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    Mechanics Information

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    Mechanics Information

    Post by Fate on Mon Nov 11, 2013 9:35 pm

    Damage Information
    * Damage Types (DT)
    - Raw Effects (DTRE)
    - Status Effects (DTSE)
    - Classification (DTC)

    Training Information
    * Solo Training (ST)
    - Bulk Training (SBT)
    - Element Training (SET)
    - Alignment Training (SAT)

    * Dual Training (DT)
    - Partner Training (DPT)
    - Team Training (DTT)
    - Group Training (DGT)

    * Weekly Training (WT)
    - Proficiency Training (WPT)
    - Deity Element Training (WDET)
    - Higher State Awakening. (WHSA)

    Ancestry Information
    * Age & Time (AT)
    - Children (ATC)
    - Descendants (ATD)


    Last edited by Vixen on Wed Nov 13, 2013 4:57 pm; edited 3 times in total

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    Re: Mechanics Information

    Post by Fate on Tue Nov 12, 2013 6:40 am

    Damage Types (DT)

    There are Five Damage types these are Physical, Mental, Energy, Spirit & Deity however within each one there are subcategories within those which are divided into Raw which governs direct damage and Status which governs damage over time as well as indirect damage.

    Raw Effects (DTRE)
    These are as follows:

    Slash - Cutting damage which typically is used to slice apart objects.
    Impact - Blunt damage which typically is used to crush and break objects.
    Pierce - Penetrating damage which typically is used to drill through objects.
    Blast - (Impact/Slash + Pierce) Penetrating Blunt or Cutting damage common to explosives.
    Elemental - Energy based damage which siphons Conduit to inflict damage upon contact.
    Status - Mental based damage which siphons Essence to inflict damage upon contact.
    Reap - Soul based damage which siphons Blood as a price to inflict damage upon contact
    Smite - Deity based damage which siphons Law/Chaos/Nature to inflict damage upon contact

    Status Effects (DTSE)
    Status effects can either be Physical, Mental or Energy based and the different types of these effects are listed below:

    Radiate = Slow Damage overtime due to liquids, solids or gases
    Infect = Slow-Moderate Damage overtime due to liquids,solids or gases
    Poison = Slow-Moderate Damage overtime due to poisons
    Burn = Slow-Moderate Damage overtime due to heat
    Scald = Moderate-Fast Damage overtime due to heated liquids or gases
    Corrode = Fast Damage overtime due to liquids or gases
    Shock = Complete Paralysis due to electricity
    Numb = Partial to complete Touch sensory loss due to cold, poisons, electricity
    Blind = Partial to Complete Vision sensory loss.
    Deafen = Partial to Complete Hearing sensory loss.
    Dizzy = Partial to Complete loss of Balance.
    Stun = Partial to Complete cease of action.
    Freeze = Complete cease of action.

    Classifications (DEC)

    Damage follows these classifications in order to specifically determine what type of damage one is inflicting on an opponent. Likewise Endurance, Defense & Barrier can be used to reduce damage and nullify the effects of Raw and Status effects respectively.

    Physical - Slash, Impact, Pierce, Blast
    Mental - Animate, Manifest, Transmute, Modify, Destroy & Restore.
    Energy - Conduit
    Spirit - Soul, Reap
    Deity - Smite, Law, Chaos, Order

    Tiers in relation to Damage & Status Effects

    Endurance - Nullifies Mental Status Effects to take damage & Reduces damage from Animate, Transmute, Manifest, Modify, Destroy, Restore, Status or/and Blast*

    Barrier - Nullifies Conduit Status Effects to take damage & Reduces damage from Elemental, Conduit or/and Blast*

    Defense - Nullifies Physical Status Effects to take damage & Reduces damage from Slash, Impact, Pierce or/and Blast*

    *Blast can be either Physical, Mental or Energy based in terms of damage output.

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    Re: Mechanics Information

    Post by Fate on Tue Nov 12, 2013 2:50 pm

    Training Information

    Training is split into three on this forum, the first is Solo training, the second is Dual training and the third is Weekly Training. Each type of training can be done either Twice per day (Solo), Once per day (Dual Training) or Once per Week (Weekly training) making a total of Three training topics that can be done in a day.

    Solo Training (ST)
    All Solo Training revolves around Word Counts and after the word count is reached the training is complete. Solo Training is divided into Four different types all of which, fall under the time slot for Solo training topics. These are Solo, Bulk, Element & Alignment Training.

