Everything here is a work in progress, nothing is certain; this is, for now, my place to update myself and refresh my medium, content, and refine the algorithms.
Don't take anything for face value yet, it could turn out to be anything or nothing in the blink of an eye.
So here's to crafting out a whole new omniverse... ;)
Next: Conglomeration; duct tape and bubblegum. I'll need to figure out how to put it all together and make it into the neat, nice, awesome package of epic entertainment that I've envisioned it to be.
Magical Seasons:
>I N C O M P L E T E<
Warning! Unfinished cycles!!!
Summer, Autum, Winter, Spring; seasons on earth, seasons of the galaxy itself even...
Seasons of manna, wisdom, magic ignorance.
~66368~ (+/-13%) Earth years to a Manna year.
Each Manna season lasts 16592 earth years, and are Manna, Wisdom, Magic, and Ignorance.
The season of Manna is replenishment and abundance. During the Season of Manna, the cost of qi, spells, and magic techniques is only 25%, all support magic heals 200% more damage.
The season of Wisdom is research and relaxation. During the Season of Wisdom, all Int and Wit stat costs are 15%, and adds 100% to all stat bonuses.
The season of Magic is reaping and burning. During the Season of Magic, all magical attacks deal 300% damage and all AoE spells gain 300% increase in their area of effect size.
The season of Ignorance is sleeping and cleansing. During the Season of Ignorance, all manna, magic, and chi pools and regeneration are reduced to 1%, all magical attack statistics are reduced to 10%, and all stat point prerequisites for equipment and weaponry are increased by 25%
Year cycle:
Void. > Body, Magma, Poison, Ice, Technology, Forest, Earth, Water, Fire, Metal, Shadow, Air, Light, Gravity, Lightning, Mind, Spirit, Magnetism, Chi, Void. > Body
For simplification purposes, each year can be an element year, and each season can be the applicable manna season - for in-game purposes, you might make each week a season and each month a year. y'know to simplify.
2013 is the year of Luna...
____________________________________________
Totpd / Opening Age = Spring; [16592{*&*} years to go]
"Spring"= age of renewing magic; summer: abundant mana, fall: decaying wisdom, winter: ignorance.
"Year"= 20 teir divisions.
5 year tiers; 1 simple cycle.
16 of 20 year cycles following this pattern each alignment is 5 years (destroy= 5 yrs, create= 5 yrs) 1 partial cycle is 20 years, 320 years total to a full cycle:
1 season ~=~ 16592 Earth years; 51 cycles
the Phoenix lives for approximately 50000 years...
The Phoenix "dies" in the beginning of "winter" in the galaxy, and begins hatching near the end of winter. The phoenix rebirth takes about 16000 years to complete; ash collection, incubation, hatching, and emerging. each taking less time than the last; 10946, 4181, 233, 13; give or take +/- 8000, 600, 40, and 2 years.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Elements and their respective patrons:
Element: .
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Element: Brief description and properties.
Weaknesses: These will dominate or negate the present element.
Strengths: These will submit to defeat under the present element.
Equalization: Nothing special, no advantage or disadvantage for either element.
Has no effect on: Nothing will happen to these targets, but targets might still hold an advantage.
Is never affected by: Nothing will happen from these targets, but present element might still hold an advantage.
All following charts are based on magical properties. All magics are affected by the calendar appropriately, in accordance to their own charts. Body, on the year of Body, gains double advantage, and half disadvantage, meaning on the year of body, poison, lightning, fire, ice, and magma loses their advantage over body, and Earth, Technology, Metal, Wood, and Water become nullified against Body.
There are 800 different elemental interactions, 1200 if physical chemistry is thrown in.
(30+ skills per class.!)
Body (Orange): Element of vehicle, transportation, presence, experience, and sensation.
Magic:
Attack:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Defend:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Heal:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Buff:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Qi:
Attack:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Defend:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Heal:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Buff:
Weaknesses: .
Strengths: .
Equalization: .
Has no effect on: .
Is never affected by: .
Schools: Gung Fu, Qi Gung, Taijiquan, Yoga, Biomancy
Magma (Crimson): Element of eternal consumption and implosion.
Schools: Mining, Smithing, Jeweling, Magmagi, Tetramancy
Poison (Green): Element of degradation, erosion, decomposition, and plague.
Schools: First Aid, Plaguecasting, Alchemy, Cooking, ???
Ice (Grey): Element of cold, winter, frost, freezing, and bondage.
Schools: Snowmancy, Survivalist Training, Skinning, Cooking
Technology (Gold): Element of Tools, Reaping, Machinery, Programming, and Weaponry.
Schools: WebTech, Programming, Technomancy, Bionic Surgery, Mechanics
Forest (Forest/Dark Green): Element of renewal and opulance.
Schools: Herbology, Druism, Song, Carpentry, ???
Earth (Brown): Element of stability and fortitude.
Schools: Mining, Jeweling, Metallurgy, Carpentry, ???
Water (Blue): Element of life and flowing.
Schools: .
Fire (Red): Element of life and passion.
Schools: .
Metal (Steel Gray): Element of Indomitability, fortitude, permanence, and technology.
Schools: .
Shadow (Neon Black): Element of subterfuge, deception, and disguise .
Schools: .
Air (Mint): Element of freedom, inspiration, life, breath, and presence.
Schools: .
Light (White): Element of time, inspiration, spirit, clarity, and insight.
Schools: .
Gravity (Sky Blue): Element of bondage, restriction, obstruction, and order.
Schools: .
Lightning (Yellow): Element of life, order, luminance, and energy.
Schools: .
Mind (Fuchsia): Element of control, design, inspiration, insight, and life .
Schools: .
Spirit (Purple): Element of creation, order, life, mind, body, and presence.
Schools: .
Magnetism (Shadow): Element of Order, Presence, Mind, Creation, Energy, Bondage, and Indomitability.
Schools: .
Chi (Pink): Element of Life, Flow, Creation, and Breath .
Schools: .
Void (Black): Element of Origin; Creation; Respiration.
Schools: .
C'Thulhu, Patron Deity of the plague. Exists on an invisible moon which never sees the sun, on a perfectly synchronized orbit and rotation around a perpetually "blood-mooned" Mars.
Mind, an omniversal unit embedded in and of all nouns. beyond descriptive verb; short of mind numbing redundant amnesia.
Wisp, living water floating from frozen skies and a conglomerate hive body-mind.
Salamodo, Lord of the Salamander Guardian Spirits of Magma.
G.A.T.E.; Your All Encompassing Infinitesimal Omniversal Unit Ward: YAEIOUW, a disembodied A.I. with only the ability to serve its user(s).
Undine, Patron Deity and Spirit of the Water; oft known as lady of the lake, and mistaken for mermaids.
Cedarfern, Limited Omniversal Plurality local to Earth[s], Terra Firma[e], Gaia[e], and other Life Abundant Worlds. The All-Mother of Lifeforms.
Other incarnations include, but are not limited to Dryad(s), Carnifern(s), and Independent Floral Worlds.
Ifrit, God of Fire Twinsoul of Loki and all Fire Gods (And the Toaster in the Sink of the Big Mountain Dome), Patron Deity of Fire and Chaos. Burn, baby burn!
Gnome, Incarnate Spirit People of the Earth, Stones, Soil, Metals, and Gems. The spiritual ones are very... quirky.
Dwarf, Incarnate Spirit People of Metallurgy, Smelting, Smithing, and Loyal Stalwart Servants of Gnome. The spiritual ones are very stern and stalwart.
Shade: "Let Darkness Become You, And I Will Be As Though Light."
Patron Deity of Lightning and Electromagnetics, an amalgamation of consciousni; Spark, Watt, Volt, Joule, and Amp. The All-Fathers of Life Forms.
Luna, Patron Deity of Gravity and Static Light, the All-Mother of Life-Ways.
Aska, Dove of pure self contained and self perpetuating light, and Patron Deity of Moving Light.
Sylphinid, Patron Deity of Air and Sylphid kind
The Great Unknown, The Great Mystery, The Great Creator [Spirit]. an unknown, unknowably, indescribably enigmatic associative of Spirit and Patron Deity of Souls.
Odin, Patron Deity of Magnetism, Order, and Pure Invisible Light, the All-Father of Life-Ways.
Martel, Marion, and May, the Trinity Sisters and Patron Deities of Manna/Mana, Chi/qi, Kindualini/Ki, and Focus/Prana.
Origin, Offspring of the Source and Patron Deity of the Void and Guardian of Creation.
Soul, Patron Deity of Mind.
Maxwell, Champion of the First Tier of Elements, and Guardian to the I Deities and their secrets.
Djinn, cheeky master of the physical elements of the second tier and brother of the II and III Deities.
Gaia, Goddess of the Third Tier of Elements.
Beyond the Fourth Tier of Elements lies the Homes of the Gods.
Divination Schools:Schools of magic which deal in divination are composite schools and do not worship the deities themselves, but establish contracts instead in order to gain access to their magics and transpose them into complex categorical schools.
Each school of magic deals in a specific type of handling of the magics, and can include various elements from each house and tier.
