Everything that follows is inspired content which I've thought out and contemplated over the last couple decades or so - since between roughly 1996-2000.
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.
Note: Above chart is improper: Flow should be from
Lightning to mind,
not spirit.
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.
Bestiary:
Technically ALL animals, monsters, beasts, and "NPCs" are all "cached character sheets"... So none of the monsters will exist until created (and this blog entry is the initiation of creation but not the success or really end result) but here's a list of ideas that will have stats augments eventually, according to their class and tier...
★★★★★★★★★★★★★★★★★★★★
Orcapede: (Ox-sized orca body+head, 800 insectile legs+segmented exoskeleton & tail"fin" in addition to the body, but it's all legs.)
★★★★★★★★★★★★★★★★★★★★
Aligatox: (50k psi gator jaws on a 5 ton ox body. With horns.)
★★★★★★★★★★★★★★★★★★★★
Boarilla: (Opposable thumbs with boar hooves for fingernails on forearms and boar hind legs+tail on a gorilla body and a gorilla head but with slight snout and protruding warthog tusks.)
★★★★★★★★★★★★★★★★★★★★
Vultarantula: (8 eyes & legs, bird wings, web nests made of silk+bones, ravenous and wasteful)
★★★★★★★★★★★★★★★★★★★★
Scorphrog: (Frog hind legs, stomach, tongue, & eyes; 2 frog eyes, 4 insect eyes. Scorpion pincers, legs (6), tail, exoskeleton, and mandibles.)
★★★★★★★★★★★★★★★★★★★★
Aracroc: (8 [reptile] legged crocodile with 8 [reptile] eyes and an abdomen with spinner instead of tail and spider mandibles instead of snout. Terrible swimmer. Lays trillions of eggs in sacs the size of a large dog. Cannibalism ensures only 0.001% emerge from sacs. {Grab+tumble+web, suck dry, fertilize/lay eggs, die.})
★★★★★★★★★★★★★★★★★★★★
Ravenfox: (Huge (blackbear sized), 4 (fox) legged, black-dark iridescent rust colored, genius corvid with vertical pupils, huge wings, and 3 black tipped fox tails.
★★★★★★★★★★★★★★★★★★★★
Tardigrade badger platypus: specifically named as such because it's just... Those three in the worst ways possible.
Everything platypus won over the crab here, but with the extremophilia of a tardigrade and attitude of an American honey badger.
But it's a platypus.
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
the total Luck points twenty.
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
+Wit+Spd)/3)*Flx
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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 = =
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx (40) 110 = = =
Wil (25) 75 = 55 = =
Rge (15) 33 = = =
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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;
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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--
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
Newly updated ooo (order of operations) [~saturday August 1, 2026]:
- Stat pool partitioned between Stored SP (reserve) and Spent SP (active), tracked separately per character's own current life.
- Level 0 creation, first-ever character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min/max allowed. No reincarnation bonus — true first lives start at flat 52.
- Level 0 creation, subsequent characters: 52 base + Reincarnation Bonus, where the bonus is derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.
- Leveling: every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious. Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.
- Lifetime Sum (Spent + Stored) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.
- Spirit: ((Level×13)+(L0 creation point value))+(Will−Rage) [negative values allowed]
- Polar Compression:
- Effective Flex = Flex ÷ (1 + 0.4493×(Rage÷Flex)²)
- Effective Rage = Rage ÷ (1 + 0.4493×(Flex÷Rage)²)
- Effective Will = Will ÷ (1 + 9×(Luck÷Will)²)
- Effective Luck = Luck ÷ (1 + 9×(Will÷Luck)²)
- Flex%: (Effective Flex ÷ 16000 + Level) + 1
- Will%: (Effective Will ÷ 4000 + Level) + 1
- Rage%: (Effective Rage ÷ 1000 + Level) + 1
- Luck%: (Effective Luck ÷ 64000 + Level) + 1 (still WIP)
- Apply Flex% to all relevant stats; prepare Will%/Rage% for rolls and berserk states; prepare Luck% for world events.
