Duskfall Chronicles
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Log in
Site Rating
RPG Rating 3 1 3

Swearing and mature language is permitted; Mild sexual innuendos are permitted; Explicit violence is permitted.
RPG-Directory
RPG-D
About Us

Welcome to the forum Duskfall Chronicles

Thanks so much for checking out this site! This is a huge work in progress. If you are joining before its official opening, applications for Staff are open. The site is currently being switched from a GoT Based RPG to a \'generic\' fantasy-based setting.

Discord Server
Biweekly Poll - 09/20/2024
Fri Sep 20, 2024 10:30 pmThe Narrator
~ Don't worry, didn't miss this again <3 ~



Hello everyone!!





Last week, there was no announcement made because not too much progress was made for anything to be put up in regards to it mixed with it having been busier for me OOC for the last 2ish weeks or so. Nonetheless, a poll is still due, so for this week, the topic is Locked Skills. Now, Watcher, what exactly do you mean when you say …
Biweekly Poll - 09/06/2024
Fri Sep 06, 2024 8:49 pmThe Narrator


Bi-Weekly Poll - Guides - 09/06/2024






Hello everyone!


This will be a short and simple post today: instead of Weekly Announcements, it will be a Bi-Weekly Announcement rotating with a Bi-Weekly Poll. This week, the poll's topic is on what guides do y'all want to see, before the Beta Launch of the Site? Guests should have the ability to put their responses on polls, will double-check this and …
Weekly Announcements - Variety/Guides - 8/30/2024
Fri Aug 30, 2024 6:34 pmThe Narrator


~ Weekly Announcements - 8/30/2024 ~





- Greetings, everyone! -


We’ve got some exciting updates to share with you this week. Our team has been hard at work, and we’re thrilled to announce that the long-awaited Statistics, Skills, and Abilities Guides have finally been uploaded to the site. These comprehensive guides are designed to give both new and seasoned players all the …
Weekly Announcements - Variety - 8/16/2024
Fri Aug 16, 2024 7:53 pmThe Narrator



Hiya everyone!







We've got another group of varied announcements for this week, this time around presenting 4. On the docket, we have the Basic Rules Guide, Lore Guides, Races & Sub-Races, and Requisition Orders; so quite a few things to actually go over. Overall, progress is being made at a pretty expectant rate. Some personal things have happened in between now and the last update, but …
Staff Applications
Sat Feb 10, 2024 8:25 pmThe Narrator
Hello everyone!

Below in this thread, for those who are interested in joining as a member of the DFCRPG Staff Team is the application that should be filled out and posted within this same thread. The application should be filled out to the best of your abilities, and all information presented should be factual. Your application can be checked in on, should the need arise, to ensure that what's …
Weekly Announcements - Variety - 8/9/2024
Fri Aug 09, 2024 10:35 pmThe Narrator

Hello everyone!




It's been a minute since posting an update on the site, but hopefully, things will shift and the site can start taking some upward momentum. For starters, this; a (planned) newsletter-esque weekly/bi-weekly update post to display the various things that have been touched up, reworked, or made since the last one. In the best-case scenario, expect one Weekly Announcement, every …
Welcome!!!
Wed Feb 07, 2024 9:55 pmThe Narrator
Welcome!



[size=14]And hello to the DFCRPG Site! Currently, as stated in the About Us section, this site is still within it's early days! But if you are looking to join, please don't let that stop you. As of right now, there is only me (NJ) as the current Admin/Owner of the site. Always could use a helping hand for those wanting to getting involved with building upon an already vast and expanse world, as …
Keywords

