"May your heart be your guiding key, to either the light or darkness."
6. < Abilities, Forms and Weapons > JiZDCQz
"May your heart be your guiding key, to either the light or darkness."
6. < Abilities, Forms and Weapons > JiZDCQz



 
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 6. < Abilities, Forms and Weapons >

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PostSubject: 6. < Abilities, Forms and Weapons >   6. < Abilities, Forms and Weapons > EmptyWed Mar 03, 2021 8:00 pm

< Abilities, Forms and Weapons >

Within KH-TTK Players will have a selection of vast abilities and "Forms" even using weapons to their liking. Previously stating Abilities are ones used for Ability Points - [AP]. These are broken up into three groups Action, Support, and Growth. Forms are the ability to transform into new power with the use of either certain weapons or magic. Then finally weapons, are vast and broken up into three types, Striker, Staves, and Shields.

>>> Abilities

x Action Abilities: The Action Abilities follow a simple rule of being able to perform certain actions or even powerful attacks. This can cause a large amount of damage to enemies but when using them the character will be tired out and have to wait before using it again. These cost AP to be placed and used.

Ie. Upper Slash - Deals 7 DMG | CoolDown: 1 Turn | AP Cost: 3 | Cost: 300 Mu

x Support Abilities: The Support Abilities follow what the name says, they support a character in battle or even off the field. This can be helpful or even more so lifesaving when it comes down to it. Yet in being able to support they are limited to how many characters can have placed onto them.

Ie. Fire Screen - Effect: +5% Fire Resistance | Max: 3 | AP Cost: 3 | Cost: 750 Mu

x Growth Abilities: The Growth Abilities have their own uniqueness as they cannot be equipped unless with the use of a Form. The name also says these abilities grow over time, however, they will require AP to be used for if the player transforms then they must give up AP from another ability to allow the Growth Ability to be placed. However, when the form ends, the Player cannot place that Ability back until the end of the battle they are in.

Ie. Aerial Dodge Lv 1 | 2 | Max | Effect: 1Lv = +1 AC [When Used] [Aerial Based Dodge] | Last 1 Turn | CoolDown: 1 Turn | Cost: Master Form | AP Cost: 3 | 3 | ---

>>> Forms
Forms are introduced to allow players to have their characters get a certain edge in battle allowing them to become a force that can rival that of even the most powerful of dark wielders.

Ie. Master Form Lv 1 | Master Exp: 0/25 | Drive Cost: -100 DG Per Turn | Requires: 400 DG to Transform | Effect: STR +15 |  MAG +15

>>> Weapons
Weapons come in various forms and sizes, because of this KH-TTK summed them up in three easy categories, Striker, Staves, and Shields.

x Striker Weapons: The Striker Weapons or Striking,  are best known or seen in forms of swords, blunt objects, or even guns. They help by assisting with more so STR than MAG or END.

Ie. Buster Sword - A large blade wrapped sometimes in cloth | Effect: +6 STR | +0 MAG

x Staff Weapons : The Staff Weapons or Staves, are usually seen in the form of Lances, Pikes, or even Wands. They help by assisting with more so MAG over STR and END.

Ie. Merlin's Wand - A simple wand, from a powerful wizard. | Effect: +0 STR | +10 MAG

x Shield Weapons : The Shield Weapons or Shields, are usually seen in the form of basically what their name states. They help by assisting with more so END over STR and MAG.

Ie. Star Kite- A Shield with a star in the center, with four points like a kite. | Effect: +0 STR | +8 END
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