- Wisdom: (Int×Wit)/(Level×10)+([Int]+[Wit])
- Perception: ((Int+Wit+Wisdom)/3)×Luck%
- Appearance: ((Vit+Int+Dex+Stm+Str)/5)+Spirit
- Charisma: ((Int+Wit)×(Spd+Agi)+Appearance)/Wisdom
- Endurance: ((Vit+Dex+Stm+Agi)/4)×Flex%
- Barter: (Appearance+Charisma+((Int+Wit+Def+Agi)/4))×Luck%
- Accuracy: ((Perception+Int+Dex+Agi)/4)×Luck%
- Evasion: ((Perception+Wit+Spd)/3)×Flex%
- Stealth: (Dex+Evasion)×((Wit+Stm+Agi)/3)/((End+Appearance+Perception)/3)×Flex%
- Hit Points: (((Vit×1000)×Flex%)+((End+Agi)×Def))+Str² = HP Total; HP Total×Flex% = HP Output
- HP Regen: (HP Total×(End+Agi))/(HP Output+((End+Agi)×Def)) = per hour (÷60 per min, ÷60 per sec)
- PhA: (Str×Spd)×Flex%
- PhD: (Def×Stm)×Flex%
- Mana: (Spirit+Charisma)−Rage²
- Mana Regen: ((Wisdom+Int+Wit)/3) = per hour (÷60 per min, ÷60 per sec)
- MgA: ((Wit×Dex)×Flex%)×Will%
- MgD: ((Vit×Int)×Flex%)×Will%
Code:
————————————————————————————————
# ============================================================
# RJTHOR RPG STAT ENGINE — Full Compiled Pipeline
# ============================================================
K_METAPHYSICAL = 9 # Will/Luck polar compression -> ~10% floor at balance
K_PHYSICAL = 0.4493 # Flex/Rage polar compression -> ~69% floor at balance
S0 = 1000 # Tuning constant: Dark Mana passive regen falloff (needs playtesting)
S1 = 1000 # Tuning constant: Dark Mana kill-replenish scaling (needs playtesting)
BASE_L0_SP = 52
SP_PER_LEVEL = 13
KILL_BASE_PCT = 0.10 # baseline % of target's Stored SP granted on kill
def polar_compress(a, b, k):
"""Generic two-stat mutual suppression. k controls floor severity."""
eff_a = a / (1 + k * (b / a) ** 2)
eff_b = b / (1 + k * (a / b) ** 2)
return eff_a, eff_b
def reincarnate_bonus(prev_lifetime_sum, prev_spent_sp, prev_level):
"""
Derived ONLY from the immediately preceding life. No compounding
across multiple past lives -- this function is only ever called
with the most recent life's data, never historical chain data.
Floored at 0 -- new character never starts below base 52.
"""
unspent_lifetime_sp = prev_lifetime_sum - prev_spent_sp
bonus = (unspent_lifetime_sp / 2) - (prev_lifetime_sum / prev_level)
return max(bonus, 0)
def create_character(previous_life_data=None):
"""
previous_life_data: dict with lifetime_sum, spent_sp, level from the
IMMEDIATELY PRECEDING life only, or None for a true first-time creation.
No lookback bey
————————————————————————————————
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:
[Sunday August 2, 2026: synoptic notes republishing:]
Initialize:
Möbius Uroborus Torroid Tessaract Node Network;
Conscious Aware Observer, First, Chaos-Source-Logos-Governed Matrix, Recursive Physics Sandbox;
∅
Conscious Aware Observer (CAO)†:
*************************
*************************
Awareness of pure absence>> trigger!
*************************
Sound!
