Willful Little Things (
willfulthings) wrote2022-05-05 05:04 pm
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Powers for Trial by Fire
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The most important thing to keep in mind is that everyone's abilities are fueled by their willpower. Let's lead with an example, however:
After all, being that there are only 10 of them, they may need all the help they can get.
Say somebody hates their power over fire, and they see it as the very thing that took so much away from them. In their case, fire would be seen as destructive and as having control over their life.Characters who came in without canon powers will have Awakened to abilities that suit their nature/natural talents. Someone quick could perhaps gain abilities that involve speed. They could help their allies move faster, the enemies move slower, or even both of those things. Someone skilled at lying could gain an ability called Bluff, which switches the enemy's HP with their own. For the purposes of this part of the game, everyone will be fully uncapped, capable of using even the most game-breaking skills...
Their ability could look something like:
Magic: Suffocating Blaze
Effect: AoE fire damage. Poisons all enemies for several minutes. Deals HP damage to the caster, each turn, until the end of battle.
After all, being that there are only 10 of them, they may need all the help they can get.
Early Levels
Level 20 is the starting point, upon arrival.
At these levels, characters were unable to go beyond what would be considered "basic combat skills". Most of the gains came in the form of lasting longer in battle, being capable of taking more damage, and moving quicker.
The focus was on improving stats/passive abilities.
Some examples of what characters usually manage to improve within this level range are:
HP/Health Points; how much damage a character can take before they pass out. This is raised by training/sparring and/or hunting monsters.
SP/Spirit Points; how much magic and mental focus a character can use before they need a break. This is raised by meditating and/or practicing magic.
CP/Crystal Points; how many abilities they can juggle in one fight. This is raised with better armor and/or weapons, as well as gathering more of "their" crystals (ones matching their god's color).
Speed; how fast they move compared to enemies.
Attack; how hard they hit.
Defense; how much each enemy attack damages them.
At these levels, characters were unable to go beyond what would be considered "basic combat skills". Most of the gains came in the form of lasting longer in battle, being capable of taking more damage, and moving quicker.
The focus was on improving stats/passive abilities.
Some examples of what characters usually manage to improve within this level range are:
Mid-Levels
This will be unlocked during Final Eternity.
Mid-to-Upper-Levels
This will be unlocked during Final Eternity.
Upper Levels
This will be unlocked during Final Eternity.
Max Levels
But here is where Trial by Fire starts out.
They're all going to have abilities suitable for setting out to fight the final boss, and we fully encourage any number of ridiculous elements for these powers. If you want to type out an insane, seemingly impossible CGI scene for a limit break, go right ahead; we'll enjoy reading it. If you want full party heals, full party revives...
Full party heals with full party revives?
Army of chocobos storming the enemies?
String of intense Summon attacks...?
Giant meteor crashing down on every enemy, while somehow not hurting any of the party members...???
Okay, well... you get the idea! Put simply, you can look up any Final Fantasy class, pick a handful of the most powerful abilities suited to the Role(s)/Class(es) your character will be taking on, and slap those bad boys right onto your list of powers. After the mod team gives your list the All Clear, you'll be all set to help destroy some big bads!
They're all going to have abilities suitable for setting out to fight the final boss, and we fully encourage any number of ridiculous elements for these powers. If you want to type out an insane, seemingly impossible CGI scene for a limit break, go right ahead; we'll enjoy reading it. If you want full party heals, full party revives...
Full party heals with full party revives?
Army of chocobos storming the enemies?
String of intense Summon attacks...?
Giant meteor crashing down on every enemy, while somehow not hurting any of the party members...???
Okay, well... you get the idea! Put simply, you can look up any Final Fantasy class, pick a handful of the most powerful abilities suited to the Role(s)/Class(es) your character will be taking on, and slap those bad boys right onto your list of powers. After the mod team gives your list the All Clear, you'll be all set to help destroy some big bads!
Force Partners
Force Abilities are something that only happens after a person has maxed out their bond with another person. In the DFFOO canon, this ability only works between two people from different worlds, but we'll be allowing some wiggle room, depending on the characters.
