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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]