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Wed Jan 16, 2019 7:06 pm by SgtSarros
As more people have been asking about making donation to pay for the website, keeping it ad-free and increasing the size of our photo gallery, as well as paying for the radio station, you can donate at the below link:

www.streamelements.com/sgtsarros/tip

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 Custom Combat Abilities

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SgtSarros
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Posts : 188
Join date : 2017-09-20

PostSubject: Custom Combat Abilities   Mon Jul 09, 2018 2:07 pm

Characters can create specially designed skills or magic ( depending on their character ) to augment their abilities. This section will explain the way to make a skill and the costs for such.

Skills and abilities when they are purchased will by default do Feeble ( 2 ) damage for a cost of 1xp. To upgrade beyond that has an additional xp cost as listed below:

Poor: +1xp ( 1 week training )
Typical: +1xp ( 2 weeks training )
Good: +2xp ( 3 weeks training )
Excellent: +3xp ( 1 month training )
Remarkable: +4xp ( 2 months training )
Incredible: +5xp ( 3 months training )


Using the system above, it would cost 12xp and take 4.5 months to get a skill to Remarkable damage.

Status effects can be added to a skill, though for the time being no more then one status effect can be added. The cost for adding in a status effect is a one-time only fee:

Blindness: 2xp
Confused: 2xp
Knockdown: 1xp
Paralysis: 1xp
Pinned: 2xp
Poisoned: 3xp
Staggered1: 1xp
Staggered2: 2xp
Stunned: 2xp


The current restrictions are in place while this system is tested:
1. Physical skills cannot be trained beyond your strength.
2. Elemental skills can only be learned by Mutants. They pay +2xp for the 'secondary mutation' occurring, but they can go up to their psyche


The skill should be written as such:

Skill Name
Cost: ( Leave blank as this is for GMs to decide )
Uses: Physical for melee, Agility for ranged, Psyche or Agility for magical.
Description: What this ability is supposed to do. Include in the skill what type of damage it is ( pierce, blunt, slashing or magical element ).
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darkshade
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Posts : 26
Join date : 2017-10-29

PostSubject: Re: Custom Combat Abilities   Thu Jul 12, 2018 7:15 am

1) How long does it take to train a Feeble damaging skill?
2) What if said skill isn't designed to do damage?
3) There are restrictions for Physical skills and Mutant Abilities but are there restrictions on custom Magic?
4) Do ranged skills fall under Physical skills in regards to restrictions?
5) Must a character finish training for a skill before attempting to purchase a new skill?
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SgtSarros
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Posts : 188
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PostSubject: Re: Custom Combat Abilities   Sat Jul 14, 2018 2:18 pm

Talked this over with Kyttaen and these are our initial feels on it:

1. What we have for learning a new skill that already exists, is you need 3 green rolls in a 5 day period rolling once a day.
2. Would full under 1.
3. Magic is not an option currently. We are leaving it physical and mutant only while we make sure it is all balanced. Magic will likely have it's own system if we decide to allow it.
4. Ranged will be coming in the future, for now it's just melee.
5. Once you have a skill actually learned at feeble, there will be a 14 day wait time on learning the next skill just to not drown the GMs with too many skills checks.
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