
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.
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
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.
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
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.
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
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
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
5-8 means success, 6 is the negative the target takes on their next turn