*************************
Irregardless regardless therefore thus without concept thereof said time - - - - basic logic initialized: silence therefore¡
*************************
¡Silence
*************************
Basic logic established + + + + combined sound and silence: time, cadence, tempo, memory, probability:
*************************
Chaos, Creation, Existence, Dao: †
*************************
Silence:
Amplitude
Scale
Intensity
Volume
Hertz
Sound:
Octave
Tone
Chorus
Pitch
Frequency
*************************
conscious aware observer† (cao):
Magnetism (V)
Void (I)
Spirit (XVII)
Chi/Qi (XIII)
Mind (IX)
Heavens:
Gravity (XX)
Shadow (XVI)
Lightning (XII)
Air (VIII)
Light (IV)
Environment:
Earth (XV)
Metal (XI)
Water (VII)
Wood (III)
Fire (XIX)
Life:
Body† (X)
Technology† (VI)
Ice (II)
Poison (XVIII)
Magma (XIV)
∅
End.
Reinitiating initialization subsequently pending further completion and articulation, syntax, and punctuation/formatting improvements:
SP reincarnate: (Unspent lifetime SP sum/2)-lifetime sp sum/level
[Drop 1/2 unspent points] (might change this)
Lv up: ambiguity
1. 13 (cap) SP spent, locked spending
2. rest/pass out/knocked out
3. Repeat
XP:
xp# per SP × SPsum / LV
[tbh this is short hand and old I forget what it **specifically means**] (cost of xp per stat point)
Xp awarded = 1.04× target SP sum total (spent and saved) ***this is updated***
[I think the former is: total amount of xp cost to the next stat point times the stat point sum (including saved and spent) divided by current level]
Basic stats from which all things are created:
(Player inputs)
(Vit)ality
(Int)elligence
Wit
(Dex)terity
(Def)ense
(Stm) [Stamina]
(Str)ength
(Spd) [Speed]
(Agi)lity
_
Luck
_
Will
Flex
Rage
_
Composites (character/structure/vehicle) and outputs (mfg) or augments (weapons, armor, tools, equipment, and accessories):
Spirit
Wisdom
Perception
Appearance
Charisma
Wisdom
Endurance
Barter
Accuracy
Evasion
Stealth
Hit Points
HP Regen
Physical Attack
Physical Defense
Mana
Mana Regen
Magic Attack
Magic Defense
Intimidation
Breath energy regeneration sum:
Stamina energy range:
Stamina respiration rate:
Endurance energy pool:
Endurance breath retention:
Movement multiplier:>>>cost
Jump height;>>cost
Prone: (MvMp/cost//jump height/cost)
Climbing: (m/c//j/c)
Crouching:
Standing:
Running:
Sprinting: etc.
Tiers
--------------
Trash, junk, common, uncommon, great, grand, rare, super, ultra, hyper, legendary, mythical, supreme, meta, & Omni
--------------
Tier off pool sum or spent sum, lv 0 creations: pending organic synthesis.
1-90 = subtle elemental; ×10k xp character gain bonus.
91-260 = cellular level life & rubbish/trash quality junk fabrications, weapons, items, and tools. ×7500 xp character gain bonus.
261-1040 = animal (OR trash/junk/common/uncommon quality tools) ×5000 xp character gain bonus.
1041-3120 = tribal (OR simple structure or rudimentary machine, & great/grand/rare quality tools) ×2500 xp character gain bonus.
3121-6240 = monster (OR structure, metal machine or vehicle, & super/ultra/hyper/legendary quality tools) ×1250 xp character gain bonus.
6240-57,600 = nation (OR military, mech suit, complex structure, or mega machine, & mythical quality tools) ×625 xp character gain bonus.
57,601-748800 = Titan (giant robot, self contained mobile civilization, & supreme quality tools) ×312.5 xp character gain bonus.
748801-8985600 = world (minor celestial construct, early spacefaring, & Meta quality tools) ×156.25 xp character gain bonus.
8985601-350438400 = deity (Omni D, C, B, and A quality tools) ×75.3125 xp character gain bonus.
350438400 and up = Creator (Omni S quality tools) ×34 xp character gain bonus.
Hypothetical tbd recursion ceiling, creator creating and creator becoming; maybe minigame? A god to cell level smooth transition plus, additionally hypothetical, new 0 start bonus; quite, additionally, hypothetically; redundantly: able to bypass entire tiers with an ultimate gamer achievement - (hypothetically after multiple successive "loops") *from godmode to godmode quantum leap*.
