A
alatartheblue42
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Original poster
Please, please, PLEASE do not post in this thread. This is intended to only be for me to have extra info for my RP of the same name, located over here.
If the length of this freaks you out, please don't panic. Trust me when I say this was not intended to be a 5 minute read. Take your time, ask questions if you have them.
If the length of this freaks you out, please don't panic. Trust me when I say this was not intended to be a 5 minute read. Take your time, ask questions if you have them.
Character Basics
I. Character Statistics
There are three main statistics, which determine how long your character will last in combat. Each Statistic has a set maximum a person can contain. Surpassing a Statistic cap is not possible in normal circumstances. Opportunities will be provided periodically to increase these caps.
Aura:
Aura is the average Mage's last line of defense. Though sometimes referred to as Qi, Quintessence, or any number of other names, in the modern world, Aura is the standard term. An organism possessing Aura is a prerequisite to possessing magical capability; things that have no Aura can never create magic, no matter how they might try. Aura is normally spread throughout every nook and cranny of a person's body, but Mages are an exception.
In order to shield themselves from injury during combat, Mages manifest their Aura into an invisible barrier around their body. As long as this barrier stands, no sword can break their skin, no boulder can flatten them into a pancake, etc. As long as the barrier stands... Should a person's Aura be depleted, they will be left as mere flesh and blood in the midst of whatever situation caused their Aura to run out.
It is important to note that manifesting your Aura does not mean your body cannot suffer. Aura is no more than a shield. If you try to stand in front of a car while holding a knight's shield, even if the shield itself is relatively undamaged by the collision your arm might not be doing so hot. Aura also offers no protection against the environmental conditions of the area. If you stand in a fire, you will suffer.
Something else to keep in mind: Aura is highly resistant to impacts that don't utilize Aura or Prana somehow (the Aura Extension provided by Transformations compensates for this). This allows Mages to do what non-Mages cannot: stand up against monsters and other Mages on a level playing field.
As Aura is nothing more than a specialized form of energy, it can be converted to and from other mediums. Some use this to "heal" others by restoring their Aura via the use of Prana, while others might drain their own Aura for additional power to their spells.
Though Aura is produced by the body, its natural production rate is relatively negligible. As such, unlike the other statistics, Aura does not naturally regenerate during combat. Aura can only be restored via thaumaturgy, certain martial arts techniques, or a solid amount of time spent in restful situations.
Prana:
Prana is the conventional form of energy used for thaumaturgy. Like Aura, the ability to hold Prana in your body is mandatory for the usage of magic. Prana is also notably easier to generate, as most organisms produce it steadily by converting it from the Mana around them through natural body processes. Prana generation, like most any other body process, speeds up notably in the presence of adrenaline and other body-accelerating hormones. Naturally, if your body is weakened due to hunger, exhaustion, or other issues, Prana generation is likewise slowed down.
Barring any abnormal conditions, each person recovers 5 Prana per post/turn in combat. When out of combat, Prana regeneration is significantly slower. Prana regenerated outside of combat or stressful situations shall be determined by the moderator(s)/GM(s), either upon request or their own choice.Stamina:
Stamina is how much energy a body has for physical exertion. Since nearly every action a person might take requires physical exertion (and therefore Stamina), it is a critical resource for those who find themselves active. However, just as it is easily expended, so is it relatively easily restored.
Much like Prana, Stamina regenerates far faster in stressful situations than in relaxing situations. At the start of each Post/Turn in combat, Stamina recovers by a value of 10. Furthermore, for every Phase that utilizes the Standby Action, Stamina recovers by an additional value of 10 per Phase.
Adrenaline is not a suitable substitute for a well-rested body, though. If one continually or repeatedly exerts themselves without allowing for rest and refueling, they will find themselves quickly growing tired (Stamina Cap will be temporarily reduced) and may even end up falling ill from overwork.
II. AMB Modules
Aura Monitor Bracelets (AMBs) provided by the Academy are able to be equipped with special modules to enhance their Mages' capabilities. There are a number of basic modules that have been mass produced and are offered gratis. More qualified Mages are permitted to request customized Modules. Generic modules can be exchanged for any other generic module, though the exchange process takes some time and is thus impractical to do in the field.
A list of the generic modules and their abilities are listed below:
Strength Module
- Definition:
For those that rely on their physical strength to bring down enemies, you can't choose a better option than this. Highly favored among martial artists and Mages who use Techniques heavily.
- Class Skill:
Proficiency (Passive)
Stamina Costs for TECHNIQUES are reduced to 80%.