    Solo Training is a single post within a topic labeled Training, in addition Solo Training uses a liquid time scheme where one can train regardless of if they are in a topic previously. On the other hand when doing such, the techniques are not gained until after that topic is over.

    Bulk Training (SBT)
    Bulk Training Training is merely Solo training stacked as one, the benefit being that upon finishing the bulk training you immediately gain all of the techniques you bulk trained for, however when one bulk trains they are unable to Solo Train for a certain amount of time. This time is dependent on the number of techniques Bulk Trained, if training 10 E-ranks then 10 IRL Days must pass before you are allowed to Solo train again.

    Solo & Bulk Training Word Count
    E-Rank = 50 Words
    D-Rank = 100 Words
    C-Rank = 200 Words
    B-Rank = 400 Words
    A-Rank = 600 Words
    S-Rank = 800 Words
    X-Rank = 1000 Words


    Element Training (SET)
    Element Training refers to the initial training one does in order to obtain the use of the Conduit granted to them by a Yōso. Once it has been completed they are now able to utilize Conduit techniques and likewise create a Sect. If the Sect has already been created Element Training can be done as the "Joining Price" in order to gain access to the sect if it is free to join or after encountering one of them members (IC) and convincing them to allow you to join. Element and Alignment training share the same slot for Solo training, similar to how regular Solo training and Bulk training share the same slot.

    Element Training costs 500 Words
    Joining Price is completely up to the founder of the Sect and can be either:
    *500 Words
    *1000 Words
    *1500 Words
    *2000 Words

    Alignment Training (SAT)
    Alignment Training revolves around the concept of morality and one's ability to radically change their ways of thinking. There are 9 Moralities on this forum and going from one to another is possible through meditation. Alignment Training can be done similar to bulk training in that a huge shift of alignment is possible at once at the cost of being unable to train for a set number of days. For example going from Lawful Good to Lawful Neutral will cause one to be unable to train for Alignments/Elements for 4 days.

    Good
    Lawful Good
    Natural Good
    Chaotic Good

    Neutral
    Lawful Neutral
    Natural Neutral
    Chaotic Neutral

    Evil
    Lawful Evil
    Natural Evil
    Chaotic Evil

    A Shift in Alignment goes from Lawful to Natural to Chaotic, a Shift from Morality goes from Good to Neutral to Evil.

    Shifting Alignment costs - 500 Words each shift.
    Shifting Morality costs - 1000 Words each shift.

    Dual Training (DT)
    All Dual Training revolves around Post Count and once a certain amount of posts have been reached, the training is complete. Dual Training is divided into four types, Dual Training, Partner Training, Team Training & Group Training.

    Dual Training involves two individuals training alongside each other by sparring or practicing their techniques as well as a number of things in order to learn and master new ones. Dual Training topics fall under liquid time as well however unlike Solo Training there can only be one type of Dual Training topic be it normal Dual, Partner, Team or Group training, active at one time.

    Dual Training Post Count
    E - 8 Posts (Total)
    D - 10 Posts (Total)
    C - 12 Posts (Total)
    B - 14 Posts (Total)
    A - 16 Posts (Total)
    S - 18 Posts (Total)
    X - 20 Posts (Total)

    * Dual Training with a lover/spouse/mate halves the number of words needed to Dual Train, ex's likewise apply to this as long as their isn't a hostile relationship between the two. Note in order to qualify for this deduction the one's involved must have bonded (sex) at least once in their life time.

    Partner Training (DPT)
    Partner Training is used when creating combination techniques between two or more individuals, it is likewise used when training pets and familiars.

    Partner Training Post Count
    E - 4 Posts (Total)
    D - 6 Posts (Total)
    C - 8 Posts (Total)
    B - 10 Posts (Total)
    A - 12 Posts (Total)
    S - 14 Posts (Total)
    X - 16 Posts (Total)

    Every additional individual joining the topic increases the total amount of posts required by 1, a max of 6 individuals can Partner Train at once.

    Team Training (DTT)
    Team training is usually done among members of the same Sect, Allied Sects or members of a registered team that have preformed the Blood Ritual marking their alliance with the Creators as their witnesses. The Team Ritual costs the same as an X-Rank Team training and once done Team Training becomes available to those involved in it. Unlike Partner or Group training however Team Training is static meaning no matter the numbers involved it doesn't increase at all.

