17 MPH, Magically Lift 150 Lbs, Lift weight + 50 lbs and throw 1/2 weight + 50 lbs, or jump 4 feet
- Novice: Run 20 MPH, Magically Lift 200 Lbs, Lift weight + 75 lbs and throw 1/2 weight + 75 lbs, or jump 6 feet
- D-Class: Run 30 MPH, Magically Lift 250 Lbs, Lift weight + 125 lbs and throw 1/2 weight + 125 lbs, or jump 12 feet
- C-Class: 40 MPH, 300 Lbs, +200 Lbs, 18 feet
- B-Class: 50 MPH, 400 Lbs, +300 Lbs, 24 feet
- A-Class: 60 MPH, 500 Lbs, +400 Lbs, 30 feet
- S-Class: 70 MPH, 650 Lbs, +550 Lbs, 36 feet
- SS-Class: 80 MPH, 800 Lbs, +700 Lbs, 42 feet
[/div][/td][/tr][/tbody][/table][/div]
|
|