Latest topics
Biweekly Poll - 09/20/2024Fri Sep 20, 2024 10:30 pmThe NarratorSpellstealThu Sep 12, 2024 12:04 amThe NarratorAbilities GuideWed Sep 11, 2024 10:27 pmThe NarratorBiweekly Poll - 09/06/2024Fri Sep 06, 2024 8:49 pmThe NarratorWeekly Announcements - Variety/Guides - 8/30/2024Fri Aug 30, 2024 6:34 pmThe NarratorSkills GuideTue Aug 27, 2024 1:48 pmThe NarratorStatistics GuideMon Aug 26, 2024 5:02 pmThe NarratorGeneral HistorySun Aug 25, 2024 6:57 pmThe NarratorWeekly Announcements - Variety - 8/16/2024Fri Aug 16, 2024 7:53 pmThe NarratorRaces & Sub-Races GuideWed Aug 14, 2024 6:42 pmThe Narrator
Top posting users this week
1 Post - 100%
Top posting users this month
4 Posts - 100%
Who is online?
In total there are 3 users online :: 0 Registered, 0 Hidden and 3 Guests

None

View the whole list


Go down
avatar
The Narrator
Admin
Posts : 56
Join date : 2024-01-31

Character sheet
Name: The Narrator
House:: ???
https://duskfallchronicles.forumotion.com

Abilities Guide Empty Abilities Guide

Tue Aug 27, 2024 3:27 pm


<-+-> Abilities Guide <-+->




<---> Introduction <--->

Abilities are a fundamental aspect of any character’s arsenal, representing their capacity for performing extraordinary actions and utilizing special techniques that set them apart in both combat and non-combat situations. Unlike Skills, which cover passive knowledge and proficiencies, Abilities are active and often more dynamic, requiring a clear understanding of their mechanics to maximize their effectiveness. This guide aims to provide a comprehensive overview of Abilities, detailing their purpose, structure, and application within various scenarios.

In this guide, you’ll first explore The Anatomy of an Ability, which covers the essential components that make up Abilities. This section will delve into the core elements such as Skill-Based versus Non-Skill-Based Abilities, how Tags categorize and define their functions, and the Rating System that determines their power and complexity. Understanding these aspects is crucial for grasping how Abilities function and how they can be tailored to suit different playstyles.

Following this, How Abilities Work will provide insights into the practical application of Abilities in both combat and non-combat settings. This section will explain how to effectively use Abilities, including hitting targets accurately, managing resources such as energy or mana, and navigating the various restrictions and limitations that might affect their use. You'll gain an understanding of how to integrate Abilities into your strategy and make the most out of their potential.

The guide will then move on to Advanced Ability Mechanics, covering more complex interactions and nuances. This section will discuss how Abilities can be combined for synergistic effects, the mechanics of Ability Clashing, and how environmental and conditional factors can influence their outcomes. These advanced concepts will equip you with the knowledge to handle more intricate scenarios and interactions in your gameplay.

Finally, Progression & Gaining Abilities will outline how characters can learn and improve their Abilities. This includes details on acquiring new Abilities, upgrading existing ones, and understanding the associated costs and limitations. By the end of this guide, you’ll be well-prepared to manage and advance your character’s Abilities effectively.


~ Special Note ~
This guide is relatively lengthy, and while it is considered a 'basic' and 'necessary' gameplay mechanic, there is no need to read it all at once. For instance, the Anatomy of an Ability can be scanned over if you don't intend on creating Abilities, as that section primarily looks at the pieces that make up an Ability. The main things you should read up on right away are How Abilities Work and Progression & Gaining Abilities.



<--> Index <-->
*placeholder*
*placeholder*
*placeholder*
*placeholder*
*placeholder*


Last edited by The Narrator on Wed Sep 11, 2024 12:45 pm; edited 1 time in total
avatar
The Narrator
Admin
Posts : 56
Join date : 2024-01-31

Character sheet
Name: The Narrator
House:: ???
https://duskfallchronicles.forumotion.com

