Post by SG on Jan 5, 2019 19:57:49 GMT
I - Overview
There are three things that help determine what your character can do: Stats, Traits, and Spells. Traits and Spells are collectively called "Powers".
There are three things that help determine what your character can do: Stats, Traits, and Spells. Traits and Spells are collectively called "Powers".
- STATS are the measure of your characters physical ability. The stats we use here are Strength, Dexterity, Defense, Evasion, and Constitution. Stats are measured by numerical point values. These stats provide a rough guideline for how well your character can do and there is no direct calculation. Stats are currently capped at 25 points each.
- Strength measures how much raw damage your character can deal. In RP flavor, a strong character can also likely lift a lot and so-forth.
- Dexterity measures how well one can deftly attack a vital area, doing good damage even with weaker strength. In RP flavor, high dexterity translates to being very good with one's hands and things like hand-eye coordination.
- Defense measures how well one can take a Strength-based hit. Defense doesn't do much against a Dexterity-based hit, although very high Defense may help a little.
- Evasion measures how well one can take a Dexterity-based hit. Evasion does not mean infinite dodging, normally only partially dodges, meaning Evasion won't help as much against a raw Strength hit.
- Constitution measures how much overall damage one can take before passing out or dying. Characters can only die with the player's consent, but keep it reasonable, please.
- Strength measures how much raw damage your character can deal. In RP flavor, a strong character can also likely lift a lot and so-forth.
- TRAITS are inherent features or abilities one has, often though not always tied to one's race. They may be always-present or activated depending on the nature of the traits. Traits do not usually become stronger over time, but how well one can use it does improve. Traits start at Beginner level, then Intermediate, and finally can be Mastered, usually, although in rare cases a trait may start out higher if there isn't really a good way to implement it lower. Additionally, some traits may not go all the way to Mastery.
- Example 1 is Flight. At Beginner level, one might only be able to flutter, glide, extend jumps a bit, etc. At Intermediate level, they can properly fly, and at Mastery level they can do complex aerial maneuvers.
- Example 2 is Claws. At Beginner level, one could only break skin, while Intermediate might be able to rip into trees, and Mastery would be even more powerful.
- Example 3 is Invisibility. At Beginner level, one might only be semi-transparent, OR one might be fully invisible but only when standing still. At Intermediate level, one could be fully invisible while moving, but still be noisy. It's hard to get more invisible than that, so it could not be Mastered. Silent invisibility would be something to take as a Spell rather than a trait.
- Example 4 is Immortality. There is no good way to have three ranks here. As such, we've ruled that plain Immortality is always an Intermediate trait, while Regenerative Immortality is always a Master trait.
- Example 1 is Flight. At Beginner level, one might only be able to flutter, glide, extend jumps a bit, etc. At Intermediate level, they can properly fly, and at Mastery level they can do complex aerial maneuvers.
- SPELLS are powers that are summoned or cast by the user at will. They are divided into ranks: D, C, B, A, and S. For now, we do not have hard rulings on the parameters of most spells and only ask players to be reasonable. For example, a D-rank pyrokinesis spell would probably only create small embers and weak flames, while a B-rank version might upgrade to a full flamethrower, and an S-rank could create huge fiery explosions. Most spells are divided into one of the following types:
- Spells that affect users or others as magical power ups, such as increases in strength or speed. D-rank spells can increase a stat by 10%. C-rank is 30%, B-rank 50%, A-rank 75%, and S-rank 100%. Non-stats, like running speed for instance, can be increased by significantly more.
- Spells that affect the overall environment, including elemental powers that have a bigger range on a lot of targets. These are limited in tiers by their range to the user, mostly, and increase with each tier.
- Spells that affect others include empathy, mediumship, mind control, etc. They are affected by proximity with the user and number of persons being affected as well as other things that increase with each tier.
- Spells that summon familiars/etc and allow for people to briefly fight with their ally beasts, ride conjured mounts, etc. Their tiers determine a time-limit with which the beasts can take damage and effectively add to the fight in some meaningful way.
- Spells that affect users or others as magical power ups, such as increases in strength or speed. D-rank spells can increase a stat by 10%. C-rank is 30%, B-rank 50%, A-rank 75%, and S-rank 100%. Non-stats, like running speed for instance, can be increased by significantly more.