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Ability Creation Guide

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Ability Creation Guide Empty Ability Creation Guide

Post by Zenke Wed Oct 04, 2017 11:05 am

So, on every app there is a set number of ability slots for you to fill out. These are your characters in combat powers. Combat is an important part of Asmir, and making sure those fights are fair is also important. The ability template is part of what makes the combat fair, by structuring abilities in an understandable way and to stop powers that are overpowered slipping through. There are five parts to the template, The Name, Type, Damage Catagory, description and cooldown. Each part is explained below, but We'll start with some basic rules.

1. NO Time Manipulation powers of any kind. These are automatically denied, so don't waste your time (massive pun intended) making them or trying to find away around this.

2. Poisons are allowed but must not be able to kill someone over time, make them go fully blind, paralyze them, or make them fall asleep. Things poisons can do are as follows: cause drowsiness, vomiting, sickness, blurry vision, intense pain in the infected area, weakened motor control, and difficulty breathing. Poisons have max duration of 3 posts, a minimum grace period of 2 posts, and a person can only be infected with one poison at a time.

If you have an effect you want to use and it's not here, ask staff if it's allowed first. Also, the more effects a single poison has, the longer grace period it must have, subject to staff discussion. Poisons cannot have more than 3 effects, but you can have multiple poisons, granted they cannot all infect a person at the same time.

3. Gravity powers are allowed but highly moderated. They cannot increase the gravity past x3 times that of the Asmir's gravity. They cannot decrease the gravity enough that the person could be launched into space.

4. Teleportation powers are allowed, but highly moderated. They must have a minimum of a 2 post cooldown in combat situations.

Staff work together to decide wether abilities are too strong or not, and can deny any power they think to be op. We will happily help you modify a power to fit more to the guidelines below, but please work with us and accept our decisions. We don't want to deny powers or apps, but we will to keep things fair.

Name

The name of an ability isn’t essential but it can be helpful when refering to abilities in rp.

Type

Abilities have 4 basic categories, Offensive, Defensive, support and healing.

Offensive abilities are abilities that deal damage. They are an important part of a character’s arsenal. They're cooldowns depend on the damage catagory, and additional effects.

Defensive Abilities are abilities that protect against damage, such as magical barriers. They are useful but too many can unbalance a character. Its probably better to have only 1 or two of these. They're cooldowns depend on the damage catagory, and additional effects.

Support abilities are any abilities besides defensive, offensive and healing. Summoning an extra sword is a support ability, as is summoning a monster ally. A buff that adds +1 to your speed, an ability that helps detect enemies or an ability that lets you move objects with your mind are all support abilities. Support abilities do not need a damage catagory. Base cooldown of 1, depending on the power of the effect, and additional effects, this will go up. Buffing stamina gives you extra posts of combat, however when your stamina goes back to normal you will lose posts equal to it. As such Buffing stamina can be pointless unless you use it right before hitting Exaustion phase 1. Support abilities cannot replicate or buff racial abilities such as heanta regeneration or asentari dragon skin.

Restoration abilities involve removing poison, negative effects or giving back a little energy. Healing wounds can be done too, but there is a very set method to how wound healing works here. The rules for that are below. Restoration abilities do not need a damage catagory. Base cooldown of 2, depending on additional effects this will go up.

Damage category

Very weak: Very weak Offensive and defensive spells have no cooldown, but don’t do much in the way of damage. Very Weak Defensive Spells cannot block anything stronger than very weak attacks. it might be good for deflecting blades or ranged weaponry but strong opponents are likely to shatter the shield. Damage similar to being shot with an arrow, hit with a club depending on the attack. You get 10 uses with a 1 post cooldown.