Abilities Guide Empty Re: Abilities Guide

Tue Aug 27, 2024 10:20 pm


<-> The Anatomy of an Ability <->

In this section, we will explore the fundamental aspects of Abilities, breaking down their core components and explaining what makes each Ability unique. Understanding these components will help you grasp how Abilities function and how they differ from other elements like Skills. We’ll cover the Rating System that defines an Ability’s effectiveness, the distinction between Skill-Based and Non-Skill-Based Abilities, and the essential elements that constitute an Ability. Additionally, we will delve into the various Tags that categorize Abilities and how they influence their application in different scenarios. For specific details on the various base numerical values for most aspects, see the Ability Creation Guidelines & Template here




-> Ability Ratings <-

  • Abilities are Rated to signify their level of power and effectiveness.
  • The Rating System for Abilities follows this progression: Novice, Apprentice, Initiate, Journeyman, Expert, and Master.
  • Higher Ratings denote increased power, enhanced effects, and greater overall impact.
  • An Ability's Rating also affects a variety of other things, including its base Range, how many and the kind of Tags it can have, as well as Duration, Channel Time, Cooldown, and Resource Costs; these are all displayed in the various spoilers throughout this section of the guide.




> Skill-Based vs Non-Skill-Based Abilities <

  • Abilities are categorized into two types: Skill-Based and Non-Skill-Based.
  • Skill-Based Abilities rely on a character’s Base Proficiency in the requisite Skill to determine their effectiveness and Total Acting Power.
  • Skill Based Abilities can in theory also benefit from bonuses provided by Specialty Skills, so long as it includes the Specialty Skill as a Required Skill
  • Non-Skill-Based Abilities do not depend on Skills but have a higher Base Power by default
  • Non-Skill-Based Abilities are inherently stronger due to their built-in power; these are the only kind of Abilities that can have the Spell-Like Tag




- Core Components -

The core components of an Ability are the building blocks that determine how it functions, its potency, and how it can be utilized in gameplay. These components are crucial for understanding not just the basic mechanics but also the strategic depth that Abilities offer. Note, most of the values within the Spoilers of the Core Components Section are focused on moreso in regards to creating Abilities. If you're just looking for info on how each field works alone, you need only read the descriptions beyond the Channel Time sub-section. Let’s break down each component in greater detail:


Base Power & Total Acting Power:

  • Base Power is the foundational strength of an Ability, representing its raw, unmodified potency.
  • Base Power is determined by the Ability’s Rating, with each Rating tier (Novice, Apprentice, Initiate, Journeyman, Expert, Master) providing a specific Base Power value.
  • Total Acting Power or TAP is the combined strength of an Ability after all scaling modifiers have been applied, with, said scaling, being calculated differently based on whether it's a Skill-Based or Non-Skill Based Ability.
  • For Skill-Based Abilities, TAP is calculated by adding, Base Power, Proficiency Bonus of the Requisite Skill, half of your Attribute Score in the Ability's Primary Attribute, and any additional, relevant modifiers.
  • For Non-Skill-Based Abilities, TAP is calculated by adding Base Power, and all, of your Attribute Score in the Ability's Primary Attribute, plus any relevant modifiers.
  • You cannot use a Skill-Based Ability without having the requisite Skill trained, at most, one Rating below that of the Ability's Rating; i.e. you need at least an Expert Rating Spellcasting to cast Master Rating Spells
  • TAP of an Ability can never exceed 500 after all scaling is finished.


Scaling Formula for Skill Based Abilities:
Scaling Formula for Non-Skill Based Abilities:

Resource Costs & Channeling Duration:

  • Resource Costs are the expenditure(s) of a character's specific Resource Pool, required to activate an Ability
  • The cost of an Ability should be balanced with its effectiveness; higher-rated Abilities have higher Resource Costs.
  • Martial Maneuvers cost Energy, Magical Spells cost Mana, and Hybrid Spell-Likes cost both Energy and Mana.
  • Channel Time represents the posts required before an Ability activates, most of the time, requiring that you do nothing but "channel" the Ability during this time.
  • Overchanneling, is Channeling an Ability longer than its minimum required Channel Duration, being permissable by the Ability listing a maximum Channel Duration alongside the minimum or with the Overchannel Specialty Skill.

