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 Ability Types

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Semjax
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Semjax


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Join date : 2011-04-20

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PostSubject: Ability Types   Ability Types Icon_minitimeFri Apr 22, 2011 6:52 pm

This is the abilities section, where the different types of abilities are explained. Most of them are kind of conventional but some are a bit unique, and I wanted to put the general rules here so that people wont have to ask the GM over and over again.

Ability Type

Target Type
These are descriptors that tell the number of people targeted by the move, and how they are targeted, if no descriptor is given, then assume it is Single Target type.

AoE
AoE moves are moves that hit a large area with minimal or no care for who they hit. Some even will hit your own team as well. But with all AoE moves you only roll once per 'attack'. And everyone effected rolls to dodge. Everyone that beats it avoids, those that don't beat it are hit.

Multi-Target
These moves also hit multiple enemies at once, but are actually separate attacks at multiple enemies, as such you roll separately per person attacked.

Branching
Branching moves are kind of like localized AoE moves. First it targets one opponent. Usually it has to connect, but afterwards it will spread out, and use a second roll to hit all those in the range listed by the move. Often times with a weaker damage and effect.

Genocide
These attacks are the most risky of all but they are incredibly powerful too. However they have the highest cost as well. A Genocide attack will always target EVERYONE within reach be they friend or ally. Also you can not fully dodge a Genocide attack. Otherwise they work just like AoE attacks. Everyone that gets higher than the roll gets a damage reduction, but they will never get full negation of the attack.

Frequency Type
These descriptors are for moves that hit more than once. If this move does not have a frequency descriptor than it only throws out a single attack.

Chain
The first one is Chain, these are the middle grounds for multi hits. They will have one hit that is first at normal power, and then other hits, that are using significantly lower power, and count each as separate attacks, but usually you will not have your full defense to the consecutive attacks. You roll to hit for each attack.

Burst
These are the fast hitting combos that have very fluctuating damage and are considered the 'lightest' combo. You roll only once to hit, and then you roll the number of hits like 1d5 to see how many hits it does. These moves will do base damage plus a specific extra % per hit. And it will all count as 1 attack.

Combo
These are the hardest hitting, but also simplest multi-hit moves of them all. It essentially is multiple full attacks, you roll for each one to hit and they each count separately for defense. Usually once you miss the combo stops, but some combos will have the ability to continue after a miss.

Activation Type
These are Activation types, generally they dictate the speed of the activation as well as a few other traits of the ability that are important.
Standard abilities can be used normally or as a counter, only Quick moves can be used as an interruption(normal no ability attacks can interrupt as well though)

Quick
Quick type moves are the only type of moves that can be used normally, for countering, -and- for interruption. As they have a remarkably fast activation they can be used before almost anything.

Charge
Charge moves can be activated and then energy can be gathered to increase their strength. A charge though powerful is risky, because if hit when charging you waste the move and all the FP and STA it would've taken. Also even after your charge has reached it's limit you do not have to fire it at that exact moment, and can hold it off, but you can not use another charge move while you're holding a charge.

Incantation
Very similar to charge, but with a few differences. To perform an incantation you must be able to speak without interfering. If somehting is covering your mouth but you can still move it you can use an incantation, but if you are gagged and unable to move your mouth then you can not use an incantation. Also incantations have the ability to delay their chant. Which those allows you to get hit without losing your entire charge, but you have to to pay FP to delay, and it can only be delayed for a certain amount of time.

Magic Circle
Magic circle type moves require a magic circle to work, if you have such a move you can assume you have a way to instantly create a minimal strength circle for basic damage, but you can spend action to acutally draw a circle and the more time you spend drawing it the more power it ads to your move.
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