Schools of magic have no natural advantages or disadvantages against any other school or class.
Pyromancy:
Headmaster: Warlock+Priest
Easily the most recognizable school of magic; Pyromancy learns to tease fire out of every element possible, igniting the individual molecules of hydrogen and oxygen, causing water itself to combust, for example.
Class composites:
Warlock+Priest, Warlock+Conjurer, Warlock+Sorcerer, Priest+Shaman, Priest+Mage, Priest+Summoner
Body element is transmuted to more easily conduct Pyromantic techniques through pyrokinesis.
Metal element is not used by Pyromancers and can pose as a sheild to their magic; Metal element is heat training and melting point studies.
Water element is the counter balance of fire and operates as training for the Pyromancer.
Forest element is a resource, fuel for Pyromancy, great target and combustion practice.
Fire element is the source of Pyromantic ability and dissected forevermore until all 20 elements are utilized in the school.
Hydromancy:
Headmaster: Conjurer+Wizard
Another highly recognizable school is Hydromancy, the contraction of pyromancy's expansion.
Class composites:
Conjurer+Wizard, Conjurer+Priest, Conjurer+Wrestler, Wizard+Black Ninja, Wizard+Shaman, Wizard+Enforcer
Body element is transmuted to more easily conduct Hydromantic techniques through hydrokinesis.
Metal element is used by Hydromancers to shape the water and create aqua projectiles.
Water element is the source of Hydromantic ability and is forever studied until all 20 elements are utilized in the school.
Forest element is not used by Hydromancers and can pose as sheilding to their magic; Forest element is coagulation training and liquid solidification studies.
Fire element is the counter balance of water and operates as training for the Hydromancer.
Aeromancy: Headmaster: Mage+Sage
Often referred to as "weather witches", Aeromancers never actively use their abilities except out of mortal instinct; they are taught to be as passive and peaceful as possible in order to maintain harmonic conduct with the weather, as the weather can and will kill anyone who abuses aerokinesis.
Class Composites:Mage+Sage, Wizard+Mage, Summoner+Wizard, Sage+Ranger, Thief+Sage, Nomad+Druid
Body element is transmuted to more easily conduct Aeromantic techniques through aerokinesis.
Metal element is not used by Aeromancers and can pose as shielding to their techniques; Metal element is volume training and lightning studies
Water element is most valuable to Aeromancers; without which, no weather effects would exist at all. Water is used by aeromancers to alter the potency of the air currents and manipulate cloud formations.
Forest is the aeromancer's domain and adobe. Forest acts as an energy depot for Aeromancers and offers both Body, Water, and Air elements to their reserves.
Fire is the "taboo" element for aeromancers and banned from schooling. Capable of transmuting tornadoes into firestorms and thunderheads into acid rain.
Magmancy:
Geomancy:
The school of transmuting Earth, Stone, Gems, Magma, and Ores interchangeably with one another. Geomancy is a powerful school of magic, earning an entire independent class of its own.
Body is transmuted to more easily conduct Geomantic techniques through geokinesis. Body is also studied to implement transmutation to Terra elements by shaping them and giving them form.
Metal is transmutation ammunition and can be either created from or transformed into raw ore, gemstones, earthstones, magma, or soil.
Water is studied by Geomancers to implement transmutation to Terra elements by liquefying them.
Forest is studied by Geomancers to implement transmutation to Terra elements by solidifying them.
Fire is studied by Geomancers to implement transmutation to Terra elements by consuming them.
Technomancy:
4 methods of class composites; Headmaster: Wizard+BlacksmithThe school of Technomancy covers interchangeably transmuting all things digital and mechanical. Technomancy is a rare art and uncommon school.
Androids and Cyborgs have an advantage over technomancy, and cyborgs gain amplified potency in their usage of it.
Technomancy is a prerequisite for Android Spirits, Souls, Will, and Biology.
Class Composites:Geomancer+Tinker, Mage+Inventor, Warlock+Tinker, and Wizard+Blacksmith.
Body is the Technomancer's domain and adobe.
Metal is one of the technomancer's means of manipulation which ties in the majority of elements with its own chart.
Water
Forest
Fire
Necromancy:
Body
Metal
Water
Forest
Fire
Tetramancy: An incredibly powerful school of magic capable of folding space/time and
Body
Metal
Water
Forest
Fire
Halomancy:
Body
Metal
Water
Forest
Fire
Astromancy:
Body
Metal
Water
Forest
Fire
Omnimancy:
Body
Metal
Water
Forest
Fire
Classes:
Support; Supporters
Versatile units whom display moderate traits of 2 or more of the following classes; their abilities, not as effective or spectacular.
[Summoner] :: Assassin
Gemforcer :: Spy
Runecrafter :: Thief
Inventor :: Tracker
Healing; Healers
Qi/Chi Specialists. They convert their Mana into Qi to utilize their super effective healing magics.
[Alchemist] :: Nomad
Druid :: Bard
Shaman :: Cleric
Priest/ess :: Hermit
Ranged; Projectilists
Tactical units specializing in hit and run strategies and attacking from afar.
[Soldier] :: Ranger
Brigand :: Black Ninja
Mercenary :: Tinker
Bandit :: Hunter
Magic; Spellcasters
Magical supporters with a wide variety of magical skills which alter everything from their opponents, their allies, themselves, and even their environment. Spellcasters are as versatile as support units.
[Sage] :: Skinwalker
Wizard :: Mage
Conjurer :: Geomancer
Sorcerer/ess :: Warlock/Witch
Melee; Combatants
Fighters who gladly get their hands dirty. Combatants have no specialties other than hurting their enemies.
[Psion] :: Engineer
White Ninja :: Berserker
Monk :: Enforcer
Scout :: Brawler
(Work in Progress VII) Class Titles:
Class Titles:
Element *Element Representative Composite Class* Yin Class / Yang Class Patron Deity
Body *Barbarian* Berserker / Brawler Mind
Technology *Saboteur* Spy / Inventor G.A.T.E.
Ice *Survivalist* Hunter / Tracker Wisp
Poison *Necromancer* Black Ninja / Alchemist C'Thulhu
Magma *Vagabond* Thief / Mage Salamodo
Earth *Technomancer* Engineer / Geomancer Spirit Gnomes
Fire *Pyromancer* Warlock / Priest Ifrit
Forest *Gaian (/Avatar [III])* Shaman / Druid Cedarfern
Water *Hydromancer* Monk / Cleric Undine
Metal *Forge (/Avatar [I])* Tinker / Runecrafter Dwarf Souls
Lightning *Adept* Sorcerer / Wizard Amp, Joule, Volt, Watt, & Spark
Shadow *Nightmare (Posing Avatar [IV])* Skinwalker / Mercenary Shade
Air *Sniper* Bandit / Brigand Sylphinid
Light *Halomancer* Nomad / Gemforcer Aska
Gravity *Gladiator* Enforcer / Ranger Luna
Spirit *Dreamwalker* Summoner / Bard Great Mystery/Creator
Chi *Demigod* Assassin / White Ninja May, Martel, & Marion
Mind *Templar (/Avatar [II])* Conjurer / Psion Soul
Magnetism *Valkyrie* Soldier / Scout Odin
Void *Immortal* Hermit / Sage Origin
40 classes, 20 composite representative classes, unknown composite titles.
Rangers
Back Ninjas can lace their melee and thrown weapons with poisons, chemicals, and other potentially volatile concoctions to advance their weapon effectiveness. Furthermore, they have a habit of relying on chemically altered states of mind and body to affect their combat technique and ability.
N/A
Inventors
Spies
Observers
Alchemists create Elixers and Tinctures in vials by 'reverse chemistry' process of 'self digestion'.
In chemistry, a tincture is a solution that has alcohol as its solvent; in Alchemy, components are dissolved through digesting each other to separate one another from inverted particulate-solid-alcoholic tincture and detoxified elixir by repeated heating and cooling over various periods of time determined by the combinations of componenets.
Each ingredient has either a philosophical metal or mineral; such as philosophical tin and philosophical quartz.
The journey of an Alchemist is to divine and discover all the properties of the world and their resultant tinctures and elixirs in relation to one another. Potions, medicines, drugs, poisons, and repellants paint the wardrobe of an Alchemic.
Thieves process treasures between sacrifices for Salamodo, in exchange for good fortunate luck; and spoils of their own. Salamodo is a covetous deity who adores swimming in molten gold, and to bathe in it, but incredibly generous for gifts and sacrifices. Thieves keep close ties with ninji and study their ways as often as available opportunity, between lifting and pickpocketing and boosting and all about thieving.
Vagabonds
Trackers
Hunters
Survivalists
Composite titles are derived from multiple class combinations. Work in progress:
Primary Class + Secondary Class = Composite Class
Geomancer, Warlock, Blacksmith, Wizard, Skinwalker, Ranger, Nomad, Sage, Shaman, and Martial Artist are Primary Class Only (PCO) titles and cannot be taken on if a Title is already earned without quitting your current class first.
Occasionally, you might find composite classes which combine two PCOs. These are the only times a PCO can be taken on as a secondary class - which is only for the composite.