Weak: Weak Offensive and Defnsive abilities have a 1 post cooldown. Weak offensive abilities do a slight deal more damage, similar to a well placed strike to a limb, but nothing that will leave your character down for the count. Weak defensive abilities can block anything below weak with ease, and strong opponants would have a bit more trouble smashing your barriers. Possibly cooldown based on additional effects. 1 for shields

Average; The average for most attacks. Can be pretty devestating, think getting slashed across the chest with a sword or grazed in a vital point with an arrow (besides heart or brain) These attacks are less spamable than weak and very weak but pay off in damage, and shields of this level can block a good deal, other than that strong attacks or blows from powerful melee fighters.. 2 post cd 3 for shields

Strong: Opposite to weak, this level of attack is akin to getting shot or slashed in a very vital point on a direct hit, such as kidneys, livers guts, groin and so on. While not enough to kill outright unless you took it to the face, it can still be very devestating and leave you needing healing. Shields this strength can block most levels of attacks and defend from some powerful melee blows. 3 post cd 4 for shields

Very strong: Devastating level of attack, this is reserved for high powered spells and abilities that will leave most victims struggling to keep fighting on a direct hit without medical attention. Shields of this level can block anything of thrown at it with the same damage category or lower. But both attacks and shields of this category have a heavy cooldown and are extremely taxing on the user. 5 post cd 6 for shields

As a general rule, 10 very weaks = 1 weak, 2 weaks = 1 average, 2 average = 1 strong and 2 strong = very strong.

Description

This is both for the flavor and effect of the ability. If its just a simple fireball, give it a nice bit of flavor text. If its a complex support ability, make sure to explain it fully and in depth to avoid misunderstandings and loopholes.

Cooldown

The Cooldown is what decides how often an ability can be used. If its a powerful ability, this will be high, or relatively small. While you are welcome to judge the cooldown yourself, staff may change it. If your not sure, we will help you so dont worry. Cooldown = power point cost for abilities. High cooldowns also come with high power point cost.

Example Abilities

Below are several example abilities to give you an idea of the template in action. Anything in brackets is me explaining my reasoning for the cooldown.

Name: Firelash
Type: Offensive
Damage Category: Average
Description: Charn channel's fire into the palm of his hand, building it up into a large flame before lashing his arm out. Fire whips out from his arm following the path of his swing, and lashes anything in its path with flames. Has a reach of 10ft.
Cooldown: 2 post cooldown. (2 post cooldown for average damage. No additonal effects.)

Name: Snare
Type: Offensive (+ extra Effect)
Damage Category: weak
Description: Mara throws out multiple barbed tendrils of electricity that latch onto the target of her attack, blasting them with weak electrical shocks. The tendrils then rapidly retract and pull the target towards Mara. If they're strong enough, they can resist or break themselves free. 30 ft range.
Cooldown: 2 post cooldown. (1 cooldown for weak damage, + 1 for the extra effect that drags people towards Celaena.)

Elemental Manipulation

Elemental manipulation powers are allowed, and there is a guide to their use to avoid misuse and overpowered characters. You cannot have more than two elements, and your control over 2 is weaker than it would be over 1. Opposing elements work against each other, you could still have fire and water, but they would weaken your control of both elements farther.

Blood and bone manipulation cannot be used to manipulate somebodies blood or bones inside or on their body. if its on your sword, or the ground, its fare game.
There is gas manipulations, and no various forms allowed to encompass a single one. Like if you control water, you don’t get ice and steam. You get liquid water. Fire and lightning are also two different things.

Accepted Elements below.

List of allowed Elements

If there is an element you want to use, that is not on this list ask staff. We may just not have thought to add it. Or it might not be allowed.

(energy based) Fire, lightning, energy (Pure(neutral), Divine(good) or Dark(Evil)), Shadow, Light, wind and cold
(solid Based) Ice, earth, metal (Except Divinium), Plant, crystal, bone
(liquid Based) Water, acid, blood

Elemental control limits

As stated, you can have two elemental manipulations, even two that we consider opposites. If you have two elements, one of those elements will have a power point consumption of 3 per post instead of 2. If you have opposing elements, both have a power point consumption of 3.