    Team Training Post Count
    E - 6 Posts (Total)
    D - 9 Posts (Total)
    C - 12 Posts (Total)
    B - 15 Posts (Total)
    A - 18 Posts (Total)
    S - 21 Posts (Total)
    X - 24 Posts (Total)

    Group Training
    Group Training is the advanced version of Dual Training and is usually done among those who aren't in Sects and haven't chosen to preform the Blood Ritual associated with Teams. The Max number of those involved in group Training is Eight and through this multiple techniques can be trained at once by members within the training topic. Each additional member over the minimum (3) adds 2 to the total word count needed this caps out at 10 additional posts with 8 members.

    E - 10 Posts (Total)
    D - 12 Posts (Total)
    C - 14 Posts (Total)
    B - 16 Posts (Total)
    A - 18 Posts (Total)
    S - 20 Posts (Total)
    X - 22 Posts (Total)

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    Re: Mechanics Information

    Post by Fate on Tue Nov 12, 2013 3:52 pm

    Weekly Training (WT)
    All Weekly Training revolves around Word Count or/and Post Count and once a certain amount of posts have been reached, the training is complete. Weekly Training is divided into four types, Weekly Training, Proficiency Training, Deity Element Training & Higher State Awakening.

    Weekly Training is used to increase Essence, Conduit and Fatigue Limits and fluctuate based on one's Race.

    Essence Limit Weekly Training costs:
    Human - 1000 Words
    Zireh - 2000 Words
    Nova - 1500 Words

    Conduit Limit Weekly Training costs:
    Human - 1500 Words
    Zireh - 2000 Words
    Nova - 1000 Words

    Stamina Limit Weekly Training costs:
    Human - 1500 Words
    Zireh - 1000 Words
    Nova - 2000 Words

    Proficiency Training (WPT)
    Proficiency Training involves a focused increase of one's Proficiency within a certain weapon type without the subsequent decreases associated with increasing it through weapon improvement.

    Proficiency Training always increases weapon proficiency by 100 PP, however repeated training through this method only results in it becoming more difficult to increase one's PP through it. In addition even if the PP is offset through weapon improvement the repeated training still counts, it is for that reason that Proficiency Training is recommended to correct irregularities and not as a way to rapidly increase PP.

    Each Weapon Proficiency has its own separate Proficiency Training count as ever weapon is different. The training requirements are as follows:

    1st Training - 25 Words
    2nd Training - 50 Words
    3rd Training - 100 Words
    4th Training - 200 Words
    5th Training - 400 Words
    6th Training - 800 Words
    7th Training - 1600 Words
    8th Training - 3200 Words
    9th Training - 6400 Words
    Final Training - 12800 Words

    Deity Element Training (WTDET)
    Deity Element Training is needed to harness the power of Law, Chaos and Nature, each first requires a certain post count which involves one entering a deep meditative state and envisioning themselves speaking to Order, Chaos or Nature respectively. Within these discussions numerous topics can be brought up, reasons for one's creation, future events concerning one's character, allies and enemies can be revealed, ideas for abilities can be given etc. Once this discussion is over they then must do a word count to gain control over the the power they have been given. All of this depends on race.

    How to Obtain Law Deity

    Converse with Order
    Zireh - 20 Posts (Total)
    Nova - 30 Posts (Total)
    Human - 30 Posts (Total)

    Deity Element Word Count
    Zireh - 1000 Words (Total)
    Nova - 2000 Words (Total)
    Human - 2000 Words (Total)

    How to Obtain Nature Deity

    Converse with Nature
    Nova - 20 Posts (Total)
    Human - 30 Posts (Total)
    Zireh - 30 Posts (Total)

    Deity Element Word Count
    Nova - 1000 Words (Total)
    Human - 2000 Words (Total)
    Zireh - 2000 Words (Total)

    How to Obtain Chaos Deity

    Converse with Chaos
    Human - 20 Posts (Total)
    Nova - 30 Posts (Total)
    Zireh - 30 Posts (Total)

    Deity Element Word Count
    Human - 1000 Words (Total)
    Nova - 2000 Words (Total)
    Zireh - 2000 Words (Total)

    Higher State Awakening (WTHSA)

    Higher States are triggered by numerous things, the first being Alignment as Racial Higher States do not need a specific Alignment whereas Special Higher States require one to be of a specific Alignment corresponding to either Lawful, Natural or Chaotic.

    Savant - Lawful
    Heretic - Natural
    Acolyte - Chaotic

    The Second requirement is overall power, in order to undertake the journey to Awakening into a Higher State a certain degree of strength must be accumulated before it is even available to your character.

