Here's some more in-depth explanations for the mechanics of the RP, and answering any feedback about the RP. If you think a stat skill not featured on the official list should be introduced, mention about it here, and if within reason, I'll see what I can do to incorporate it into the RP~.
Introducing new stat skills The way I designed the stat skill mechanics was to be responsive to the Rpers skill levels. Meaning, the more detailed and experienced the RPer, the more ideas for stat skills they may wish to employ from the standard core.
In the last week, I had a few requests, and after discussing, I'm pleased to see that it's time to unveil another set of stat skills to the RP. They are: Sneak, Camouflage, Charisma, and Enchanting.
Sneak is the ability to stealthy move around undetected, so long as any monster or NPC/PC's detection skill doesn't find you. Camouflage is the ability to stealthy hidden in a stationary location. Charisma is a luck-based skill that relies heavily on luck and affects the conversing partner your character is interacting with, such as favors, persuading, etc. Enchanting is the ability, as the name implies, to enchant items and equipment. Enchanting requires more funding to pull off and resources through Grathmelding-type creation process.
What does your COMMON do for you? COMMON stands for "Cerebral Oculator Memonic Memory Oral Neuronics." So we already know that the bio implant is in your character's head, affecting speech and the neurons. What it also affects is your Memonic Memory via Oculator (eyes), or your ability to remember and organize pieces of information. This feature alone also has a network adapter in the bio implant that can connect to a wireless router source and connect to the Net. You'd essentially see the webpages in your mind's eyes, though some people prefer to close their eyes to concentrate on the pages better. And of course the Oral part is used for learning unfamiliar languages at a more rapid pace with the Memonic Memory added in the mix.
If you're connected to a wireless device, you can even issue commands, like printing paper from a printer, lol. There's a sport that utilizes this aspect of the technology. Augment Reality takes it to the extreme with bubble posts you can see when looking at stores, or even other players. Feel free to create tags for other characters. Review, praise, rant, whatever~. You can change a NPC's behavior by placing tags on them.
And since you can connect to the Net, you can actually email other people, lol. So, yes, it is encouraged to PM other RPers on this forum, skype, whatever, and plan quests to meet up and tackle together with the available information to start the quest, if you so choose to.
So all-in-all, your character's COMMON is useful for information gathering on the go, learning unfamiliar languages at a rapid pace, control wireless devices you have access to, and PMing your fellow RPers for any events, or just to humor each other that affects your character's relationship with said character in a brief Inner Thought moment.
Questing You are either presented with a quest or find quests that you can take on, though the difficulty may kill you if you don't have allies. So, yes, it's allowed to stay in the beginning town the entire time, but after some time passes, global events start to occur.
Skill Limitations during Combat Common skills don't drain your character as quickly as advance skills do, but common skills don't have the same level of impact of damage output or effect like adv. skills do. Hence the limitations. These place the Rper to make more tactical decisions on how much of a skill you should be using before tiring out.
Working You most certainly can work, as the Revilian government is in support of integrating you into their society. House arrangements are provided by the government, so all you have to do it go apply to a shop and soon start working there. In terms of getting paid, it's by week, and you get paid for the amount of work you put in. You have an electronic debit account, accessible via your COMMON, so you'll receive the money through that. Do note, that when traveling, some areas in the world don't use electronics, and a physical monetary exchange centers are useful when on the go. They're located at the entrances around Logoma City.
Also, the Revilian Government will email you of job assignments (usually mandatory), based on your talents you provided earlier when you submitted your Home world information. These assignments are your rent for your living expenses.
Creativity and Time Stamps The RP is set up that you can take your creativity to the next notch, if you so choose to, and describe things that your character sees/feels that the GM hasn't mentioned. Some threads will be open areas like a restaurants, shops, workshops, gambling, arena sports, recreation parks, etc. Those threads you can co-shape it and have ownership in the RP beyond your characters. Main arc threads will be sticky threads, so I'll provide more descriptions to guide your characters.