Opposing elements are fire/water, cold or ice, electricity/earth, shadow/light, dark/holy

The Elemental manipulation Template

Name: (fancy name for your ability goes here)
Element: (What element is it)
Description: (give a description of how your character uses their element. Do they summon fire to their hands? Or form it away from their bodies? Be descriptive.)
Effect: (Choose one of the three effects to match the element. Fire is energy based, rock is solid based, water is liquid based and so on.) 

(Energy based) The user is skilled in the manipulation of a chosen element. They can manipulate their element in several ways like throwing out waves, balls and blasts that can travel up to 50ft, or shoot it as small projectiles up to 130ft. Elemental manipulation attacks deal damage based on that element. Larger blasts and waves deal average damage but travel slower, and smaller projectiles travel faster and deal less damage.

(Solid based) The user is skilled in the manipulation of a chosen element. They can manipulate their element in several ways. They can create walls, shoot projectiles and in general use the ability to attack or defend. They can create spikes or pillars, the maximum being 10ft long and 1ft wide, or create walls of their element 5 x 5 ft wide and tall. They can launch small, medium or large projectiles, which travel up to 100ft, 50ft or 25ft respectively, and deal more physical damage for their size. 

(Liquid based) The user is skilled in the manipulation of a chosen element. They can manipulate their element in several ways, like throwing waves, making a wall of liquid, or making elaborate traps. They can launch small, medium or large projectiles, which travel up to 100ft, 50ft or 25ft respectively, and deal moderate physical damage for their size. 

Duration/Cooldown: 3 post duration with power points reduced by 2 for the duration, 4 post cooldown.

Healing Guidelines

Abilities that heal damage to a person's body are powerful, and can change the course of any battle. This is something that makes heanta, with their fast regeneration, so unique. Though you cannot restore stamina, it is possible to have abilities that heal a person's wounds as if they had fast regeneration. This type of healing is powerful but it has it's weaknesses. 

It requires continuous contact with the patient. Its not that taxing on the user, but it can take a while to heal the victim fully, up to 5 posts, depending on the severity of the injuries. Limbs can be reattached but not regrown. It is possible to have a limb restored, but it requires allot longer than can be achieved by one person on a battlefield. And as much as it can save lives, if someone is so severly injured that they are close to death, they will not be able to rejoin the fight, if they even wake up.

If you want to make a healer, copy the template from the spoiler below straight into the app and fill in the blanks. This takes up an ability slot so keep that in mind.

Name: (You can name it what ever you wish.)
Type: Healing
Description: (besides hands on contact, how does your character heal others? be descriptive.)
Effect: As long as contact is maintained, the target's wounds will be healed. The more severe the wounds, the longer this healing will take. The scale is as follows:
Damage CategoryTime neededExamples
Light1 postCuts, bruises, hairline bone fractures, light burns
Moderate2 postsDeep lacerations, minor bone fractures, moderate burns
Heavy3 postsMulti-layer lacerations, bone breaks, 3rd degree burns
Severe4 postsMinor organ damage, Multi-point bone breaks, severed limbs, charred flesh
Critical5 postsModerate organ damage, severed limbs, major blood loss
Limbs can be reattached using this healing, but not regrown using this method of healing. 
Limitation: This ability requires hands on contact. Cannot be used if the user is in the second stage of exaustion state or higher. Only restores the target's physical body. It does not restore their stamina or magical energy. 

Spoiler:


Last edited by Zenke on Wed Nov 24, 2021 11:06 pm; edited 1 time in total
Zenke
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Ability Creation Guide Empty Re: Ability Creation Guide

Post by Orgoth Tue Mar 23, 2021 12:04 am

Summoning Rules


It is possible for your character to have an ability to summon creatures to temporarily aid them in combat. However, they are regulated to keep things fair and reasonable, and you can only have one summoning ability active at one time in combat.

