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Tamawolien
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PostPosted: Sat Nov 12, 2016 11:47 am


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So, you want to learn about special, or powered abilities? Well, listen up!!


The World of Kitsusagi is a wonderful and magical place. Nearly every Kitsu out there has some kind of ability beyond the norm. They only need to discover it!

There are four types of Powered Abilities that have been discovered. They are... attack, defense, healing, and buff/debuff.

Attack Abilities
These abilities are obviously used for attack! You, as the player, may describe the flavor text of your ability - what it looks like, what it does, etc. For example, this could be an energy beam or even just a more powerful mostly physical attack.

Regardless, the dice roll used for an attack Powered Ability is:
roll 2d8
First dice determines.....
1-2: miss
3-5: full damage
6: crit! Multiply damage by 2, round up
The second dice determines your damage

Only you, yourself may use this type of ability on yourself to target another player.
Example
Player rolls 3, 4
3 means hit for full damage, player does 4 damage


Defensive Abilities
These abilities are obviously used for defense! You, as the player, may describe the flavor text of your ability - what it looks like, what it does, etc. For example, the fur or skin of your Kitsu could harden into armor, or they could become faster and more agile for a couple of seconds to dodge an attack.

Regardless, the dice roll used for a defensive Powered Ability is:
roll 1d6
What you roll determines the amount of damage negated

This type of ability may be used on another target besides yourself. For example, in a boss battle, you may choose to defend a friend rather than yourself.
Example
Player rolls 2
Player negates 2 damage from next attack against them


Healing Abilities
These abilities allow your Kitsu to heal itself from previous damage. You, as the player, may describe the flavor text of your ability - what it looks like, what it does, etc. For example, the Kitsu might bandage themselves very quickly, or magic sparkles can engulf your Kitsu and heal the damage.

Regardless, the dice roll used for a healing Powered Ability is:
roll 1d6
1-3: you fail
4-6: success
If you succeed, add all dice to determine how much you heal

This type of ability may be used on another target besides yourself. For example, in a boss battle, you may choose to heal a friend rather than yourself.
Example
Player rolls 5
5 means success, player heals 5 HP


Buff/Debuff Abilities
These abilities are the most complex, because they can give you a bonus, or may give your opponent a disadvantage. You, as the player, may describe the flavor text of your ability - what it looks like, what it does, etc. For example, giving yourself a bonus to speed, making your opponent more likely to miss. Or making the ground sticky or slick where your opponent is standing so they might stumble around.

When you post for your ability, you must choose buff or debuff, not both!

The dice roll used for a buff/debuff Powered Ability is:
roll 2d6
First dice determines...
1-3: you fail
5-6: success
If you succeed, second dice determines either a bonus that you may add to your next roll, or a negative the target opponent takes to any actions (including general physical attacks or defense) on their next turn ONLY - this does not last past 1 turn

Only you, yourself may use this type of ability to target yourself or another player. Keep in mind, though, that the debuff affects the target's next roll - whether that roll is targeting you or not
Example
Player rolls 6 to debuff (must be declared in post)
5-8 means success, 6 is the negative the target takes on their next turn
PostPosted: Sat Nov 12, 2016 11:55 am


[Choosing a Powered Ability]

So, you're ready to discover what ability your Kitsu has? Great! The best part about this is ... you get to make it up!! With a few guidelines of course.

For the most part, players are free to choose one ability they feel their Kitsu would have. You may make up what it looks like, what it does, etc. But please don't EVER have an ability that can somehow control another Kitsu.
What not to do:
- Have your power force another character to do something.
--- Example: You want your character Bob to make his opponent too scared to attack. You can't have an ability that makes another character feel scared, however you can have Bob project the feeling OF being scared. That way, it's up to the dice to determine whether or not it affects the opponent.
- Have your power last for more than 1 turn. The ONLY time this might happen is if a boss/god is involved and in that case, it will probably be more like a status effect on the whole battlefield/everyone involved.
- Do not create dice mechanics. We did that for you!

Each Powered Ability must be approved by staff before you can use it in battle. Once you choose an ability, you cannot change it (for the duration of this event)! Also, to keep things from becoming confusing, please choose ONE Kitsusagi to Gym-battle with for the whole event. No switching out Kitsu and abilities, that gets too complicated!! If you are a newbie and you do not currently own a Kitsu, but wish to battle, you can make one up! Just name them here and put a short description beside the name.

