Post by Ibur on Aug 10, 2010 21:18:26 GMT -5
This board is where you can submit custom abilities for approval! Furthermore, you also use this board to make changes to one of your custom abilities.
Your character has one custom ability per level he/she has, and you can create a custom ability at any time. Custom abilities can range from having increased strength under certain conditions in battle, being able to use a certain spell that you make up, or something else entirely.
Custom abilities are divided into four ranks: Novice, Journeyman, Expert, and Master. From levels 1-5, you can only make Novice abilities. From levels 6-10, you can start making Journeyman abilities. 11-15 allows you to make Expert abilities, and 16-20 is the realm of Master abilities. If you want, you can upgrade one of your existing abilities to a higher rank once you reach the appropriate level; by doing this, you still technically have a custom ability slot to do whatever you want with as well as an upgraded ability.
However, to keep people from constantly upgrading or hoarding their ability slots for later (when they reach the Master rank) and thus overpowering the people who didn't wait, there's a certain number of abilities you can have in each rank. Furthermore, there are certain stipulations on what can and can't go in each rank; if something is not allowed in one rank, it is also not allowed in any ranks below it.
You can only have five "Master" abilities. These are the real powerhouse abilities. You can do almost anything in this rank except for absolute immunity to one or more entire elements or methods of attack (such as a certain weapon), absolute accuracy, or absolute dodging. These abilities also cannot have effects that last more than five turns. Otherwise, go extreme and have fun completely.
You can only have ten "Expert" abilities. These are strong abilities that really start to kick battles up a notch. These abilities' effects can last up to four turns, and the Expert abilities themselves can include flight for wingless characters or winged characters who otherwise cannot fly, teleportation (within reason; teleporting over great distances is not allowed), removing turn penalties on spells/equipment changes (i.e. "My character can switch equipment and attack in the same turn", or "My character is able to take another attack after using a spell/ability that takes up the whole turn") or relatively strong spells/damaging abilities.
You can only have fifteen "Journeyman" abilities. Any lasting effects after the ability is used may only last for three turns or fewer. These abilities are stronger than Novice ones, but they still couldn't, say, raze a town or kill someone with ease.
You can have twenty "Novice" abilities. These are weak abilities whose effects, if they have any lasting effects after they're used, may only last up to two turns if they are beneficial to the user either by buffing up the user or an ally or by inflicting harm on the enemy (harmful effects to the user may last however long the member wants).
But Ibur, what should be an ability and what should be considered just a character talent or trait?
Well, my friend, here are some examples:
The ability to play an instrument would not take up an ability slot.
The ability to play a song on that instrument that makes the foe sleepy, summons a thunderstorm, etc would take up an ability slot.
Having slightly above average speed would not take up an ability slot.
Having a high speed that would let your character dodge and/or launch attacks at a significantly higher rate than others would take up an ability slot.
Being able to sneak around would not take up an ability slot.
Being able to sneak around and move nigh silently to the point of practically making no noise whatsoever would take up an ability slot.
Basically, if it has an impact of some sort on battle performance, it'd almost always be an ability. If it's unnatural (within the realm of Chrono Stars, of course; flight on a character whose race has wings wouldn't be unnatural for that character and thus wouldn't require a custom ability slot) then it should be an ability.
If you upgrade an ability, it loses half its levels. This means that if you upgrade a novice level 10 ability to a journeyman ability, it would be level 5.
When posting here, please use this format:
NAME: The name of the ability.
ELEMENT: Fire, Water, Earth, Air, Elementless. You can also make a combo element ability (Magma, Gravity, etc).
RANK: Novice, Journeyman, Expert, Master
DESCRIPTION: Include what the ability looks like/does and every single effect this ability has, such as whether it takes up a whole turn, if it has a chance of poisoning the enemy, etc. If your ability is a damage-dealing one, note how much damage it does like this: Attack: 1
DOES IT LEVEL? Answer if the ability gains levels or not.
CHARACTER: Which character it's for.
If you are submitting an already existing custom ability to be altered in some way (such as an upgrade or just a flat-out amendment to the ability's effects), please also fill out that form for the old ability as well and post it along with the "new" version you want approved.
DISCLAIMER: If the ability reviewer deems the ability too powerful for its rank or otherwise does not fit in with the setting of Chrono Stars, then it can be denied even if the rules listed here do not explicitly mention anything against that particular ability. If you are unsure if your custom ability should even be an ability, ask!
