At the beginning of your app approval you get a certain amount of ~insert experience unit here~. People use exp and invest in magic and special skills. There is a limit as to how much exp can overall use based on that three class system I described here(no link yet). There’d also be a limit as to how powerful you could become in your skills beforehand. Basically you spend exp to improve your magic and skills in rank rather than your character, so you could become proficient in a variety of forms of magic or you could improve in a variety of other ways.
People can then make spells or techniques based on those special skills.
There will be four general kinds of skills: Magic, Proficiencies, Attributes, and Customs
Magic is self explanatory, it is a type of magic and the main form of combat, A starting mage can have one magic skill available to him and can unlock more through a variety of methods(discuss these methods later). Improving one's Magic skill increases the relative power of the spells involved in it while still improving.
Proficiencies are your ability to use certain tools or weapons. You can have multiple proficiencies and these are very specific. One may be about swords while another about lances as they are two different weapons and need to be taught entirely separate(logic). How specific we get depends on another day. Martial arts also fall under proficiency. Everyone has one proficiency slot to start. Improving ones proficiency improves your ability to use said weapons.
examples of proficiencies: short swords, great swords, polearms, axes, handguns, Martial arts, bows, knives, etc.
Attributes are physical talents. These include, strength, speed, endurance, etc. Should you not have an Attribute invested in as a skill, it will be assumed normal human ability. Everyone starts out with two available attribute slots. Improving these gives you an edge in raw-nonmagical based assaults. These are the closest thing we have to 'stats' here.
examples of things that are not attributes: resistence to magic, magical power, mana, sensory talents, etc.
Custom skills are unique talents for the character not listed. Again, huge amounts of details and cannot be a form of magic, eliminates the need to give magic a bunch of different abilities that may or may not make sense. Everyone has one Custom skill slot to start.
Improving anyone of these skills increases the strength of the spells that can be used. For example if one has a 'c-rank' level of skill in their magic they can only use c-rank and d-rank spells. How many spells can also be involved. The only skills that can not have techniques directly involved in them are Attributes.
Multi-skill spells/techniques: Things get touchy here and I'll need help with this. :p
A skill break down of how things would look for a starting mage goes like this:
Magic Skill:
Proficiency skill:
Attribute/proficiency skill (one or the other the choice is yours):
Attribute skill:
ranking each:
Each type of skill goes through rankings. When you rank up in each skill you can have stronger spells or your spells get the advantage against lower ranked opponents, baring elemental weaknesses(ie fire vs. water will typically result in water winning)
For example: If you have a c-rank skill in fire magic and your opponent is a d-rank spell in lightning magic and you both use d-rank spells, yours will win out.
Ranking up requires a certain amount of experience which is paid for.
Ranks are as follows: D, C, B, A, S, and SS.
Based on what type of skill it is you'll need a certain amount which grows for each rank up:
Magic skills:
Proficiency skills:
Attribute skills:
Custom Skills:
IMPORTANT: SLAYER MAGICS HAVE RESTRICTIONS ON HOW MANY DIFFERENT KINDS OF MAGIC THEY CAN HAVE. PLEASE GO HERE(link not added) FOR MORE DETAILS.
S-RANK SKILLS:
Your class determines how many S-rank skills you can have. Let's call them S's.
You can acquire more through rp and providing substantial character development to the admins for approval. Acquiring an S gets increasingly difficult as you acquire more and more.
SS-ranking would cost 2 S's
Mage: 1 S. (maximum 2)
S-rank Mage: 2 S (maximum 3)
Legendary Mage: 3 S (maximum 5)
ACQUIRING MORE SKILLS:
Acquiring more skills happens via purchasing to start, then becomes massively difficult through rp after a certain point. How much you acquire is determined by the kind of skill being purchased and how many you already have via these charts:
Any number of additional skills gained must be acquired via character development and will be massively difficult to get approved. So yes, custom skills must be attained via character development.
