Abilities

Abilities are the crux of customization and character building in DragoonRPG

## Example ability table

 **STAT used**: STAT
 **Range**: -
**I.** *(40AP)*  Ability Description

**II.** *(120AP & additional rank-up prerequisites)* Upgrade description

**III.** *(200AP)* further upgrades, etc.

## Properties

### **Ability Name**:

The name of the ability. This is generally cosmetic, and your character may call the ability by a different name in-universe but some abilities might reference other abilities by name as prerequisites.

### **Tags:**

Tags are important descriptors for abilities that in some cases may define how an ability works. Some important tags include:

###### [ELEMENT:]

Every ability will have an [ELEMENT:] tag. This tag defines what element the ability is. Some enemies will have weaknesses or resistances to certain elements, and some abilities might strengthen or weaken abilities of a specific element.

###### [ATTACK], [FORCE], [PASSIVE] or [OTHER]

These tags dictate if the ability is a Special Move, an attack with a Force Check, a passive buff to your character, or something else. These tags don't do anything specific but some abilities might interact with "any specials" or "any passives" so this is how you can tell.

###### **[ENDER]**

An ability with the [ENDER] Tag can be used as a Combo Ender. When used as such, these abilities replace the type of dice listed in their description with the type of dice sacrificed during the combo, unless that sacrificed die is higher (in which case they use the dice listed in their description.)

###### **[OPENER]**

An Ability with the [OPENER] tag indicates that it's a Special Attack that can be used to start a combo in specific conditions.

###### [STRENGTH], [AGILITY], [GUTS], [INTELLECT], [SPIRIT], [CHARM]

These tags define what Statistics can be used for the ability. An ability may have multiple Stats that it can use, you must choose one each time you use the ability.

###### [OVERDRIVE]

The ability is an Overdrive, it will have an associated Khaos cost.

###### **[WEAPON:]**

This ability requires a weapon. This tag might specify the type of weapon (such as [WEAPON:FIREARM] or [WEAPON:YO-YO]) which must be used, or will just indicate any weapon can be used.

###### [GROUND ONLY], [AIR ONLY]

These tags are restrictions, meaning the ability must be used on the ground or in the air

###### [MAGICAL]

An ability with this tag, along with any effect it produces is considered magical.

###### [SKILL]

The ability is designed to help you with checks outside of combat

###### [JUGGLE], [SPLAT], [BLAZE], [AOE], [ALIGNMENT], [POWER UP] etc.

These indicate status effects or other properties that the ability has. These and other tags not mentioned above are mostly organizational.

### **STAT Used:**

Reiterates which STATs are usable with this ability

### **Activation Time:**

How much time before the ability actually happens. You might see 1 MAJ, meaning 1 Major Action, or 1 MIN meaning 1 Minor Action.

Sometimes, extended times might be listed, such as "1 Minute" which equals 10 rounds. Unless the ability specifies otherwise each turn during that time you must use your MAJ to continue concentrating on the ability.

May sometimes be listed as "passive" meaning the ability is always assumed to be active.

### **Duration:**

How long the ability's effects last after it has been activated.
May sometimes be listed as "permanent", meaning the ability is always on.

### **Range:**

The ability's range. Your target must be within that range.

### **Targets:**

The characters or other entities that are targeted by this ability.

### **Hit count:**

the amount of hits the ability deals, if it is an attack.
often listed as "N/A" for passive or non-damaging abilities.

### **Khaos:**

if the abilities is an overdrive, this lists the Khaos needed to activate it.

### **Avaliable Ranks:**

The ranks this ability can reach along with their AP cost. Each Rank must be earned in sequence.

### **Prerequisites:**

Any requirements to learn and use the ability.
If the requirements are ever not met, you are unable to use the ability until you meet the requirements again.

### **Ability Description:**

The ability's rank and description will be listed here.

## Example

Here is the Shocking Wave ability as an example:

[ATTACK] [ENDER] [ELEMENT:LIGHTNING] [MAGICAL]
 **STAT used**: STAT
 **Range**: 12m line
 Available Ranks:

Prerequisites:none

**I.** *(40AP):* Cast a 12m long, 2m wide wave of electricity along the ground originating from you. Each target hit by the wave performs a forced AGL check. On a failure, they take 2d10 damage and are launched and juggled up to 6m straight into the air. On a success, the attack is blocked and they are not pushed.

**II.** *(120AP & INT:8 or SPT:8):* The damage increases to 3d10, the targets are launched up to an additional 4m into the air.

**III.** *(200AP):* further upgrades, etc.

## Overdrives

Overdrive abilities are defined as abilities that require you to use your Khaos to deliver powerful attacks and utility moves. Hits from an Overdrive attack do not build Khaos. Notably, most if not all moves that recover HP are overdrives.

## Code Template

OK, and here's the ability template code for this wiki

```
{| class="fandom-table"
! colspan="3" |<span style="font-size:40px;">Ability Name</span>
! colspan="3" |Tags:
[TAGS]

!I
!II
!III
!IV
!V
!VI
!VII
!VIII
!IX
!X
!40
!120
!200
!280
!360
!450
!550
!660
!800
!1000
Prerequisites:

'''I.''' ''(40AP)''  Ability Description

'''II.''' ''(120AP & additional rank-up prerequisites)'' Upgrade description

'''III.''' ''(200AP)'' further upgrades, etc.
```
]]