Sniper + Thief = King of Thieves
Psion + Bard = Clown Ninja
Thief + Gemforcer = Cat Burglar
?? + ?? = Vodouist
Nomad + Tracker = Walker
Monk + Priest = Paladin
Priest + Sorcerer = Archmage
*Wizard + Geomancer = Tetramancer
Geomancer + Runecrafter = Golem Master
Berserker + Bard = Punk
Priest + Bard = "The King"
Engineer + Inventor = Oz Almighty
Skinwalker + Black Ninja = The Face
*Nomad + Alchemist = Dr. Housecall
Ranger + White Ninja = Hero
Wizard + Hermit = Merlinian
*Warlock + Sage = Morganian
Mercenary + B/W Ninja = Pirate
Soldier + B/W Ninja = Samurai
Warlock + Bard = Baron Samedi
Spy + Tracker = Superspy
Geomancer + Mage = Magmancer
Summoner + Psion = Psychomancer
Ranger + Druid = [The] Caretaker
*Wizard + Ranger = Frostwizard
Avatars:
I Maxwell; Cougar Bear;
II Djinn; Jovithor;
III Gaia; Cedarfern
IV Loki;
Proficiencies:
Characters can take on 1 proficiency per 4 levels starting at level 8, and get a freebie at level 4 if the first 4 levels were spent in training or tutorial adventures.
Some proficiencies are prerequisite for certain class abilities, as listed.
- Herbology - gain knowledge of plantlife and its (field) uses
Alchemists, Druids, Shamans, Hermits, Sages, Nomads, Rangers, and Hunters - Tailoring - mend and weave or design clothing.
(w/b)Ninjas, Rangers, Nomads, Priests, Skinwalkers, and Magi - Carpentry - harvesting lumber and designing structures are a small part of the job.
Priests, Hermits, Thieves, Tinkerers, Geomancers, Soldiers, Bandits, Monks, and Engineers - Skinning - removing the skins and furs of animals
Skinwalkers, Shamans, Hunters - Leather Working - work the skins and furs into armor, equipment, and clothing
Skinwalkers, Shamans, Inventors, Rangers - Fishing - F-I-S-H-I-N-G catch fish. shoot the breeze. watch the clouds float by.
-never mandatory- - Butchering - harvest meat from fish and animals.
Skinwalkers, Shamans, Soldiers - Cooking - cook fish and meat so it doesn't potentially poison you.
Alchemists, Priests, Clerics, Soldiers, Bards, Nomads, Hermits, Sages - First Aid - aged raw meat is unsafe, so in case of ingestion, its good to know what to do... you can also mend wounds and set bones.
Alchemists, Trackers, Bandits, Shamans, Monks, Clerics, Nomads - Mining - find precious stones and metals beneath the earth.
Engineers - Jeweling - set precious stones in rings, necklaces, and bracers or canes and other mounting pieces.
Gemforcer, Warlocks - Metallurgy - temper ores into metal sheets, plate, and leaf.
Inventors, Engineers - Mechanics - progressively advanced technological hardware maintenance skills.
Inventors, Tinkers, Engineers - Mercantilism - improved profiting exchanges, access to guilds and banking, applicable reputation elements.
Assassins, Inventors, Bards, Enforcers, Mercenaries, Priests, and Thieves - Lockpicking - choose a lock. then crack it open.
Thieves, Spies, Tinkers, Mercenaries - Programing - progressively advanced technological software maintenance skills.
Spies, Inventors, Engineers - Musician - play tunes and compose songs, carry an instrument around and perform abroad.
Bards, Priests - Tarot Reader - can alter character reputation, karma, and luck, and can invert your spiritual standings.
Geomancers, Warlocks, Alchemists, Skinwalkers, Bards - Courier - exchange and deliver goods for fees and keep the economic gears turning.
Mercenaries, Spies, Soldiers - Banking/guild leader - open a bank or initiate members into a new guild; must have mercantilism beforehand.
- Instructor - go forth and share your class skills with others with varying degrees of improving diversity.
--Available to all Classes by and above lv34--
Some proficiencies are automatically added as part of character class requirements and occur at no cost to the player; such as Mining and Metallurgy are automatically taken on by blacksmiths and mechanics and programming can be taken on by inventors.
Mind, Body, Spirit:
Your overall vitality is affected by the three and their encounters.
Your mind cannot cause hit point damage, but can, instead, eliminate defenses, regeneration, and stat bonuses, racial modifiers, and even magical boosts. While mind cant cause harm, it can cause damage to become much more lethal.
Bodily attacks cause physical damage only.
Magic attacks cause damage physically and spiritually.
Elements attacks cause physical and psychological damages.
Chi/Qi attacks all Mind, Body, and Spirit.
Body is hit points. It's your vehicle of operation, if it dies, you die. Damage done to the body drains hit points until there are none left. So long as the body is well maintained, it will remain healthy, regenerative, and functional.
Physical attacks are defended with the body itself, armor, weapons, and obstacles in the environment itself.
Magical attacks are defended by the soul, a spiritual body driving the physical one. Any and all damage the soul takes, the body will receive, so it is important to keep both mind, body, and soul well protected!
Elemental attacks are defended by armor, medicine, and warding, can cause rapid and/or reoccurring damage and debilitating physical effects such as paralysis. Elemental damage can also cause psychological damage, causing stacking damage, amplified damage, and reduced defenses. Elemental effects are things like burns, frostbite, poisoning, paralysis, feinting, lapsing consciousness, and vertigo.
Psychological damages are mostly status effects, like fear: causing increased hesitation and/or decreased response time, distractions: which disengage the player from combat or other activities, fear induced paralysis, reduced strength via intimidation or phobia, confusion: altering targets in mid-action, altering course at key locations, and affecting purchases or trades.
Qi is never used to directly inflict harm and does very small amounts of damage, but cause all psychological defenses to fall, leaving the spirit entirely undefended. Qi attacks do negligible damage to the body and very low damage to spirit, but cause high hit point losses never the less.
Qi is used to heal: The least effective damaging element and it is the most effective healing element.
Universal Character Creation Rules (are as follows, unless later stated otherwise):
13 Stat Points are awarded every level, no more than 5 points can be raised on any one stat per level, regardless of stat costs; Class Points are not awarded until a class is graduated, are 8 per level for primary class and 13 per level for secondary class; all points can be reserved indefinitely; and stat points can be used interchangeably with class points, but class points are strictly for class skills and schooling.
Traits:
Traits which a character's race cannot have will cost triple to purchase.
The cost to remove a permanent racial trait will be listed with the trait itself in (bold parenthesis) as a number.
Gremlinism Has a 21% chance of occurring automatically (for free) at character creation; costs 5 stat points per level, but awards the player with 3 stat points directly added to dexterity every level at no cost to the player, adds the independent Gremlevelinup exp meter and abilities list.
Gremlinism has 12 levels of progression, each level gaining additional symptoms which cause progressively greater thresholds of destruction until the final level is breached and self destruction ends the character's life.
Every level of gremlinism has different abilities unlocked by spending grempoints you get per level, which change depending on how high your dexterity is, by 3 grempoints per 5 dex stat points. Each gremlin ability has 5 power levels which points can be spent on as well.
Grome: 0-13 xp; can learn degrease or overattle.
Grum: 14-21 xp; adds underclocking, shaky hands, and absent mindedness to list of 'abilities'.
Grohm: 22-34 xp; automatically subtracts half dexterity stat points and holds that number, adds innate saboteur instinct to list.
Great: 35-55 xp; no grempoints, and/or existing points are subtracted automatically; instant level up for any and all currently purchased Gremlin abilities
Gremlite: 56-89 xp; adds psychodrain, manasap, and spiryup to list.
Gremlin: 90-144 xp;automatically adds 1 level to Gremlin Touch, and the held grempoints plus 1 extra grempoint are returned to the grempoint pool.
Gremling: 145-233 xp; increases movement speed x3, adds thunderhiccups and flaming sneezes to 'abilities' list.
Grem: 234-377 xp; adds gravitational masscular to abilities list and initiates automatically leveling worn and torn to the gremlin abilities.
Gremlord: 378-610 xp; adds caffeinated circulation and rage conversion (to choice of dex, agi, wit, or stm) at up to 3 points per level exchanging one grem point per 3 rage SP; cannot go lower than 1 Rage SP.
Gremlinthropy: 611-987 xp; automatically adds 1 point to necrological presence, general poisoning, or choice of pre-existing gremlin ability and doubles current grempoints.
Gimmold: 988-1597 xp; adds 1 point to festering bowels, and 2 points to halitoxis phlegm (plus 2 per point spent on it); adds bonerigged, manic excitement, and general madness to 'abilities'.
Gremlich: 1598-2584 xp; causes hp regen to become negative values, can no longer be healed, random loss of character control and eventually death.
although
Ghoul: If by chance or miracle the character has survived, they become immune to self affliction, and can be healed again, though they lose all regenerative treatments including their own hp and manna regen.
Miniaturization Has a 25% chance of occurring automatically at creation; costs the character's speed per level and shrinks the player between 34% and 55% of the racial height limits.