Cooldowns & Durations:

  • Cooldowns are time-based restrictions that limit how often an Ability can be used after it ends.
  • Cooldown periods vary based on the Ability’s Rating and the impact it has in gameplay.
  • High-impact Abilities have longer Cooldowns to balance their powerful effects.
  • Duration indicates how long an Ability’s effects last after activation, ranging from Instantaneously going off and ending that same post, to sustained more effects
  • Abilities with a duration longer than a single post will have an associated upkeep cost and may require other maintenance to stay active.
  • Durations longer than 5 posts will have extreme hindrances attached to them.

Ranges, Components, & Effects:

  • Range defines the distance at which an Ability can be effectively used, measured in yards and meters (rounded up).
  • Each Ability has a base Range determined by its Rating, with AoEs having their total Range split accordingly.
  • For example, a Novice Rank AoE can be a 2x3 yd cone or a dome with a total diameter, of 5 yds/meters
  • Components refer to the in-character actions or 'pieces' required to activate an Ability.
  • Components can include Verbal, Tactile, and Resource components, such as chanting an incantation, physically swinging a weapon, or requiring a gemstone to store a captured magic in
  • Effects describe what Abilities do based on their Tags, possibly allowing for more powerful Effects as Abilities are upgraded.
  • An Ability cannot have Effects that are not listed by its specific Tags.





< Tags >
Tags serve as a key component in understanding and categorizing Abilities. By themselves, Tags come in four different varieties; Status Effect (which includes the Damage Tag), General, Effect Parameters, and Damage Type. Of these four, Abilities are only restricted to having a certain number of Status Effect and Damage Type Tags per Ability Rating, and Effect Parameters can only list a single Energy Tag per Ability. They provide a structured way to identify the effects and purposes of an Ability, which is crucial for both in-combat tactics and overall character strategy. Here’s a detailed look at each type of Tag:

Status Effect Tags:

  • Status Effect Tags indicate conditions, buffs, or hindrances an Ability possibly applies to targets.
  • Status Effect Tags are almost always utilized with a Stat Check (a 'Skill Check' where the DC you're looking to beat is a set Statistic of target(s) using the Ability's TAP), but some exceptions do apply such as Regen
  • Included in the Status Effect Tags is the Damage Tag for flat damage; this is to streamline damage being a technical effect of Abilities, not something inherently given to Abilities.
  • The higher an Ability’s Rating, the more and stronger Status Effects it can apply.

Maximum Amount of Status Effect Tags for All Abilities by Rating:
Restricted Status Effect Tags for All Abilities by Rating:

General Tags:

These tags provide broad descriptions of an Ability’s overall nature, giving a cursory glance of possible effects and how the Ability could be categorized when looked at as a whole. Making your 'kit' or build based on singular General Tags is recommended against, it would be wiser to focus on a cluster if you wanted to focus in this regards at all. Examples of General Tags include:

  • Schools/Domains/Circles of Magic (Evocation, Hemomancy, Graviturgy, etc)
  • It's 'range' type (Melee, Ranged, Aura, Environmental)
  • Others include Limited Use, Skill Based, Non-Skill Based, Character Specific, Faction Specific

Effect Parameters Tags:

These tags define the parameters of an Ability’s effects, including the 'energy' of the Ability which affects its clashing mechanics, how the ability is applied, duration, amount of targets, and area of impact/dimension of the Ability if it's an Aoe. Regardless, these Tags are crucial for understanding the logistics of using an Ability, helping to plan where and when it can be most effectively deployed.