Time stamps are basically the date and time of day that the event starts. This helps with not only me verifying that you got the materials first then made the potion, but also helps you to consider time of day and what that does to NPC behaviors, your character's behaviors, environmental effects, etc.
If there's a request for me to make this RP into a VN or a novel, assuming the RP is going well, time stamps would help out tremendously to fulfill those requests on future projects.
Leveling up Skills So, whenever you do a particular skill, say Arshei is described in detail the direction of the dagger she swings at Lyan. That would constitute as +1 to Dagger for using it. If you make enough repetition you can gain more than just +1, but only up to +5 in any given event (battle, crafting, shopping, etc.), as you can't be a wiseman in one day. Please note that +3 to +5 are more likely to be awarded for defeating a crazy boss that nearly killed you, or working hours in the shop and making a unique item that wows other players from creativity.
Also, you don't get a lvl up on a skill if your opponent is too weak, just like in real life. Same thing applies to crafting skills, where that item you made countless times already reaches to certain caps. Eventually it's just automatic and too easy to learn anything new to improve your stat skill. I will provide final decision when that happens.
Leveling up Terminology For the Stat skills, you first start off with the base experience of the skill (being 10), and the allocated points (AP). As the character advances through the RP, there will be more terms used when showing the calculation to the overall level of that particular stat skill. There's the total accumulated experience points (XP), Bio Implant points (Bio), and the Augmentation points (Aug). Here's what it'll look like if a character has all the necessary reqs for each term used:
Sword: 10 + 30 AP + 5 XP + 2 Aug + 4 Bio = 51
Please note: That Augmentations generally work better with altering existing properties of equipment, while Bio Implant work better with passive Stat Skill bonuses. When you browse the shops, you'll see that both Aug and Bio can be used interchangeably of their prime roles. As the old phrase goes, "Buyers Beware."
Learning New Skills There's a few ways to learn new skills. The traditional way is to learn from trainers in exchange for money (or maybe save them in a time of need and learn for free that Common/Adv. skill), or learn it from a book and practice in perfecting the common/adv. skill out.
The third and last way is to have a new idea during the heat of battle. Say you want to do your usual 1-2 jab shot to your opponent, but there's a skill wishlist you wrote for your character profile thread that allows you to do a 1-2 then uppercut combo. The GM will PM you when that skill is unlocked, and will make the adjustment against NPC only enemies.
Once a stat skill reaches 50+, previously made skills before 50 that were considered to be advanced becomes common, as it's difficulty has decreased over time.
Mechamuse Skills The mechanics for skills used by Mechamuse-enabled characters flow a little differently than other characters and their common and advance skills. First off, they can't "learn" new skills. This is because they rely on a 8 core slot along the vertebrae, called "Nanite Extender Programs" or N.E.P. for short. N.E.P.s grants abilities of a mechanical nature and specific heightened memories of more experienced users via COMMON's interaction with the N.E.P.s. So a N.E.P. specializing in evasion would grant +x to the character's Nimble skill during the duration in using the Mechamuse suit. The effect negates when out of the suit. They can purchase and swap these N.E.P. module cores at the expense of being unable to use their normal skills when in Mechamuse mode. These Modules are expensive and harder to find than a trainer in magic.
Combat Situations and Secondary Stat skills During some points in the RP, you're going to find some gray areas during combat on what should happen next. Especially if you're doing unofficial spar practices on the chatroom. You know who you are, lol. When creating the stat skills, I made secondary stat skills that are to be combined with primary stat skills, in order to break any tie or gray area in specific instances.
For example, say you're in a gridlock, as both one character's weapon was about the same to the other character's parry skill. Say both characters are melee-based, so to make this black and white, let's factor Character 1's 20 Sword and 20 Prowess to Character's 21 Parry and 16 Prowess. Add the two values per char and you get 40 to 37. Character 1's gets the advantage and breaks the gridlock and has a chance for an additional attack as part of the advantage.