Giantism Has 8% chance of occurring automatically at creation; costs 10 stat points per level and their exp gain rate is ten times less, with the loss of wisdom** but become ten times larger than their race limits, and have ten times higher vitality and physical attack and defense, and all stats are half cost (thats like having 16 stat points* per level).
*
after 10 sp/lv deduction*
Cybernization/Bionization has wide and varying implications and costs which transpire currencies, body parts, stats, capabilities, and even free will. Bionic parts are as diverse as the entire world itself and just as potentially dangerous and lethal. Varying degrees of cybernization can eventually lead to androidization where less than 22% of the original body remains. Androids lose luck, flexibility, will, rage, all spirit & wisdom effects, bonuses, & magic, and become autonomous (P/NPC/monster).
New-Player Character Androids have Luck and Will to begin with and are initiated on a quest for a soul, or they have Spirit and Wisdom and are sent on a quest for magic.
Androids have the ability to self-augment their stats at any time, but never exceed the current level total of stat points or remove any existing stat points for storage, nor can they leave unspent levelup points; lastly, androids can never lower their stat points below their lowest levelup point.
Cyborgs have a similar stat disposition; their final calculations are averaged for three sections: Vitality, Intelligence and Wit; Dexterity, Defense, and Agility; and Strength, Speed, and Stamina
Each of the 3 sections are aptly affected by the various bionic parts applied to the body.
Vitality of the individual parts is averaged with the vitality of the body through biotech and is affected universally through each part.
the Int, Wit, Agi section is affected by Head Implants
Dex, Def, and Spd section is limbs; hands, feet, arms, and legs
and the Core parts/upgrades affect Vitality, Strength, and Stamina.
For a list of parts (both bionic and robotic) and general quality and complexity comparisons, see the Android racial information entry.
Vampirism:
1% chance of creation story tragedy. Cannot* choose to become vampiric. Various vampiric effects are lent or enforced following a strict chain of command which is stronger near the top and weak and weightless at the bottom.
*within reason; rapid re-rolls might as well give way to success.
Wereism or Therianism:
Therianthropies, or 'Werekin' are the anthropoid characteristics of various animals and creatures. It can affect even playable races lending altered characteristics and a double XP gain rate.
Werewolves are the most familiar Therianthropy, the Lycanthropy. A similar curse as Vampirism affects the vast mass majority of Lycanthropies.
Leoanthropy would be a Werelion but probably not as common as Tygrianthropies would be- go Weretiger!
Many might be fun to explore, too many to name. Werepigs, Weredogs, Wereoxen, Werewalruses, Werespiders, whatever floats 'yers...
Simianthropies might be more relatable before things get surreal. Picture a huge hairy bodybuilder with opposable thumbs on their feet.
Humanthropy: That's right, a Werehuman. Things get fun if you're lucky to roll wereism.
Negative traits and stat costs are eliminated and/or racial bonuses are improved, plus double XP.
W.ork I.n P.rogress:
Humans: You know Humans, right? We're a pretty diverse lot, aren't we? More often than not, history has taught us, we deem it fit to dominate the world and the heavens. We've certainly earned ourselves a spot in omniversiality. and to reflect that in-game, Humans are the only race who are permitted to learn everything... But they're pretty much entirely prejudiced and hate all non-humans.
Traits:
Can have wereism, gremlinism, miniaturization, or giantism, become vampiric and bionic, and are able to interchange freely between android and humanoid (if born Human).
Can learn any skill, trade, and school.
That's right, no class or proficiency restrictions, class and proficiency advancements are doubled, and we can wield any and all weapons, with the proper training prerequisites.
Werehumans are advanced humans, to say the least.
All stats are half price except vitality, defense, speed, and flexability.
Level up Costs:
N/A
Elves: Taller than humans with pointier ears and innate, intrinsic, natural magical sensitivity, opening up all element pathways automatically. Elves are rival to humans in the learning curve and can take on most classes. Natural adept Elves have skin colors that reflect their areas of natural aptitude. For example a Fire Elf might have reddened skin, while a Magma Elf would have a much darker red skin. Elementelves are very uncommon and do not pass on their traits to their children...
Listed below, however, are 8 types of Elves whose elemental affinity IS passed down from generation to generation.
Traits:Cannot have gremlinism or giantism, can have wereism, miniaturization, become vampiric, bionic, and android.
regeneration rates are doubled, Mana Total is spi+wis, xp bonus is wis/19, start every class with element paths unlocked and all basic magics learned.
Can be Dark Elf and have natural affinity for Shadow and Poison Magics
Can be Night Elf and have natural affinity for Gravity and Forest Magics
Can be Life Elf and have natural affinity for Chi and Water Magics
Can be Presence Elf and have natural affinity for Body and Spirit Magics
Can be Empty Elf and have a natural affinity for Void and Magnetism Magics
Can be Cave Elf and have natural affinity for Metal and Earth Magics
Can be Flame Elf and have natural affinity for Fire and Magma Magics
Can be Psycho Elf and have natural affinity for Mind and Technology Magics
25% chance to become one of the 20 Elementelves naturally during character creation, or randomly the first 10 levels.
Wereelves have a 13% increase to the minimum and 21% increase to the maximum height thresholds, their mana regen is quadrupled, and int costs are 4-for-1. Wereism has a 55% chance of occurring at creation or costs 32 stat points.
Level up Costs:
Int, Wit, Luk, and Wil are 2-for-1, but Vit is 1-for-2
Unavailable classes:
Skinwalker(/except dark, empty, and psycho Elves), Shaman(/except cave, flame, and dark Elves), Druid(/except night, light, life, and empty Elves), Wrestler(/ except presence elves), Berserker(/ except presence elves), and Brawler(/ except presence elves).
Cacubai:
Traits:
Level up Costs:
Unavailable classes:
Hobbits:
Traits:
Were
Level up Costs:
Unavailable classes:
Dwarves: Stouter, shorter, human-like people with a knack for metallurgy and nature school magics. With sufficient training and personal selection by their Mountain Kings, Dwarves are potential Patron Deities of the element of Metal and the only race which has the natural ability to both mine and work with Spirit Ores and Transdimensional Metals.
Traits:
Cannot have giantism or miniaturization, can have gremlinism, wereism, become vampire, cyborg, or android.
Their diversity and adaptability also earns them additional classes. Stamina and Defense gain a 150% bonus at the cost of 75% of their speed and 50% of their agility.
By default, all Dwarves have innate knowledge of metal working and can mine, refine, and temper rare/mythical/mystical ores and metals.
Dwarves have the potential to become elemental patron spirits of metal.
Weredwarves are Spirit Guardians of Metal and have their speed and agility restrictions removed.
Level up Costs:
Dex, Wit, Stm, and Def are 3-for-1, but speed is 1-for-5, yikes!
Available Classes: Shaman, Hermit, Brawler, Thief, Tinker, Bard, Soldier, Bandit, Tracker, Monk, Ranger, Nomad, Alchemist, Spy, Conjurer, Mercenary, Runecrafter, Wrestler, Blacksmith, and Enforcer.
Orcs: Brutal, massive, dirty, loud, ornery, hued humanoids with fair diversity and adaptability. Their brains are not as advanced as humans but their bodies have taken on more than fair compensation. They have formed many tribal communities and have a very warlike yet spiritual culture.
Traits:Cannot have giantism, gremlinism, or become vampiric.
Can have miniaturization, wereism, and become cyborg or android
Flx bonus is calculated by *(Flx/250)/100)+1)
Orcish warriors have half cost on spending class points for every martial type class.
Wereorcs benefit from default int costs and normal flexibility bonuses. as well as the additional classes:
Wizard, Mage, Summoner, Conjurer, and Inventor.
Level up Costs:Str is 1/3 cost, Stm is 1/2 cost, Agi is x2 cost, and Int is x3 cost
Available Classes:
Sage, Brawler, Thief, Bard, Tinker, Bandit, Tracker, Monk, Hunter, Nomad, Alchemist, Druid, Skinwalker, Wrestler
Class bonuses:
Berserker, Enforcer, Soldier, Warlock, Fighter, Shaman, Ranger, Mercenary, Blacksmith,
Draconian 5 subspecies:
Cannot have wereism
Draco:
Tortoin:
Iguanian:
Chameil:
Velosaur:
Dryad:
Traits:
Level up Costs:
Unavailable classes:
Satyr:
Traits:
Level up Costs:
Unavailable classes:
Minotaur:
Traits:
Level up Costs:
Unavailable classes:
Sasquatch/Yeti:
Traits:
Level up Costs:
Unavailable classes:
Ogres:
Traits:
Were
Level up Costs:
Unavailable classes:
Centaur:
Traits:
Level up Costs:
Unavailable classes:
Trolls: Small, but tough and formidable, cave dwelling people who have extremely dense stone-like skin which coagulates under sun and torchlight and renders them nearly immobile. Not the smartest of species, Trolls cannot maintain complex cultures or societies, or trains of thought, and have extremely short tempers rivaling Goblins, a long distant cousin of the Troll. Their lack of brains is overcompensated with redundant brawn.