  • Whether its energy is physical, metaphysical, or a mix (Martial, Magical, Supernatural, or Hybrid)
  • The 'classification' of an Ability, typically based upon its Energy (Maneuver, Spell, Spell-Like)
  • How you hit using the Ability to apply its effects (Touch, Weapons Reach, Range, AoE)
  • Both how long it takes to activate the Ability and how long it can be active for (Instantaneous, Channeled, Sustained, Reactive, Passive)
  • How many people, monsters, or other entities can the Ability hit (Self, Single Target, Two Targets, Multi-Targets)
  • What is the overall shape or dimension of the Ability, if even applicable (Cube, Sphere, Dome, Cone, Cylinder, Arc, Line)

Damage Type Tags:

These tags specify the type of damage an Ability deals, such as, but not limited to, Fire, Force, or Slashing damage. While not necessarily always known, there are occasions when you might know a particular Beast or Fiend's weakness and be able to exploit it by having a variety of both mundane, elemental, and mystical kinds of damage.


Last edited by The Narrator on Wed Sep 18, 2024 8:08 pm; edited 11 times in total
avatar
The Narrator
Admin
Posts : 56
Join date : 2024-01-31

Character sheet
Name: The Narrator
House:: ???
https://duskfallchronicles.forumotion.com

Abilities Guide Empty Abilities: How They Work

Fri Aug 30, 2024 11:13 pm



- Abilities: How They Work -

In this section, we’ll explore the mechanics that govern the use of Abilities in the game. We’ll start with Ability Activation, focusing on the steps and conditions required to activate and execute an Ability. Understanding this fundamental step is crucial to ensure your character's Abilities are used effectively in various scenarios because if you're unsure how to activate them, how else will you be able to utilize that shiny new Ability you just learned?

Following this, we’ll discuss hitting targets accurately or Execution of Abilities and the Restrictions and Limits on Ability usage.





-- Ability Activation --

Ability Activation refers to the initial phase where a character decides to use an Ability, setting it into motion. This involves meeting specific prerequisites such as having sufficient resources, possibly needing an appropriate environment, or meeting other prerequisite actions your character could potentially do. For example, some Abilities might only be usable in certain conditions or may require a specific target to be in sight. Activating an Ability also demands careful timing and strategy, as the right moment can greatly influence its effectiveness. Moreover, certain Abilities may require additional components, such as verbal commands or physical gestures, which must be performed to ensure successful activation.


Activation Conditions:


  • Activation conditions are specific requirements that must be met before an Ability can be used.
  • Examples include needing a clear path, having enough mana to cast it, or wielding a specific weapon.
  • Failing to meet these conditions prevents the Ability from activating.
  • Some Abilities may 'damage' more than just your standard Mana and Energy Resource Pools; as mentioned in the Statistics Guide, a character's Stats (Honor, Luck, Piety, and Sanity), can also be utilized as a required resource pool, even HP can be required (these will all be noted in the Resource Cost on the Ability's app)
  • Environmental factors can affect activation, such as needing a water source for water-based Abilities.
  • Activation conditions should be listed first in an Ability’s "What It Does" section when applicable.

Interactions with Other Mechanics:


  • Abilities can be influenced or restricted by other game mechanics, such as environmental zones like anti-magic fields.
  • Clashing mechanics can negate or overpower Abilities based on opposing forces described later in the next section of the Ability's Guide
  • Channeling Abilities often, requires continuous effort and leave the character vulnerable to interruptions; if you don't finish a channel without starting it, and it's too far out to timeline your char simply not having started it in the first place, you lose any of the Mana/Energy required to channel it
  • Timelining may alter if you activate an Ability because sometimes you may find yourself getting to react before it actually would have activated, on your next post

On the Subject of Timelining...:


Consequences of Activation:


  • Upon activation, an Ability's resource cost(s), are automatically spent, a person cannot make their resource pool be reduced below 1 in this manner
  • Activating an Ability can have consequences beyond resource depletion, such as leaving the character vulnerable if they have to channel it.
  • Powerful Abilities might seriously drain a character's mana or energy, reducing their ability to further utilize other Abilities to defend themselves.
  • Some Abilities might attract unwanted attention or trigger environmental changes, like major structural damage.
  • Once an Ability is activated and if it fully takes effect, it cannot be canceled (i.e. if you launch two Abilities, and the first hits but the second doesn't, you can only timeline from the second Ability and anything that came after that in the natural progression of the thread); Abilities with longer than a one post duration can be canceled at anytime, but you aren't refunded the resource cost of it's activation/upkeep.