I'll create as many formulas that I'll be using and that you can use if you like:
Gridlock = Char 1 Weapon + Prowess Vs. Char 2 Parry and Prowess. Gridlock must end in a win for the Attacker to gain an additional chance to attack, otherwise the Blocker parrying gains Evasion til end of turn.
Armor Penetration = Char 1 weapon + Prowess + Exertion + Mojo Cooljo Vs. Char 2 Parry/Block + Body Fortitude + light/heavy armor. Armor Penetration takes effect if the Attacker wins with 20+ points over the Blocker's total points. Damage is increased from 1x to 1.5x. If Attacker wins with 40+ points over the Blocker's total points, damage is increased from 1x to 2x. If Attacker wins with 60+ points over the Blocker's total points, damage is increased from 1x to 2.5x. Penetration ignores shield stances and protective spells and hits the Blocker directly.
Magic Penetration = Char 1 Spell + Magical Potency + Arcane Practice + Burst (RT only) Vs. Char 2 Parry/Block + Body Fortitude + light/heavy armor. Magic Penetration takes effect if the Attacker wins with 20+ points over the Blocker's total points. Damage is increased from 1x to 1.5x. If Attacker wins with 40+ points over the Blocker's total points, damage is increased from 1x to 2x. If Attacker wins with 60+ points over the Blocker's total points, damage is increased from 1x to 2.5x. Magical Penetration ignores shield stances and protective spells and hits the Blocker directly.
Evasion = Char 1 Weapon/Spell + Precision Vs. Char 2 Nimble + Acrobatics. Evasion takes effect with at least 5 points over attacker's total points, but add +5 to the requirement for every consecutive evasion action. If unable to meet requirement, either take the hit or try Parry or Block.
Parry = Char 1 Weapon + Precision Vs. Char 2 Parry + Acrobatics
Block = Char 1 Weapon + Precision + Prowess Vs. Char 2 Body Fortitude + Shield/Tower Shield (opt.) + Exertion
Damage Reduction (Physical) = Char 1 Weapon + Prowess + Mojo Cooljo Vs. Char 2 light/heavy armor + Body Fortitude + Shield/Tower Shield (opt.). If Blocker wins with 10-49 over the Attacker's total points, the damage is reduced based from the original severity of the attack's damage output. If 9 or less, Damage Reduction does not take effect.
Damage Reduction (Magical) = Char 1 Spell + Magical Potency Vs. Char 2 light/heavy armor + Body Fortitude + Shield/Tower Shield (opt.). If Blocker wins with 10-49 over the Attacker's total points, the damage is reduce based from the original severity of the attack's damage output. If 9 or less, Damage Reduction does not take effect.
Absolute Defense (Physical) = Char 1 Weapon + Precision + Prowess Vs. Char 2 light/heavy armor + Body Fortitude + Shield/Tower Shield (opt.) + Exertion. The Blocker's Absolute Defense must have at least 50 points higher than the Attacker's total points to take effect and negate the attack.
Absolute Defense (Magical) = Char 1 Spell + Magical Potency Vs. Char 2 light/heavy armor + Body Fortitude + Shield/Tower Shield (opt.).The Blocker's Absolute Defense must have must have at least 50 points higher than the Attacker's total points to take effect and negate the attack.
Speed Cast Contest = Char 1 Spell + Motor Mouth + Lucky Duck + Burst (RT only) Vs. Char 1 Spell + Motor Mouth + Lucky Duck + Burst (RT only). The character with at least 10 points higher than the other magic user's total points gets to cast and execute the spell before the other character's execution. If 1-3 points difference in favor of second char, first char to start the contest cancels the spell from hitting directly, but suffers light to severe damage from the shockwave (refer to formula). If 4-6 points difference, the spells cancel each other out with no damage to either char. If 7-9 points difference in favor of first char, the second char to start the contest cancels the spell from hitting directly, but suffers light to severe damage from the shockwave (refer to formula)
Shockwave = Char 1 Spell + Magical Potency + Arcane Practice + Burst (RT only) Vs. Char 2 light/heavy armor + Body Fortitude + Acrobatics + Shield/Tower Shield (opt.) Shockwave damage activates with 10+ over the blocker's total points, causing light damage. If 20+, moderate damage and stun for the turn. If 30+, Moderately high damage and falls to the ground. If 40+ Severe damage and fall to the ground. If 9 or less, the blocker is only fazed for a brief moment.