Traits: Int cost x3, Wit cost x4, Flx cost x 8, Rge bonus affects Vit and Stm, Rage bonus = *((Rge /10) /100)+1), automatic +1 Str and Rge SP per level,
Were
Level up Costs:
Unavailable classes:
Harpies:
Traits:
Level up Costs:
Unavailable classes:
Gargoyles:
Traits:
Level up Costs:
Unavailable classes:
Moblins:
Traits:
Level up Costs:
Unavailable classes:
Goblins:
Traits:
Were
Level up Costs:
Unavailable classes:
Gnomes:
Traits:
Were
Level up Costs:
Unavailable classes:
Faeries: Nature Sprites born with free will and no longer bound to an element often seek out an element to serve and become Faeries; unofficial patrons of the elements. Faeries typically join houses belonging to one of the 20 elements, but occasionally take a hand at freelancing and wander into the world never to be seen or heard from again.
Faeries are highly magical beings and rely entirely on chi and mana in order to survive at all. Being only a few inches tall at most, they are also very delicate and have to be wary of larger animals who can easily kill a faerie by stepping on one.
Traits:Can have all traits, except; Cannot have Wereism.
Cybernetic parts cause all the faerie's attributes to fall by 5 stat points per level until death.
Much lower health; HP is calculated via x100
Literal will means that each point of will is percent; if you have a level 12 with 34 SP in will and have 360 will, that's 360% bonuses!
Not only that, but their Mana regenerates are a percent per second.
Lastly, they benefit largely from an improved MgD calculation.
'Werefaeries' are faux Werekin and actually very well aged Faerie Elders rumored to be over 10,000 years old.
Level up Costs:No SP spending restrictions except marked:
1/12 Agi cost, 1/8 Spd cost, 1/4 Int cost, and 1/2 Wit cost;
Can only spend 3 SP/lv in Vit/Int/Wit;
Can only spend 2 SP/lv in Spd
Can only spend 1 SP in Agi and Will
Str x4 cost
Unavailable classes:
Skinwalker, Wrestler, Blacksmith, Brawler, Berserker.
Skinwalkers: Skinwalkers are the most complicated and diverse creature in existence. Their shape shifting capabilities are beyond comparison, but with a monstrous prerequisite: For every "face" a skinwalker wishes to assume, they must consume the organic material of as much as or more than the one individual body they wish to apply face to. Meaning, 1 or more of a species must be exchanged for the capacity to shape shift.
A Skinwalker's original body is a small 3-9 inch stick figure at birth, which grows over time to up to 5 feet. 5 small magnetic cylinders make up the head & core, and the limbs. A tiny mouth with rotating saw blade teeth, capable of quickly killing most small rodents, insects, and some fish, cannot close, chew, or otherwise move. So eventually, over long periods of time or at the guidance of parental presence, enough insect matter will be consumed that the infantile skinwalker can assume the form of a potentially deadlier bug and begin amassing faces for survival and bigger prey.
Traits:Cannot have Miniaturization, Giantism, become Bionic, or become Androids.
Can have Gremlinism, Wereism and become Vampiric.
Skinwalkers have the uncanny ability to eat anything and assume it's "face" or equivalent.
Some species and races have faces requiring 2 to 8 bodies' mass to assume the single face, additionally; any and all wasted matter can lead up to 32 kills just to consume 8 bodies' worth of mass; one of the natural progressions a skinwalker has is gross ettiquette - which advances autonomously every time a meal is wasted.
Faces:
Each "Face" a Skinwalker acquires is an individual and natural character sheet; complete with skills, techniques, proficiencies, attribute levels and spent & stored stat points of the targeted 'face'.
To acquire a face, a skinwalker choses a target, then "meats" the required DNA, or "specie material", which is usually a number of like-race bodies before the targeted face can be consumed and assumed.
Wereskinwalkers have the ability to mutate single cells individually, allowing them to assume an amassed form of multiple faces. Additionally, Wereskinwalkers can transform their bodies ten times faster than their counterparts. There is only a 6% chance of Wereism in Skinwalkers.
Level up Costs:
3 level 1 faces at creation, 3 of Faces per 5 levels, starting at level 5; all faces level up uniformly and only advance if lower than Character's Natural Level. All higher level faces gain xp but do not advance level until natural level 'catches up'.
Unavailable classes: (only applies to initial creation character pages.)
Shaman, Druid, Bard, Wizard, Summoner, Conjurer, Gemforcer.
Androids: Androids are complex robotic constructs with humanoid tendencies and powerful artificial intelligence processors. Originally built by Humans to make up for physically lacking prowess, Androids built "from scratch" can gain humanity through applicable quests, but begin life without a spirit or soul and thus can neither benefit from Wil stat points, or wisdom exp bonuses nor have any spiritual affects or mana pools.
Android stat point expenditure is codependent on the level of technology installed on the character.
Each of the 13 attributes has an equivalent robotic and cyborg component with varying levels of complexity and quality.
Lowest complexity parts only permit the stat to exist with 1 SP, whereas highest complexity parts can allow up to a full 13 stat point level-up spending.
Lowest quality parts degrade rapidly, carry potential corrosion risks for androids and infection risks for cyborgs, and have no self repairing nanotechnology, whereas highest quality parts are made with permeable gold alloys, do not rust or corrode, and have self-repairing nanotechnology.
Traits:
Cannot have wereism, or become vampiric.
Can have gremlinism, miniturization, giantism, and become bionic.
Androids alone have the ability to augment their attributes at any time. An Android can redistribute existing stat points among any attribute, within limitations of the body part complexities and qualities, but cannot lower any stat point below their character-creation SP level except for Luck, Flexibility, Willpower, and Rage - until a soul and/or spirit are earned.
Full Core:
Breastplate Chassis, Breastplate armor, individual (applicable) Musclengines (left and right pectorals, chest, lumbar, abdominal, waist, left and right glutes and reproductive muscles.) and Organdrivers (Heart, Lungs, Liver, Pancreas, Spleen, Kidneys, Stomach, Gall, large and small Intestine, Bladder, Colon, Prostate, and Gonads), Coreplate, Core armor, Core storage, and Detachable Storage Unit.
Full arms:
Pectorals Engines, Biceps Engines, Triceps Engines, Forearm Pistons, Hands, Shoulder Storage, DSU, *weapons*, and *tools*, each with applicable chassis and armor.
Full Legs:
Hips Turbines, Quadriceps Engines, Thigh Engines, Calf Engines, Shin Pistons, Feet, Thigh Storage, DSU, *weapons*, and *tools*, each with applicable chassis and armor.
Full Head:
Left Frontal Lobe; Quantum Flux Capacitor, Right Frontal Lobe; Logic Assist Bores, Parietal Lobe; Core Causality Calculator and Memory Multiplex, Occipital Lobe; Synaptic Driver, Nerve Slave, and General Transceiver Unit, Left Temporal Lobe; Left visual and auditory Driver Unit, Sensory Driver Assist I, Random Access Memory Assist Unit, Right Temporal Lobe; Right visual and auditory Driver Unit, Sensory Driver Assist II, Emotive Quantum Association Matrix.
Left and Right Bionic Eyes and Inner-Ears, Chassis, Armor, and *weapons* & *tools*.
General Complexity Rules:
The higher the complexity of the technology, the more exponentially expensive it will be.
A complexity of 1-3 will not permit armor, chassis, or mounts: This means the bare hardware is not only visible, but vulnerable.
a complexity of 1 means no more than 1 stat point in the applicable attribute, and a complexity of 3 means no more than 3.
complexity of 4 will permit a chassis and storage type mounts, and removes the stat point cap, but permits only 1 stat point to the applicable attribute per level. a complexity of 5 will add 2 sp/lv, and 6; 3sp/lv
a complexity of 5 will also upgrade to nanotech compatibility
a complexity of 6 will also allow armor and tool mounts.
a complexity of 7 will revert the sp/lv cap to default (>=5)
a complexity of 8 will permit weapon mounts and allow nanotech upgrades
complexity 9 increases the sp/lv cap to 8
and complexity 10 increases the sp/lv to 13
General Quality Rules:
The higher the quality, the better the armor, mounts, and hardware will be.
a quality of 1 to 5 is generally speaking, "used", 5 being "good as new" and 1 being a rusty junkyard foraging ground-score.
a quality of 5 will not always include nanotech, but is the nanotech minimum quality.
a quality of 6 or higher is the lowest new product level of quality and highest used product quality level.
the higher the quality, the higher the cost and the better the HP, Armor, and capability.
all quality level 8 and higher equipment is built with nanotechnology. QL8 is the mandatory minimum for safe Organdrivers and Musclengines*.
quality level 9 equipment is the minimum mandatory for safe Cranial Implants and Brain Replacement Surgeries*.
Quality level 10 is the only quality level of parts which can offer the Emotive Quantum Association Matrix, and Logic Assist Bores without a high risk of infection or death during instillation and without the inevitable berserking and loss of control afterward*.
Level up Costs:
All stat points cost 1-for-2.