<-- Execution of Abilities -->

Once an Ability is activated, its execution becomes critical in determining its effectiveness. Execution goes beyond simply unleashing an attack or casting a spell; it involves careful timing, strategic positioning, and the ability to outmaneuver opponents or environmental challenges. This section explores how Abilities are executed within combat and non-combat scenarios, the importance of coordinating with the timeline of a thread, and how factors like environment, status effects, and target vulnerabilities play key roles. Additionally, the mechanics of countering, balancing risk and reward, and managing resources during execution are crucial for ensuring that Abilities land successfully and achieve their intended impact.


Using Them Effectively

There are a variety of methods characters can utilize to maximize on the success of their Abilities. Regardless of which method used, in the end, they all fall back on Hit Claiming. Hit Claiming is when you post the Abilities your character utilizes in any given thread, at the bottom of the post used. A link to the Ability's specific creation app must be provided, alongside its TAP, Resource Cost, the range of the Ability, and the Status Effect Tags provided on the Ability app. If someone then doesn't somehow properly counter the Ability used, you are free to state in your next post that it successfully hit and what it does takes effect; whether it be damage, applying a status effect, healing someone, etc.

Timelining:
Status Effects:
Environmental Positioning:
Coordinating Attacks:


Risks and Rewards:

As with simply activating an ability, successfully using one comes with a plethora of different risks and rewards. There's the givens; a positive note is you have the possibility to deal a massive amount of damage to someone, but conversely the risk that you will most likely anger said person is just as present. Both should be taken into consideration, regardless of whether you're in a combat or non-combat thread. It's always good to remember, any kind of Ability that somehow makes things in someone's favor can be seen as a threat by another person, even if it isn't dealing any damage or legitimate detrimental status effect.

Risks:
Rewards:






<--> Limits & Restrictions <-->

Restrictions and Limits govern the conditions under which Abilities can be used and ensure that each Ability’s usage follows are balanced out for mechanical purposes. These rules prevent characters from overextending their capabilities, ensuring fairness is at the forefront gameplay. Below is a list of key restrictions and limits that apply to Abilities.


  • Unlike most Skills, Abilities can only be used on a learned basis; meaning your character can't use an Ability that they do not know
  • Abilities can only be cast one at a time in the majority of circumstances; biggest example of one where this rule doesn't apply is if one Ability only requires a Verbal Component, while the second only requires a Tactile Component, but anyone can still use any number of Abilities they have at their disposal in one single post (given this would take a lot of time to actually do IC unless you only have a minimal amount of Abilities)
  • Abilities cannot be reused until their cooldown timer has expired, preventing spamming powerful abilities back-to-back.
  • Once an ability is activated, it can "lock" a character into the action, preventing them from performing another action until the current ability resolves or is interrupted (during a jump attack, a player is 'locked into' their mid-air movement unless they can fly/have another Ability that let's them 'double jump' essentially)
  • If a character doesn’t have enough of a required resource (e.g., mana, energy, etc.), the ability cannot be used.
  • Certain abilities can only be used within specific ranges (measured in yards), making it impossible to use them on targets outside that range.
  • Certain abilities can only be cast in specific environments (e.g., aquatic abilities need water, fire-based abilities can't be used in a vacuum)
  • A character can only maintain a limited number of ongoing abilities at the same time, with this number being based on their Intellect Score; its done at a ratio of 1 ongoing Ability for every 50 points in Intellect (starting at 1 for 1-75 Intellect to a maximum of 6 if a character reaches at least 375 Intellect)

avatar
The Narrator
Admin
Posts : 56
Join date : 2024-01-31

Character sheet
Name: The Narrator
House:: ???
https://duskfallchronicles.forumotion.com

Abilities Guide Empty Re: Abilities Guide

Wed Sep 11, 2024 10:27 pm


<- -> Abilities - Advanced Mechanics <- ->

In this section, we will delve into the Advanced Mechanics behind Abilities that provide additional depth and strategy for their use. These mechanics go beyond basic activation and execution, introducing more complex interactions that occur when Abilities clash with other abilities or the environment, when they are combined for synergistic effects, or when they are shared among multiple characters for greater power. Understanding these mechanics allows players to optimize their characters’ performance and opens up new creative avenues for tactical play in both combat and non-combat scenarios.