- Innate Attributes:
• STR: D • VIT: E • WIL: E • RES: E
• SPD: E • AGL: E • PER: E • REC: E
Fortification Module
- Definition:
When a battle devolves into a vicious brawl, the brave souls who bear these Modules are the ones who protect their allies until the very end.
- Class Skill:
Last Stand (Passive)
When the user's Aura falls below 40%, Defense abilities have their costs reduced by 30%.
- Innate Attributes:
• STR: E • VIT: D • WIL: E • RES: E
• SPD: E • AGL: E • PER: E • REC: E
Enhancement Module
- Definition:
For those who want a bit more "oomph" to their Spells. Unfortunately, mass-produced versions of this module are limited to only increasing a specific type of Spell, rather than a general increase to all spells. (A Spell's type is determined by the FIRST type listed in its description).
- Class Skill:
Conservation (Passive)
Boosts Offensive Spell output by 15%; Boosts Defensive Spell output by 15%; Extends the duration of Buff and Debuff Spells by 1 Phase.
- Innate Attributes:
• STR: E • VIT: E • WIL: D • RES: E
• SPD: E • AGL: E • PER: E • REC: E
Healing Module
- Definition:
Taking out baddies is fine and dandy, but you'll be grateful for one of these in the neighborhood if you start taking hits.
As Aura Recovery Spells are considerably more specific than the near-infinite variety of Offensive Spells (for example), the magic-augmenting part of Healing Modules is significantly smaller than that of most other Modules. The remaining space on the Module is used to augment the AMB's functionality with other useful medical functions for longer excursions.
- Class Skill:
Blessing (Passive)
Aura Recovery Spells have their output boosted by 15%.
AMB Improvements:
Provides a limited on-board medical database with the ability to speculate some possible prognoses and suggest possible treatment.
- Innate Attributes:
• STR: E • VIT: E • WIL: E • RES: D
• SPD: E • AGL: E • PER: E • REC: E
Acceleration Module
- Definition:
If you need to get somewhere or do something in a hurry, this might be the module for you. As the passive effect is relatively energy-efficient, surplus energy generated by the module is stored up and can be released for a burst of power.
- Class Skill:
Swiftness (Passive)
Increases the speed at which the body can function, allowing the wielder to recover from internal debuffs and ailments 1 Phase faster (external debuffs are unaffected).
Burst (Active)
Once every three turns, the wielder can provide the vocal command "Burst" to boost their speed by 100% of a normal person's speed (the equivalent of E rank Speed).
- Innate Attributes:
• STR: E • VIT: E • WIL: E • RES: E
• SPD: D • AGL: E • PER: E • REC: E
Nimble Module
- Definition:
The Nimble Module is the daisy among roses. While not as overtly flashy as some of the other modules, it lives by the adage "its the little things that count". You don't always need to sprint away at maximum speed to avoid an attack; sometimes a simple sidestep or a short hop will do. This module uses its power to increase its wielder's reaction time a little and help them waste less energy on extraneous movement.
- Class Skill:
Aptitude (Passive)
Stamina Cost for Dodge & Evade & Evasion Dodge is reduced by 5.
Stamina Cost for Evasion Guard & Counter & Parry Counter is reduced by 10.
- Innate Attributes:
• STR: E • VIT: E • WIL: E • RES: E
• SPD: E • AGL: D • PER: E • REC: E
Explorer Module
- Definition:
Unlike the other Modules, the Explorer Module prefers to provide technological support over magical support. While it does provide slight augmentation to the bearer's senses, its true value lies in its extra features. If you're planning to go on an excursion, one of these would definitely come in handy.
- Class Skill:
AMB Improvements:
Provides the ability to create and display holographic maps, contains a small field guide, and has an expanded effective communication range.
- Innate Attributes:
• STR: E • VIT: E • WIL: E • RES: E
• SPD: E • AGL: E • PER: D • REC: E
Regeneration Module
- Definition:
Some people are just plain reckless. They charge straight at the enemies, or they use their own life-force to amplify their strikes. This Module helps said lovable lunatics stay in the fight a bit longer, even if they don't have a personal medic on call.
- Class Skill:
Regeneration (Passive)
Restores 3% Aura at the start of every turn.