Say...? Additive, then plus Multiplicative, then plus exponential, then plus factoral increases to xp multipliers. Hypothetically.
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And then ..
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That ever persistent list of races followed by their signatures edgy benefactor and flawed McDonald had a soylent farm.
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Character creation order of operations; Load bearing tessaract†: Stat Points; Spirit Points: Spent Points, Storage Pools.
So far:
Stat pool partitioned between Stored SP (reserve[Spirit Points]) and Spent SP (active[Spent Points]), tracked separately per character's own current life.
Level 0 creation, first-ever and baseline character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min(=>1)/max(~∞) allowed. No reincarnation bonus — true first lives start at flat 52.
Level 0 creation acts as an independent setup phase ("Level 0 does not exist"). Consequentially, this is the only time players can bypass the maximum point-expenditure-per-level limit of 5, and points can be added or subtracted freely down to a minimum checkpoint of 1 in every stat. Subsequent new characters get 52 base + a Reincarnation Bonus derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.
Upon initial point distribution and satisfactory game-user confirmation, the character levels up to Level 1. This initial confirmation locks Level 0 points into a baseline spent category to produce clean 1:1 outputs (e.g., 10 points invested = (10) + 10 baseline). Any remaining unspent pool points are placed into storage for instant Spirit calculations and rapid unconscious quick-leveling potential.
Leveling from level 1 and thereafter: Every additional stat point earned goes into stored points until spent, changing the investment slot one individual point at a time (e.g., (11) = 11). Future stat spending is restricted by a maximum limit of 5 points per stat per power level. Every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious (e.g., waiting for a sleep trigger to shift a stat from (23) 23 up to (23) 46). Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.
Lifetime Sum (Spent + Stored) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.
Spirit: stored SP + (Will−Rage) [negative values allowed]
Wisdom: (Int×Wit)/(Level×10)+([spent points in Int]+[spent points in Wit])
Polar Compression Spectrum:
(Internal friction based on investment ratios; stats dampening without terminating below floors)
Effective Will = Will × (0.69 + 0.31 / (1 + 9 × (Luck ÷ Will)²))
Effective Luck = Luck × (0.69 + 0.31 / (1 + 9 × (Will ÷ Luck)²))
[Locks a hard 69% minimum performance floor; stats cannot crush each other below this safety line]
Effective Flex = Flex ÷ (1 + 0.15 × (Rage ÷ Flex))
Effective Rage = Rage × (0.10 + 0.90 / (1 + 0.40 × (Flex ÷ Rage)))
[Linear mutual suppression; values stay bounded below raw inputs with Rage protected by a hard 10% floor and Flexibility guarded against extreme exponential decay]
Chaos Drive = Effective Luck * (Effective Luck / Effective Will)
Willpower Anchor = (Effective Will * (Effective Will / Effective Luck)) / 4