Your summon’s base stats are Strength, Speed, Agility, Durability. They do not have Stamina or Magical Power, since they live off the power of the summoner. Summons start with two average stats and 2 fair stats at base. These can be modified like a normal character. Summons are designed to be specialists in one thing. For example, a big rock golem is strong and tough but should also be slow, which is why we limited the stats the way we did. Summons cannot be bigger than 10ft tall, and cannot weigh more than 800 lbs. Their stats should be reflected in their size. A Stone golem of the max size and weight, with poor strength, would crumble under its own weight.

Summons cost 2PP as long as they are active. They cost 2pp to summon, and have a cooldown equal to 2 plus the duration they were active for. They have a max duration of 5. They can be sent away at will, but you still pay the maintenance cost even if you got rid of them at the start of the post. Single summons can add a +1 to one of its combat stats or have a single unique power, with a max damage category of average but the PP cost of the power is paid by the summoner. Summons cannot use their Summoner's abilities.

You can have multiples of a weak summon. For instance a summon with 2 Fair and 2 Poor costs very little to maintain and you can have multiple for the same cost as one regular-strength summon, but they aren’t much more than a body to put between your character and an enemy. They cannot have a unique ability, and you cannot have more than 4 summoned creatures from one summoning ability.

Summoned creatures must be based on creatures from Asmir Ka’Lesa, they cannot be from an alternate dimension, universe or franchise.

Example

Name: Summon Gromit Greg
Type: Support
Description: Zhen says “Gromit Greg” three times, causing a magical circle to appear on the ground in front of him, and Gromit Greg emerges with an insult to his master.
Summon Name: Gromit Greg
Summon Description: Gromit Greg takes the form of a one-eyed frog with an attitude. A bad one.

Combat Stats
Strength: Fair
Speed: Very Good
Agility: Poor
Durability: Fair

Unique Ability
Name: Gromit’s Vomit
Type: Support
Damage Category: None
Description: Gromit Greg can spew smoke out of its mouth, in order to make a quick escape from a fight. The smoke is in a cone shape, and is centered on Gromit Greg.
Cooldown: 2 post cool-down

Number of Summons: 1
Maintenance Cost: 2 power points
Duration: 3 posts
Cooldown: 2, plus 1 per post of duration.

If you want to make a summoning ability, copy the template from the code box below straight into the app in place of one of the ability fields and fill in the blanks. This takes up an ability slot so keep that in mind.
Code:

[b]Name:[/b] (this can be anything. Mostly for flavor.)
[b]Type:[/b] Support
[b]Description:[/b] (Describe how your summon is created, i.e. summoner creates a magical circle on the ground, etc.)
[table border="1"]
[tr style=][td]
[b]Summon Name[/b]: (Give your summon a name, if it has one)
[b]Summon Description[/b]: (Describe your summoned creature’s appearance. You can also describe your summon’s personality, if it has one)

(Your summon starts with two stats at Average and two stats at Fair. You must decrease a stat to increase a stat. Raising one to good means you must lower one to fair. If your single summon does not have a unique power, you can add an extra +1 to a combat stat. Read The Character Combat Stats Guide for more information on stats.)

[u][b]Combat Stats[/b][/u]
[b]Strength[/b]: Average
[b]Speed[/b]: Fair
[b]Agility[/b]: Average
[b]Durability[/b]: Fair

[u][b]Unique Ability[/b][/u]
Name: (this can be anything. Mostly for flavor.)
Type: (Offensive, Defensive, Support, Restorative)
Damage Category: (If any; Very Weak, Weak, Average, Strong, Very Strong)
Description: (give the ability a good description to show how it works and what it does)
Duration/Cooldown: (all abilities have cooldowns. Some have durations, which is measured in posts)


[b]Number of Summons:[/b] (How many creatures are summoned? Bear in mind multiple summons can’t have powers)
[b]Duration:[/b] (what is its duration? Max of 5 posts)
[b]Maintenance Cost:[/b] 2 power points
[b]Cooldown:[/b] 2, plus 1 per post of duration.
[/td][/tr]
[/table]
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