- Innate Attributes:
• STR: E• VIT: E • WIL: E • RES: E
• SPD: E • AGL: E • PER: E • REC: D
Tactician Module
- Definition:
A specialized module designed specifically for those who use Summoning spells, this module allows them to better monitor the condition of their summons. When a summoning spell is summoned, data on the summon is added to the AMB's display, allowing the summoner to monitor the approximate Aura, Prana, and Stamina of their summons. Furthermore, this link also allows the summoner to distribute their Prana to their summons (though not vice versa). To top it off, the module improves the wielder's Perception to assist in monitoring the battlefield.
- Class Skill:
Tactical Reallocation (Passive)
Allows the Summoner to send up to 15 Prana to their summon(s) per Turn. The Prana is evenly distributed among all selected summons; the amount each receives can only be adjusted by adding or removing them from the targets or adjusting the amount of Prana the AMB draws.
Example: Selecting 3 summons and distributing 15 Prana will provide 5 Prana to each. Increasing the number of summons will decrease the amount each receives, and vice versa. The summoner can also choose to distribute less than 15 Prana, such as only sending out 9 Prana to give the summons each 3 Prana.
Adjusting the targets or quantity of Prana is done via the holographic interface, and making any adjustment counts as an Action (though multiple adjustments can be made at once, like how multiple instances of Dodges can be used in one Phase).
- AMB Upgrades:
Tactical Overview (Passive)
The AMB's interface provides details on the Aura, Prana, and Stamina of all summons affiliated with the bearer.
- Innate Attributes:
• STR: E• VIT: E • WIL: E • RES: E
• SPD: E • AGL: E • PER: D • REC: E
III. Character Attributes
Attributes represent your character's capabilities. How much you can lift, how fast you can run, all of this is determined by your Attributes. Attributes are calculated as Ranks, starting from Rank E being considered "average" for a Mage. Like a sprinter's time record, these Attributes are the upper limits of what can be achieved by a person. Naturally, having enough Strength to lift a boulder doesn't mean you are obligated to constantly tear every door you find off of its hinges.
By default, characters start out at Rank E in attributes. These initial attributes can be raised or lowered via CP, so long as there is reasonable justification. A person raised as a martial artist might spend some CP to raise their Strength, but a bookworm would need additional justification if they wanted higher Strength.
Much like Statistics, Attributes can be periodically increased. While it takes more effort to increase at higher ranks, the rewards reaped likewise become greater over time.
Below is a list of available attributes and their explanations:
Strength
- Explanation: Strength determines how much weight you can move, how much force you can put behind a sword swing, how high you can jump, etc. Higher Strength produces more damage for your melee attacks. If using a bow, sling, or similar projectile armament, your Strength also contributes to the projectile's speed.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's Strength
- [Rank D]: Possesses 133% of an average Mage's Strength
- [Rank C]: Possesses 166% of an average Mage's Strength
- [Rank B]: Possesses 200% of an average Mage's Strength
- [Rank A]: Possesses 250% of an average Mage's Strength
- [Rank A+]: Possesses 300% of an average Mage's Strength
- [Rank A++]: Possesses 375% of an average Mage's Strength
- [Rank S]: Possesses 500% of an average Mage's Strength
Vitality
- Explanation: Though Aura is a form of energy, the Aura manifested by an individual person may be more durable or fragile than another person's. This "durability" is known as Vitality. A person with greater than average Vitality will take less damage from physical impacts. Vitality also plays as a factor in how one is affected by physical ailments.
- Rank Increases:
- [Rank E]: Physical Damage received is reduced to 100%
- [Rank D]: Physical Damage received is reduced to 95%
- [Rank C]: Physical Damage received is reduced to 90%
- [Rank B]: Physical Damage received is reduced to 80%
- [Rank A]: Physical Damage received is reduced to 70%
- [Rank A+]: Physical Damage received is reduced to 60%
- [Rank A++]: Physical Damage received is reduced to 45%
- [Rank S]: Physical Damage received is reduced to 25%
Willpower
- Explanation: A simple way of describing a Mage's ability to manipulate magic. When utilizing Bonded Magic, a Mage's Willpower is primarily used to control the spell - to ensure it retains its form and reaches its target. For Cantrips and Wild Magic, a Mage's Willpower is of course used for control, but surplus Willpower can also be used to amplify the spell's effects.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's Willpower
- [Rank D]: Possesses 133% of an average Mage's Willpower
- [Rank C]: Possesses 166% of an average Mage's Willpower
- [Rank B]: Possesses 200% of an average Mage's Willpower
- [Rank A]: Possesses 250% of an average Mage's Willpower
- [Rank A+]: Possesses 300% of an average Mage's Willpower
- [Rank A++]: Possesses 375% of an average Mage's Willpower
- [Rank S]: Possesses 500% of an average Mage's Willpower
Resistance
- Explanation: Whereas Vitality is a measurement of how resilient to physical damage a person's Aura is, Resistance is said Aura's resilience against magical damage. It also therefore is crucial for defending oneself against curses and magical ailments.
