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LogicOberLogicOber/Worldview-Skills/skills/game-design/hero-skill-system/SKILL.md

hero-skill-system

Skill2 starsChanged 50 days agoApache-2.0View on GitHub

Entry point for designing a playable character's ability kit in the MOBA/action-RPG tradition — passive, Q/W/E basics, R ultimate — with role, targeting type, cooldown/cost, counterplay, VFX language that makes each ability visually distinct from a normal attack, and a showcase video per ability. Use when the user says "abilities", "skills", "Q W E R", "kit", "ultimate", or asks what a character can do.

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Consistent grammar: All five abilities share palette and shape family.

    line 79

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Hero Skill System

Design a character kit that reads on screen and plays in the hand.

What a kit is

A kit is four or five abilities that together express one idea about how this character fights. The idea comes first — she wins by never being where the hit lands, he wins by making the ground unsafe, they win by giving their own health to allies — and every ability is a facet of it. A kit without an idea is a list of damage numbers.

What the user gets

DeliverableFormat
Kit designone page: fantasy, role, the five abilities with targeting, cost, cooldown, counterplay
Ability board4–5 panel image: one panel per ability, normal attack shown for contrast
Character sheet3-panel, in the project's locked style (skipped if it exists)
VFX languagepalette, shape grammar and sound family that makes this character's abilities recognisable at a glance
Showcase videos5–8 s per ability, generated with film-action-combat rules

What the user has to do

  1. Name the character and say one thing about how they fight (or just describe them; the skill proposes the idea).
  2. Pick a style by letter if the project has none.
  3. Approve the one-page kit.
  4. Pick takes by number.

The kit template

# <Name> — <one-line fantasy>

Role: <marksman / assassin / tank / mage / support / bruiser>
Core idea: <one sentence — what does winning look like for this character>

## Passive — <name>
Trigger · effect · why it expresses the core idea

## Q — <name>        (basic, low cooldown, the button pressed most)
Targeting: <skillshot line / skillshot cone / point-and-click / self / ground AoE>
Cost · cooldown · range
Effect · consequence
Counterplay: <what an opponent can do about it>
Visual: <shape, colour, 0.3 s wind-up tell, contact effect> — distinct from auto-attack

## W — <name>          (utility, defensive, or setup)
## E — <name>       (mobility or the "reposition")
## R — <name>          (ultimate; changes the rules for 3–8 s)

## Combo
The intended sequence and why it works. The intended counter.

## Visual grammar
Palette (2 colours + 1 accent) · shape family (arcs, shards, rings, threads) ·
sound family · how the ultimate differs in scale from everything else

Rules this entry enforces

  • Normal attack is the baseline. The ability board always shows the auto-attack in one panel so the abilities are visibly more: bigger stance, bigger light, bigger consequence.
  • Every ability has a targeting type. Skillshot, point-and-click, ground AoE, self. This decides how it is animated and how it can miss.
  • Every ability has counterplay. Something the opponent can see and do. An ability with no counterplay is a cutscene.
  • Telegraphs are drawn. 0.2–0.5 s wind-up with a visible tell, on the board and in every prompt.
  • Consistent grammar. All five abilities share palette and shape family. A kit with five unrelated effects reads as five characters.
  • Ultimate changes the rules. Duration, area or the character's own movement changes for the window. If the R is just "a bigger Q", redesign.
  • Physics from film-action-combat. Anchors, wind-up/contact/follow/consequence, causality, momentum.

Related entries

  • boss-battle — the enemy these abilities are designed to counter
  • character-model — 3D model of the hero
  • vfx-effect — standalone VFX assets for each ability

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