Abilities
POSTED ON Jun 3, 2023 1:00:23 GMT -5
Post by juyi on Jun 3, 2023 1:00:23 GMT -5
Everyone in Sestyra can be adept in particular magic, technology, or other skills that can afford them an edge in combat or offer various other perks outside of it. To encourage diversity and variety amongst characters, every character is allowed to start out with two different abilities with the potential to earn more in the future. Abilities can be either combative or non-combative. The common types seen are Magic, Technology, and Magitech. There are no gameplay differences between the three, merely flavor.
You will be given nearly complete freedom when it comes to the type of abilities you wish to possess, though everything must undergo approval, particularly for more unique types of abilities. Standard types of abilities will typically be approved much more quickly, whereas anything more complicated may take some discussion or finetuning to fit into the system.
You can include your abilities in a separate post under your character application for simultaneous approval, or if you'd rather figure out abilities later, they'll instead go in your tracker-- You can tag a moderator for approval there at a later date. Note: Abilities need to be approved before you can participate in events.
Keep in mind that powers can be buffed or nerfed at any time in order to keep the site balanced, as we do not want you to be either underpowered or overpowered. As such, abilities with some kind of weakness are encouraged.
The strength of your abilities is determined by the average of your total stats, this will be known as Ability Power. Every Tier, including Tier 0, has their own power scaling depending on the type of ability. Some abilities may have usage limit dependent on your Ability Power, or a cooldown appropriate to the tier. Usage limits would be two uses per 5 Ability Power per tier (Ex. Tier 1 at 10 Ability Power would be 4 uses, Tier 2 at 10 Ability Power would be 2 uses). Cooldowns would be 1 post per tier.
Melee abilities require you to be up close and personal, physically striking or directly contacting your opponent. Due to the close-range nature and the cost of needing to remain near, these are the most powerful abilities.
Ranged abilities allow you to attack or perform actions from afar, allowing characters to operate at safer distances. Due to their relatively safer nature, Ranged abilities will not hit as hard as Melee abilities at the same tier.
Area of Effect abilties, or AoEs, affect the immediate area around you or a target up to a set distance. They can be used for a variety of things such as damaging groups, crowd control, or aiding allies. Being able to affect anything within a specific range means AoEs are not as potent as Melee and Ranged abilities of the same tier. AoE abilities require a post of charge time, or priming, with some sort of tell before they can be executed in the following post.
Boons are any sort of buff or positive effect for your character or others. They can be anything as simple as a stat buff, or even allow other things such as augmenting attacks with elements or supporting allies. Boons scale in the same tiers as Melee, Ranged, and AoE abilities depending on the type of Boon, and more powerful Boons may potentially receive stricter limitations.
Detriments are the opposite of Boons in that they serve as negative effects to other characters. They can do things like lowering a target's stats or distracting someone in various ways. Due to the nature of how Detriments could steer the course of a fight, they require an associated attack to hit their target in order to apply the debuff. Missed attacks will result in an unhindered target, and Detriments utilize the same scaling as Melee, Ranged, and AoE abilities.
Healing abilities are those that can patch up yourself or other characters, keeping you in the fight longer. They can heal anything from bumps and bruises and cuts at lower tiers, to far more serious injuries at higher tiers, potentially saving lives. They will primarily be notable in events, where the HP stat is concerned as it can recover lost HP. Typically, Healing abilities will not be able to bring a character back from the KO'd state. They utilize the same scaling as Melee, Ranged, and AoE abilities, but a tier below (Ex. A Tier 2 Heal in Melee ranged would only be as potent as a Level 1 Melee combat ability).
Utility abilities are those that don't fit in any other category. They can be something such as a double jump during combat, using your magic to levitate and avoid combat or get to a better vantage point, or even a grappling hook to get around quicker as examples. They may have unique scaling or usage limits, though typically in non-combat scenarios they are free to use within reason.
Tier 0: Passive abilities that you will always possess or are able to use. Tier 0 allows you to be more freeform with your powers or gadgets, using them as you see fit to make it seem like a natural extension of your character's daily life as it should be. These are unlocked at character creation, and can have some minor combat application if you wish. If used in combat, Melee scaling is 100% of your Ability Power, Ranged is 75% of your Ability Power, and AoE is 50% of your Ability Power.
Tier 1: Two Tier 1s are unlocked at character creation with more obtainable through roleplay. Tier 1 abilities are a step above, able to do slightly more impressive things or more potent damage. Melee scaling is 125% of your Ability Power, Ranged is 100% of your Ability Power, and AoE is 75% of your Ability Power. Boons at this tier can add +10 to a stat, or +20 if the user takes a -10 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -10 to a stat on contact.
