Top > Game Mechanics Final v0.2.0 > Character Powers
Section II: Character Powers
Normal Skills
Techniques (Techs)
Techniques are mainly used by melee and ranged fighters, usually consisting of physical attacks. They require Tech Points (TP) to execute, and usually provide a good adrenaline boost. They are more powerful than regular attacks and sometiems cause additional effects (such as armor break, trauma, or stun). There is usually very little to no delay in being able to use a tech.
Spells
Spells rely on sorcery / Magecraft / majutsu (é”è¡“) / whatever. They work slightly different, however. While techs are generally more instantly executed, spells can be vary in execution time. The different types of spells as follows (rankings follow just very general comparisons).
- Single Actions: Insta-cast spells. Energy is all that is needed to activate. (D Rank)
- One-Liners: Small amount of time to cast. (C Rank)
- Five-Liners: Take some time to cast, and can be quite powerful. (B Rank)
- Ten-Liners: Take a long time to cast, but are incredibly powerful. (A Rank)
- Usually cast time is one minute.
- 30 seconds for high-speed casting. (high level ability)
- Single Action-speed when using Divine Words (Caster's ability; probably very rarely used in the game, if at all).
Channeling
When a spell is being channeled, the ATB gauge changes to a different meter that drains off instead of filling up. This represents the status of the spell to completion. Spells can be interrupted by certain abilities, but are more likely to be delayed or just go unhindered (deep trance stuff). Spells can be canceled in the middle of casting, but will have a "point of no return" where basically the caster is too entranced into the incantation to be safely pulled out. Once the meter runs out, the spell is cast, and the ATB gauge starts up again.
Formalcraft
Formalcraft, or spells that use only mana (and therefore no MP), can exist, but require very high intelligence, experience, and take a lot longer to channel than their od-using counterparts.
If one has the necessary reagents and a catalyst (a sorcerer's staff, a tome, or other object that can substitute for a magic circle), one can spend trade additional time to channel mana for a spell that does not use MP. High Intelligence is an absolute necessity.
Greater Sorceries
Greater sorceries require much more energy than most people have MP to spare. This requires mana from the environment to use. As a result, these spells will naturally take more time to cast,
ManaTechs
ManaTechs are those techniques that rely on both physical skill and magical prowess, combining them into a single effective ability. Really, though, it is regular technique enhanced by the use of limited sorcery, so physical ability is usually more important than magic potential. As a result, the sorcery used is almost entirely comprised of single-action or one-line incantations, allowing ManaTechs to be used more freely.
Generally, though, ManaTechs inherit the advantages, disadvantages, opportunities, and limitations of spells.
Signature Skills
Special Attacks
Special attacks are unique, character-specific attacks that use adrenaline. There are 25% and 100% variants. Both are considered a characters' signature attacks.
25% Adrenaline Special Attack
Executing one of these unleashes a fairly strong attack. It's fairly basic and is always better than a regular fight command. Upon execution, you will drain 25% of your adrenaline gauge.
100% Adrenaline Special Attack
The second will drain 100% of your adrenaline gauge and perform a powerful attack. However, there could be side effects, which range from MP and/or TP usage, HP loss, temporary status ailments, temporary lowering of stats, lots of fatigue, etc. Again, these are all very character-specific, and the side effects can vary widely.
Reality Marble
Those with even limited magical abilities can gain a Reality Marble upon completion of their character's sidequest. A Reality Marble is an extension of your Origin word. Ideally, a Reality Marble gives YOU a distinct advantage, in accordance to your Origin. Only one Reality Marble can be deployed at once.
Desperation Attacks
As you become more fatigued and battle wounded, you begin standing a chance of performing a VERY powerful desperation attack instead of a normal fight (or for casters, spell) attack by tapping your origin and drawing power from that. It is literally like a Servant's Noble Phantasm: a last resort. If you don't plan on relying on this at any time, you better heal up.
Multitech Combos
There are two kinds of multitech combos. The first involves individual characters that have built support levels with each other. These are personal multitechs. The second involves formations and positions in battle, and involve. These are group multitechs.
Personal Multitechs
Personal multitechs involve two specific characters. This ties in with compatibilities and support levels. Adrenaline-based special multitech combo attacks are automatically gained by attaining the required support level. Personal skills are learned through the existing system (see Skill Learning). The number of compatible characters as well as the number of available multitechs are different for each character.
Group Multitechs
Group multitechs involve two or more characters and are based not on characters, but rather character-types, formation, and positions in the formation. Character-types include (but are not limited to) spellcasters, swordsmen, gunners, and melee-casters. The attacks would always be the same, with an associated MP and/or TP cost when applicable to the tech.
Next - Section III: Skill Learning
Previous - Section I: Character Basics
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