Magic / Portfolio Template.
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Magic / Portfolio Template.
Magic Template
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This is the template you need to use to create your magic, your abilities. The supernatural things your character can personally do on their own. Having a magic sword is having a magic sword, a weapon, not an ability. Micro-rules or reminders are located within the fields themselves. Be sure to have read the Magic Rules.
The template example, empty, feel free to read the completed templates of others if you need a live example:
PORTFOLIO
[Copy what was entered into the field of the same name on the character sheet right here]
Description: A more detailed description of what this god can do given the combination of their primary and secondary domains. Don't squeeze in abilities here, just a description of the themes and aesthetics, and how it affects the god and those who believe in them.
Divine Nature: Passive abilities the deity possesses by nature of what they are. This section is used to stat out your "Race". For example, a Terran that is a Kitsune would have a couple Kitsune-relevant passives such as a enhanced senses. Divine Nature can't provide offensive effects, though it can be things such as enhanced strength.
Domain Power: A wide-reaching generalized ability based around the deity's primary domain. The domain power can generally accomplish a wider array of functions, such as the general control over fire allowing both manipulation of position (Movement) and the growth of it, changing it's scale. The domain power shouldn't be over the top or all too damaging. Consider it your default ability that adds flavor to the character and serves as a basic attack and defense.
Domain Passives: Passive effects your domain provides. Max of 6, you can buy more in the shop.
Granted Power: Small generally useful boons that those who declare themselves followers of you gain. Such as resistance to fire, cold, not appearing to age or aging slowly, better reflexes, or so on.
Godly Ability: A godly ability. This is a powerful effect the god can perform on occasion. You can have two Magnitude 1 abilities or one Magnitude 2 ability to start out with (Copy this section of the template again to make multiples).
Name: Name of the Ability.
Magnitude: All godly abilities have an associated magnitude, and only gods of various ranks can perform higher magnitudes. A starting god, a Young God, would only be capable of performing Magnitude 1 abilities, or spending almost all their power to perform a Magnitude 2 ability.
Description: Describe the ability.
Domains: What domains of yours does the ability draw upon?
Strengths: What are the strong points of this ability? Include Range, Damage Potential, Area of Effect, and Duration. Put the cooldown here if it is abnormally low.
Weakness: What are the weak points of the ability? If the range is short, put it here. If the damage is low, put it here. Put the cooldown here. You need to have at least one more Weakness than you have Strengths.
Cost: Aside from cooldowns, all abilities have a cost. Read the magic rules to know what the cost of your ability is.
Link: If you purchased extra abilities, insert the link to the purchase here.
- Code:
[b][u][size=16]PORTFOLIO[/size][/u][/b]
[Copy what was entered into the field of the same name on the character sheet right here]
[b]Description[/b]: A more detailed description of what this god can do given the combination of their primary and secondary domains. Don't squeeze in abilities here, just a description of the themes and aesthetics, and how it affects the god and those who believe in them.
[b]Divine Nature[/b]: Passive abilities the deity possesses by nature of what they are. This section is used to stat out your "Race". For example, a Terran that is a Kitsune would have a couple Kitsune-relevant passives such as a enhanced senses. Divine Nature can't provide offensive effects, though it can be things such as enhanced strength.
[b]Domain Power[/b]: A wide-reaching generalized ability based around the deity's primary domain. The domain power can generally accomplish a wider array of functions, such as the general control over fire allowing both manipulation of position (Movement) and the growth of it, changing it's scale. The domain power shouldn't be over the top or all too damaging. Consider it your default ability that adds flavor to the character and serves as a basic attack and defense.
[b]Domain Passives[/b]: Passive effects your domain provides. Max of 6, you can buy more in the shop.
[b]Granted Power[/b]: Small generally useful boons that those who declare themselves followers of you gain. Such as resistance to fire, cold, not appearing to age or aging slowly, better reflexes, or so on.
[b][u]Godly Ability[/u][/b]: A godly ability. This is a powerful effect the god can perform on occasion. You can have two Magnitude 1 abilities or one Magnitude 2 ability to start out with (Copy this section of the template again to make multiples).
[b]Name[/b]: Name of the Ability.
[b]Magnitude[/b]: All godly abilities have an associated magnitude, and only gods of various ranks can perform higher magnitudes. A starting god, a Young God, would only be capable of performing Magnitude 1 abilities, or spending almost all their power to perform a Magnitude 2 ability.
[b]Description[/b]: Describe the ability.
[b]Domains[/b]: What domains of yours does the ability draw upon?
[b]Strengths[/b]: What are the strong points of this ability? Include Range, Damage Potential, Area of Effect, and Duration. Put the cooldown here if it is abnormally low.
[b]Weakness[/b]: What are the weak points of the ability? If the range is short, put it here. If the damage is low, put it here. Put the cooldown here. You need to have at least one more Weakness than you have Strengths.
[b]Cost[/b]: Aside from cooldowns, all abilities have a cost. Read the magic rules to know what the cost of your ability is.
[b]Link[/b]: If you purchased extra abilities, insert the link to the purchase here.
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