Tier 2: Obtainable through roleplay. Tier 2 abilities are stronger, with more powerful showcases of power and even more incredible feats becoming a possibility. Melee scaling is 150% of your Ability Power, Ranged is 125% of your Ability Power, and AoE is 100% of your Ability Power. Boons at this tier can add +15 to a stat, or +30 if the user takes a -15 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -15 to a stat on contact.
Tier 3: Obtainable through roleplay. Tier 3 abilities are even stronger, showcasing further mastery of your craft. Melee scaling is 175% of your Ability Power, Ranged is 150% of your Ability Power, and AoE is 125% of your Ability Power. Boons at this tier can add +20 to a stat, or +40 if the user takes a -20 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -20 to a stat on contact.
Tier 4: Obtainable through roleplay. Tier 4 abilities are nearly the peak of your potential, having Divine-like mastery over your powers or tech. You are a force to be reckoned with, and are the closest thing to a one man army imaginable. Melee scaling is 200% of your Ability Power, Ranged is 175% of your Ability Power, and AoE is 150% of your Ability Power. Boons at this tier can add +25 to a stat, or +50 if the user takes a -25 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -25 to a stat on contact.
Tier 5: Obtained through arduous circumstance. Tier 5 abilities are the culmination of everything you've achieved, manifesting in the most powerful attack or game-changing spell, able to turn the tide of a battle if used well. Melee scaling is 300% of your Ability Power, Ranged is 275% of your Ability Power, and AoE is 250% of your Ability Power. Tier 5 Abilities are useable only once per thread. Think of them as an ultimate move, so make them count.
Magic: Magic falls into abilities that draw from yourself or the ambient energy around you. It can be anything from spells like firebolts or shooting water out of your hands in the simplest cases, or conjuring entire thunderstorms in the most extreme cases. Magic is common all over the world, and comes in various types and backgrounds with immense flexibility.
Technology: The Era of Science saw the rise of technology and gadgets unlike the world had ever seen. Generally used among those without a knack for magic know-how, technology can range from simple things like grappling hooks and crossbows to complex things such as power armor or even airships. Characters who specialize in technology have massive room to grow, limited only by their creativity and drive.
Magitech: A hybrid of magic and technology, Magitech is a more recent but growing phenomenon, centered around Pont-Ciel (with tales of even greater use in the far east). Magic-empowered weaponry and machine prosthetics to replace lost limbs are common, with extreme cases seeing individuals walking around who are more machine than man. Magitech is volatile, mostly untested, and the consequences of it are relatively unknown. But in the right hands, it can be absolutely devastating.
Technology: The Era of Science saw the rise of technology and gadgets unlike the world had ever seen. Generally used among those without a knack for magic know-how, technology can range from simple things like grappling hooks and crossbows to complex things such as power armor or even airships. Characters who specialize in technology have massive room to grow, limited only by their creativity and drive.
Magitech: A hybrid of magic and technology, Magitech is a more recent but growing phenomenon, centered around Pont-Ciel (with tales of even greater use in the far east). Magic-empowered weaponry and machine prosthetics to replace lost limbs are common, with extreme cases seeing individuals walking around who are more machine than man. Magitech is volatile, mostly untested, and the consequences of it are relatively unknown. But in the right hands, it can be absolutely devastating.
You will be given nearly complete freedom when it comes to the type of abilities you wish to possess, though everything must undergo approval, particularly for more unique types of abilities. Standard types of abilities will typically be approved much more quickly, whereas anything more complicated may take some discussion or finetuning to fit into the system.
You can include your abilities in a separate post under your character application for simultaneous approval, or if you'd rather figure out abilities later, they'll instead go in your tracker-- You can tag a moderator for approval there at a later date. Note: Abilities need to be approved before you can participate in events.
Keep in mind that powers can be buffed or nerfed at any time in order to keep the site balanced, as we do not want you to be either underpowered or overpowered. As such, abilities with some kind of weakness are encouraged.
The strength of your abilities is determined by the average of your total stats, this will be known as Ability Power. Every Tier, including Tier 0, has their own power scaling depending on the type of ability. Some abilities may have usage limit dependent on your Ability Power, or a cooldown appropriate to the tier. Usage limits would be two uses per 5 Ability Power per tier (Ex. Tier 1 at 10 Ability Power would be 4 uses, Tier 2 at 10 Ability Power would be 2 uses). Cooldowns would be 1 post per tier.
Ability Types
There are several types of Abilities on Sestyra: Melee, Ranged, Area of Effect (AoE), Boon, Detriment, Healing, and Utility. They will all have their own type of scaling with some overlap.Melee abilities require you to be up close and personal, physically striking or directly contacting your opponent. Due to the close-range nature and the cost of needing to remain near, these are the most powerful abilities.