Chase = Char 1 Weapon/Spell + Charge + Exertion + Wing Span (Flyers only) Vs. Char 2 Nimble + Acrobatics + Wing Span (Flyers only). Chase must have 40 points higher than the Evader's total points to be granted critical damage of 2x original damage output of the attack.
Snipe = Char 1 Gun type Weapon + Precision vs. Char 2 Parry/Block + Body Fortitude + light/heavy armor. Snipe takes effect if the Attacker wins with 20+ points over the Blocker's total points. Damage is increased from 1x to 1.5x. If Attacker wins with 40+ points over the Blocker's total points, damage is increased from 1x to 2x. If Attacker wins with 60+ points over the Blocker's total points, damage is increased from 1x to 2.5x. Penetration ignores shield stances and protective spells and hits the Blocker directly.
Gunslinger Contest = Char 1 Gun type Weapon + Precision + Lucky Duck vs. Char 2 Gun type Weapon + Precision + Lucky Duck. Please note, a lighter weight gun will gain more speed in getting the first shot off, and the circumstance in the contest will also determine who's able to fire first and hit. As for avoiding the hit, it'll be Char 1 Nimble + Lucky Duck vs. Char 2 Nimble + Lucky Duck. If Char 1 shoots first, Char 2 must have at least 20+ points to avoid the shot and vise versa. Subtract 10 points to the defend character if an AoE gun type is used.
Combat situations with Mechamuse and Secondary Skills Here's some more formulas I'll be using when a Mechamuse is in the mix.
Gridlock = Mechamuse Weapon + Energy Generator + Boosters Vs. Mechamuse Parry + Energy Generator + Boosters. Gridlock must end in a win for the Attacker to gain an additional chance to attack, otherwise the Blocker parrying gains Evasion til end of turn.
Armor Penetration = Mechamuse weapon + Energy Generator + Boosters Vs. Mechamuse Frame Plating + Parry/Block + Body Fortitude. Armor Penetration takes effect if the Attacker wins with 20+ points over the Blocker's total points. Damage is increased from 1x to 1.5x. If Attacker wins with 40+ points over the Blocker's total points, damage is increased from 1x to 2x. If Attacker wins with 60+ points over the Blocker's total points, damage is increased from 1x to 2.5x. Penetration ignores shield stances and protective spells and hits the Blocker directly.
Magic Penetration = Mechamuse Spell + Magical Potency + Arcane Practice + Burst (RT only) Vs. Mechamuse Frame Plating + Parry/Block + Body Fortitude. Magic Penetration takes effect if the Attacker wins with 20+ points over the Blocker's total points. Damage is increased from 1x to 1.5x. If Attacker wins with 40+ points over the Blocker's total points, damage is increased from 1x to 2x. If Attacker wins with 60+ points over the Blocker's total points, damage is increased from 1x to 2.5x. Magical Penetration ignores shield stances and protective spells and hits the Blocker directly.
Evasion = Mechamuse Weapon/Spell + Precision Vs. Mechamuse Boosters + Acrobatics. Evasion takes effect with at least 5 points over attacker's total points, but add +5 to the requirement for every consecutive evasion action. If unable to meet requirement, either take the hit or try Parry or Block.
Parry = Mechamuse Weapon + Precision Vs. Mechamuse Parry + Acrobatics
Block = Mechamuse Weapon + Precision + Energy Generator Vs. Mechamuse Frame Plating + Energy Generator + Shield/Tower Shield (opt.)