Luck% Asset = Chaos Drive + Willpower Anchor
Luck% = (Luck% Asset / (Effective Luck + Effective Will) + Level) + 1
Fluid Drive = Effective Flex * (Effective Flex / Effective Rage)
Muscular Anchor = (Effective Rage * (Effective Rage / Effective Flex)) / 4
Raw Flex Asset = Fluid Drive + Muscular Anchor
Flex% = (Raw Flex Asset * (Dex + Agi) / (Level * (Effective Flex + Effective Rage)) + Level) + 1
Steady Drive = Effective Will * (Effective Will / Effective Luck)
Cosmic Anchor = (Effective Luck * (Effective Luck / Effective Will)) / 4
Raw Will Asset = Steady Drive + Cosmic Anchor
Dynamic Level Friction = Max(1, Level - (Wisdom / 10))
Will% = (Raw Will Asset * Spirit / (Dynamic Level Friction * (Effective Will + Effective Luck)) + Level) + 1
Primal Drive = Effective Rage * (Effective Rage / Effective Flex)
Elastic Brake = (Effective Flex * (Effective Flex / Effective Rage)) / 4
Raw Rage Asset = Primal Drive + Elastic Brake
[Modified Final Outputs: Vit = Vit * Flex%, Int = Int * Flex%, Wit = Wit * Flex%, Dex = Dex * Flex%, Def = Def * Flex%, Stm = Stm * Flex%, Str = Str * Flex%, Spd = Spd * Flex%, Agi = Agi * Flex%]
Endurance: ((Vit+Dex+Stm+Agi)/4)×Flex%
PhA: (Str×Spd)×Flex%
Combat Driver = (Endurance + PhA) / 2
Rage% = (Raw Rage Asset * Combat Driver / ((Wisdom + 1) * (Effective Rage + Effective Flex)) + Level) + 1
Perception: ((Int+Wit+Wisdom)/3)×Luck%
Height Share = (Agi * Effective Flex) / ((Agi * Effective Flex) + (Def * Effective Rage))
Height modifier = 1.0 + (Height Share - 0.50) * (Sqrt(Level) / 150)
Thickening Force = (Str + Vit) * Effective Rage
Leaning Force = (Spd + Stm) * Effective Flex
Weight Share = Thickening Force / (Thickening Force + Leaning Force)
Weight modifier = 1.0 + (Weight Share - 0.50) * (Sqrt(Level) / 150)
Appearance = (((Vit + Int + Dex + Stm + Str) / 5) * (Height modifier / Weight modifier)) + Spirit
Charisma: ((Int+Wit)×(Spd+Agi)+Appearance)/Wisdom
Barter: (Appearance+Charisma+((Int+Wit+Def+Agi)/4))×Luck%
*Accuracy: ((Perception+Int+Dex+Agi)/4)×Luck%
*!Evasion: ((Perception+Wit+Spd)/3)×Flex%
*Stealth: (Dex+Evasion)×((Wit+Stm+Agi)/3)/((End+Appearance+Perception)/3)×Flex%
*!Hit Points: (((Vit×1000)×Flex%)+((End+Agi)×Def))+Str² = HP Total; HP Total×Flex% = HP Output
HP Regen: (HP Total×(End+Agi))/(HP Output+((End+Agi)×Def)) = per hour (÷60 per min, ÷60 per sec)
*!PhD: (Def×Stm)×Flex%
!Mana: (Spirit+Charisma)−Rage²
Mana Regen: ((Wisdom+Int+Wit)/3) = per hour (÷60 per min, ÷60 per sec)
!MgA: ((Wit×Dex)×Flex%)×Will%
!MgD: ((Vit×Int)×Flex%)×Will
*!Intimidation: (((Str+Vit)/2)×Rage%)×((Weight modifier+Height modifier)/2)+(|Spirit|×Will%)
!Breath structural capacity: Sqrt(Vit²+Def²+Str²)
!Volume per breath:
!Energy to volume ratio:
!Stamina energy range:
*!Stamina respiration rate:
!Endurance energy pool:
!Endurance breath retention:
*!Movement multiplier:>>>cost
*!Jump height;>>cost
Prone: (MvMp/cost//jump height/cost)
Climbing: (m/c//j/c)
Crouching:
Standing:
Running:
Sprinting: etc.
et al;tbd:
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Because it'll be necessary eventually, back story binary cascade to be brainstormed for maximum immersion and minimum intrusion for optional pre-game unspent pool extra expenditures.
