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Post by Deleted on Jul 10, 2013 18:01:49 GMT -5
Guidelines RANKS - WHAT CAN I DO AT...?Novice | Spells at this rank should be simple. Their ranges shouldn't be too far, and explosive abilities should not be larger than approximately 5 feet. As you rank up your spells can become stronger and more complex, but their development depends on how you choose to develop your spells. SS-Class | We will typically allow for unusual plot abilities, unique spells, disastrous attacks with a little more room for larger ranges. Even so, we do not allow for auto-hitting abilities. POWEREach character draws from their own power source be it their magical reservoir or physical stamina. As a character's rank grows, so does the amount of 'power' that is available to them. These values are represented numerically. Expectedly, spells possess a 'cost,' which subtracts from a character's available 'power.' Roleplayers are expected to keep these numbers up to date in combat threads, but the numbers are easy to work with and urge people to consider the strength they want to exhibit. Performing at your best becomes taxing rather quickly. - Novice Reservoir: 100p
Spell cost: 25p - D-class Reservoir: 200p
spell cost: 50p - C-class Reservoir: 400p
Spell cost: 100p - B-class Reservoir: 800p
Spell cost: 200p - A-class Reservoir: 1,600p
Spell cost: 400p - S-class Reservoir: 3,200p
Spell cost: 800p - SS-class Reservoir: 6,400p
Spell cost: 1,600p Note: Mages can sense if someone is using a spell or flaring their magical power. But, passive sensing is still a chi (or something similar) school exclusive. Note 2: Passively, and with each of a character's own posts, they regenerate 5% of their maximum reservoir. A Novice-class mage will regain 5p with each of their posts (beginning of their post). Note 3: Spells can be used at a lower rank than they are currently for the purposes of preserving power. (i.e. a C-Class spell could be used with a novice cost, making it novice in strength) TOGGLES AND PASSIVESA 'Toggle' is an active ability that grants a character a temporary buff. A passive is a buff that is always present even if a character's magic were to be taken away from them, such as superior strength due to intense physical training. There is a difference between them. Passives do not have a cost, but at the very most, can grant numbers only two ranks below the character's current rank. A C-class strengh buff that is a passive would grant, at most, novice numbers. A toggle may grant up to equal-ranked numbers, but has a cost. The cost of a toggled ability is equal to 1/10th of the same rank's maximum power. A novice toggle, for example, perhaps from Speed Magic, would cost 10p a post to maintain. Note: Toggles aren't as effective against shields as regular spells. If the toggle's power cost equals the power cost of the shield it is pitted against, it can break it. Note 2: A shield can't be a toggle. RANGE | A Novice ability has a fairly limited reach, stretching anywhere between 10 and 50 feet. If you decide to increase a spell's range as it ranks up, you may increase it a certain value depending on the kind of ability that it is. - Piercing: +110 feet
which is: projections less-than a foot in width such as bullets or thin, laser-type beams. - Blast: +70 feet, +5 feet to width
which is: fireballs, dragon roars, and things of that nature. - AOE: +25 feet
which is: an area-of-effect attack with the mage at its center. - Weather: ---
which is: a spell that influences the weather. They don't need a range. This includes things like mapping spells from archive magic and telepathy. 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 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. SHIELDS | Shields can defend against 1 spell of the same rank, 2 of the previous rank and half of the next rank. Once their cost is paid, they last until broken or dispelled. TELEPORTATION | These spells adhere to "Blast" ranges. After teleporting, your post immediately ends (no other actions may be performed in that post). 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.
AILMENTS |- Novice: Ailments that instill targets with flu-like effects. One effect.
- D-Class: Ailments that instill targets with flu-like effects. Two effects (i.e. headache, nausea).
- C-Class & B-Class: Ailments that instill more debilitating effects. Irregular heart beats, high fever, blurred vision. Three effects.
- A-Class & S-Class: Ailments that instill more serious effects. Irregular pulse, weakness, labored breathing, convulsions, respiratory failure and nervous system disturbances such as delirium, etc. Four effects
- SS-Class: Similar to A and S-Class, but possibly more severity. Five effects.
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 | A character 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. BUFFS | Are as follows. One ability can grant a maximum of 2 buffs. (i.e. speed and jump height) 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
UNBUFFED NUMBERS |[/div] - Base Numbers: Run 15 MPH, Lift half of your weight and throw 1/4th of your weight, jump 2 feet.
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