    1st Chance - Racial & Special Available
    Requirement Minimum
    20 E-rank
    10 D-rank
    5 C-rank
    3 B-rank
    1 A-rank

    2nd Chance - Racial &/or Special Available
    Requirement Minimum
    25 E-rank
    15 D-rank
    10 C-rank
    5 B-rank
    3 A-rank
    1 S-rank

    3rd Chance - Racial OR Special Available.
    Requirements Minimum
    30 E-rank
    20 D-rank
    15 C-rank
    10 B-rank
    5 A-rank
    3 S-rank
    1 X-Rank

    The Third requirement is travelling to the Tower of Ancients and doing a training post which includes the characters, past & present encounters at the end of which a cocoon of Essence, Blood & Conduit envelops their body as they go through changes as they have become more connected with the world. If undergoing a Special Higher State Awakening however a portal opens either Cyan, Green or Purple, representing Order, Nature & Chaos respectively with the individual needing to walk through it to begin to process.

    All Higher State Awakening topics need to be a minimum of: 2000 Words.

    The Final requirement is triggered upon completing the word count and involves a set of three trials. One occurred in the past, one occurs in the present and the last will occur in the future, however they all take place one after another upon being completed. Because of this the difficulty of the trials is completely dependent on what type of character you make, every action has a consequence and consequence develops the future occurrence.

    Upon Passing, you are able to Awaken into a Higher State.
    Failure happens in three stages depending on the time at which you are undertaking the Higher State Awakening.

    1st Chance Failure - Ejected with no Penalties.
    Higher State Ban: None

    2nd Chance Failure - Ejected with halved Blood Limit, Fatigue Limit, Conduit Limit & Essence Limit until healed.
    Higher State Ban: If failed that specific Higher State Twice it becomes unavailable during the third chance.

    3rd Chance Failure - Ejected with Death occurring upon reaching the Natural World.
    Higher State Ban: Failing the third chance results in that individual being Permanently unable to Awaken into a Higher State.


    Last edited by Fate on Fri Nov 15, 2013 8:00 am; edited 1 time in total

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    Re: Mechanics Information

    Post by Fate on Wed Nov 13, 2013 4:20 pm

    Age & Time (AT)


    On this site, time and age contribute to the death toll and one's age plays an important factor in one's survival. To that extent it has become almost a necessity to start families if way's to prolong one's life are not obtained, the other incentive of course being stable allies due to blood ties and a means to leave a mark on the world which extends past one's deeds. Time on the site is measured through Real Time with specific time limits which correlate with the actual passage of time on the site.

    1 Week Real Time = 3 Month In Character
    1 Month Real Time = 1 Year In Character
    3 Months Real Time = 3 Years In Character
    6 Months Real Time = 6 Years In Character
    1 Year Real Time = 12 Years In Character

    Time is Relative to activity, and there will be cases when ages won't be updated according to the influx of members. However one must note that that is rare and time will be a countdown till the characters death. Luckily all of the races are relatively long lived with Nova living the shortest at up to 80 years, followed by Humans which live up to 100 years and finally Zireh living the longest at up to 120 years.

    *Note it is possible to extend one's age however True Immortality is not possible on this site. Whether one dies through age, sickness, war or starvation your character WILL eventually die, no exceptions. Death is the great equalizer and while it is possible to run from it, eventually one will die.

    When a Character is created there are three rolls preformed to determine the age at which they will die. Members can choose to know the number or can rp without knowing when it is up to you, with not knowing resulting in a more realistic role-play. When one gets to Middle Age or the earliest point at which one will die (Whichever comes first) another roll is done this time out of 3.

    1 - Lowest Age out of the three.
    2 - Middle Age out of the three.
    3 -Highest Age out of the three.  

    This is the roll which sets up the definite age in which the character will die, once again members are given the option to know this age or they can choose to be blissfully unaware. Once one's time has come the character will be notified ICly through Time, and the members has that entire topic to post as long as they don't run out of fatigue before passing away. Once one's time is up they receive a -5 from their fatigue limit each time they post even while resting.

    *NOTE - Once a Character dies it is still possible to RP with them in the Past! section of Alternate Dimension. These can either be flashbacks of when they were alive or Afterlife topics with the character knowing that they have indeed died and their Souls live on in either the Lawful Realm, Natural Realm, Chaotic Realm if they have aligned with Order, Nature and Chaos respectively or in the Natural World if they were an Unknown.

    Concerning Resurrection, Reincarnation and Reanimation
    All three are methods on can use to cheat dead however each has their differences which are listed below.

    Resurrection: This brings back both the complete soul, mind and body in the condition the individual was at death, sickness, injuries and age all being the same. For that reason they must be healed/cured if they are to have any chance of survival while those who died through age are only available until the end of the topic. Additional techniques however can prolong the time they have as well as ignore injuries, sickness etc. Characters that are dead can only be resurrected in the areas of their final resting place, however once ressurected they go to the Realms available to them in life. A Character that has been ressurected can be Alive or Dead.

