Cost System

## Cost Types​​​​​​

Cost Types are classifications that most devil fruits, fighting styles, weapons, and the abilities they provide will fall under. Consider these to be in the innate cost for whatever powers you choose. These capabilities can even fall within multiple power types, though that does mean the capability at hand will be that much more expensive.

Powers that allow one to take on a different form from their normal one. This form needs to be designed at character creation and cannot be changed or altered without Character Development and Moderator approval. While in this form, if one wishes to make use of any abilities that are innate or only manifest while in the form, The Attach Strength must be taken.
**Equipment User (+2)**
Tier Up is not an ability, but instead allows you to increases the tier of your character’s quirk and grants them  an extra technique.
Cost Categories
Every capability, whether or simple or complicated will likely fall under various categories that help determine a final cost. The more categories a capability falls under, the higher its cost.

**Offensive (+1)**
If the capability does damage or increases your ability to do damage, it falls within this category. This does not mean capabilities that cause damage as a side effect however, such as flying and dropping someone from high up.

**Defensive (+1)**
If the capability can shield you from harm or increase your survivability it will fall within this category. However, this would not include capabilities that you manage to cancel out attacks with by attacking.

**Out of Combat (+1)**
If a capability would have some use outside of a fight, it should certainly fall within this category.

Cost Extras
**Strengths**
Strengths allow one to increase the capabilities of their ability, making them both more unique and potentially more powerful. What a Strength does is up to you, the roleplayer. What it costs, as well as its approval, is up to the moderators. Below are a few examples, along with a potential cost.

**Attach (+1)**
For capabilities that fall within multiple power types, you’ll have to take this Strength for every extra power.

**Precise (+3)**
You have great control of your capability, allowing very precise or minute manipulation.

**Zig Zag (+4)**
Your capability seems to have a good idea figuring out who’s and enemy and bending and turning around allies to strike a target.

**Piercing (+2)**
This capability has a somewhat easier time going through most defenses.

**Area of Effect (+4)**
The way your capability manifests, seems to cover a large amount of area around.

**Burns (+2)**
Your capability manages to have a rather nasty side effect for those that come in contact with it.

**Reflexive (+5)**
In some cases, your powers can kick in before you can, activating reflexively.

**Flaws**
Flaws are detractors that make a capability less effective or harder to use. While Flaws can still add uniqueness to a character and their capabilities, they are meant to bring the cost down of a capability. While a player can choose their flaws, it’s cost and approval are up to a moderator. Keep in mind, flaws are usually permanent and cannot be removed once taken, but there are exceptions—like weakening or cancelling it out with points. Below are some examples, along with a potential cost.

**Nervous Habit (-2)**
When using your capability, you need to perform some physical or mental ritual so it activates.

**Focus Required (-4)**
Using this power requires such concentration that it uses of both actions within a post.

**Shy (-4)**
For whatever reason your power can only activate when you are completely isolated from prying eyes.

**Clear Trail (-1)**
Your power when in use makes a clear and obvious sign.

**Charge Time (-4)**
Your capabilities takes some time to properly manifest so you always need a turn of extreme focus to make it work.

**Exhausting (-3)**
Making use of your capability is generally tiring, making repeated uses limited.

**Full Power Only (-3)**
Your power has no control, only being able to work at full power.

**No Control (-8)**
Your power almost seems to have a mind of its own, only activating via dice roll by a moderator.

 **Self (+1)**
 **Touch (+2)**
 **Feeble (+3)**
 **Short (+4)**
 **Typical (+5)**
 **Sporting (+6)**
 **Monumental (+7)**
 **Extraordinary (+8)**
 **Ridiculous (+9)**
 **Perception (+10)**
A distance as far as the eye can see or in more concrete terms, a couple thousand meters.

* Cost System provided by Diablo Doug#0307.