Thread:Blalafoon/@comment-26060229-20140513194035

You told me to throw these by you, so I'll post them here.

It's a point-buy system, and most of the rules are the "costs" of each effect. You will note that there is only one type of sig nullifier, it is expensive, and it only works on an individual basis - this is intentional. Downsides to a signature will give you points to spend, but typically around half as much as the corresponding upside. This is also intentional.

A signature ability or attack is an attack unique to your character. They can deal damage, be a transformation, have other effects, and many other things that other attacks lack. There are three types of signature abilities - attacks, transformations, and counters. Each one has their own uses, and all of them can have effects.

Any and all signatures created must be approved by an administrator, or other user with the rights to do so.

The abilities of a signature ability are determined by a point-buy system. Each signature has 50 points available to spend on abilities. Exact costs are listed with the description. Each signature type has a number of "base stats" which may have options. For example, signature transformations come with either a 1.5x multiplier or a single positive effect.

Note that a percent increase or decrease can be easily converted into a multiplier, by taking the percentage and adding it to 1. A 50% increase would be 0.50 + 1 = 1.5x, a 100% increase would be 1.00 + 1 = 2x, and a 200% increase would be 2.00 + 1 = 3x.

A signature attack is performed similar to an ordinary attack, and the base damage of a signature attack is equal to 100 times your Damage stat. They also have a base cooldown of five turns.

-Increasing the damage of the attack costs 1 point per 1% increase. Spending 1 point would make the attack deal 101 times your Damage stat, whereas spending 50 points would make it deal 150 times your Damage stat.

-Removing the damage of the attack will give you 1 point per 2% decrease, up to a maximum of 50 points for a non-damaging attack.

-Adding a stat increase after the attack costs 5 points per 10% increase, up to a maximum of a 100% increase. For example, spending 25 points would provide a 50% increase, or a 1.5x multiplier, whereas spending 50 would simply double that stat. These stat buffs last for one turn, happen AFTER the attack, and the duration can be extended for 20 points per turn, up to a maximum of three turns. A maximum of 100 points can be spent on increasing a stat. Applicable stats are Health, Speed, Damage, and Fatigue. You cannot spend points outside of multiples of five for this stat - you cannot spend 4 points for an 8% increase, or 9 points for an 18% increase.

-Similarily, a stat decrease would provide 5 points per 10% decrease, up to a minimum of a 50% decrease. This decrease lasts two turns, happen AFTER the attack, and extending the decrease will provide an additional 10 points, up to four turns. Applicable stats are Health, Speed, Damage, and Fatigue. You cannot gain points outside of multiples of five for this stat - you cannot gain 4 points for an 8% decrease, or 9 points for an 18% decrease.

-An effect can be added for 25 points, up to a maximum of four effects. These effects will affect every target hit. Example effects include damage or healing over time (8,000 damage/health per turn for five turns), stuns, and more. Each effect must be approved. An effect from a signature attack can be stopped by barriers - though, for 10 points, the effect can ignore barriers. This is on an individual basis.

-The attack can be made to hit additional targets, at 25 points per additional target, or can be made to hit all enemies, for 100 points, all allies for 75 points, or all characters (including yourself and allies) for 50 points.

-The attack can ignore barriers outright, for 100 points.

-The cooldown of the signature attack can be reduced by one turn per 25 points, down to a minimum of two turns.

-The cooldown can be increased by one turn to provide 10 points, up to a maximum of eight turns.

-Optionally, the signature attack can be made to target yourself.

-Anything else can be added with approval, though they may have point costs.

A few examples of simple signature attacks would be one that deal 150 times your damage stat in damage, one that multiplies your speed stat by two after attacking an opponent for base signature damage, or one that deals no damage, and heals an ally for 32,000 health per turn for five turns.

A signature transformation acts as an ordinary transformation, but will typically provide a multiplier to stats, rather than a flat bonus. They may also have additional abilities. The base stats of a signature transformation are a 50% increase, or a 1.5x multiplier to one stat, OR a single positive effect.

-Further increasing the stat costs 5 points per 5% increase, up to a maximum of a 200% increase (3x multiplier). Note that this can include the starting 50% increase, in which case you can only further increase the stat by 150% (Which will provide a total of a 200% increase).

-Decreasing a stat will provide 5 points per 10% decrease, up to a minimum of a 50% decrease. This can include the starting 50% increase.

-Stats that can be increased or decreased are Health, Speed, and Damage.

-A positive effect, such as the ability to automatically dodge one attack, regenerate 10% of your health or 25,000 health, whichever is LOWER, or reducing incoming damage by 10%, can be added for 30 points, up to a maximum of 3 positive effects (including the starting one positive effect).

-A negative effect can be added to gain 15 points, up to 2 negative effects. Examples include losing 10% of your health or taking 25,000 damage per turn, whichever is HIGHER, increasing damage taken by 20%, or being automatically hit by an attack specified by an opponent every other turn.

-The signature can be made temporary to gain 25 points, in which case it will last 5 turns. Reducing the length will provide 5 points per turn, down to a minimum of 2 turns total, and increasing the length will cost 10 points per turn, up to a maximum of 7 turns total.

-The signature can be made permanent, and will not take fatigue or require a turn to transform, for 50 points.

A counter signature occurs when a specific event happens, such as your opponent using a signature attack or spell. They are more powerful than other signatures, but only occur in certain circumstances. They have a "trigger" which lists the event, and can either provide a base 100% increase, or 2x multiplier, to one stat for 2 turns, or act as a base signature attack for 150 times your Damage stat. They start with a single trigger. The trigger CANNOT be an ordinary attack or transformation, but can be usage of magic, or a specific type of signature or ultimate. If the trigger occurs during the cooldown, the counter signature will not happen. If the trigger is a type of transformation, the counter signature will only happen if it is not on cooldown when the transformation occurs. A counter signature has a base cooldown of 5 turns.

-Adding an additional trigger costs 50 points.

-The increased stat option acts as a temporary transformation. Its' duration cannot be reduced, but can be increased to a maximum equal to 1 less of the cooldown of the counter signature, and it cannot be made permanent. All other transformation signature rules apply, and spend points according to the Signature Transformation section.

-The signature attack option acts as an ordinary signature attack. All other signature attack rules apply, and spend points according to the Signature Attack section.

-A counter signature can outright negate a signature attack or transformation for 100 points. This puts the signature attack on a cooldown equal to 1 less than the cooldown of the counter signature, OR the normal cooldown of the signature attack, whichever is LESS, and prevents it from occuring.

-The cooldown of a counter signature can be decreased for 20 points per turn, down to a minimum of 3 turns, or increased to gain 10 points per turn, up to a maximum of 7 turns. 