For a visual on FR attacks, we have a video here. But, to give more of an idea of how it works, the attack is always most fitting for the one initiating the attack, while the FR partner happens to be someone who works well as backup for it. Sometimes, however, it's less about the attack being fitting for them as a duo, and more about the partner being... a touch antagonistic, in a way. For example, someone could find their FR partner very annoying, so the entire attack sequence involves said partner trying to get their attention. Or, in another case, the FR partner could seriously piss off the one initiating the FR sequence, leading to the start of said sequence being all about one trying to attack the other!
So, put even simpler, it's the nature of their CR taking the form of an attack sequence - one that always deals serious damage to the enemy or serious heals to the rest of the party. Lastly, two things to remember: the one initiating the partnership is the only one capable of activating future attacks, once it's created, and each person is limited to the creation of one FR attack. Once someone has created an FR attack with a partner, they are only able to become an FR partner for another person's FR attack
For a visual on FR attacks, we have a video here. But, to give more of an idea of how it works, the attack is always most fitting for the one initiating the attack, while the FR partner happens to be someone who works well as backup for it. Sometimes, however, it's less about the attack being fitting for them as a duo, and more about the partner being... a touch antagonistic, in a way. For example, someone could find their FR partner very annoying, so the entire attack sequence involves said partner trying to get their attention. Or, in another case, the FR partner could seriously piss off the one initiating the FR sequence, leading to the start of said sequence being all about one trying to attack the other!
So, put even simpler, it's the nature of their CR taking the form of an attack sequence - one that always deals serious damage to the enemy or serious heals to the rest of the party. Lastly, two things to remember: the one initiating the partnership is the only one capable of activating future attacks, once it's created, and each person is limited to the creation of one FR attack. Once someone has created an FR attack with a partner, they are only able to become an FR partner for another person's FR attack
Force Attacks
During Force Time, everyone's attacks are multiplied, the longer the fight goes on.
When fighting a boss enemy, TurmÅ› will inform the fighters that the enemy seems to be planning something/preparing a scary attack. These heads-ups/reminders will give enough time to ICly plan the next turn carefully.
These thresholds will be important because the enemy counters FR mechanics, and we will be simplifying this into a mechanic involving comment counts.
02 Enemy Comments: Enemy will gain one unique ability
05 Enemy Comments: Enemy will launch a dangerous AoE (full party) attack.
10 Enemy Comments: Enemy will either gain boosted stats, or it will become immune to all damage until the next time it can attack.
15 Enemy Comments: Enemy will go on a frenzy! AKA their next attack will be fatal.
The best way to avoid a fatal attack is for the party to go into a Summon Phases; calling on the Summon will not only provide a period of protection for the characters, it will strengthen attacks and provide ailments, depending on the Summon used. For TbF there will be only one Summon available, and it will depend on how quickly they're found.
When fighting a boss enemy, TurmÅ› will inform the fighters that the enemy seems to be planning something/preparing a scary attack. These heads-ups/reminders will give enough time to ICly plan the next turn carefully.
These thresholds will be important because the enemy counters FR mechanics, and we will be simplifying this into a mechanic involving comment counts.
02 Enemy Comments: Enemy will gain one unique ability
05 Enemy Comments: Enemy will launch a dangerous AoE (full party) attack.
10 Enemy Comments: Enemy will either gain boosted stats, or it will become immune to all damage until the next time it can attack.
15 Enemy Comments: Enemy will go on a frenzy! AKA their next attack will be fatal.
The best way to avoid a fatal attack is for the party to go into a Summon Phases; calling on the Summon will not only provide a period of protection for the characters, it will strengthen attacks and provide ailments, depending on the Summon used. For TbF there will be only one Summon available, and it will depend on how quickly they're found.
Edited code by: grimpeddler
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POWERS LOCATIONS MONSTERS MIRRORS |
HIATUS & ERASURE AC & REGAINS OOC CONTACT (locked) CALENDAR |
NETWORK MODLY |