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NPC
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Posts : 12
Join date : 2014-12-04

Character Sheet
Character Name: NPC
Magic: IP Ban Magic
Secondary Magic: Regular Ban Magic

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PostSubject: Ranks   Ranks Icon_minitimeFri Dec 05, 2014 8:08 pm

CHARACTER RANKINGS
***  The following states the base effect for all abilities by rank.  You may increase (by up to one rank higher than your magic rank) or decrease the effects of your spells, as long as the spells have strengths and weaknesses to compensate.  These weaknesses must be meaningful or they may be disapproved.  Again, these base values are guidelines of maximums.

D-Rank
- This is the very beginning of any young mages career and is characterized by having a spark of magic potential but not yet any mastery over it. They are different from every day humans in that they can perform small magic tricks that improve daily life. These simple tricks can still be dangerous against an untrained body.

C-Rank
- The simplest of utility spells can be used to their full potential whilst anything that causes your mage to excel in battle is still a work in progress. They're only a step above D-Ranks with the difference being a tad more endurance and experience with their spells.

B-Rank
- Complete mastery of low tier magic is achieved here, and many mages can decide to stop their journey up the magic ladder here. People capable of true magical dueling can be seen at this rank. they are much more powerful than both D-Ranks and C-Ranks, but would have a bit of struggle against a A-Rank. This is also the rank where a mage's skill allows them to have spells with both a passive and active component.

A-Rank
- Once again you're at the bottom of the totem pole, figuratively speaking. A-Rank is where the high tier magic begins (granting a power spike), and here you're only getting a small taste of it. You're not a worlds apart from a B-Rank, but you do have access to spells that they do not, however they are still alarmingly new to you.

S-Rank
- To some mages, this is the real end of the road. After surpassing A-Rank, you come to have a greater understanding of your magic and are capable of great and terrifying things. You have much more control and experience and are likely extremely proficient at what you do. However, you still have a lot more potential.

SS-Rank
- Not every mage makes it to SS-Rank just through sheer will and wanting to. It takes a lot of rigorous training to completely and utterly master the magic of your choosing. This is the rank where the impossible becomes possible and despite what others may think, it is an entire league apart from S-Ranks.

X-Rank
- If SS-Rank is the entire cake, X-Rank is the cherry on top. In addition to having complete control of the magic of choice, they know it like the back of their hand and can cast spells with much more fluidity. Elite classes are only Guild Masters, Donators, or Aces.


BASE RANGE:
D-Rank
30 feet
5 feet AoE radius

C-Rank
50 feet
10 feet AoE radius

B-Rank
70 feet
15 feet aoe radius

A-Rank
120 feet
30 feet AoE radius

S-Rank
170 feet
40 feet aoe radius

SS-Rank
250 feet
60 feet AoE radius

X-Rank
350 feet
90 feet AoE radius


BASE DAMAGE / EFFECTS
Damage is relative to how magically/physically trained a person is. To a civilian even a D-Rank attack can be lethal, but to a C-Rank mage it would usually only have the listed effect. If a spell has projectiles the strength and damage of the spell is split up amongst those projeciles.

D-Ranks
- Attacks don't amount to more than simple cuts and bruises against higher than D-Rank... but a well placed strike can still cause significant damage, and can afflict people with minor effects that almost seem natural, like the common cold.

C-Ranks
- Light cuts, light burns, light bruises towards someone of equal rank or higher. Ailments are still relatively weak due to the potential they have and only really increase in duration. When struck in a critical location, can still be lethal to those of the same or lower rank.

B-Ranks
- Moderate cuts capable of drawing a small portion of blood, not enough to make dizzy without a few. Light punctures incapable of fatal injury. First degree burns. Average bruises. Ailments can cause more problematic symptoms though nothing that has the capability to effectively stun (vomiting, anything to do with the bowels really) or seriously impair (blindness, deafness).

A-Ranks
- Deep cuts and moderate punctures/stabs capable of causing fatal harm if inflicted on a vulnerable part of the body (such as major arteries and organs). Second degree burns. Deep bruises and possible bone-fracturing. Ailments and minor impairments (blurry vision) can last a lot longer. Abilities are now capable of doing more and becoming more broad rather than being incredibly specific.

S-Ranks
- Severe cuts capable of severing limbs with enough stress, deep punctures that are guaranteed to be fatal the majority of the time due to blood loss or infection, if not from the sheer damage itself. Third degree burns. Bone breakage/muscle-deep bruises. Ailments are now capable of effectively stunning (vomiting, hallucinating, etc.) as well as seriously impairing for a period of time (blindness, deafness).

SS-Ranks
- All of the same damage as S-Rank with longer duration. Since the damage is already high at this point, the flexibility and mechanics are what grow as extravagant and wacky as you want, within reason. SS-Rank abilities shouldn't be anything less than masterful, so a simple blinding ability wouldn't do it.

X-Ranks
- You now have complete mastery over your spells. They are increased, strengthened, and that's not all. Buffed to the finest, X-Ranks are what you can officially call scary. Abilities of this caliber should also double as stage performances considering how elaborate they tend to be.


BASE ENHANCEMENTS

D-Ranks
passive: 20 mph running, 5 feet jump, can lift 250 lbs, can throw 150 lbs, can fly 10 mph
active: 25 mph running, 10 feet jump, can lift 500 lbs, can throw 250 lbs, can fly 20 mph

C-Ranks
passive: one rank lower
active: 35 mph running, 25 feet jump, can lift 750 lbs, can throw 375 lbs, can fly 25 mph

B-Ranks
passive: one rank lower
active: 45 mph running, 35 feet jump, can lift 1000 lbs, can throw 500 lbs, can fly 35 mph

A-Ranks
passive: one rank lower
active: 60 mph running, 50 feet jump, can lift 1500 lbs, can throw 750 lbs, can fly 45 mph

S-Ranks
passive: one rank lower
active: 75 mph running, 65 feet jump, can lift 3000 lbs, can throw 1500 lbs, can fly 60 mph

SS-Ranks
passive: one rank lower
active: 90 mph running, 80 feet jump, can lift 6000 lbs, can throw 3000 lbs, can fly 75 mph

X-Ranks
passive: one rank lower
active: 110 mph running, 100 feet jump, can lift 10000 lbs, can throw 5000 lbs, can fly 90 mph


SHIELDS
All shield spells can block two lower ranked spells, one spell of the same rank, or reduce the damage of a spell one rank higher by 50%. If a spell has multiple projectiles, all of them need to hit the shield to count as a single ability of that rank; ie: 4 fireballs from a b class ability, all 4 need to hit in order to break a b class shield.

** ALL SHIELDS SHOULD HAVE A BASE DURATION OF HALF OF THEIR COOLDOWN.

HEALING
Use the damage guide for reference. Each rank can heal its respective damage allowance in two posts with a four post cool-down (can be lessened if a handicap is involved, such as channeling). For example, D-Rank could heal a couple light cuts in two posts. For higher-ranking things like deep wounds, it would be one wound healed per spell usage. Healing magic users can have half the duration and cooldown.[/i]
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