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    Battle Information

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    Fate
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    Battle Information

    Post by Fate on Mon Aug 19, 2013 12:21 pm

    Essence Information
    * Soul Essence (SE)

    Style Information
    * Weapon Styles (WS)
    - Base Weapons (WSBW)
    - Weapon Improvement (WSWI)
    - Weapon Proficiency  (WSWP)
    - How to Increase Weapon Proficiency (WSWPH)
    - Weapon Proficiency Balancing (WSWPB)

    * Combat Styles (CS)
    - Unarmed (CSU)
    - Creature (CSC)
    - Familiar (CSF)

    Class Information
    - Personal Specialization (PS)
    - Complete Focus (PSCF)
    - Partial Focus (PSPF)
    - Focused (PSF)
    - Special (PSS)


    Last edited by Vixen on Wed Nov 13, 2013 12:50 am; edited 3 times in total

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    Re: Battle Information

    Post by Fate on Fri Nov 01, 2013 3:22 pm

    Essence Information

    Essence is present in every being on this planet since the interference of Order, Nature and Chaos. It is formed through the harmonization of the Soul with one's life's blood which produces the energy which fuels life, as if the Soul is solution, blood is the catalyst which produces the end product which is Essence. This is the explanation taught to the sentient races while it's actual origins are far more complex and stem from the time which occurred post Nuclear War. Nature who had reached her breaking point had gotten directly involved in the affairs of life and had created her first Yōso, Psionic, as she needed to divert her energy towards completely revitalizing her planet. Psionic had spread out breathing life into Nature's creations however as an aftereffect, the young Yōso had accidentally imbued them with parts of itself. When it reported back to it's creator, Nature was not only accepting but approved of what Psionic was doing and instructed it to assist with the creation of the new sentient race which would live on the planet, Nova.

    Nova were created with the raw power of Psionic granting them a deeper affinity to Conduits due to their deep connection with Nature itself ensuring that they wouldn't embrace the destructive impulses of their predecessors, Humans or the analytic callousness of the human's rebellious creations, Zireh. This new race attracted the ire of her fellow Creators, Order and Chaos, and them along with their Yōso regained interest in their most favored of planets. This caused them to interfere with Nature's creations, something she sparking her wrath as the Yōso were only obeying their creators as Psionic had done for her and would of otherwise not interfered. Of course some stayed out of it, such as Time and the other 3 most powerful Yōso but the damage had already been done. Instead of the peaceful life she wanted for her Nova, they were forced to contest with the creatures that she had created out of boredom only this time enhanced drastically by the manipulations of both Order and Chaos.

    These Manipulations resulted in the re-awakening of the races which had started the Nuclear War, and Chaos had coaxed Psionic into imbuing his Humans so that they could likewise survive while Order had forced Psionic to likewise do the same to it's Zireh so that they could compete as well. The difference of course being that while Psionic had imbued the Humans with the filtered version of it's power granting them more affinity with things involving Essence, Zireh on the other hand were imbued with the remnants and thus held no outstanding skill for either Conduit or Essence.

    Soul Essence (SE)

    Essence also called Soul Essence is merely the broad classification of the utilization of the energy source present in all sentient being's bodies. The "Essence of the Soul" is divided into 5 types, Animate, Manifest, Transmute, Destroy & Restore. Each of these is described below.

    Animate
    Animate Essence revolves around the animation of things present within the environment and the manipulation of them in everyday life or in combat. Animate Essence is powerful due to its utilization of the things around the user and things which are already present, likewise Animate's power of manipulation makes it formidable for all types of combat. Animate adds a manipulation factor to the end product when mixed with other types of Essence, Conduits or even Style and can be used to focus any of them to a specific target effect.

    Manifest
    Manifest Essence revolves around imagination and the manifestation of one's Essence into the real world or even in the minds of specific targets. Manifest Essence's power stems from the imagination of the user and the subtle alteration of what the target experiences through their perception of their environment. This alteration can be so compelling that the victim will think it is in fact real and react accordingly to it, while imaginary things can be manifested as realistic illusions in the physical plane.  Manifest adds an illusionary factor to the end product when mixed with other types of Essence, Conduits or even Styles and can be used to alter perception and reality.

    Transmute
    Transmute Essence revolves around the modification of the body and the transformation of one's body to better suit them in every day life or in combat. Transmute Essence creates power through it's user increasing their physical abilities while adapting their body to serve as their weapon or to grant them limbs, and other adaptations that they had not possessed previously. Transmute adds a transformation factor to the end product when mixed with other types of Essence, Conduits or even Styles and can be used to transform and manipulate ones own body structure.