Unavailable classes:
Berserker, Hunter, Alchemist, Geomancer, Warlock, Priest, Shaman, Druid, Conjurer, Wizard, Mage, Sorcerer, Skinwalker, Gemforcer, Summoner.
* Such parts may be available at lower quality/complexity levels, however come with incredibly high risks of infection, death, and/or loss of player control.
Stats Calculation Algorithm (in order of operations):
Stat boosters:All stats above luck are bolstered by flexibility and this boost must be calculated for each stat before composite calculations begin.
(WIP: these 4 stats share stat points and divide 1 SP into all 4 categories according to racial modifiers)
Example Boost Stats: 50 SP
Luk 16 (wip/Wil)/1000)+1
Flx 69 (wip/Luk)/1000)+1
Wil 106 (wip/Rge)/1000)+1
Rge 11 (wip/Flx)/1000)+1
(/WIP)
Flexibility: Adds a bonus to all 9 physical stats between Vitality and Agility by multiplying the percentile derivative: by dividing the total Flexibility points by
eg: ((Flx/20)/1000)+1
((420/20)/1000)+1 = 1.021 [((69/16)/1000)+1= 1.004313]
Vit total * 1.021
132*1.021 = 134.772 ~ 135
Spirit: Total Stat Points + (Wil - Rge)
Wisdom: (Int*Wit)/(level*10)+(Int[SP]+Wit[SP])
Appearance: ((Vit+Int+Dex+Str+Stm)/5)+Spirit
Charisma: ((Wit+Int)*(Spd+Agi)+Appearance)/Wisdom
Perception: ((Int+Wit+Wisdom)/3)*Luk
Accuracy: ((Perception+Int+Dex+Agi
Evasion: ((Perception
Endurance: ((Vit+Dex+Stm+Agi)/4)*Flx
Hit Points: ((Vit*1000)*flx)+((End+Agi)*Def) + Str^
Regen: HP*(End+Agi)/((HP*Flx)+(End+Agi)*Def)=Per Hour(/60 = per minute(/60=per second))
Mana: (Spirit+Charisma) - Rge^2
Regen: ((Wisdom+Int+Wit)/3)= Per Hour (/60 = per minute(/60=per second))
PhA(Physical Attack): (Str*Spd)*Flx
PhD(Physical Defense): (Def*Stm)*Flx
MgA(Magic Attack): ((Wit*Dex)*Flx)*Wil
MgD(Magic Defense): ((Vit*Int)*Flx)*Wil
Stealth & Barter are WIP
Stealth: (Evasion*(Wit+Agi+Stm))/Appearance
Barter: Appearance+Charisma+((Int+Wit+Def+Agi)/4)
WiP
Creation rules apply
Level 1 = 52 SP
Level 2 = 65 SP
Level 3 = 78 SP
Level 4 = 91 SP
Lv5=104 SP
* +13 SP
* +13 SP
* +13 SP
* +13 SP
Total Stat Points * Level = SP Exp requirement:
Level 3 with 90 SP = 180 Xp to next SP = (91 SP = level up.)
52 points @ Level 0 creation.
Reincarnation = Total Stat Points after level 0 divided by 25
e.g. level 20 human: 52 + 13 times 20= 13*20=260 divided by 25 = 10.4
Human level 20 reincarnate: @ level 0 = 52 + 10
Decimal calculates to fourth space and the ones space only rounds up if 6 or higher is in the tenths slot after rounding the hundredths, thousandths and ten thousandths first.
eg: 13579.2468 = 13579.3 = 13579.0
,.;: 2468.55556 = 2468.0
,.;: 2468.5556 = 2468.556~56~6~~2469.0000
Name: Self explanatory, I hope.
Race: Long list of choices, each with
Racial modifiers: dis/advantages of the character race. can be disabled for no distinctions between races.
Primary Class: Creation-Selection guidance modifier;
<Adventurer;class name> You have no class and no class name until you contact your instructor for the first time, as per the in-character guidance you'll receive to find them; which can be ignored outright. After which your <Class Name> will replace <Adventurer>
{Learning Class} Once you've received acceptance for your desired class, {Class Name} will designate that you know and can use techniques for that particular class, only your level can hint at how much you know, and learning a new class for the first time at level 30 might be a sneaky advantage or a debilitating mistake.
[teaching class] If you've taken on instructor as a proficiency, [Class Name] will designate to others that you can train them in Primary and Secondary classes, and teach Neutral Techniques.
Class Name Unless you've taken on the Instructor proficiency, nothing special will designate your class name.
(Class Name) Composite Classes, Such as Immortal, Valkyrie, and Deity will show up in parenthesis.
Secondary Class: To Be Determined/in game (will show up only if no composite is created)
Proficiency Level: This is a two part page; firstly showing how many proficiencies you can take on at one time.
Secondly, showing the level of accomplishment in each individual proficiency as you advance them in level.
Proficiencies: The list of proficiencies you've taken on.
Stat Points: 64(apply racial modifications plus reincarnation bonus if/when applicable)64
Exp ( )
Level 0-4095
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Base Stat: (stat point) attribute level
Vit (Spent Stat Points) Total value after levels (+) applicable attribute modifications for Rage, Willpower, and Flexibility = = = Total Value; rge%#= wil%#= flx%#=Total Value: Total Value after applicable bonuses adds racial traits for Final Value.
Int (22) 135 *never applies rge = never applies wil* = Flexibility (21) 293 ~ 293((/50)/100) + 1 ~ 5.86% bonus =135*1.0586=142.911 = 143
Wit (17) 103 *%# = *%# = *1.0586 =109.0358 ~ 109
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Leveling Up:
Dex (Former Spent Stat Points) Automatically added to previous level value = Next Level Total Points + Spend stat points on selected attributes to raise the (new SP total) and add spent points to the new attribute total = Final Attribute Total before bonuses and modifications
Def (13)+75=88 +(8)=(21) 96
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Stm (15) +55=70 +(0) =(15) 70
Str (21) +144=165 +(5) = (26) 170
Spd (1) + 11=12 +(0)= (1) 12
Agi (3) + 30= 33 +(0) =(3) 33
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Auxiliary Attributes:
Luck, Flexibility, Willpower, and Rage boost applicable sections of your final attribute stats.
Luck affects your critical hit ratio, item drops, and # of dice. Luck also affects evasion and accuracy.
To calculate your total luck output, you must find the difference between luck and will stat points and subtract that from the higher attribute of the two; if they are equal stat points, void the lower attribute - or both if they are equal.
