by SpiritGM Tue Jan 16, 2024 8:06 am
Weapon Art Skill Creation
Requirement In order to create skills for your Weapon Art Skill Library, you need to be the owner of the Skill Library. More information [HERE].
Basic Rules
- Same Weapon: Skills within may only be used if the same weapon type is equipped. If your Skill Library says "Katana" as the type, it better be used with a Katana.
- Maximum Number of Skills: Each Skill Library may only have a maximum of 20 Skills in each Skill Library. Only the owner can create Skills and only the owner can replace skills. Any skills replaced will be stated in the announcements after it is done.
Formats Weapon Arts
- Code:
[quote][img]xxx[/img] [size=28][b]SkillName[/b][/size]
[b]Skill Rank[/b]: [b]Skill Type[/b]:
[b]Skill Damage[/b]: Weapon Damage +1 [b]Maneuver Effect[/b]:
[b]Cooldown[/b]:
[b]Skill Description[/b]: [/quote]
Magic Weapon Art For all Magic Arts aspects, please read the [Magic Arts] for more details. Only the relevant information will be stated here.
- Code:
[quote][img]xxx[/img] [size=28][b]SkillName[/b][/size]
[b]Skill Rank[/b]: [b]Skill Type[/b]: [b]Spell Component[/b]: M
[b]Spell Projectile Size[/b]: [b]Spell Range[/b]: [b]Spell Area[/b]: [b]Spell Speed[/b]: [b]Spell Damage[/b]: Weapon Damage +1
[b]MP Cost[/b]: [b]Cooldown[/b]:
[b]Skill Description[/b]: [/quote]
Weapon Art Skill Type The Skill Type will determine what your Skill can do. All Skills will default to having a single type. You are capable of making Dual-Type (Skills with 2 types) upon unlocking Rank 3 in your Skill Library. All Dual-Type Skills will have to be Rank 3 and higher. Dual-Typing a Skill will have all effects with a rank lower. So a Rank 3 Dual-Typed Skill will have both Types be, effectively Rank 2 in effects. Does not affect Cooldowns or MP Cost (for Magic Weapon Arts).
- Spoiler:
- Offensive:
Offensive Skills are capable of dealing damage. Damage Dealt will be determined by the weapon. The maximum damage the weapon can deal depends on the weapon's damage. This is damage dealt by weapons by rank. Multiple hits will deal 1 damage per hit until the maximum number of damage that the skill could've done. All AoEs have their damage reduced by half. - Rank 1 Weapon Damage: 2 damage
- Rank 2 Weapon Damage: 3 damage
- Rank 3 Weapon Damage: 4 damage
- Rank 4 Weapon Damage: 5 damage
- Rank 5 Weapon Damage: 6 damage
Damage of the Weapon will deal damage equal to the rank (if the weapon is equal or higher rank). If the weapon is Rank 3 -- Rank 1 Skill will deal a base of 2 Damage, Rank 2 Skill will deal a base of 3 Damage, Rank 3 Skill will deal a base of 4 Damage, Rank 4 Skill will deal a base of 4 Damage, Rank 5 Skill will deal a base of 4 damage. To deal higher damage in higher ranks, get a higher ranking weapon.
All Weapon Arts also gain a bonus +1 damage. So you will simply write "Modified Weapon Damage +1" as the damage.
- Maneuver Effect: For 2 Maneuver Effects, the user may increase the damage of this skill by +1. May be done up to 2x.
- Damage over Time:
Damage over Time (DoT) will deal damage over a longer period of time. Damage over Time is capable of dealing small amounts of damage for a long period of time. Good management of Damage Over Time can be terrifying as they do more damage, over-all, than a skill would instantly. A target may not be affected by more than 1 DoT on a target at a time. All AoEs have their Damage over Time's damage reduced by half. - Rank 1: 3 Round
- Rank 2: 6 Rounds
- Rank 3: 8 Rounds
- Rank 4: 10 Rounds
- Rank 5: 12 Rounds
- Maneuver Effect: For 1 Maneuver Effect, the user may increase the duration by +1 Rounds. May be done up to 2x.
