[center][color=#DAA520][b]Abilities & Skill Combinations[/b][/color][/center] [color=#FFD700]After viewing the skill list, it’s easy to question how the skills listed would allow for some of the cooler things seen in many Isekai products.[/color] With the exception of the [i]Ability[/i] skills, most others need to be combined with one or more additional skills to achieve the desired effects. Abilities, like skills and stats, have grades — the stronger the ability, the greater the cooldown. Although more roleplay than mechanical, it is possible to create your own style of [b]magic[/b] or [b]martial art[/b] through careful construction of abilities from an ever-increasing list of higher-grade skills. [hr] [color=#B22222][b]How Does Combining Skills Work?[/b][/color] Just about any two skills can be used together. To combine skills, simply create an [b]Ability[/b] in your character sheet by listing the skills you wish to combine. [quote] [b]Magic Lazer Beam[/b] – [i]Magic C, Affinity Explosion F, Magic Range D, Area of Effect D[/i] Character declares the ability’s name while pointing hands at target and fires a destructive beam of magic that explodes on impact. [b]Grade C – 3 Post Cooldown[/b] [/quote] [b]Explanation of Ability:[/b] The first part is the [b]name[/b]. The most important portion is the list of [b]skills and their grades[/b]. To make a magic laser beam, we use: - [color=#FFD700]Magic[/color] — allows the character to use magic - [color=#FFD700]Explosion Affinity[/color] — adds explosive impact - [color=#FFD700]Magic Range D[/color] — extends reach - [color=#FFD700]Area of Effect D[/color] — allows the explosion to affect an area The description should clearly convey how it looks in narration. The [b]Grade[/b] equals the highest skill grade used. [b]Formula:[/b] Magic C → Highest Skill → [color=#FFD700]Ability Grade C (3 Post Cooldown)[/color] You must post three times (without using another C-grade ability) before using it again. [quote] [b]Meteor[/b] – [i]Magic C, Affinity Explosion D, Affinity Fire D, Magic Range D, Area of Effect D[/i] Character chants to the cosmos; a massive fireball descends to decimate a wide area in explosive flames. [b]Grade C – 3 Post Cooldown[/b] [/quote] Even with similar composition, this produces a completely new effect. [hr] [color=#B22222][b]Ability Cooldown Guide[/b][/color] Default cooldowns when an ability is used. When an ability is on cooldown, you must wait the specified number of posts before using another ability of the same grade. [b]F[/b] - 0 Post Cooldown [b]E[/b] - 1 Post Cooldown [b]D[/b] - 2 Post Cooldown [b]C[/b] - 3 Post Cooldown [b]B[/b] - 4 Post Cooldown [b]A[/b] - 5 Post Cooldown [b]S[/b] - ??? Maintaining multiple grades of abilities provides flexibility for attack, defense, and utility. [hr] [color=#B22222][b]Weapon-Based Abilities[/b][/color] The simplest way to create weapon-based abilities is through the [b]Fighting Style[/b] skill. It defines the weapon group your style specializes in. You may then create [i]Techniques[/i] — components of the Fighting Style used to form abilities. Some Tech Cores allow supernatural feats (like ranged slashes or elemental strikes). When using a Fighting Style to create a Technique, include both: [b]Fighting Style Skill[/b] + [b]Technique[/b] Note: A Technique cannot exceed the grade of the Fighting Style itself. [quote] [b]Lake Splitter[/b] – [i]Fighting Style [Swords] C, Technique Moon Cut [Range] D[/i] Character shouts the technique while swinging in an overhead chop; a magical wave slices outward in a 100ft line. [b]Grade C – 3 Post Cooldown[/b] [/quote] Abilities like these require sufficient [b]Strength/Precision[/b] or [b]Intelligence[/b], depending on method. [hr] [color=#B22222][b]Ability Flux[/b][/color] [i]Ability Flux[/i] allows transferring one or more grades from either the [b]Magic[/b] or [b]Fighting Style[/b] skill to enhance augmenter skills (Area, Duration, Range, Targets). [b]Process:[/b] - Reduce Magic or Fighting Style by chosen grades (not below F) - All other skills must be equal to or below the reduced grade - For each grade reduced, add or increase one augmenter [b]Examples:[/b] [color=#FFD700]Magic Example:[/color] [quote] Cruncher – Magic B, [Earth] Affinity E → Creates a massive steel trap that gnashes at the target. (Cooldown 4) Cruncher (Flux) – Magic F, Range F, Targets E, AOE F, [Earth] Affinity F → Creates several traps within range that gnash at multiple targets. (Cooldown 0) [/quote] [color=#FFD700]Martial Example:[/color] [quote] Cruncher – Fighting Style B, [Earth] Affinity E → Unleashes a steel trap to gnash at the target. (Cooldown 4) Cruncher (Flux) – Fighting Style F, [Earth] Affinity F, AOE C → Enlarged trap swings around the wielder, striking all nearby. (Cooldown 0) [/quote] [color=#FFD700]Hybrid Example:[/color] [quote] Cruncher – Fighting Style B, Magic B, [Earth] Affinity E → A magical steel trap attacks a target within reach. (Cooldown 4) Cruncher (Flux) – Fighting Style F [AOE E], Magic F [Spell Range E], [Earth] Affinity F → A massive steel trap manifests and is hurled to strike all within range except the wielder. (Cooldown 0) [/quote] [b]Limitations:[/b] [u]Fighting Style[/u]: - Targets augmenter cannot be used - Duration only affects damage - Cannot add augmenters without existing Techniques - Range/AoE capped at B [u]Magic[/u]: - Area augmenter includes caster - Augmenters capped at C [u]General[/u]: - Cannot reduce below F-grade - F-grade abilities cannot use Flux - Flux effects cannot exceed A-grade without tribulated stat - Cooldown equals ability power [hr] [color=#B22222][b]Actions[/b][/color] Abilities typically consume [b]1 Action[/b] to use. Multiple abilities = multiple actions. Combining several effects into one ability does [i]not[/i] reduce action cost. In [b]Advanced Isekai Hell[/b] RPs, there is a hard limit of [b]3 Actions per post per combat round[/b]. Abilities that exceed this limit will be vetoed during checks. [hr] [color=#B22222][b]Ability Intent[/b][/color] To determine how many actions an ability takes, consider its [b]Intent[/b]. Each additional intent beyond the first adds one action. Common ability intents: - Damage - Buff - Debuff - Move - Know - Heal - Defend - Other If your ability performs multiple of these, it likely costs multiple actions. [hr] [center][i][color=#FFD700]Mastering ability creation is about balance — between imagination, mechanics, and story impact.[/color][/i][/center]