    Destroy
    Destroy Essence unlike the others revolves solely on the direct manipulation of essence to inflict pain, damage and harm on things. Destroy's power stems from pure destruction and its targets vary from destruction of objects, body parts to even specialized version which revolve around the destruction of specific types of essence or even conduits. Destroy adds a destruction factor to the end product when mixed with other types of Essence, Conduits or even Styles and can be used to inflict damage and destruction.

    Restore
    Restore Essence unlike the others revolves solely on the reparation, healing, enhancement, reincarnation and even resurrection of other things. Restore is considered by many to be the most powerful of the four types of essence due to it's ability to repair the damage caused by the others by healing or repairing damaged bodies or structures, with those who focus on Restore being able to support themselves or others when faced with adverse conditions. Restore adds a restoration factor to the end product when mixed with other types of Essence, Conduits or even Styles and can be used to enhance and support.

    Hybridization of Essence
    This refers to the mixing of two or more types of Essence be it different or even the same type with the former incorporating aspects of the type comprising it while the latter strengthens the aspect of the essence that comprises it. This Hybridization can also be further added upon by combining it with Styles or Conduits, adding one's blood into the mix to utilize Soul and finally mixing Law, Nature or Chaos into it resulting in Deity.


    Last edited by Vixen on Wed Nov 13, 2013 1:01 am; edited 6 times in total

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    Re: Battle Information

    Post by Fate on Mon Nov 11, 2013 4:50 pm

    Style Information

    Style refers to physical combat, in this world every type of physical attack follows a fighting style and it is through that style that one is able to individualize their own method of combat. Style involves the use of brute force without the aid of Essence or Conduit to inflict lasting damage on opponents and it is the most basic form of combat as it has been around even before the Nuclear War. There are two types of Style, the first being Weapon Style which involves the use of weapons in combat and the second being combat style which involves the use of living things in combat including but not limited to, one's own body as well as other creatures and even familiars.


    Weapon Styles (WS)

    Weapon Styles include 9 subdivisions under it all of which share the commonality of involving an external focus namely the weapon, to inflict damage upon others. It is through this focus that one is able to eventually conduct their Essence and Conduit through to enhance the damage they inflict and likewise the type of focus determines the type of physical damage one is inflicting. Because all weapons are unique in their own way there are Base Weapons and there is Weapon Improvement likewise all weapons whether base or improved all have Proficiency and the increased proficiency in a specific weapon type will lower one's proficiency in another.

    Base Weapons
    There are nine (9) types of Base Weapon Styles every additional type is merely an add on to those weapons and fall under Weapon Improvements. These Nine are; Sword, Shield, Hammer, Ax, Staff, Spear, Horn, Bow & Gun, however every Base weapon is merely the general classification of said weapon and under that have the weapons which comprise them those are listed below within their Base weapon categories. There are five melee physical base weapons, two ranged physical base weapons and two hybrid base weapon.

    Melee Types

    Sword
    Spoiler:

    Sword is divided into three types the first being Buster Blade, the second being Dual Blade and the last being Long Sword. Sword is known for it's versatility and reach in comparison to the other types of weapon styles however they are the second most difficult to improve out of the five melee weapons. Swords favor slash physical damage over the other five types.

    Buster Blade
    Spoiler:
    These are massive swords which can be single or double edged & are easily the size or even larger than the wielder and are rather wide allowing the user to not only use the weapon to hack off body parts but also as a pseudo-shield with correct positioning or even using the broad side to inflict Impact physical damage to opponents. Buster Blade's deal Slash and Impact physical damage and is the easiest to improve out of the types of Sword.

    Dual Blade
    Spoiler:
    These are two short blades which are usually curved to be aerodynamic and out of all the sword types this one allows the most freedom of movement while in combat. Dual Blade causes it's user to be primarily aggressive in combat due to little options being open to blocking or deflecting attacks however encouraging a constant assault with dodging being the preferred method of dealing with incoming attacks. Dual Blades deal Slash physical damage and have the highest Slash damage output of any of the swords.

    Long Sword
    Spoiler:
    These are single edged narrow swords which are slightly curved yet reinforced to make smooth quick cuts. Likewise due to this they have a combination of reach and fluidity which sets them apart from the other sword sword styles, as the Buster Blade has reach, while the Dual Blades have fluidity. Long Swords deal Slash and Pierce physical damage and are in between Buster Blades and Dual Blades in terms of difficulty to improve them.