lv 3
Luk (1) 3 = 3
Wil (3) 9 = 7
lv 4
Luk (12) 30 = 26
Wil (8) 20
lv 1280
Luk (1) 1280 = 0
Wil (1) 1280 = 0
Luk
(2) 6 ; (2) 8 = (2) 8 ;;;;;; (2) 22 = 22
(1) x 5 =< (lv 7) + 6 = Level 13
Wil
(1) 5 ; (1) 6 = (2) 7 ;;;;;; (2) 21 = 0
(21) 21 ; (21) 42 = (25) 46 ; (25) 71 = (26) 72 ; (26) 98 = (27) 99 ; (27) 126 = (28) 127 ;
(13) 13 ; (13) 26 = (21) 34 ; (21) 55 = (26) 60 ; (26) 86 = (39) 89 ; (39) 128 = (47) 136 ;
lv 5
Luk (28) 127 = 47-28=19
Wil (47) 136 - 19 = 117
(29) 156 ; (29) 185 = +18 (47) 203
(47) 183 ; (47) 230 = (47) 230
lv 7
Luk (47) 203 = 0
Wil (47) 230 = 47-47=luk
Flexibility automatically and passively boosts every attribute above luck by a percent value derived from Flx output, using *(((flex/50)/100) + 1):
Str (25) 75 * 1.022 = 76.65 ~ 77
Flx (40) 110 = 2.2% (*1.022)
((110/50)/100) + 1
(1) 1 ; (1) 2 = (2) 3 ; (2) 5 = (3) 6 ; (3) 9 = (4) 10 ; (4) 14 = (5) 15
(8) 8 ; (8) 16 = (16) 24 ; (16) 40 = (24) 48 ; (24) 72 = (32) 80 ; (32) 102 = (40) 110
(5) 5 ; (5) 10 = (10) 15 ; (10) 25 = (15) 30 ; (15) 45 = (20) 50 ; (20) 70 = (25) 75
(3) 3 ; (3) 6 = (6) 9 ; (6) 15 = (9) 18 ; (9) 27 = (12) 30 ; (12) 30 = (15) 33
Luk (5) 15 = 15 = =
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Flx (40) 110 = = =
Wil (25) 75 = 55 = =
Rge (15) 33 = = =
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HP: (regen:
Spi:
Wis:
Mana: (regen:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Physical Attack:
Physical Defense:
Magical Attack:
Magical Defense:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Evasion:
Endurance:
Perception:
Accuracy:
Awareness:
-----------------------
(following stats can have +/- values)
Stealth:
Trade:
Health:
Fitness:
Appearance:
Charisma:
Name: Race: Racial modifiers: Primary Class: Secondary Class: TBD/ingame Proficiency Level: Proficiencies: Stat Points 64(x/#*)64 Exp ( ) Level 0 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Vit ( ) = = = Int ( ) = = = Wit ( ) = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex ( ) = = = Def ( ) = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm ( ) = = = Str ( ) = = = Spd ( ) = = = Agi ( ) = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk ( ) = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Flx ( ) = = = Wil ( ) = = = Rge ( ) = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (Under construction) (Nearly Complete)
HP: (regen: Spi: Wis: Mana: (regen: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Physical Attack: Physical Defense: Magical Attack: Magical Defense: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Evasion: Endurance: Perception: Accuracy:
(3% progress)
Awareness:
-----------------------
(following stats can have +/- values)
Stealth:
Trade:
Health:
Fitness:
Appearance:
Charisma:
Reincarnate Human Level 8-to-0 + levelup:
(70)
Vit (5) = 5 add parenthesis to current total = 10 + player stats 0 = (5) spent stat points and 10 final level up total Vit (5) = 5 + lv = 10 + 0 = (5) 10 Int (10) = 10 + lv = 20 + 0 = (10) 20 Wit (5) = 5 + lv = 10 + 0 (5) 10 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) = 5 + lv = 10 + 0 = (5) 10 Def (5) = 5 +lv = 10 + 1 = (6) 11 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) = 5 + lv = 10 + 0 = (5) 10 Str (5) = 5 + lv = 10 + 1 = (6) 11 Spd (5) = 5 + lv = 10 + 2 = (7) 12 Agi (5) = 5 + lv = 10 + 1 = (6) 11 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) = 1 + lv = 2 + 0 = (1) 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Flx (5) = 5 + lv = 10 + 3 = (8) 13 Wil (8) = 8 + lv = 16 + 5 = (13) 21 Rge (1) = 1 + lv = 2 + 0 = (1) 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(UTTERLY INCOMPLETE) Stats Calculation Algorithm:
https://codepen.io/densedever/full/xYYVjG/
#include <iostream> #include <stdlib.h> #include <string> using namespace std; int main () { //Input int Lv, Vitality, Intelligence, Wit, Dexterity, Defense, Stamina, Strength, Speed, Agility, Flexibility, Luck, Willpower, Rage, StPt; //sub composites float Endurance; //Composites double Flxx, Lukx, Wilx, Rgex, Hit_Points, HP_Regen, Spirit, Wisdom, Manna, Manna_Regen, Perception, Accuracy, Evasion; // final output double HPA, HPB, HPC, HPD, HPE, Vitl, Intl, Mind, Dext, Dfnd, Stam, Mght, Sped, Agil, Flex, Luky, Will, Brsk, PhA, PhD, Hlth, Heal, Sprt, Wise, Mana, Fcus, MgA, MgD, Prcp, Accy, Endr, Evas; //User Input Lv = 30; Vitality = 36; Intelligence = 36; Wit = 36; Dexterity = 36; Defense = 36; Stamina = 36; Strength = 36; Speed = 39; Agility = 36; Flexibility = 45; Luck = 36; Willpower = 36; Rage = 1; //Composites Operations StPt = 64 + (13 * Lv - 13); // Lv 30 = 441 distributable stat points minus all level-up bonuses Flxx = ((Flexibility / 20) / 100) + 1; Luky = (((Luck * Flxx) / 256) / 100) + 1; Will = (((Willpower * Flxx) / 50) / 100) + 1; Brsk = ((Rage / 5) / 100) + 1; Vitl = Vitality * Flxx; Intl = Intelligence * Flxx; Mind = Wit * Flxx; Dext = Dexterity * Flxx; Dfnd = Defense * Flxx; Stam = Stamina * Flxx; Mght = Strength * Flxx; Sped = Speed * Flxx; Agil = Agility * Flxx; Luky = ((Luck / 256) / 100) + 1; Will = ((Willpower / 64) / 100) +1; Brsk = ((Rage / 16) / 100) +1; Sprt = (StPt) + Willpower - Rage; /* Wise = (Intl * Mind) / (Lv * 10) + (IntStPt + WitStPt) Mana = (Sprt+Wise)/2 Fcus = (Intelligence / IntStPt) Prce = ((Intl + Mind + Wise) / 3) * Luky Accy = Evas = */ Endurance = Mght + Stam; Endr = Endurance * Flxx; Hit_Points = ((Vitality * 1000 * (((Flexibility / 20) / 100 ) + 1)) + (((Endr) + Agil) * Dfnd)) + (Mght * Mght); Hlth = Hit_Points * Flxx; /* HP_Regen = (Hit_Points) * ((Endurance + Agility) / (Hlth) + ((Endurance + Agility) * Defense)); Heal = HP_Regen / 60 Spirit = Wisdom = Mana = Mana_Regen = Perception = Accuracy = Evasion = */ PhA = (Mght * Dfnd); /*PhD = MgA = MgD = */ //Output cout << Hit_Points, cout << " HP :: ", cout << StPt, cout << " Stat Points :: ", cout << Vitl, cout << " Vitality "; return 0; }
Vit (5) 10 = = = Int (10) 20 = = = Wit (5) 10 = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 10 = = = Def (6) 11 = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) 10 = = = Str (6) 11 = = = Spd (7) 12 = = = Agi (6) 11 = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 2 = = = ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Flx (8) 13 = = = Wil (13) 21 = = = Rge (1) 2 = = =
Name: Nothanjo Race: Human Male Racial modifiers: N/A (Blanck) Primary Class: Engineer Secondary Class: TBD/ingame Stat Points: 64+reincarnate=70 (83) Exp: 64(/144) Level: 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Vit (5) 10 *%#= *%#= flx%#= 10 Int (10) 20 *%#= *%#= flx%#= Wit (5) 10 *%#= *%#= flx%#= ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 10 *%#= wil%#= flx%#= Def (6) 11 *%#= wil%#= flx%#= Stm (5) 10 *%#= wil%#= flx%#= ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Str (6) 11 rge%#= wil%#= flx%#= Spd (7) 12 rge%#= wil%#= flx%#= Agi (6) 11 rge%#= wil%#= flx%#= ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 2 (((Luck * Flxx) / 256) / 100) + 1; +/- wil; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Flx (8) 13 ((Flexibility / 20) / 100) + 1; 1.0065 _ 0.65% Wil (13) 21 +/- luk = 19; bonus= (((19 * Flxx) / 50) / 100) + 1; 1.0038247 _ 0.38247% Rge (1) 2 ((Rage / 16) / 100) +1; 1.00125 _ 0.125% ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ HP: (regen: Spi: Wis: Mana: (regen: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Physical Attack Physical Defense Magical Attack Magical Defense ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Evasion Endurance Perception Accuracy
Flxx = ((Flexibility / 20) / 100) + 1; Luky = (((Luck * Flxx) / 256) / 100) + 1; Will = (((Willpower * Flxx) / 50) / 100) + 1;
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I like games, so I'm going to game some games with my game. I would like to invite you to play along n_n If you think my assessments are inaccurate, feel free to offer corrections! Have Fun :D All content, names, characters, and abilities belong to their corresponding owners.
- Herbology - gain knowledge of plantlife and its (field) uses
Alchemists, Druids, Shamans, Hermits, Sages, Nomads, Rangers, and Hunters - Tailoring - mend and weave or design clothing.
(w/b)Ninjas, Rangers, Nomads, Priests, Skinwalkers, and Magi - Carpentry - harvesting lumber and designing structures are a small part of the job.
Priests, Hermits, Thieves, Tinkerers, Geomancers, Soldiers, Bandits, Monks, and Engineers - Skinning - removing the skins and furs of animals
Skinwalkers, Shamans, Hunters - Leather Working - work the skins and furs into armor, equipment, and clothing
Skinwalkers, Shamans, Inventors, Rangers - Fishing - F-I-S-H-I-N-G catch fish. shoot the breeze. watch the clouds float by.
-never mandatory- - Butchering - harvest meat from fish and animals.
Skinwalkers, Shamans, Soldiers - Cooking - cook fish and meat so it doesn't potentially poison you.
Alchemists, Priests, Clerics, Soldiers, Bards, Nomads, Hermits, Sages - First Aid - aged raw meat is unsafe, so in case of ingestion, its good to know what to do... you can also mend wounds and set bones.
Alchemists, Trackers, Bandits, Shamans, Monks, Clerics, Nomads - Mining - find precious stones and metals beneath the earth.
Engineers - Jeweling - set precious stones in rings, necklaces, and bracers or canes and other mounting pieces.
Gemforcer, Warlocks - Metallurgy - temper ores into metal sheets, plate, and leaf.
Inventors, Engineers - Mechanics - progressively advanced technological hardware maintenance skills.
Inventors, Tinkers, Engineers - Mercantilism - improved profiting exchanges, access to guilds and banking, applicable reputation elements.
Assassins, Inventors, Bards, Enforcers, Mercenaries, Priests, and Thieves - Lockpicking - choose a lock. then crack it open.
Thieves, Spies, Tinkers, Mercenaries - Programing - progressively advanced technological software maintenance skills.