Ranged abilities allow you to attack or perform actions from afar, allowing characters to operate at safer distances. Due to their relatively safer nature, Ranged abilities will not hit as hard as Melee abilities at the same tier.
Area of Effect abilties, or AoEs, affect the immediate area around you or a target up to a set distance. They can be used for a variety of things such as damaging groups, crowd control, or aiding allies. Being able to affect anything within a specific range means AoEs are not as potent as Melee and Ranged abilities of the same tier. AoE abilities require a post of charge time, or priming, with some sort of tell before they can be executed in the following post.
Boons are any sort of buff or positive effect for your character or others. They can be anything as simple as a stat buff, or even allow other things such as augmenting attacks with elements or supporting allies. Boons scale in the same tiers as Melee, Ranged, and AoE abilities depending on the type of Boon, and more powerful Boons may potentially receive stricter limitations.
Detriments are the opposite of Boons in that they serve as negative effects to other characters. They can do things like lowering a target's stats or distracting someone in various ways. Due to the nature of how Detriments could steer the course of a fight, they require an associated attack to hit their target in order to apply the debuff. Missed attacks will result in an unhindered target, and Detriments utilize the same scaling as Melee, Ranged, and AoE abilities.
Healing abilities are those that can patch up yourself or other characters, keeping you in the fight longer. They can heal anything from bumps and bruises and cuts at lower tiers, to far more serious injuries at higher tiers, potentially saving lives. They will primarily be notable in events, where the HP stat is concerned as it can recover lost HP. Typically, Healing abilities will not be able to bring a character back from the KO'd state. They utilize the same scaling as Melee, Ranged, and AoE abilities, but a tier below (Ex. A Tier 2 Heal in Melee ranged would only be as potent as a Level 1 Melee combat ability).
Utility abilities are those that don't fit in any other category. They can be something such as a double jump during combat, using your magic to levitate and avoid combat or get to a better vantage point, or even a grappling hook to get around quicker as examples. They may have unique scaling or usage limits, though typically in non-combat scenarios they are free to use within reason.
Tiers and Scaling
Tier 0: Passive abilities that you will always possess or are able to use. Tier 0 allows you to be more freeform with your powers or gadgets, using them as you see fit to make it seem like a natural extension of your character's daily life as it should be. These are unlocked at character creation, and can have some minor combat application if you wish. If used in combat, Melee scaling is 100% of your Ability Power, Ranged is 75% of your Ability Power, and AoE is 50% of your Ability Power.
Tier 1: Two Tier 1s are unlocked at character creation with more obtainable through roleplay. Tier 1 abilities are a step above, able to do slightly more impressive things or more potent damage. Melee scaling is 125% of your Ability Power, Ranged is 100% of your Ability Power, and AoE is 75% of your Ability Power. Boons at this tier can add +10 to a stat, or +20 if the user takes a -10 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -10 to a stat on contact.
Tier 2: Obtainable through roleplay. Tier 2 abilities are stronger, with more powerful showcases of power and even more incredible feats becoming a possibility. Melee scaling is 150% of your Ability Power, Ranged is 125% of your Ability Power, and AoE is 100% of your Ability Power. Boons at this tier can add +15 to a stat, or +30 if the user takes a -15 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -15 to a stat on contact.
Tier 3: Obtainable through roleplay. Tier 3 abilities are even stronger, showcasing further mastery of your craft. Melee scaling is 175% of your Ability Power, Ranged is 150% of your Ability Power, and AoE is 125% of your Ability Power. Boons at this tier can add +20 to a stat, or +40 if the user takes a -20 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -20 to a stat on contact.
Tier 4: Obtainable through roleplay. Tier 4 abilities are nearly the peak of your potential, having Divine-like mastery over your powers or tech. You are a force to be reckoned with, and are the closest thing to a one man army imaginable. Melee scaling is 200% of your Ability Power, Ranged is 175% of your Ability Power, and AoE is 150% of your Ability Power. Boons at this tier can add +25 to a stat, or +50 if the user takes a -25 stat penalty for the duration of the buff (debuffed stat must make sense within context of the Boon). Detriments are -25 to a stat on contact.
Tier 5: Obtained through arduous circumstance. Tier 5 abilities are the culmination of everything you've achieved, manifesting in the most powerful attack or game-changing spell, able to turn the tide of a battle if used well. Melee scaling is 300% of your Ability Power, Ranged is 275% of your Ability Power, and AoE is 250% of your Ability Power. Tier 5 Abilities are useable only once per thread. Think of them as an ultimate move, so make them count.