To apply for an Ability, simply use the form below! A staff member will quote you ASAP to approve your Ability, or perhaps make suggestions if things need to be adjusted.

Username: (your name!)
Kitsusagi: (kitsu's name you wish to have the ability)
Type of Ability: (attack, defensive, healing, or buff/debuff)
Description: (have fun!)

[b]Username:[/b]
[b]Kitsusagi:[/b]
[b]Type of Ability:[/b]
[b]Description:[/b]

Tamawolien
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PostPosted: Mon Nov 21, 2016 2:17 pm


Username: Ruhane Chiisai
Kitsusagi: Alolan Rattata
Type of Ability: Slight of Claw {Debuff}
Description: Rattata zips around in a distracting manner, getting closer to its opponents than it should. The maneuvers may cause the opponent to falter on the next turn. (-1 accuracy)
PostPosted: Mon Nov 21, 2016 2:28 pm


Ruhane Chiisai
Username: Ruhane Chiisai
Kitsusagi: Alolan Rattata
Type of Ability: Slight of Claw {Debuff}
Description: Rattata zips around in a distracting manner, getting closer to its opponents than it should. The maneuvers may cause the opponent to falter on the next turn. (-1 accuracy)


Sounds good~ have fun battling 8D

Tamawolien
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Tamawolien
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PostPosted: Tue Nov 22, 2016 1:57 pm


Username: Manda
Kitsusagi: Dante
Type of Ability: Attack
Description: Jackpot
Basically just a full-out really fast attack. Kitsu can't really use guns very well, but the attack name is cool so.... lololol

(( I approve this for myself lul ))
PostPosted: Thu Nov 24, 2016 9:13 am


Username: Freaksrus
Kitsusagi: Calaveras
Type of Ability: Death Stroke
Description: She flies up and uses a dive attack. It can cause a Critical hit for every 6th attack.

Freaksrus

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Tamawolien
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PostPosted: Thu Nov 24, 2016 10:34 am


Freaksrus
Username: Freaksrus
Kitsusagi: Calaveras
Type of Ability: Death Stroke
Description: She flies up and uses a dive attack. It can cause a Critical hit for every 6th attack.


Hi! Your description is fine for the most part, but there's no dice mechanics or tracking for anything like a "critical hit". You would simply list it as an "attack ability" named Death Stroke and use the follow dice to roll for it:

Dice
The dice roll used for an attack Powered Ability is:
roll 2d4
First dice determines.....
1: miss
2: half damage
3-4: full damage
Add up remaining dice to determine damage

Only you, yourself may use this type of ability on yourself to target another player.


Does that make sense?
PostPosted: Fri Nov 25, 2016 2:07 am


Username: Whoan
Kitsusagi: Daisy (Exeggutor)
Type of Ability: Attack
Description:
Coconut Bash : Rears up and falls upon another opponent hitting them hard with the main heads.

Whoan
Crew

Sparkly Waffles


Freaksrus

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PostPosted: Fri Nov 25, 2016 9:43 am


Manda
Freaksrus
Username: Freaksrus
Kitsusagi: Calaveras
Type of Ability: Death Stroke
Description: She flies up and uses a dive attack. It can cause a Critical hit for every 6th attack.


Hi! Your description is fine for the most part, but there's no dice mechanics or tracking for anything like a "critical hit". You would simply list it as an "attack ability" named Death Stroke and use the follow dice to roll for it:

Dice
The dice roll used for an attack Powered Ability is:
roll 2d4
First dice determines.....
1: miss
2: half damage
3-4: full damage
Add up remaining dice to determine damage

Only you, yourself may use this type of ability on yourself to target another player.


Does that make sense?
ok.
PostPosted: Fri Nov 25, 2016 7:19 pm


Whoan
Username: Whoan
Kitsusagi: Daisy (Exeggutor)
Type of Ability: Attack
Description:
Coconut Bash : Rears up and falls upon another opponent hitting them hard with the main heads.


Good to go!

Freaksrus

You're good then biggrin

Tamawolien
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