Spies, Inventors, Engineers - Musician - play tunes and compose songs, carry an instrument around and perform abroad.
Bards, Priests - Tarot Reader - can alter character reputation, karma, and luck, and can invert your spiritual standings.
Geomancers, Warlocks, Alchemists, Skinwalkers, Bards - Courier - exchange and deliver goods for fees and keep the economic gears turning.
Mercenaries, Spies, Soldiers - Banking/guild leader - open a bank or initiate members into a new guild; must have mercantilism beforehand.
- Instructor - go forth and share your class skills with others with varying degrees of improving diversity.
--Available to all Classes by and above lv34--
Body *Barbarian* Berserker / Brawler Mind
Technology *Saboteur* Spy / Inventor G.A.T.E.
Ice *Survivalist* Hunter / Tracker Wisp
Poison *Necromancer* Black Ninja / Alchemist C'Thulhu
Magma *Vagabond* Thief / Mage Salamodo
Earth *Technomancer* Engineer / Geomancer Spirit Gnomes
Fire *Pyromancer* Warlock / Priest Ifrit
Forest *Gaian (/Avatar [III])* Shaman / Druid Cedarfern
Water *Hydromancer* Monk / Cleric Undine
Metal *Forge (/Avatar [I])* Tinker / Runecrafter Dwarf Souls
Lightning *Adept* Sorcerer / Wizard Amp, Joule, Volt, Watt, & Spark
Shadow *Nightmare (Posing Avatar [IV])* Skinwalker / Mercenary Shade
Air *Sniper* Bandit / Brigand Sylphinid
Light *Halomancer* Nomad / Gemforcer Aska
Gravity *Gladiator* Enforcer / Ranger Luna
Spirit *Dreamwalker* Summoner / Bard Great Mystery/Creator
Chi *Demigod* Assassin / White Ninja May, Martel, & Marion
Mind *Templar (/Avatar [II])* Conjurer / Psion Soul
Magnetism *Valkyrie* Soldier / Scout Odin
Void *Immortal* Hermit / Sage Origin
New Vegas Courier 6: Betheseda/Obsidian Name: Courier 6 Race: Human Racial modifiers: no Primary Class: Nomad Secondary Class: Tracker Title: Walker Proficiencies: Courier can include: Herbologist, Tailor, Skinner, Leather worker, butcher, cook, medic, mechanic, merchant, lockpicker, hacker, and banker. Link: Nintendo Name: Link Race: Elf Racial modifiers: no Primary Class: White Ninja Secondary Class: Varies (Based on Final Boss fight) LoZ: ?? AoL: Black Ninja ?? ALttP: Mage LA: Bard OoT: ?? MM: Assassin OoA: ?? OoS: ?? WW: Nomad 4S/A: Tinker ?? TP: Ranger SS: ?? ST: ?? SL: ?? Title: Hero of Time Proficiencies: Fisherman, Musician, Courier. UAC Space Marine: Id Software Name: "Doomguy" or "Doom Trooper" - Descendant of William "B.J." Blazkowicz? Race: (?Were)Human Racial modifiers: no? Primary Class: Soldier Secondary Class: Enforcer Title: Space Marine Proficiencies: First Aid
Earthworm Jim: Shiny Entertainment / Playmates Interactive Entertainment Name: Mij Race: Earthworm in a supersuit... so... Cyborg/Android Racial modifiers: no Primary Class: White Ninja Secondary Class: Tinker Title: The Mighty One Proficiencies: All of Them. Rash: Rare Name: Rash Race: Battletoad Racial modifiers: yes - partial wereskinwalkerism Primary Class: Brawler Secondary Class: Tinker Title: Battletoad Proficiencies: Mechanic, Hacker, Cooking, Lockpicking Pimple: Rare Name: Pimple Race: Battletoad Racial modifiers: yes - partial wereskinwalkerism Primary Class: Berserker Secondary Class: Brawler Title: Battletoad Proficiencies: Mechanic, Metallurgy, Butchering, courier Zitz: Rare Name: Zitz Race: Battletoad Racial modifiers: yes - partial wereskinwalkerism Primary Class: Inventor Secondary Class: White Ninja Title: Battletoad Proficiencies: Herbology, Tailoring, Leather working, First Aid, Mercantilism, Programming, Instructor Wolverine: Marvel Name: James Howlett Race: Werehuman - Mutant Racial modifiers: yes - mutant healing factor Primary Class: Berserker / White Ninja Secondary Class: White Ninja / Berserker Title: Wolverine Proficiencies: all of them Sonic the Hedgehog: Sega Name: Sonic Race: Werehedgehog Racial modifiers: Yes - spd = 5-for-1; agi = 3-for-1 Primary Class: White Ninja Secondary Class: Gemforcer Proficiencies: all of them Super Mario: Nintendo Name: Mario Mario Race: Human Racial modifiers: no Primary Class: Nomad Secondary Class: Tinker Proficiencies: Mechanic
Character: Name: Race: Racial modifiers: no Primary Class: Secondary Class: Title: Proficiencies: _____________________________________ Updated ~summer of 2018 or 2019; posted: 6/19/22 ¯ = _ Level 0: BEFORE compare and subtract: Vit (5) 5 Int (10) 10 Wit (5) 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 5 Def (6) 6 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) 5 Str (6) 5 Spd (7) 7 Agi (6) 6 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Wil (13) 13 Flx (8) 8 Rge (1) 1 AFTER comparison: Luk (1) 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Wil (13) 12 Flx (8) 7 Rge (1) 1 Level 1: after compare and subtract Vit (5) 10 Int (10) 20 Wit (5) 10 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 10 Def (6) 12 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) 10 Str (6) 12 Spd (7) 14 Agi (6) 11 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Wil (13) 21 Flx (8) 13 Rge (1) 2 Full process of 1-to-2: Vit (5) 10 +3 (8) 13 Int (10) 20 (10) 20 Wit (5) 10 +2 (7) 12 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 10 (5) 10 Def (6) 12 (6) 12 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) 10 (5) 10 Str (6) 12 (6) 12 Spd (7) 14 (7) 14 Agi (6) 12 (6) 12 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 2 (1) 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Wil (13) 21 +4 (17) 25 (17+25= 52) Flx (8) 13 +4 (12) 17 (12+17=29) Rge (1) 2 (1) 2 Level 2: Vit (8) 21 Int (10) 30 Wit (7) 19 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dex (5) 15 Def (6) 18 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stm (5) 15 Str (6) 18 Spd (7) 21 Agi (6) 18 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Luk (1) 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Wil (17) 49 (52-3) Flx (12) 26 (29-3) Rge (1) 3 1. Spirit: ((Level*13)+(L0 creation point value))+(Will-Rage[permitting negative values]) 2. Augment Bonuses: compare Flexibility to Rage, and Luck to Willpower then subtract the lower output from the higher 3. Bonuses: (Flex/16000+level)+1 = Flex% 4. (Will/4000+level)+1 = Will% 5. (Rage/1000+level)+1 = Rage % 6. (Luck/64000+level)+1 ,??? WIP) = Luck% 7. apply Flex bonuses to all relevant stats, prepare willpower and rage augmentations for rolls and berserks, prepare luck bonuses for events 8. Wisdom: (Int*Wit)/(Level*10)+([Int]+[Wit]) {[denotes stat point expenditures not outputs]} 9. Perception: ((Int+Wit+Wisdom)/3)*Luck% 10. Appearance: ((Vit+Int+Dex+Stm+Str)/5)+Spirit 11. Charisma: ((Int+Wit)*(Spd+Agi)+Appearance)/wisdom 12. Endurance: ((Vit+Dex+Stm+Agi)/4)*Flex% 13. Barter: (Appearance+Charisma+((Int+Wit+Def+Agi)/4))*Luck% 14. Accuracy: ((Perception+Int+Dex+Agi)/4)*Luck% 15. Evasion: ((Perception+Wit+Spd)/3)*Flex% 16. Stealth: (Dex+Evasion)*((Wit+Stm+Agi)/3))/((End+Appearance+Perception)/3)*Flex% 17. Hit Points: (((Vit*1000)*Flx%)+((End+Agi)*Def))+(str^2) = HP total | HP total*Flex% = HP OUTPUT 18. HP regeneration rate: (HP total*(Endurance+Agi))/((HP OUTPUT+((Endurance+Agi)*Def)=HP per hour)/60=HP per min (divide by 60 for per second) 19. PhA: (Str*Spd)*Flex% 20. PhD: (Def*Stm)*Flex% 21. Mana: (Spirit+Charisma)-(Rage^2) 22. Mana regeneration rate: (((Wisdom+Int+Wit)/3)= mana per hour)/60= mana per minute (divide by 60 for per second) 23. MgA: ((Wit*Dex)*Flex%)*Will% 24. MgD: ((Vit*Int)*Flex%)*Will%¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Unless otherwise indicated, all content is (c) Jonathon D. Turner; Alias Redundant Jovian Thor (R. J. Thor). Any similarities to persons, places, or things; living, undead, factual, animate, fictional, inanimate, dead, nonliving, holy, evil, divine, or unholy are purely coincidental. All Rights Reserved.
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