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Ability Rules

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Ability Rules Empty Ability Rules

Post by HIM Fri Dec 19, 2014 5:09 am

Ability Ranks: Ranks dictate what you can or can't do, and how strong or weak you really are. A D rank fighter will naturally not have the speed or strength that a S rank mage would have.

  • D: You've just discovered your fighting abilities. You're still very weak and you can't do anything powerful with your fighting prowess except for basic abilities. Don't even think about going up against another fighter, because your abilities don't do anything.

  • C: You are just starting to hone yourself into a combat ready being. Your abilities do more damage now, and you are starting to get to the point where you could face others in combat, but you're not quite there yet. You can start to do cooler stuff with your abilities.

  • B: Your abilities are now considered dangerous, you can inflict actual damage now, and be considered a threat, this is part of the middle ground, and fighters of your ability are often taking up more dangerous jobs, as well as being noticed by the things that created the rifts.

  • A : You have mastered your ability and are now ranging into the danger level with them as you enter the second half of the middle zone. You are gaining a little more attention now, and the beings may consider you threatening. However they won't take action against you.

  • S: You are deadly, your abilities are capable of wiping people out. You are renowned throughout your universe, and are able to gain access to the ultimate form of your abilities. The beings know who you are now. And they are watching you very closely.

  • G: You are the ultimate being, nothing can stop you and the beings behind this world now know to fear you. You are no longer a normal fighter, you have transcended the limits of power, and are the closest thing to a god that a human can be. Your name is renown throughout the entire Multiverse, there's not a government alive that doesn't have you on their watchlist.


Ability Points: You only have to keep track of 1 bar here on multiverse, which is admittedly a mechanic I borrowed from my favorite RP site. (All hail lord Seishin, ruler of all forums, and master of the simple combat system, forever may he reign.) but back to the point, your ability points dictate how many abilities you can use. If you run out, you will be exhausted, and unable to do combat until your power has regenerated. You regenerate 10 AP every 4 posts. Every rank has a cost, here's what they are.

  • D: 10 AP

  • C: 20 AP

  • B: 30 AP

  • A: 40 AP

  • S: 50 AP

  • G: 60 AP


Ability Slots:Needless to say, you can only have a certain number of abilities. If you were to have too many, that would be boring. Your amount of abilities you can hold increase by rank of course.

  • D: Max 5 Abilities (You start with 4 D ranks abilities and 1 C rank ability FREE)
  • C: Max 10 Abilities
  • B: Max 15 Abilities
  • A: Max 20 Abilities (Max of 3 A rank spells)
  • S: Max 25 Abilities (Max of 5 A ranks and 2 S ranks)
  • G: Max 30 Abilities (Max of 7 A rank Abilities, 4 S rank Abilities and 2 G rank Abilities


Ability Prices:
  • D: 5,000 Credits, plus 500 word training topic.
  • C: 15,000 Credits, plus 750 word training topic.
  • B: 25,000 Credits, plus 1000 word training topic.
  • A: 100,000 Credits, plus 1250 word training topic.
  • S: 200,000 Credits, plus 1500 word training topic.
  • G: 500,000 Credits, plus 2000 word training topic.


Ability Range:
  • D: The max range is five meters (it could be extended with 2 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.)
  • C: The max range is ten meters (it could be extended with 5 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • B: The max range is twenty meters (it could be extended with 7 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • A: The max range is thirty meters (it could be extended with 10 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • S: The max range is fifty meters (it could be extended with 15 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc. The stronger the spell the bigger the drawback has to be to increase its range.).
  • G: The max range is seventy meters (it could be extended with 30 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc. The stronger the spell the bigger the drawback has to be to increase its range.).



Ability Damage:
  • D: Your ability is capable of inflicting small bruises on impact.
  • C: Your ability is capable of inflicting deep bruises on impact.
  • B: Your abilities are capable of inflicting small internal bruises and slight fractures.
  • A: Your ability is capable of inflicting deep internal bruises and full fractures.
  • S: Your ability is capable of inflicting major damage, it can easily tear off limbs, or cause multiple compound fractures. This is considered deadly and is not usable against fighters of a rank that is at least 2 lower than yours.
  • G: Abilities of this rank are meant to be used as killing moves, they are capable of eradicating entire life forms, and can cause death. They are not usable unless you are in a kill enabled topic, or against NPCs. If used in a non kill topic against other players, a penalty will be taken.


[WIP] Will add more as we progress, these are the basic rules you have to know so far.
HIM
HIM
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Posts : 7
Join date : 2014-06-26

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