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| Customs, Lingo and Dice | |
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| Topic Started: Dec 17 2008, 05:51 PM (1,008 Views) | |
| [-Cloud-] | Dec 17 2008, 05:51 PM Post #1 |
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Apocalypse (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, Jan 13 2010, 12:47 AM.
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| [-Cloud-] | Sep 9 2009, 03:50 PM Post #2 |
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Apocalypse (Lv4)
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Note: Anything based off of a Magic Materia, be it a Technique or just the Materia is considered a Spell. Techniques based on Abilities can be counted as a spell if stated so within the Technique. Rules of Targeting When making a Technique, Ability or Limit Break it needs to have a specific target. Below are the types of Targets.
User This means the user. This is the person using the ability, technique, etc or the person who knows it. Target This means a single individual. This means your attack only will hit one person, the one you are targeting (Unless they dodge or someone gets in the path of it). Note: You can Target yourself. Targets This means more than one, usually states how many. Usually only used for attacks that send multiple waves of something. EX: Energy Shot Materia would fall under the Targets section. All This, unlike Targets, targets everything. Usually it targets everyone or All of a specific group. EX: Someone could make an attack that targeted All Moogles or All Opponents. Simply stating All means it goes for everything (Like a giant explosion). Note: If you fall into the category of the ALL, EX: Attack hits all Moogles, and you yourself are a Moogle, you are hit as well. Field Rarely used when dealing with damage. This is used in the abilities Grounded and Neutralize. This effects the area around the user, altering space/time in a sense. This cannot be negated without having a field negation of your own. One cannot simply be immune to a Field Target. Rules of Damage Two types of damage used in Techniques, Materia, Attacks, etc.
Fluid Fluid damage is damage that can be increased, changed or altered by the course of battle. Fluid damage would basically be attacks, spells, etc. Your basics. It can be increased or decreased by raising a stat by X with a Materia, spell or ability. Static Static damage is a bit rare to see. Static damage cannot be altered by stats increasing or decreasing as Static damage is not based from stats. Static damage would be like a Technique stating "Deals +200 damage" rather than saying "Deals (1d(Magic)) in damage" Static is beneficial in the sense that it can't be reduced (Outside of barriers, abilities, blocking and Endurance/Spirit). But, Static Damage is also lacking for it does not grow along with the user. Another form of Static damage is percentages. If an attack states "Lowers opponents HP by 20%" or "Cuts opponents HP in half." These are also static as they are not based on the users stats. Types of Damage
Physical Physical damage is anything caused by one's physical strength. Punching, Kicking, throwing a rock, etc. All of those fall under the class of Physical damage. I'm fairly certain you knew this already. Weapon A branch of Physical, but is not always tied in. Melee weapons fall under the Physical branch (SO if a monster or ability says it lowers Physical damage by 20% it would also lower Melee weapons as well as Physical). However, Projectiles like Guns and Bows are purely Weapon damage (If a monster or ability stated it lowers Weapon Damage by 20% it would lower both Range and Melee weapons by 20%). Magical Magic damage is just that, damage from magic within. Spells and the sort. I'm pretty sure you knew this one too. If not, then, well.. then, good luck. >.o Note: Spells and Attack based on Spirit stat are still considered Magical in damage. Magical damage is considered Non-Elemental unless it has an Elemental affinity. Elemental Fire, Water, Ice, etc. These are all elements. Elements are both a part and separate from Magic, much like Weapon is to Physical. If a Physical attack is enchanted with an Element, it isn't considered Magical unless it states so (Usually done to avoid being blocked by Barrier, etc.). However, spells, more often than not, are Elemental in damage. Still, if an ability states it cuts Fire damage in half, any attack that uses Fire Elemental damage would be cut in half, be it Physical, Weapon or Magical. Edited by Cloud, Jan 13 2010, 03:48 PM.
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| [-Cloud-] | Jan 13 2010, 03:09 PM Post #3 |
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Apocalypse (Lv4)
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Dice A dice system has been applied to CoC to create a more randomized battle system where stats are important but not the end all be all. It ads an element of luck where bad things can happen to people with 200+ stats (Rarely) which can cause them to mess up their super attack of awesome every once in a while. Below I will cover the basics of the system. How to roll a dice As you may have noticed, there is a button titled "Roll" in the BBC code buttons when you hit "Add Reply." It should be right next to the one titled "Spoiler." When you click this a menu will pop up promting you to enter the following:
This may look confusing, so I'll break it down. [num] is simply the number of dice you are going to roll. If you are only rolling one dice, simply put a "1" there (Do not put anything in brackets or quotes). Always put a "d" directly following the number. Just after the "d" will be another number that represents how many sides the dice will have. The great thing about this is you can roll a dice with sides that shouldn't exist in the real world. The dice can have 1 side, 3 sides or even 5,647 sides. Equations in Matera, Abilities, etc. While looking through the Materia or Abilities you may see (1d(Magic)) or something of that sort. That just means that you should roll 1dX where X is your magic stat. So say your Magic stat is 100. You would roll 1d100 which is one dice with 100 sides. Always roll your CURRENT magic stat unless it says to roll your base magic stat. This way if you have anything that boosts your magic stat by say 20% you would count that increase into a factor. Where should I roll? In order to keep order (And clutter to a minimum) please do NOT roll your dice in your roleplaying thread. Only roll dice in the Dice, Numbers and Calculations! forum. There should be a tutorial there on how to set the thread up. How do I know they didn't cheat? Well, for one, any post with a dice roll in it cannot be edited. Also, any roll made will act as a link. So if someone made a roll with a 1d100 and actually rolled a 100; you'd be suspicious, right? Well you can simply click on their 100 and a window will pop up telling you exactly what they rolled. Feel free to ALWAYS check what your opponent rolled. If someone is cheating, simply send ANY staff member a PM and we will fix the issue immediately. Well, as immediate as we can at least. >.>;; Also, a fun fact, not even staff can edit posts that have been rolled in. So there is no need to worry about a staff member getting an upper hand against you in a roll. We are on equal grounds when it comes to the luck of a roll. If there are any other questions, simply ask and we will be more than happy to answer. :) |
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12:54 PM Sep 4