The three key areas of focus will be Ability Clashing, Combining Abilities, and Shared Abilities. Each sub-section will cover the rules, dynamics, and possible outcomes of these interactions, as well as offer guidance on how to use these mechanics effectively in various scenarios. Whether you are attempting to overpower a foe’s defenses, modify the battlefield with environmental effects, or coordinate with allies to amplify your abilities, these mechanics will elevate the strategic complexity of your abilities in every encounter.





<- - Ability Clashing - ->

Ability Clashing refers to the interaction between two or more abilities when they meet in conflict, collide with objects or terrain, or come into contact with external forces like weapons or armor. The outcome of these clashes depends on various factors, including the power of the abilities, the type of interaction (whether it’s between abilities, the environment, or physical items), and the nature of the abilities themselves (elemental, magical, physical, etc.). However, clashing specifically focuses on an Ability coming into conflict with an opposing force and the direct interaction of the two.


Ability vs. Ability:

When two abilities come across each other's paths, they can clash under a certain set of circumstances, and will oftentimes happen throughout a threads with combat in it when the opposing characters use their abilities simultaneously or in response to each other. In some cases, one ability might overpower the other, while in others, both abilities cancel each other out.

  • Abilities, while able to clash with other Abilities, are limited to which ones they can clash with based on whether they are Martial, Magical, Supernatural, or Hybrid; this is called the 'energy type' of Ability to represent whether it is physical and tangible, metaphysical and intangible, or anything in between
  • Abilities (Martial, Magical, Supernatural, and Hybrid) can always clash with their own type and may clash with other types based on individual Ability rules. Martial and Magical Abilities are more likely to never clash with each other, while Hybrid and Supernatural Abilities can almost always clash with all types but have specific exceptions listed at creation.
  • If two Abilities can clash, the 'winner' is determined by the TAP of the two Abilities colliding; whichever has more, wins the clash and continues moving along uninterrupted. In the event of tie, both Abilities cancel each other
  • So long as the losing Ability is not an AoE, it is fully 'destroyed', negated, and otherwise canceled out; AoEs are unique where it can be specifically mentioned in the app, that only the portion of the AoE which clashes is destroyed
  • Abilities don't always clash on equal terms with one another either; certain damage types gain superiority against others, allowing the TAP of a 'Superior' Ability to be doubled.
  • Note, this is only used for when the two Abilities clash and doesn't affect the TAP of the Ability after that point
  • Below in the spoiler lists Damage Type that gets Superiority Bonus -> Damage Type(s) that it effects

Damage Type Superiority:


Ability vs Environment:

Abilities that come into contact with the environment can trigger changes to the terrain or objects within the surroundings. Depending on the ability’s nature, this can include causing elemental reactions (such as setting a forest on fire with a fire-based ability). Here are some key things to keep in mind when an Ability clashes with the Environment:

  • As with Ability vs Ability, the Energy Type can play a factor when clashing with a piece of the Environment, but, these are much looser and freeform; each Energy Type can still theoretically clash with anything in the environment
  • Abilities that don't clash with the environment, such as an aura, need to have that specifically noted in the What It Does section on the Ability's app; NOTE- this does take up a Status Effect Tag due to its tendencies of being relatively powerful
Sponsored content

Abilities Guide Empty Re: Abilities Guide

Back to top
Permissions in this forum:
You cannot reply to topics in this forum