Post by Gaea on Feb 10, 2016 17:36:07 GMT -8
Weapon System
Skill System
- Start with 2 weapon types of choice in any combination of might and magic
- Swords, Lances, Axes, Thrown, Bows, Fire, Lightning, Wind, Earth, Water, Flora, Nether, Aether, Arcane
- It's fine to start with less weapon types, or go up to 3 in RP
Skill System
- Skills define how far beyond human you are at something; 'normal human' is level 0, up to 3 (blatantly metahuman). Level 4 is Legendary and not normally accessible.
- Think Taguel Adaptations from WotW
- Depending on the track you take, you'll have a certain number of points to start off with, but everyone ends up at the same power level at 500 points. Yes, that means dragons=humans.
- At 500 posts, everyone gets a Legendary point, which allows access to a defining upgrade (the level4 of normal skills)
Tracks
Skills
Magic Power
Covers the raw power of all unnatural magic-type abilities, from magic bees to sword shockwaves or dragonbreath or punches that cause massive shockwaves
1: severe damage to a normal human body
2: overcoming plate armor
3: penetrating reinforced structures
4: fuck that castle in particular
Magic Range
Allows you to extend an ability's effects beyond melee range
1: 10 meters (basketball court)
2: 100 meters (football field)
3: 1000 meters (~2/3 of a mile)
4: eyesight
Magic Area
Determines the maximum area that an attack can affect.
1: Squad (~10 men)
2: Platoon (~30 men)
3: Company (~100 men)
4: Battalion (~1,000 men)
Notes: Note that this is the max, not the default - magic area 1 abilities will generally be able to hit a few people at most, up to 10 with significant effort. Regardless of your level in Area, abilities can be centered no further away than your Magic Range. Area 3 range 0 means you're holding the nuke you just set off.
Magic Speed
Measures how quickly an attack moves and how difficult it is to avoid.
1: Slow (lobbed fireball)
2: Medium (fastball))
3: Fast (bullet)
4: Instantaneous (light)
Summoning
What relative power level of creatures an individual can create or bind to their will.
1: Lesser creatures (revenants, lions, gargoyles, small golems, lesser elemental spirits)
2: Powerful creatures (Gwyllgli, Deathgoyles, horse-sized adolescent Baels)
3: Mythical creatures (Baels, Cyclops)
4: Legendary creatures (Nether Dragons, Dracozombies, Cyclops Patriarchs, Elder Baels/Broodmothers, Maelstrom-level Chimeras, Bone Golems, blatant Final Fantasy summon ripoffs, etc)
Notes: Can summon a few of your highest tier at once or much larger numbers of weaker tiers (10+ 1 tier weaker, 100+ 2 weaker, 1000+ 3 weaker).
Healing
The ability to heal the wounds of yourself and others through magic.
1: Heal moderate wounds
2: Heal serious or even potentially fatal wounds
3: If even a shred of breath remains in a tattered body, you can fix it
4: Gain the ability to resurrect the dead at immense personal cost
Notes: Much less mana-efficient than offensive magic, but it won't 'miss' or fail like they can. Scales with magic area/speed as usual, but NOT power - you get that from this skill
Strength
A measure of the raw physical power behind nonmagical attacks
1: Punch through a person
2: Punch through plate armor
3: Punch through castle walls
4: Punch through anything
Durability
The level of impacts that can be shrugged off.
1: Can mitigate hits that would pulverize a normal human body
2: Durability above heavy plate armor; can facetank hits that would blow a hole in a house
3: Durability beyond reason; strikes that could shatter castle walls are barely sufficient to move you
4: Durability that can only be compared to near-total invulnerability. Power capable of deforming the landscape and obliterating entire armies is necessary to stop you.
Notes: Directly counters the effects of offensive upgrades on the opponent; level 4 durability can take level 4 magic power/strength without serious damage, but not forever. Offensive abilities a level below can still do significant damage with repeated hits.
Speed
Represents the maximum speed an individual can sprint at.
1: Olympic sprinter (~30mph)
2: Cheetah, Car on a highway (~70+ mph)
3: Blinding speed (~200+ mph)
4: Bursts of movement so intensely fast to be comparable to short-range teleportation (Bleach flash step)
Notes: Not necessarily sustainable velocity.
One-Off Skills
Transformation
Regeneration
Mount
Teleportation
Flight
Barrier
- Beginner starts with 1 skill and gets another every 50 posts (this is basically the Trainee option - basically normal human)
- Adventurer starts with 6 skills and gets 1 every 100 posts (this is the default that established adventurers would start at - basically prepromo)
- Legendary starts with 10 skills and doesn't get any more until the 500 upgrade (this is the godmode prepromo thing - pretty limited)
Skills
Magic Power
Covers the raw power of all unnatural magic-type abilities, from magic bees to sword shockwaves or dragonbreath or punches that cause massive shockwaves
1: severe damage to a normal human body
2: overcoming plate armor
3: penetrating reinforced structures
4: fuck that castle in particular
Magic Range
Allows you to extend an ability's effects beyond melee range
1: 10 meters (basketball court)
2: 100 meters (football field)
3: 1000 meters (~2/3 of a mile)
4: eyesight
Magic Area
Determines the maximum area that an attack can affect.