Your character has one custom ability per level he/she has, and you can create a custom ability at any time. Custom abilities can range from having increased strength under certain conditions in battle, being able to use a certain spell that you make up, or something else entirely.
Custom abilities are divided into four ranks: Novice, Journeyman, Expert, and Master. From levels 1-5, you can only make Novice abilities. From levels 6-10, you can start making Journeyman abilities. 11-15 allows you to make Expert abilities, and 16-20 is the realm of Master abilities. If you want, you can upgrade one of your existing abilities to a higher rank once you reach the appropriate level; by doing this, you still technically have a custom ability slot to do whatever you want with as well as an upgraded ability.
However, to keep people from constantly upgrading or hoarding their ability slots for later (when they reach the Master rank) and thus overpowering the people who didn't wait, there's a certain number of abilities you can have in each rank. Furthermore, there are certain stipulations on what can and can't go in each rank; if something is not allowed in one rank, it is also not allowed in any ranks below it.
You can only have five "Master" abilities. These are the real powerhouse abilities. You can do almost anything in this rank except for absolute immunity to one or more entire elements or methods of attack (such as a certain weapon), absolute accuracy, or absolute dodging. These abilities also cannot have effects that last more than five turns. Otherwise, go extreme and have fun completely.
You can only have ten "Expert" abilities. These are strong abilities that really start to kick battles up a notch. These abilities' effects can last up to four turns, and the Expert abilities themselves can include flight for wingless characters or winged characters who otherwise cannot fly, teleportation (within reason; teleporting over great distances is not allowed), removing turn penalties on spells/equipment changes (i.e. "My character can switch equipment and attack in the same turn", or "My character is able to take another attack after using a spell/ability that takes up the whole turn") or relatively strong spells/damaging abilities.
You can only have fifteen "Journeyman" abilities. Any lasting effects after the ability is used may only last for three turns or fewer. These abilities are stronger than Novice ones, but they still couldn't, say, raze a town or kill someone with ease.
You can have twenty "Novice" abilities. These are weak abilities whose effects, if they have any lasting effects after they're used, may only last up to two turns if they are beneficial to the user either by buffing up the user or an ally or by inflicting harm on the enemy (harmful effects to the user may last however long the member wants).
But Ibur, what should be an ability and what should be considered just a character talent or trait?
Well, my friend, here are some examples:
The ability to play an instrument would not take up an ability slot.
The ability to play a song on that instrument that makes the foe sleepy, summons a thunderstorm, etc would take up an ability slot.
Having slightly above average speed would not take up an ability slot.
Having a high speed that would let your character dodge and/or launch attacks at a significantly higher rate than others would take up an ability slot.
Being able to sneak around would not take up an ability slot.
Being able to sneak around and move nigh silently to the point of practically making no noise whatsoever would take up an ability slot.
Basically, if it has an impact of some sort on battle performance, it'd almost always be an ability. If it's unnatural (within the realm of Chrono Stars, of course; flight on a character whose race has wings wouldn't be unnatural for that character and thus wouldn't require a custom ability slot) then it should be an ability.
If you upgrade an ability, it loses half its levels. This means that if you upgrade a novice level 10 ability to a journeyman ability, it would be level 5.
When posting here, please use this format:
NAME: The name of the ability.
ELEMENT: Fire, Water, Earth, Air, Elementless. You can also make a combo element ability (Magma, Gravity, etc).
RANK: Novice, Journeyman, Expert, Master
DESCRIPTION: Include what the ability looks like/does and every single effect this ability has, such as whether it takes up a whole turn, if it has a chance of poisoning the enemy, etc. If your ability is a damage-dealing one, note how much damage it does like this: Attack: 1
DOES IT LEVEL? Answer if the ability gains levels or not.
CHARACTER: Which character it's for.
If you are submitting an already existing custom ability to be altered in some way (such as an upgrade or just a flat-out amendment to the ability's effects), please also fill out that form for the old ability as well and post it along with the "new" version you want approved.
DISCLAIMER: If the ability reviewer deems the ability too powerful for its rank or otherwise does not fit in with the setting of Chrono Stars, then it can be denied even if the rules listed here do not explicitly mention anything against that particular ability. If you are unsure if your custom ability should even be an ability, ask!