- Rank Increases:
- [Rank E]: Magical Damage received is reduced to 100%
- [Rank D]: Magical Damage received is reduced to 95%
- [Rank C]: Magical Damage received is reduced to 90%
- [Rank B]: Magical Damage received is reduced to 80%
- [Rank A]: Magical Damage received is reduced to 70%
- [Rank A+]: Magical Damage received is reduced to 60%
- [Rank A++]: Magical Damage received is reduced to 45%
- [Rank S]: Magical Damage received is reduced to 25%
Speed
- Explanation: Speed is, quite simply, the Speed at which your body can move. It is important to note that Speed only pertains to how quickly you can move, not how nimble you are or how quickly you can react.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's movement speed
- [Rank D]: Possesses 133% of an average Mage's movement speed
- [Rank C]: Possesses 166% of an average Mage's movement speed
- [Rank B]: Possesses 200% of an average Mage's movement speed
- [Rank A]: Possesses 250% of an average Mage's movement speed
- [Rank A+]: Possesses 300% of an average Mage's movement speed
- [Rank A++]: Possesses 375% of an average Mage's movement speed
- [Rank S]: Possesses 500% of an average Mage's movement speed
Dexterity
- Explanation: Dexterity pertains to how nimble you are. While it has little impact when sprinting down a racetrack, if there are obstacles to avoid on your path or if you need to dodge an enemy's attack, Dexterity is essential. Dexterity aids in both your ability to dodge with small movements and your reaction time. Much like Speed in an obstacle course, though, Dexterity is useless without the Perception to notice things or the Speed to make your motions in time.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's Dexterity
- [Rank D]: Possesses 133% of an average Mage's Dexterity
- [Rank C]: Possesses 166% of an average Mage's Dexterity
- [Rank B]: Possesses 200% of an average Mage's Dexterity
- [Rank A]: Possesses 250% of an average Mage's Dexterity
- [Rank A+]: Possesses 300% of an average Mage's Dexterity
- [Rank A++]: Possesses 375% of an average Mage's Dexterity
- [Rank S]: Possesses 500% of an average Mage's Dexterity
Perception
- Explanation: Perception pertains both to how sharp your senses are and how easily you are able to perceive that which might go unnoticed by others. High Perception is indispensable for trackers and rogues - those who must notice every detail without fail. It is also highly beneficial for those who wish to hit fast-moving targets from range, as Perception contributes to one's accuracy.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's Perception
- [Rank D]: Possesses 133% of an average Mage's Perception
- [Rank C]: Possesses 166% of an average Mage's Perception
- [Rank B]: Possesses 200% of an average Mage's Perception
- [Rank A]: Possesses 250% of an average Mage's Perception
- [Rank A+]: Possesses 300% of an average Mage's Perception
- [Rank A++]: Possesses 375% of an average Mage's Perception
- [Rank S]: Possesses 500% of an average Mage's Perception
Recovery
- Explanation: Recovery is a measurement of how quickly a body is able to replenish its Stamina and, to a lesser extent, its Prana. Recovery has also been hypothesized to help people recover from being thrown off balance, stunned, etc, but as these are also affected by numerous other factors, no concrete benefit or scale has been specifically defined.
- Rank Increases:
- [Rank E]: Possesses 100% of an average Mage's Recovery
- [Rank D]: Possesses 133% of an average Mage's Recovery
- [Rank C]: Possesses 166% of an average Mage's Recovery
- [Rank B]: Possesses 200% of an average Mage's Recovery
- [Rank A]: Possesses 250% of an average Mage's Recovery
- [Rank A+]: Possesses 300% of an average Mage's Recovery
- [Rank A++]: Possesses 375% of an average Mage's Recovery
- [Rank S]: Possesses 500% of an average Mage's Recovery
IV. Attribute Buffs and Debuffs
You have your base Attributes, as mentioned above. However, when you have your Attributes buffed or debuffed, the actual Attribute rank does not change. Instead, when you are buffed/debuffed, your base Attribute is multiplied by a certain multiplier based on the level of buff/debuff applied to you. Below are the possible levels, with Level 0 being "normal", positive levels being buffs, and negative levels being debuffs:
Level 7: 4.0x/.1x
Level 6: 3.0x/.3x
Level 5: 2.5x/.4x
Level 4: 2.0x/.5x
Level 3: 1.75x/.625x
Level 2: 1.5x/.75x
Level 1: 1.25x/.875x
Level 0: 1x/1x
Level -1: 0.875x/1.25x
Level -2: 0.75x/1.5x
Level -3: 0.625x/1.75x
Level -4: 0.5x/2.0x
Level -5: 0.4x/2.5x
Level -6: 0.3x/3.0x
Level -7: 0.1x/4.0x
And you may ask yourself, "why are there two sets of numbers?" And you may ask yourself, "why is there different formatting for different levels?" And yourself will answer, "well how the hell should I know? Isn't that Alatar dude supposed to be explaining this?" And yourself would be right.