A minor and optional edge/flaw pairing for later gameplay functions including but not limited to (hypothetically as always): economy, status, prestige, enhanced or inhibited pool points/gains/costs, blessed (Spirit and manna bonus) or cursed (Spirit inhibitor, dark mana amplifier), or (costly, vocational user beware, cruel percentage calculated) Gremlin, xDroid, Giant, Pygmy, Bit (cursed thereianthropy full moon bit schtick) therian, zombie, or vampire childer... forced effects (otherwise normally one in a million, or less, chances; hypothetically, organically derived as always. : chances of remaining rare modifiers not impacted by "buying" them except where applicable. IE pygmy cancels giant, vampire cancels thereianthropy, and vice versa et al tbd)
(( Masculine, feminine, neuter: Android, Estroid, Ordroid (or robot); may be in any likeness of any monster, race, creature, or thing ))
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Yet still: pending organic modifiers based on races and previous tiers' successive size tiers and sub-size-tiers:
Prone:
Sneak/crawl: 12.5 meter/hour×MvMp
gatorwalk: 500 m/h×MvMp
Crouch:
Sneak: 50 m/h×MvMp
clamber/walk: 1 km/h×MvMp
scuttle/run: 1.125 km/h×MvMp
Stand:
Sneak/tiptoe: 100 m/h×MvMp
walk: 3 km/h×MvMp
jog: 5 km/h×MvMp
run: 8 km/h×MvMp
dash/sprint: 13 km/h×MvMp
Climb:
Swim/fly/tunnel:
(And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers)
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Children: mom's spaghetti and dad's Ferrari; and yet...??? SO VERY TBD:
Having children is a mess and will cut both of the parents' individual SPpools each in half for every level any one of the individual offspring gains, every time they gain any level.
I definitely want this to be in and of itself an extremely spiteful deterrent for players and their main characters; and yet, notwithstanding hypothetical "new child new character" operator conditions IF, hypothetically: a new character creation can or would include the option to begin from *day 0*, too - with outstanding complications and realtime constraints further deterring the entire operation for everyone - but not without equal(ly) meritorious results - for the infant character alone -- hypothetically again: organically derived from Mom and Dad.
===============
Further speculation tba
† hyperbolic, truncated paraphrase:
"The body is the sum of all cosmos, the world is its recursion locus and recycling point, and the stats are its scaffolding"
To elaborate:
The blueprint of whatsoever body, is the 4-D tessaract blueprint of all cosmos in entirety.
The heart of any blueprint is the toroidal locus, further pinpointed; the central neuron in the heart is the point of the visible universe: the farthest distance of visible light is only a single speck within that neuron, hiding the Möbius Twist of physics.
The home planet is the observer's dharmic recycling locus point of recursion and the life death cycle (by all available accounts and the available measurements, with all intents and purposes due unto this game structure, *Only [this, alternative, hyperbolic; malleable] Earth**) to the **arterial magmatic gravitational centres* interior of the world.
And the player's relationship to the difficulty gradient is modestly and gently augmented by their stat investment, firstly, foremostly, and almost primarily; and their interactions with (organically calculated, stats derivative) benign and healthy actors/NPCs/monsters/et al.
And hostile variations (organically sourced *elsewhere* more arbitrarily from individual healthy and hostile behavior derived by both afformentioned conditions and similar dynamos.
et al, therefore, furthermore, without ado:
The player's dynamic personal, social, karmic, and spiritual health is the environments dynamic feedback engagement; augmented as such that: (*all hypothetically yet* pending tbd math)
Good deed interest rates are 25% initial return at double the dividend per cycle at 10 iterations per cycle until claimed.
Bad deeds are returned at 100% initial, with an increase of 50% per cycle at 5 iterations per cycle until claimed - upon which point the returns are flattened at a recurring halving until at or below 5% return.
Neither of which would ought have indicator or observable distinction except by extrapolation and nuance.
And ultimately the code has a few *ideal benchmark qualifications* that aren't wholly necessary (I think? As near as I am able to assess):
"Can it run Doom." If it can, this needs to pass the vibe check too.
"Ness NES, Ness, NES Ness, NES"
It has to be able to run (and/or[?] compile) itself, in itself.
"Hi my name is AI, but not really, just don't tell Mom and Dad"
A closed, self referential encyclopedia trained on it's own library and user creations, "micro LLM" for in game content handling such as but not limited to user query and civilopedia-equiclvency navigation, recycled character sheet blueprints for NPC randomization, in-game context sensitive dynamic text and dialog, handling anything from tutorial approaches to new content to environmental flavor text and relative realtime dynamic interactivity: environmentally, economically, factionally, and Idly (for "offline gains").
Unending the unending madness to no end!?:;>✓©®™ Blackrock Vanguard μ;
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