Post by Lady Summoner Adiona Duer on Mar 18, 2011 9:12:24 GMT
Character Abilities.
The Basics
Character Abilities, more commonly refered to as CA's are member created abilities that develop the basic powers and abilities of a character. Each character will start off with at least one Character ability at creation.
Character Abilities can be broken down into two different types, there are Combat techniques, abilities that are focused on affecting the tides of battle and Personal abilities, abilities that are focused on allowing the character to do something abnormal such as flying.
Upgrading
As people role-play with their characters they will earn experience which allows them to potentially upgrade their CA's to a higher level. Like Magic CA's have 3 distinct levels of power and they use experience to advance to these higher levels. There are also premade character abilities with different costs, these can be found here.
When a CA is upgraded various things can happen to it depending on what the creator decides to do with the new CA level. Some of the possibilities are very basic but are listed below. With combat techniques a new level does not have to improve the level 1, it may instead create a stronger move of a similar design.
Combat Techniques
* Damage effect becomes stronger.
* MP cost changes [up or down].
* Cause additional status effects.
* Increased HP.
* Increased base damage.
* Additional effects.
* Adds/Improves a status resistance.
* Add evasions.
* Better blocking.
Personal Abilities
* Fly faster.
* Move faster.
* Dual wield.
* Ambidexterity.
* Jump further.
* React faster.
* See in the dark.
Limitations[/b]
CA's however while allowing for creativity do have to have some limitations and in general a member of staff [normally Belzera] will first look over new CA's and approve or deny a CA. There are some basic guidelines to follow when creating a CA.
1 Do not overload a CA with effects
Some times you might want a CA to do a dozen things at once, however they cannot do too much. There is no exact number of effects that is too much, however 3 is generally too many. It varies depending on what the CA is, what level it is at and what it is trying to do
2 Do not try to be immune/absorb more than 2 elements.
It should go without saying that but making yourself immune to everything that can be thrown at you is unfair. There is no leeway with this. If you try to make yourself immune/absorb more than 2 elements it will not be allowed.
3 No Damage reduction.
The only thing on Journey's end that can reduce damage taken is Magic.
4 Avoid Percentages.
In the past JE used Percentages in Ca's and it got to be a headache, making more trouble than its worth. The only places were Percentages will get past are in regeneration effects and XP bonuses.
5 Consider adding MP costs
If you have a strong attack, consider adding an MP cost. Even level 1 CA's can be slightly stronger than normally allowed if it has a reasonable [or an unreasonably high] MP cost. A good guide is, if your CA does more damage than a spell of the same level, it should cost more than the spell.
6 Don't copy someone else's ability.
Kinda goes without saying, but if someone has an Ability you like, you can just copy it and use it. It is their ability, one unique to their character, if you like what it does thats fine make something of your own that does something similar. The only exception to this rule is if the CA is something from a final fantasy game, but even then you can't just copy it, write up your own version.
Examples[/u]
The following are example CA's, you are free to use these, however it is preferred that you at least write up your own description.
Level One
Element-Strike: 10MP [activated]
Imbues the blade with the element of fire, allowing the user to use Flamestrike to blaze through the target. Inflicts fire damage to the foe.
Levitate [passive]
The character has mastered the basics of float and can constantly float just above the ground as easily as if they where walking without taxing their mana.
Level Two
Element-Strike II: 10MP [activated]
Imbues the blade with the element of fire or the element of thunder, allowing the user to use Thunderstrike as well Flamestrike. Inflicts fire or thunder damage to the foe.
Levitate II [passive]
The character has mastered the basics of float and can constantly float a good distance from the ground without taxing their mana.
Level Three
Element-Strike III: 10MP [activated]
Imbues the blade with the element of fire, the element of thunder or the element of ice, allowing the user to use Icestrike as well Flamestrike and Thunderstrike. Inflicts fire, thunder or ice damage to the foe. Each Element-Strike deals an extra 30 damage.
Levitate III [passive]
The character has mastered every facet of float and can float through the air at a great speed without taxing their mana.
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