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 5. The Heart and Abilities

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Emiko Hayashi
Emiko Hayashi

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Join date : 2014-11-18

PostSubject: 5. The Heart and Abilities   Sat May 30, 2015 6:58 pm

  • Mana and the Heart: If mana was the soul, the Heart would be the center of such. Every Heart has a power residing within it, giving one passive abilities. Mana, being a sort of battery for the Heart, may become a tricky asset. When and if mana is ran to zero, the person is KO'd. Not dead.

  • What are Abilities?: Abilities are a unique manifestation of a person. Even Nobodies have these, reflecting the heart they used to have. This can include things like Cloud's Blade Beam, or Saix's Rage.

  • Nature of the Heart:
    For the purposes of this site, Each Heart passively boosts a certain stat. Heart types are as follows:

    Defense: The Defense Heart gives characters natural armor in resisting physical attacks. Increase DEF by one even if it would make the stat higher than 5

    Power: The Power Heart makes characters naturally stronger than others. Increase STR by one even if it would make the stat higher than 5

    Healing: The healing Heart actively heals characters at a greatly accelerated rate over normal people. Recover +5 HP every other post.

    Spirit: The Spirit Heart makes a character more naturally attuned to using Magic. Increase MAG by one even if it would make the stat higher than 5.

    Resistance: The Resistance Heart makes a character more resistant to Magic-based attacks. Increase RES by one, even if it would make the stat higher than 5.

    Recovery: The Recovery Heart allows a character to recover their MP more quickly than others. Recover +5 MP per post.

  • Abilities
    Abilities can basically be anything you want it to be, but keep it simple. Each ability can only have one effect. Keep in mind that abilities also takes up a good amount of MP to use, so try not to use it if you don't have to. Abilities are up to creative license, though it must make sense. For example, A simple Pyrokinetic ability cannot logically heal. Depending on how you use your ability, MP costs are different and you only begin with one:

    Damage: Your ability causes damage in some way or another. Ability damage is unresisted by any stat, meaning if it hits it does the full amount. You deal a 1 to 1 ratio of damage to MP up to 20 MP/DMG per post.

    Defense: Your ability can actively protect you from potentially lethal attacks. you gain a 1 to 1 ratio of defense against an attack up to 20 MP/DMG per post. Damage resisted this way is unchanged by any stat.

    Buff: Your Ability increases one of your statistics higher than they normally would be. Add 2 to the named statistic (Brawn, Defense, Resistance, or Magic) for 10 MP/post, even if it would go above the natural maximum. Only one buff can be active at a time.

    Healing: Your Ability can heal yourself (or possibly others) at an extremely accelerated rate. For every 20 MP, you can heal +20 HP.

    Utility: If it doesn’t deal damage, defend, buff or heal directly, then your character has a Utility Ability when used in combat. What this semblance does is up to the character, and costs 10 MP per use

    Mundane tasks such as using the aforementioned Pyrokinetic semblance to light a torch has no MP cost.
    Creation semblances, Manipulation semblances, and Telekinetic Abilities are limited to one element/material.

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