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(insert your name here)'s Skill Encyclopedia




Techniques

Name

Type: General Nasu-ish classification (e.g. Anti-Personnel Technique, Anti-Battalion Spell, Defensive Bounded Barrier)
Targeting: Who does this target? Examples: Single Ally, Random Single Enemy, All Enemies, Everyone, Two Enemies, Two Random Enemies
Range: What choices do you have for targeting? Examples: Frontrow Allies, Backrow Enemies, All Enemies, Environment
Speed: How long it will take to prepare. (Single Action, One-Line Incantation, Two-Line, Ten-Count Ritual, etc.)
Cost: MP and/or TP expenditure.
Fatigue: Amount of fatigue this skill generates, in relation to a normal attack.
Hits: Number of hits or attacks this skill makes. Detail what each hit would be like.
Description: Description of the skill. Make it detailed enough so that we know what's going on. If we're to do a "manual" for this game, we'll probably have to re-write this part for it anyway.

Skill Acquisition: The process of gaining and learning this skill.
- Level Range: (Earliest level that you can learn the technique, as well as level where you will automatically learn it).
Requires: (Prerequisite skill that this is based off of. "Normal" assumes normal commands, and "None" means it must be acquired somehow).
Training Process
- Training rate (in number of times used. Figure that 20 is considered normal and 60 is considered high, but keep in mind the skill involved, too)
- XX% additional TP/MP expenditure (Up to 25%)
- Any other penalties you want to add.
Mastering Process
- Mastering rate (in number of times used. Figure around triple that of the training rate, but keep in mind the nature of the skill involved, too)
- XX% less TP/MP expenditure (Up to 25%)
- Any other bonuses you want to add. Generally speaking, to get good mastering bonuses, you probably need to balance it with some training penalties.)

Passive Effects: (List passive effects here, which are automatically attributed when the skill is learned)

(Skill Name) Hit #
Damage: Damage in relation to a normal attack (e.g. No damage, Normal damage, 60% normal damage, 500% normal damage)
Target: Which target out of the victims will this hit actually hit? (e.g. Target #1, Target #3, All Targets)
Element Property: Elemental property (Fire / Drain, Water / Ice, Wind / Lightning, Earth / Nature, Ether / Holy, Demon / Shadow, Physical, Root)
Special effects: Effects that immediately take place during an attack (e.g. 50% chance to kill outright, Ignore Armor, +25% added chance of critical, +100 guaranteed damage, 1% chance of Eject)
Status effects: Effects that remain on the target after it has been hit (e.g. Poison target, 50% chance to cause confusion, Armor Break, transform into Cheese)

Environment Effect: How does this affect the environment? No real model for this, so just explain as best you can.

Feedback Effects: What happens to YOU after this attack is finished. Same as special and status effects.

Refer to Royal Knight's Skillbook for examples. If you want someone to build a detailed skill out of this, just write up a nice description as best as you can and ask someone to do it for you.


Spells

Use the same template from above.


ManaTech

Use the same template from above.


Special Attacks

Name - Subname (25% Adrenaline Attack)

Rank: Ranking compared to other abilities at same level.
Targeting: Same as in other example.
Range: Same as in other example.
Speed: Same as in other example.
Cost: Same as in other example. Probably 0 MP and TP, or at least rather low.
Fatigue: Same as in other example.
Hits: Same as in other example.
Description: Same as in other example.

(Skill Name) Hit #
Damage: Same as in other example.
Target: Same as in other example.
Element Property: Same as in other example.
Special effects: Same as in other example.
Status effects: Same as in other example.

Environment Effect: Same as in other example.

Feedback Effects: Same as in other example.

Refer to Royal Knight's Skillbook for examples.
You need not have a subname. All it does is add character to your attacks.


Name - Subname (100% Adrenaline Attack)

Use the adrenaline template from above.


Name - Subname (Reality Marble)

Rank: Same as in other example.
Type: Some sort of "Innate Barrier" or other.
Range: Most likely All, but who knows?
Target: Most likely All or Environment, but who knows?
Fatigue: Same as in other example.

Description: Nasu-ish description of ability. Refer to Moonlit World's Servant Status Page for help.

Combat Description: Try your best to describe how the mechanics of your Reality Marble work. Use your imagination. Just remember not to overpower yourself too much. Or make something too frivolous.

A Reality Marble is an extension of your Origin word. You probably want to give this one a little thought before doing stuff with it. Ideally, a Reality Marble gives YOU a distinct advantage, in accordance to your Origin. See Origin from above.

I'll probably dump a link to the Reality Marble Wishlist over here.



Name - Subname (Desperation Attack)

Use adrenaline template from above.


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