Maximum number of skills one may possess is 10. By possess I mean use.
SPELLS AND TECHNIQUES
These are the moves you typically fight with. Every time you rank up your magic and skills, you gain a certain number of skills in these areas. This section discusses only how spells pertain to skills. For more detailed description please go here(link not added yet)
spell rank can never exceed your magic rank. If your magic is B-rank you can not have an A-rank spell.
Note that if the approver of the magic says to change whether a skill is a spell or technique than do so. If you feel you were wronged or unreasonably nerfed, contact an administrator with your complaint and they will look when they have time. In the meantime simply use the approved version.
In the case a spell involves a skill and a magic (think 90% of Erza's moves canon) then it will use the lowest ranked skill as its base.
If the spell is a combination of two types of magic:
How many do you get spells:
You get five spells to start out with. You may rank these moves however much you like following the above rules. If you want to have nothing but c-rank spells, go for it. Nothing but S-rank spells(assuming you have an s-ranked magic), go for it. However mana costs will vary so it will be best to be more balanced in how you distribute these. Just a suggestion. You also get a spell for free to use in the corresponding skill for each rank up.
How does this system benefit you?
This system allows for a versatility and character development style other fairy tail rp sites haven't completely delivered on without feeling restrictive in that you can develop your character in certain ways. The system isn't linear.
Let's use canon characters as an example. You could play a character like Grey and be very skilled in your magic while being acceptably skilled in a variety of weapons that are created through your magic. Or perhaps you could focus on your magic entirely like Lucy while having a little bit of skill in a weapon like her whip. Or even a character like Bacchus, who has a very simple magic that isn't really taken as far as possible but is so proficient in how he fights physically it completely makes up for any lack of magical potential.
People can then make spells or techniques based on those special skills.
There will be four general kinds of skills: Magic, Proficiencies, Attributes, and Customs
Magic is self explanatory, it is a type of magic and the main form of combat, A starting mage can have one magic skill available to him and can unlock more through a variety of methods(discuss these methods later). Improving one's Magic skill increases the relative power of the spells involved in it while still improving.
Proficiencies are your ability to use certain tools or weapons. You can have multiple proficiencies and these are very specific. One may be about swords while another about lances as they are two different weapons and need to be taught entirely separate(logic). How specific we get depends on another day. Martial arts also fall under proficiency. Everyone has one proficiency slot to start. Improving ones proficiency improves your ability to use said weapons.
examples of proficiencies: short swords, great swords, polearms, axes, handguns, Martial arts, bows, knives, etc.
Attributes are physical talents. These include, strength, speed, endurance, etc. Should you not have an Attribute invested in as a skill, it will be assumed normal human ability. Everyone starts out with two available attribute slots. Improving these gives you an edge in raw-nonmagical based assaults. These are the closest thing we have to 'stats' here.
examples of things that are not attributes: resistence to magic, magical power, mana, sensory talents, etc.
Custom skills are unique talents for the character not listed. Again, huge amounts of details and cannot be a form of magic, eliminates the need to give magic a bunch of different abilities that may or may not make sense. Everyone has one Custom skill slot to start.
Improving anyone of these skills increases the strength of the spells that can be used. For example if one has a 'c-rank' level of skill in their magic they can only use c-rank and d-rank spells. How many spells can also be involved. The only skills that can not have techniques directly involved in them are Attributes.
Multi-skill spells/techniques: Things get touchy here and I'll need help with this. :p
A skill break down of how things would look for a starting mage goes like this:
Magic Skill:
Proficiency skill:
Attribute/proficiency skill (one or the other the choice is yours):
Attribute skill:
ranking each:
Each type of skill goes through rankings. When you rank up in each skill you can have stronger spells or your spells get the advantage against lower ranked opponents, baring elemental weaknesses(ie fire vs. water will typically result in water winning)
For example: If you have a c-rank skill in fire magic and your opponent is a d-rank spell in lightning magic and you both use d-rank spells, yours will win out.
