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Post by Administrator on Jun 4, 2010 17:21:34 GMT -5
Our class and ability systems are rather straightforward, the abilities being based off of a very simple scale which should be easily enough for you to remember. First off, you have Weak abilities, being, of course, the lowest in strength. The next level of strength is the Average strength abilities. The next level is the Strong abilities, and these are the strongest you will be able to get naturally. By participating in the site plot, you have a chance at getting the coveted Limit Breaker and being allowed to have a single ability that is a level higher in strength, that level being called Super-Strong.
So, the strength of things are as follows:
- 1. Normal attack (1)
- 2. Weak (2)
- 3. Average (4)
- 4. Strong (6)
- 5. Super-Strong (8)
So, it would take 8 normal attacks to equal the damage of a Super-Strong ability.
Classes, on the other hand, are very simple. You pick one of the three choices that was presented you in the original Kingdom Hearts game, the Sword, Staff, or Shield. Each gives its own minor bonuses, which is relegated to the effects of a single Weak ability, chosen from the following lists given for each of the "weapons".
Sword
- Guard Break
- Offensive Specialty
- Swift Strike
Shield
- Guard
- Defensive Specialty
- Defensive Blow
Staff
- Magic Bracer
- Magical Specialty (Offensive or Defensive)
- Energy Blast
[b]Guard Break[/b] The ability to slash through any defensive abilities of Weak strength, Guard Break symbolizes the destructive power of the Sword at its peak.
Range: Melee Speed: Normal swing speed Cooldown: 3 posts Uses: 2 Strength: Weak
[b]Offensive Specialty[/b] This ability symbolizes the might of the Sword, increasing the strength of all Weak physical offensive abilities by 1.5x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Weak
[b]Swift Blow[/b] Swinging your weapon with all of your might, you achieve speeds unlike any other you have ever obtained. Your weapon glows faintly as you smash, slash, hack, stab, or otherwise injure your foe with greater speed than normal.
Range: Melee Speed: 2x swing speed Cooldown: 4 posts Uses: 2 uses Strength: Weak
[b]Guard[/b] Placing your weapon or shield in a defensive position, you block the efforts of a Weak ability and nullify it. This symbolizes the defensive properties of the Shield, and is broken by Guard Break.
Range: Melee Speed: N/A Cooldown: 2 posts Uses: 2 Strength: Weak
[b]Defensive Specialty[/b] This ability symbolizes the protection of the Shield, increasing the strength of all Weak physical defensive abilities by 1.5x effectiveness, allowing them to block 1.5x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Weak
[b]Defensive Blow[/b] You swing your weapon and then gather yourself into a blocking position, making yourself harder to damage. Until your next post, all damage you are dealt is reduced by one effectiveness point. All regular physical attacks deal no damage, Weak abilities deal damage as a physical attack, Moderate abilities deal 3/4 normal damage, Strong deal 5/6 damage, and super-Strong deal 7/8 normal damage.
Range: Melee Speed: Swing speed Cooldown: 4 posts Uses: 2 uses Strength: Weak
[b]Magic Bracer[/b] Symbolizing the determination of the Staff, this ability enables the mage using it to ignore up to Weak ability damage in order to continue the use of any of their abilities without hampered aim.
Range: N/A Speed: N/A Cooldown: 3 posts Uses: 2 Strength: Weak
[b]Offensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Weak magical offensive abilities by 1.5x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Weak
[b]Defensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Weak magical defensive abilities by 1.5x effectiveness, allowing them to block 1.5x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Weak
[b]Energy Blast[/b] Pointing your hand or weapon at an enemy, a ball of energy of a color of your choice flies in a straight line, headed towards one foe. This ball is about the size of a softball.
Range: 40 feet Speed: 10 mph Cooldown: 5 posts Uses: 2 uses Strength: Weak
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Fate
~Jay's Hero~
[M:-3130]
Posts: 1,005
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Post by Fate on Feb 2, 2011 22:17:54 GMT -5
Here are the Moderate versions of the abilities.
[b]Guard Break[/b] The ability to slash through any defensive abilities of Moderate strength, Guard Break symbolizes the destructive power of the Sword at its peak.
Range: Melee Speed: Normal swing speed Cooldown: 3 posts Uses: 3 uses Strength: Moderate
[b]Offensive Specialty[/b] This ability symbolizes the might of the Sword, increasing the strength of all Moderate physical offensive abilities by 1.5x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Moderate
[b]Swift Blow[/b] Swinging your weapon with all of your might, you achieve speeds unlike any other you have ever obtained. Your weapon glows faintly as you smash, slash, hack, stab, or otherwise injure your foe with greater speed than normal.
Range: Melee Speed: 3x swing speed Cooldown: 4 posts Uses: 3 uses Strength: Moderate
[b]Guard[/b] Placing your weapon or shield in a defensive position, you block the efforts of a Moderate ability and nullify it. This symbolizes the defensive properties of the Shield, and is broken by Guard Break.
