
Abilities:
A note on abilities: the following are abilities you may use. These are
simply suggestions, but you may use them if you so wish. However, you may use
your own abilities if you so wish. You must tell the mod what the abilities are,
and what it does, and the mod will assign SP and AP values to the
abilities.
Defensive:
- Teleport: Allows Caster to teleport anywhere on the battle field. (AP
Cost: 6) (SP Cost: 10 per use)
- Cure 1: Cures simple wounds. (AP Cost 3) (MP Cost: 5 Per Use)
- Cure 2: Cures lost ligaments, or any other excessive Damage. (AP Cost 10)
(SP Cost: 15 Per Use)
- Barrier: Shields against Regular Attacks. (AP Cost: 3) (SP Cost: 4 per
hit)
- MBarrier: Shields against attacks that use SP (AP Cost 8) (SP Cost: 7 per
hit)
- Reflect: Projectile SP attacks are reflected back (AP Cost 6) (SP Cost: 6
per reflect)
- Escape: Caster runs from fight. Automatically loses, but survives fight.
(AP cost 2) (MP: Rest)
- SP Up : SP Level is increased .5 for every AP point you spend. (AP Cost:
Any) (MP: Can not be used during Battle)
- Mirror Reflection: Siphon SP from your opponent by touch (AP 10) (SP:
None) (SP Drain from opponent Is 3 SP per turn that you touch. (Meaning, one
connected punch will take 3 SP from your opponent)
- Swap: Change places with a team member for a set number of turns (AP 5)
(SP: 3 SP per turn you swap)
- Extra regular Attack- Gives you an extra Regular Attack. (AP 2)
- Extra Special Attack- Gives you an extra Special Attack. (AP 4)
- Added Effect- Any SP ability does double effect for double SP amount (AP
8)
Offensive:
Ice
- Brittle ice weapon creation: shatters on impact and breaks easy (AP: 4)
(SP 2)
- crystal barrier: small ice crystals cling to the skin is armor (AP 5) (SP:
2 per turn)
- Ice weapon creation upg weapons no longer shatter and you can make a shield
now (AP 8) (SP: 5)
- Ice barrier ice forms around the body to shield (AP 7) (SP: 5 per turn)
Air
- tornado punch: (Jin's specialty) Attack Gradually gains power with each
new Air Move Learned. (AP: 5) (SP: starts at 2 but gains 2 each air attack
learned)
- Whirlwind (AP: 5) (SP: 3)
- F-1 to F-5: Power differs with each skill learned. Must be learned in
order. (F-1 AP: 3 and goes up 2 with each skill) (F-1 SP: 3 and goes up 2
each skill)
- hurricane: Strongest Air move available. (AP: 10) (SP: 12)