Ranking up requires a certain amount of experience which is paid for.
Ranks are as follows: D, C, B, A, S, and SS.
Based on what type of skill it is you'll need a certain amount which grows for each rank up:
Magic skills:
- Spoiler:
D-rank:
C-rank:
B-rank:
A-rank:
S-rank:
SS-rank:
Proficiency skills:
- Spoiler:
D-rank:
C-rank:
B-rank:
A-ranks:
S-rank:
SS-rank:
Attribute skills:
- Spoiler:
D-rank:
C-rank:
B-rank:
A-ranks:
S-rank:
SS-rank:
Custom Skills:
- Spoiler:
D-rank:
C-rank:
B-rank:
A-ranks:
S-rank:
SS-rank:
IMPORTANT: SLAYER MAGICS HAVE RESTRICTIONS ON HOW MANY DIFFERENT KINDS OF MAGIC THEY CAN HAVE. PLEASE GO HERE(link not added) FOR MORE DETAILS.
S-RANK SKILLS:
Your class determines how many S-rank skills you can have. Let's call them S's.
You can acquire more through rp and providing substantial character development to the admins for approval. Acquiring an S gets increasingly difficult as you acquire more and more.
SS-ranking would cost 2 S's
Mage: 1 S. (maximum 2)
S-rank Mage: 2 S (maximum 3)
Legendary Mage: 3 S (maximum 5)
ACQUIRING MORE SKILLS:
Acquiring more skills happens via purchasing to start, then becomes massively difficult through rp after a certain point. How much you acquire is determined by the kind of skill being purchased and how many you already have via these charts:
- magic skills:
2nd magic skill:
3rd magic skill:
- Proficiencies:
2nd proficiency skill:
3rd proficiency skill:
4th proficiency skill:
5th proficiency skill:
- Attributes:
3rd Attribute skill:
4th Attribute skill:
Any number of additional skills gained must be acquired via character development and will be massively difficult to get approved. So yes, custom skills must be attained via character development.
Maximum number of skills one may possess is 10. By possess I mean use.
SPELLS AND TECHNIQUES
These are the moves you typically fight with. Every time you rank up your magic and skills, you gain a certain number of skills in these areas. This section discusses only how spells pertain to skills. For more detailed description please go here(link not added yet)
spell rank can never exceed your magic rank. If your magic is B-rank you can not have an A-rank spell.
Note that if the approver of the magic says to change whether a skill is a spell or technique than do so. If you feel you were wronged or unreasonably nerfed, contact an administrator with your complaint and they will look when they have time. In the meantime simply use the approved version.
In the case a spell involves a skill and a magic (think 90% of Erza's moves canon) then it will use the lowest ranked skill as its base.
If the spell is a combination of two types of magic:
How many do you get spells:
You get five spells to start out with. You may rank these moves however much you like following the above rules. If you want to have nothing but c-rank spells, go for it. Nothing but S-rank spells(assuming you have an s-ranked magic), go for it. However mana costs will vary so it will be best to be more balanced in how you distribute these. Just a suggestion. You also get a spell for free to use in the corresponding skill for each rank up.
How does this system benefit you?
This system allows for a versatility and character development style other fairy tail rp sites haven't completely delivered on without feeling restrictive in that you can develop your character in certain ways. The system isn't linear.
Let's use canon characters as an example. You could play a character like Grey and be very skilled in your magic while being acceptably skilled in a variety of weapons that are created through your magic. Or perhaps you could focus on your magic entirely like Lucy while having a little bit of skill in a weapon like her whip. Or even a character like Bacchus, who has a very simple magic that isn't really taken as far as possible but is so proficient in how he fights physically it completely makes up for any lack of magical potential.
Last edited by Ean Vanguard on Thu Jun 04, 2015 3:32 pm; edited 13 times in total