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Vexar
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Ability Creation
At level 1 you start off with 2 AP(Action Points) these are spendable on making abilities for your character. The concept is rather simple, you can make more than one ability if you have enough AP to do so. Or, you can make one really strong one. I'll explain the differences below, after I list what you can make abilities with.

It is best you begin reading this after you have learned the basics of combat. That way you understand how to make abilities more useful in combat. At level one you start of with two Action Points (AP). These are used to make balanced abilities for your character. The concept is easy enough to understand. If you have enough AP you can make more than one ability, or if you have enough you can make really strong abilities. The differences are explained below as well as a full list of buy-able "parts".

Terms
Cool Down-This ability cannot be used again for one round. You must also sacrifice your a Major Action - Attack, on your next turn.
Prepare-You must sacrifice all Major Actions during the turn you prepare an ability.
Sacrifice- You must sacrifice your Minor Actions during the turn you use this ability.

To make an ability you would use the following template.
Name - Cost
Preparation/Cool Down/Sacrifice (If any.)
Description

Sacrificial Parts
Extra Major Action - Move. Cost 1 AP (Sacrifice)
You may sacrifice your Minor Action to make an extra Move action during your turn.
Add an extra point to hit on your melee attack roll. Cost: 1 AP (Sacrifice)
This adds +1 to your attack roll on a melee attack.
Add an extra point to hit on your ranged attack roll. Cost: 1 AP (Sacrifice)
This adds +1 to your attack roll on a ranged attack.

Preparation Parts
Shift your opponent one range. 1 AP (Prepare)
You are able to pull or push your opponent one range distance.
Deal an extra point of ranged damage. Cost: 2 AP (Prepare)
This deals one more damage to your enemies HP from your ranged attack.
Extra Major Action - Attack. Cost: 2 AP (Prepare)
This grants you the ability to make another attack during a turn.

Cool Down Parts
Prevent your opponent from moving one range. 1 AP (Cool Down)
You are able to stop your opponent completely during their next turn.
Deal an extra point of melee damage. Cost: 2 AP (Cool Down)
This deals one more damage to your enemies HP from your melee attack.

Modifying Parts
Convert a Cool Down into a Preparation. Cost: 1 AP
In your ability description you are allowed to replace a Cool Down of one ability with Preparation instead.
Convert a Preparation into a Cool Down. Cost: 1 AP
In your ability description you are allowed to replace a Preparation of one ability with Cool Down.
Subtract a Cool Down from an ability. Cost: 2 AP
In your ability description you are allowed to remove a Cool Down of one ability.
Subtract a Preparation from an ability. Cost: 2 AP
In your ability description you are allowed to remove a Preparation of one ability.

Example abilities at level one would be:
Death Strikes - 2 AP
Preparation
Vexar swings twice at his foe, in a crazed attempt to finish him off.

-Or-

Telekinetic Force - 1 AP
Preparation
Vexar uses the planes and his soul to push or pull his foe.

Accuracy - 1 AP
Sacrifice
Vexar takes a short moment to aim his pulse gun for a sure strike against his foe.

-Or- (For combination abilities.)

Mind Numb - 2 AP
Preparation
Vexar stops his foe from being able to move with mind numbing force from his soul.

The reason the final ability costs 2 AP is because I used the part of being able to stop my opponent from moving for one turn, and the part that allows me to trade a cool down for a preparation.

Healing
If you wish to heal, you must make an ability to heal. It costs 2 AP. When you make it you must choose to make it depend on a cool down, or a preparation. You will never have to make this ability again, but in order to heal you must have it. The amount healed is 1 point for every two points you have in Soul.

If you are not healing yourself, or your target is not close to you, you must roll a 1d20 plus your Soul. It has to match or surpass their D minus two at far range, or match/surpass their D minus four at mid range to be a successful heal.

For Example: Character 1 has 6 in Soul. The target he wants to heal is at Mid Range to him. Their D is 18. At Mid Range he would subtract 4 from their D. All he has to do is roll 14 at mid range to heal him 3 HP. At long range he would have to roll 16 to heal him 3 points.
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