Columns:
The left and right columns represent the different multipliers for the two categories of Attributes. The defensive Attributes (Vitality and Resistance) use the right column; their multipliers represent how the damage you receive is adjusted. If you have E Rank Vitality and have a level 1 Vitality buff, you multiply incoming damage by your Vitality (100%, or 1x) and then by the buff you are under (.875x). In other words, in this situation, incoming physical damage is reduced to 87.5% of its standard amount. This reduction would of course be greater if your natural Vitality was higher or if your buff was stronger. Similarly, if you have a level -1 debuff applied, you'd be taking 125% of the normal damage.
The left column, then, represents all the other Attributes. Like with the previous example, you take your base amount of the Attribute in question and multiply it by the level of buff/debuff you are under. E Rank Strength under a level 1 buff leads to 125% Strength; under a level -1 debuff, you'd have .875% Strength.
Normal, Great, and Mega:
Now, why is there different formatting? Because different levels of buff/debuff require different amounts of power to achieve. For our purposes, we will refer to the three types as "Normal-", "Great-", and "Mega-" buffs or debuffs. Normal buffs are bolded, Great buffs are underlined, and Mega buffs are italicized. Each of the three types naturally requires a different amount of power to achieve.
It is important to note that lesser types of buffs cannot ever reach the higher types' levels. No amount of Normal buffs can allow you to achieve a Level 4 buff; you require a Great buff in order to surpass Level 3. The same applies for Great buffs and Level 7.
That said, higher types can be counted as lower types. If you cast a single level of Great buff on someone who is only at level 2, they will still go up to level 3. Because of this, you must also take note of what order the buffs/debuffs were applied in. If you have a level 2 Normal buff, receive a Great buff to reach level 3, and then have an additional level 1 Normal buff applied, that third buff doesn't actually help you. Because the Great buff is already being used to reach level 3, the additional Normal buff would bring you to level 4, which is impossible for a normal buff.
How do Buffs/Debuffs Interact with One Another?:
In general, if a buff and a debuff are applied to the same target, the two cancel each other out by increasing/reducing the level of the other one. A level 3 buff and a level -3 debuff will lead to level 0; a level 3 buff and a level -1 debuff will lead to level 2.
But just as a Normal buff cannot reach Great buff territory yet Great buffs can compensate for missing Normal buffs, buffs/debuffs only cancel out equal or lesser levels. A person under 3 Normal levels and 1 Great level of buff would be at level 4. Apply a Normal level -1 debuff to them, and it would remove one of their Normal levels, reducing them to level 3 buff. Their Great buff would then fill in for one of the Normal slots.
But suppose for some reason a person was at level 3 because they had 3 Great buffs applied. A Normal level -1 debuff would not actually affect them then, because Normal debuffs cannot override Great buffs (and vice versa, extended to Great/Mega, etc). As mentioned earlier, of course, a level -1 Great debuff applied to a level 3 buff obtained through Normal buffs will still reduce the buff to level 2, because tiers can override anything of equal or lesser power.
It should go without saying, but a buff/debuff will always override the highest level of debuff/buff it can. A person at level 4 subjected to a Great level -1 debuff will lose a Great buff level, not a Normal buff. If we go back to a previously mentioned case, though, we can see something interesting.
Suppose we have 2 levels of Normal buff, followed by 1 level of Great buff, followed by an additional level 1 Normal buff. I mentioned earlier that because the Great buff would have filled in Level 3, the additional Normal buff would have no effect. But now consider what happens if a Great -1 debuff is applied. Great debuffs will always override Great buffs, if given the opportunity. As such, the Great buff would be countered, freeing up the Level 3 buff slot. That additional Normal buff that had been useless before will slide into the level 3 place and take effect.
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