    Reincarnation: This brings back the complete soul, part of the mind with a new body which can be completely different from the original or identical albeit at a much younger age. Characters that are dead can be reincarnated anywhere, unlike when resurrected they are essentially a new individual and have no memories of their past life however they can re-learn any of the techniques of their past life as long as they have the same skill set. A Character that has been reincarnated is Alive.

    Reanimation: This brings back the body with part of the soul and none of the mind, in the state it was at death with all of the capabilities they had while they were alive, in varying levels depending on the mindset given to the reanimated corpse. Other techniques are able to alter this and as such it is more flexible than Resurrection or Reincarnation. On the other hand characters that are dead can be reanimated where their corpse is as long as some of it has been preserved and without a corpse one can not reanimate something. A Character that has been reanimated is Dead.

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    Re: Mechanics Information

    Post by Fate on Wed Nov 13, 2013 5:00 pm

    Children (ATC)

    When one has a child there is a chance for them to obtain the blessings of either, both or even none of their parents. Children likewise share the same Sect as their parents however they have the option of not believing in the Yōso causing them to not belong to the sect from conception (This is chosen by Members OOCly).

    Each Race has their own fertility rate Nova have the highest, Zireh have the lowest and Humans are in-between. Children are determined through a roll system which determines gender, number (Twins, Triplets) and of course whether the child is born or a stillbirth. In addition it is difficult to crossbreed among the races and most will result in stillbirths if conception occurs however it is not an impossible thing to do.

    Human Children
    Male Human + Female Human = Human Child
    Male Human + Male Human = N/A
    Female Human + Female Human = N/A
    Male Human + Female Nova = Human-Nova Child (Higher Mortality Rate)
    Male Nova + Female Human = Human-Nova Child

    Nova Children
    Male Nova + Female Nova = Nova Child
    Male Nova + Male Nova = N/A
    Female Nova + Female Nova = N/A
    Male Nova + Female Zireh = Nova-Zireh Child (Higher Mortality Rate)
    Female Nova + Male Zireh = Nova-Zireh Child

    Zireh Children
    Male Zireh + Female Zireh = Zireh Child
    Male Zireh + Male Zireh = N/A
    Female Zireh + Female Zireh = N/A
    Male Zireh + Female Human = Zireh-Human Child
    Female Zireh + Male Human = Zireh-Human Child (Higher Mortality Rate)

    Descendants (BLD)

    Descendants of an Individual gradually inherit their ancestors traits overtime resulting in previous generations having less potential power than recent generations. This process does not occur instantly rather it is a gradual process. Each race likewise includes sub-races and depending on one's family tree a character can eventually become completely customized in their Pre-Higher state. (e.g Yoroi Zireh which has the number of Essence available to a Neo Human while having the number of Styles available to a Dakar Nova.)

    Human Line of Descent
    Growth - Every 3 Generations

    Base Human
    +1 to Overall Essence Limit
    -1 from Overall Conduit Limit

    Neo Human
    +1 to Overall Essence Limit
    -5 from Starting Stamina Limit

    Elite Human
    +2 to Overall Essence Limit
    -2 from Overall Conduit Limit

    Kinetic Human
    +1 to Total Essence Slots
    -10 from Starting Stamina Limit

    Acolyte
    Revert to base Race Limit

    Zireh Line of Descent
    Growth - Every 3 Generations

    Yoroi Zireh
    +5 to Starting Stamina Limit
    -1 from Overall Essence Limit

    Cypher Zireh
    +5 to Starting Stamina Limit
    -1 to Overall Conduit Limit

    Vanir Zireh
    +1 to Total Style Slots
    -2 to Overall Essence Limit

    Xeres Zireh
    +10 to Starting Stamina Limit
    -2 to Overall Conduit Limit

    Savant
    Revert to base Race Limit

    Nova Line of Descent
    Growth - Every 3 Generations

    Prime Nova
    +1 to Overall Conduit Limit
    -5 from Starting Stamina Limit

    Dakar Nova
    +5 to Starting Stamina Limit
    -1 to Overall Essence Limit

    Prime Nova
    +2 to Overall Conduit Limit
    -10 from Starting Stamina Limit

    Dues Nova
    +1 to Overall Blood Limit
    -2 to Overall Conduit Limit

    Heretic
    Revert to base Race Limit

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    Re: Mechanics Information

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