Damage Reduction (Physical) = Mechamuse Weapon + Energy Generator + Booster Vs. Mechamuse Frame Plating + Body Fortitude + Shield/Tower Shield (opt.). If Blocker wins with 10-49 over the Attacker's total points, the damage is reduced based from the original severity of the attack's damage output. If 9 or less, Damage Reduction does not take effect.
Damage Reduction (Magical) = Mechamuse Spell + Magical Potency Vs. Mechamuse Frame Plating + Body Fortitude + Shield/Tower Shield (opt.). If Blocker wins with 10-49 over the Attacker's total points, the damage is reduce based from the original severity of the attack's damage output. If 9 or less, Damage Reduction does not take effect.
Absolute Defense (Physical) = Mechamuse Weapon + Energy Generator + Booster + Lucky Duck Vs. Mechamuse Frame Plating + Body Fortitude + Shield/Tower Shield (opt.) + Energy Generator. The Blocker's Absolute Defense must have at least 50 points higher than the Attacker's total points to take effect and negate the attack.
Absolute Defense (Magical) = Mechamuse Spell + Magical Potency Vs. Mechamuse Frame Plating + Body Fortitude + Shield/Tower Shield (opt.) + Energy Generator.The Blocker's Absolute Defense must have must have at least 50 points higher than the Attacker's total points to take effect and negate the attack.
Speed Cast Contest = Mechamuse Spell + Motor Mouth + Lucky Duck + Burst (RT only) Vs. Mechamuse Spell + Motor Mouth + Lucky Duck + Burst (RT only). The character with at least 10 points higher than the other magic user's total points gets to cast and execute the spell before the other character's execution. If 1-3 points difference in favor of second char, first char to start the contest cancels the spell from hitting directly, but suffers light to severe damage from the shockwave (refer to formula). If 4-6 points difference, the spells cancel each other out with no damage to either char. If 7-9 points difference in favor of first char, the second char to start the contest cancels the spell from hitting directly, but suffers light to severe damage from the shockwave (refer to formula)
Shockwave = Mechamuse Spell + Magical Potency + Arcane Practice + Burst (RT only) Vs. Mechamuse Frame Plating + Body Fortitude + Boosters + Shield/Tower Shield (opt.) Shockwave damage activates with 10+ over the blocker's total points, causing light damage. If 20+, moderate damage and stun for the turn. If 30+, Moderately high damage and falls to the ground. If 40+ Severe damage and fall to the ground. If 9 or less, the blocker is only fazed for a brief moment.
Chase = Mechamuse Weapon/Spell + Charge + Energy Generator + Boosters + Wing Span (Flyers only) Vs. Mechamuse Energy Generator + Boosters + Nimble + Acrobatics + Wing Span (Flyers only). Chase must have 40 points higher than the Evader's total points to be granted critical damage of 2x original damage output of the attack.
Warehouse Storage System If you are a combat-type character, you start off with 50, non-stackable storage slots. You can upgrade to 100, and upgrade to a max of 150 slots. If you are a merchant/researcher character, you start off with 100, non-stackable storage slots, and can upgrade to 200 slots. If you need more storage, you will have to secure a way to build a warehouse to meet your needs. You can do this through sponsorship, build it yourself through synthesis, extort money from other non-Logoma tribes/countries, etc.
The warehouse can be upgraded. They are:
Micro-Condensers: Allows for multiples of the same item to be stack-able.
Personal Security Systems: Allows for adding additional security features, from locks and alarms, to turret and hire-able guards.
Generators: Allows for continued transfer use during a power outage. Can also allow multiple (2,3,4) items to be transferred at once. Can also further upgrade the generator to reduce the process of the transfer speed of items from 3, to 1, to 0.5 seconds, allowing rapid combination attacks between different types of weapons. Reflexes still plays a part in utilizing 0.5 switches during combat.
Edited by Chaude, Aug 31 2014, 08:46 PM.
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Knight
- Posts:
- 1,350
- Group:
- ARM Doujin Circle
- Member
- #30
- Joined:
- Jun 21, 2013
- Species
- Human
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