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| Custom Abilities, Techniques, etc. | |
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| Topic Started: Dec 17 2008, 05:51 PM (440 Views) | |
| [-Cloud-] | Dec 17 2008, 05:51 PM Post #1 |
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All Creation (Lv4)
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First off, I'll make a quick explanation on what the differences between everything really quick. Abilities Abilities are passive, they are things that happen naturally in a sense. They aren't attacks but things that happen in certain situations. EX: An ability that halves all damage for a post after you have been hit by a Fire elemental attack. Abilities are left unexplained as to how they happen. They are up to you to explain how you got X or Y board-wide Abilities. Custom abilities are different, they need an explanation in their creation. Custom abilities are unique to the character they are made for. You may not copy+Paste other peoples abilities. You can, however, have a different version of the same idea granted you asked permission to use their idea (Unless you honestly had no clue they made it first). You start off with a max of Five (5) Abilities. Over time, you gain more Ability slots with the following system.
Grade is the total grade points you have earned. There is an easy way to determine what your current grade is. Add up all the points under your Skills and add that to your HP. Subtract your starting stats (155 + Bonus points from race). That would be your current total grade. Points gained from Contest will count as Grade points. Another way to count your total grade is just add it up from your topics in the "Saved Games" forum. Traits Traits are not customizable in any way outside of Failed Experiments. Even then a Failed Experiment can have UP to FIVE traits. There must always be a downside to Failed Experiments that give them a weakness. If they didn't, they wouldn't be a Failed Experiment. Traits are things you are born with or were gained the moment you became a Failed Experiment. You cannot gain more traits nor can you lose Traits. Certain races (Genesis Clones, Angeal Clones) can get a [Null] next to their decay after they have obtained cells from a Sephiroth Clone. But that takes two threads after the Cells were ingested to happen. Limit Breaks Limit Breaks are you pushing past your limit with no cost. They happen only every so often and are more or less an opportunity thing rather than a forced action. You MAY use them if you feel the need to do so. Limit Breaks are fully customizable. But if you are creative-impared you may copy an already existing technique/Materia that is board-wide or you made. Limit Breaks generally don't cost MP or HP but can to make them more powerful than they are supposed to be. Techniques Unlike Limit Breaks, Techniques rely on already existing Materia, Abilities and Traits to use it. Techniques are custom attacks with a cost depending on its base.
The above is a perfect example of two existing things on the board being used to make a technique. Any form of Teleport (Ability, Limit Break, Materia) and the Fire Materia. You do NOT have to combine two things. It can very well be a derivation of one thing. But note the more complex it is, the more things it may require. Someone can easily say that the above technique would also require a second Materia, but there is little need to stack too many things together. Costs and power are not increased through Techniques unless requested by the creator. EX:
You may learn ONE Technique for every SEVEN Intelligence you have. So at 7 Int you can learn one, at 14 two, etc. If you do not have a Section for Techniques on your Character Sheet, it will be added on there by a Staff member when you learn one. Edited by Cloud, May 5 2009, 09:51 PM.
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