- Buff:
Used primarily for increasing the stats of the user. Cannot buff a target at all. See the [Buffing/Debuffing Rules] for more details. This cannot Dual-Type with Debuffing Skill Type.
- Debuff:
Used primarily for increasing the stats of the user. Cannot buff a target at all. See the [Buffing/Debuffing Rules] for more details. This cannot Dual-Type with Buffing Skill Type.
- Status Effect:
These are spells that cause a negative status effect to a target. These can be effects such as paralysis, numbness, etc (the effect is up to you). If the Status Effect has a damage over time, it must be Dual-Typed with Damage over Time. If the effect debuffs stats, it needs to be Dual-Typed with Debuff Type. Status Effects will have a DC (difficulty) rating depending on the rank of the Skill. The DC is equal to 3xRank. (So a Rank 5 will have a DC of 15). Physical Status effects will check the target's current CON (dealing damage to the target will lower the CON). Emotional Effects will check the target's CHA.)
- Movement:
hese skills are primarily for movement such as a high/long jump or 'flickering' towards or away from an opponent. Not necessarily involving the weapon, but these wouldn't fit any other category. Unlike magic, these must have some sort of mechanical reason for happening.
- Supplementary:
Like Supplementary Spells, Supplementary Skills are generally non-combat skills that can benefit the user. These skills must fit with the theme of the Weapon Arts Library.
Maneuver Effect You will gain Maneuver Effects based on the rank of the of the Weapon Art. Magic Weapon Arts do not gain Maneuver Effects. Maneuver Effects will only last for the duration of the Weapon Art, itself. You will gain 1 Maneuver Effect per Rank of the Skill. These work similarly to Spell Points in Magic Arts, but this is the Weapon-based variant. - Spoiler:
- Type Specific Bonuses: The Offensive and Damage over Time Types have specific Maneuver Effects that you can take.
- Cooldown Reduction: The user may spend 2 Maneuver Effects to reduce the Cooldown of a Weapon Art by 1 -- may be purchased twice to a minimum of 1 Round Cooldown.
- Bonus Stat: You can spend 1 Maneuver Effect to increase one of the following Stats: This stat boost will only last for the duration of the Skill. Every 1 Maneuver Point used will increase the desired stat by +1 -- may be purchased multiple times with a maximum of +4 into a single stat -- to not exceed 20 in the stat
- Bonus Damage: Every 2 Maneuver Points used will increase the damage of the Skill by +1. This can be taken twice.
Cooldown Since Weapon Arts, in general, do not cost MP, there is a Cooldown associated with re-using the Skill. All Skills will have a locked in 3 Round Cooldown. This can be lowered by using Maneuver Effects.
Magic Weapon Arts These are Magic Spells that can be cast through a weapon. You are capable of using pure energy based attacks with your Weapon if you don't have a Magic Skill Library. However, if you have a Magic Skill Library, you can make Magic Weapon Arts based on that Skill Type. You cannot use that Skill if you get rid of the associated Magic Art Skill Library. Magic Weapon Arts will ONLY use the Skill Types that are available to Weapon Arts.- Spell Component: Works like all Spell Components for Magic Arts -- However, the user may only use the Medium Spell Component. All Medium Spell Components Rules apply
- Spell Projectile Size: Similar to Magic Arts, keep the projectile size reasonable
- Spell Range: This will be half the Maximum Range that Magic Arts are capable of achieving
- Spell Area: This will be half the Maximum Area that Magic Arts are capable of achieving
- MP Cost: Same MP cost as a Spell of the same rank
Magic Weapon Arts do not get Spell Points and will deal the same as Weapon Arts.
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Last edited by SpiritGM on Wed Feb 14, 2024 9:54 am; edited 1 time in total