Range: Melee Speed: N/A Cooldown: 2 posts Uses: 3 uses Strength: Moderate
[b]Defensive Specialty[/b] This ability symbolizes the protection of the Shield, increasing the strength of all Moderate physical defensive abilities by 1.5x effectiveness, allowing them to block 1.5x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Moderate
[b]Defensive Blow[/b] You swing your weapon and then gather yourself into a blocking position, making yourself harder to damage. Until your next post, all damage you are dealt is reduced by two effectiveness points. All regular physical attacks deal no damage and cause stagger for several seconds, Weak abilities deal damage slightly below that of a physical attack and a two second stagger, Moderate abilities deal weak damage, Strong deal Moderate damage, and super-Strong deal Strong damage.
Range: Melee Speed: Swing speed Cooldown: 4 posts Uses: 3 uses Strength: Moderate
[[b]Magic Bracer[/b]] Symbolizing the determination of the Staff, this ability enables the mage using it to ignore up to Moderate ability damage in order to continue the use of any of their abilities without hampered aim.
Range: N/A Speed: N/A Cooldown: 3 posts Uses: 2 Strength: Moderate
[b]Offensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Moderate magical offensive abilities by 1.5x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Moderate
[b]Defensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Moderate magical defensive abilities by 1.5x effectiveness, allowing them to block 1.5x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Moderate
[b]Energy Blast[/b] Pointing your hand or weapon at an enemy, a ball of energy of a color of your choice flies in a straight line, headed towards one foe. This ball is a little bit bigger than a basketball in size.
Range: 45 feet Speed: 25 mph Cooldown: 5 posts Uses: 3 uses Strength: Moderate [/size]
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Fate
~Jay's Hero~
[M:-3130]
Posts: 1,005
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Post by Fate on Feb 2, 2011 22:18:31 GMT -5
Here are the Strong versions of the abilities.
[b]Guard Break[/b] The ability to slash through any defensive abilities of Strong strength, Guard Break symbolizes the destructive power of the Sword at its peak.
Range: Melee Speed: Normal swing speed Cooldown: 3 posts Uses: 3 uses Strength: Strong
[b]Offensive Specialty[/b] This ability symbolizes the might of the Sword, increasing the strength of all Strong physical offensive abilities by 2x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Strong
[b]Swift Blow[/b] Swinging your weapon with all of your might, you achieve speeds unlike any other you have ever obtained. Your weapon glows faintly as you smash, slash, hack, stab, or otherwise injure your foe with greater speed than normal.
Range: Melee Speed: 4x swing speed Cooldown: 4 posts Uses: 3 uses Strength: Strong
[b]Guard[/b] Placing your weapon or shield in a defensive position, you block the efforts of a Strong ability and nullify it. This symbolizes the defensive properties of the Shield, and is broken by Guard Break.
Range: Melee Speed: N/A Cooldown: 2 posts Uses: 3 uses Strength: Strong
[b]Defensive Specialty[/b] This ability symbolizes the protection of the Shield, increasing the strength of all Strong physical defensive abilities by 2x effectiveness, allowing them to block 2x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Strong
[b]Defensive Blow[/b] You swing your weapon and then gather yourself into a blocking position, making yourself harder to damage. Until your next post, all damage you are dealt is reduced by three effectiveness points. All regular physical attacks deal no damage and cause stagger for several seconds, Weak abilities deal no damage and a several second stagger, Moderate abilities deal the same damage as a regular attack and cause a two-second stagger, Strong deal 1/2 normal damage, and super-Strong deal 5/8 normal damage. Stagger only happens with physical close combat attacks. (Note: stagger only affects close physical combat)
Range: Melee Speed: Swing speed Cooldown: 4 posts Uses: 3 uses Strength: Strong
[[b]Magic Bracer[/b]] Symbolizing the determination of the Staff, this ability enables the mage using it to ignore up to Strong ability damage in order to continue the use of any of their abilities without hampered aim.
Range: N/A Speed: N/A Cooldown: 3 posts Uses: 3 uses Strength: Strong
[b]Offensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Strong magical offensive abilities by 2x damage.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Strong
[b]Defensive Magic Specialty[/b] This ability symbolizes the magical prowess of the Staff, increasing the strength of all Strong magical defensive abilities by 2x effectiveness, allowing them to block 2x more than normal.
Range: N/A Speed: N/A Cooldown: N/A Uses: Passive Strength: Strong
[b]Energy Blasts[/b] Pointing your hand or weapon at an enemy, three large balls of energy of a color of your choice flies in three straight lines, each directed where the user wishes them to go. These spheres are about four feet in diameter and will explode upon impact.
Range: 50 feet, then range of explosions are five feet. Speed: 40 mph Cooldown: 5 posts Uses: 4 uses Strength: Strong [/size]
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Fate
~Jay's Hero~
[M:-3130]
Posts: 1,005
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Post by Fate on Feb 2, 2011 22:19:19 GMT -5
Oathkeeper Emi:
It has come to our attention that the abilities system is not clear.
To start with you are allowed to have either 1 strong ability OR 1 moderate and 1 weak ability OR 3 weak abilities. This is in addition to 1 class ability, which starts out as weak.
Later on, you can buy an ability slot or an ability upgrade in the shop. The ability slot allows you to add an additional weak ability and the upgrade allows you to well... upgrade any of your abilities, except a strong ability which is already as high as it can go. Except of course the super-strong ability which is only available by participating in the plot. Descriptions and prices for these items are found in the Resources > Shop > The Market! thread. You can also buy a class ability slot or upgrade from the same place, which allows you to choose another class ability or upgrade some you already have.
I hope this helps. [/size]
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