1: Squad (~10 men)
2: Platoon (~30 men)
3: Company (~100 men)
4: Battalion (~1,000 men)
Notes: Note that this is the max, not the default - magic area 1 abilities will generally be able to hit a few people at most, up to 10 with significant effort. Regardless of your level in Area, abilities can be centered no further away than your Magic Range. Area 3 range 0 means you're holding the nuke you just set off.
Magic Speed
Measures how quickly an attack moves and how difficult it is to avoid.
1: Slow (lobbed fireball)
2: Medium (fastball))
3: Fast (bullet)
4: Instantaneous (light)
Summoning
What relative power level of creatures an individual can create or bind to their will.
1: Lesser creatures (revenants, lions, gargoyles, small golems, lesser elemental spirits)
2: Powerful creatures (Gwyllgli, Deathgoyles, horse-sized adolescent Baels)
3: Mythical creatures (Baels, Cyclops)
4: Legendary creatures (Nether Dragons, Dracozombies, Cyclops Patriarchs, Elder Baels/Broodmothers, Maelstrom-level Chimeras, Bone Golems, blatant Final Fantasy summon ripoffs, etc)
Notes: Can summon a few of your highest tier at once or much larger numbers of weaker tiers (10+ 1 tier weaker, 100+ 2 weaker, 1000+ 3 weaker).
Healing
The ability to heal the wounds of yourself and others through magic.
1: Heal moderate wounds
2: Heal serious or even potentially fatal wounds
3: If even a shred of breath remains in a tattered body, you can fix it
4: Gain the ability to resurrect the dead at immense personal cost
Notes: Much less mana-efficient than offensive magic, but it won't 'miss' or fail like they can. Scales with magic area/speed as usual, but NOT power - you get that from this skill
Strength
A measure of the raw physical power behind nonmagical attacks
1: Punch through a person
2: Punch through plate armor
3: Punch through castle walls
4: Punch through anything
Durability
The level of impacts that can be shrugged off.
1: Can mitigate hits that would pulverize a normal human body
2: Durability above heavy plate armor; can facetank hits that would blow a hole in a house
3: Durability beyond reason; strikes that could shatter castle walls are barely sufficient to move you
4: Durability that can only be compared to near-total invulnerability. Power capable of deforming the landscape and obliterating entire armies is necessary to stop you.
Notes: Directly counters the effects of offensive upgrades on the opponent; level 4 durability can take level 4 magic power/strength without serious damage, but not forever. Offensive abilities a level below can still do significant damage with repeated hits.
Speed
Represents the maximum speed an individual can sprint at.
1: Olympic sprinter (~30mph)
2: Cheetah, Car on a highway (~70+ mph)
3: Blinding speed (~200+ mph)
4: Bursts of movement so intensely fast to be comparable to short-range teleportation (Bleach flash step)
Notes: Not necessarily sustainable velocity.
One-Off Skills
Transformation
- Gain the ability to assume another form entirely - giant dragon, hulking werewolf, tentacle monster, oversized housecat, etc
- Transformations are skilled separately from your normal form using your entire points pool
- The point used for this skill is 'wasted' in human form
- Naturally increases healing rate and resistance to poison
- Once a topic, can be used to negate a major but not instantly fatal injury - regrowing an arm is fine, regrowing a head is not
- Legendary Upgrade: Wolverine level BS regen
Mount
- Anyone can ride a horse, but the creatures provided by this skill are a weapon in their own right
- Required in order to ride a Pegasus, Griffin, or Wyvern in battle, or a dedicated war horse, which tend to be well armored in return for lack of flight abilities
- These creatures scale with your abilities and unlike a normal animal, aren't likely to die instantly in high-level combat
- Legendary Upgrade: your mount can now be a bitchin' dragon, FF summon ripoff, chimera, golem, etc
Teleportation
- Gain the ability to move yourself or a target to a destination without crossing the intervening space.
- Requires a bit of chargeup, intense focus, and a fair bit of mana; targets have a chance to get out of the area to avoid the teleport
- Legendary Upgrade: allows the movement of larger groups as as well as removing the cooldown/chargeup entirely when used on yourself or a willing target
Flight
- Whether via wings, levitation magic, or anger-fueled jetpacks, you gain the ability to fly
- Speed is limited to your Speed stat
- The accuracy of ranged weapons and magic suffer while in motion
- Generally tied to wings or one of your magic types - fire wings, riding the wind,
Barrier
- The ability to create temporary magical barriers to protect yourself or others
- Scales with all magic stats normally, but larger barriers take much more mana than similar-scale offensive magic
- Generally tied to one of your weapon types - Fire magic might use molten barriers, or a Sword user might create a momentary wall of swords