Philos Progress and Ability Formatting
Finished
Programming Phase
Mechanics Phase
Altruism
Security
Individualism
Enthusiasm
Crypticism
Cognizance
Planning Phase
Justice
Wild
Sacrifice
Balance
Peace
Terminal
Workshop Phase
Mystery
Community
Entropy
Philos Development Notes
Balance is based aesthetically around board games with each territory being a new "Board" and their signature weapon being a
Game Piece
Justice's signature is dual hand cannons that can shoot chains
I want at least one Philos to have a Needle and Thread as a signature
Tempted for Wild's signature to be a Pokeball
Peace has a Feather Quill
Terminal's signature is a Pocketwatch
Ability Formatting
Abilities can be multiple Action Types depending on the situation.
Abilities can also be multiple Ability Types.
Action, Ability and Target Types can also be Various if it depends on the situation or consumable.
<Name> - <Action Type> - <Cost> - <Ability Type> - <Target Type:Range>
Action Types
Passive - Abilities that are always passively active.
Free Action - Abilities that don't consume an Action Point
Half Action - Abilities that consume Half an Action Point, leaving a Half Action Point behind.
Action - Abilities that consume an Action Point
Ability Types
Attack - Abilities that deal damage to enemies.
Boost - Abilities that buff allies directly or allies in an area.
Hinder - Abilities that debuff or inflict status effects to enemies.
Restore - Abilities that heal or cleanse status effects from allies.
Zone - Abilities that create a Zone in a specific area.
Construct - Abilities that alter the environment through creation or destruction.
Target Types
Self - Abilities that target the user.
Target - Targets an amount of targets within its range. Format: Target(Amount of Targets):Range
AoE - Abilities that target an area within a selection area. Format: AoE:Selection Range[Shape:AoE Range]
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