    Shield
    Spoiler:

    Shield is divided into two types the first being Weapon + Shield and the second being Bladed Shield. Shield is a primarily defensive weapon style weathering out attacks while whittling down the opponent with other sources of damage and are the second easiest to improve out of the melee types. Shields favor Impact physical damage over the other five types.

    Weapon + Shield
    Spoiler:
    This is the common combination of a standard to short sized weapon with a shield to complement the shielding with an additional source of damage, the shield itself being used to defend or even attack by bashing to inflict Impact physical damage to opponents. Weapon + Shield deals either Slash, Impact or Pierce with the weapon and Impact physical damage with the shield and is the hardest to improve out of the types of Shield.

    Shield-Edge
    Spoiler:
    These are shields which have been outfitted with a blade on the rim, spikes or jagged edges around the rim and leave the arm not holding the shield free. Combat typically involves an aggressive approach of bashing and slashing or impaling of the opponent with the hazards on the shield. Shield-Edge deals either Impact & Slash or Impact & Pierce physical damage and is the easiest to improve out of the types of shield.

    Hammer
    Spoiler:

    Hammer is divided into two types the first being War Hammer and the second being Mace. This weapon style is known for it's brute force having some of the highest damage output but lacking in the ability to remove body parts or shielding instead focusing mainly on smashing things apart. Hammers favor Impact physical damage over the other five types & are the third most difficult/easiest to improve.

    War Hammer
    Spoiler:

    These are hammers which come in the normal or sledge variety however have the common trait of being large weapons which revolves around the use of one's built up momentum to inflict heavy amounts of damage during a swing and simply smash opponents until they stop moving. Battle Hammer deals Impact physical damage, has the highest Impact damage of the melee base weapons & is the easiest to improve out of the types of Hammer.

    Mace
    Spoiler:
    These are hammers which have been outfitted with spikes in order to increase their lethality by penetrating flesh when bashed against a opponent, Maces are smaller as their ability to inflict deadly punctures in addition to breaking bone offset the need for sheer brute strength. Mace deals Pierce & Impact physical damage and is the hardest to improve out of the types of Hammer.

    Ax
    Spoiler:

    Ax is divided into two types the first being Switch-Ax and the second being Battle-Ax. Ax is known for its flexibility in offensive combat albeit relying heavily on swing speed and swing strength to hack at opponents to deal lasting damage. Axes favor Slash physical damage over the other five types and are the most difficult to improve out of the five melee base weapons.

    Switch-Ax
    Spoiler:
    These are double edged axes with one edge being higher than the other allowing the wielder to switch grips force offensive and defensive applications however the main attraction is due to the weapons ability to "Switch" into a pseudo-great sword to improve it's reach and speed, while sacrificing power. Switch-Ax deals Slash and Impact in it's normal form while dealing Pierce and Slash in its "Switch" form physical damage and is the most difficult to improve out of the types of Ax.

    Battle-Ax
    Spoiler:
    These are massive weapons which are easily the size of the wielder and can be single or double edged all with the common trait of being able to inflict massive amounts of damage similar to a Hammer. Battle-Axes are the easiest to improve out of the types of Ax and deal Slash & blunt physical damage.

    Staff
    Spoiler:

    Staff is divided into two types the first being long-staff and the second being halberd. Staves are favored mainly due to their reach having the longest reach out of the other five melee types and are useful for a supportive and counter-offensive style of play. Staves favor Impact physical damage over the other five types and are the easiest to improve out of the five melee base weapons.

    Long-Staff
    Spoiler:
    These are staves which are balanced at both sides and can either possess smooth ends or larger blunted ends using those ends to bash and repetitively jab at opponents to interrupt their attacks and can even use the whole stave to redirect the motion of an incoming opponent. Long-Staff deals Impact physical damage and is the easiest to improve out of the staff types.

    Halberd
    Spoiler:
    These are imbalanced having a blade, spike or blunt object attatched to one end to give it a varying damage output, it functions similar to the Long-Staff with a larger focus on inflicting damage on the opponent with the heavier end. Halberd deals either Blunt, Slash or Piece depending on the end and is the hardest to improve out of the staff types.

    Hybrid Types

    Spear
    Spoiler:

    Spears is divided into three types the first being Spear, the second being Lance and the last being Gunlance. Spears are very diverse and due being hybrid weapons can be used as both melee or ranged weapons however they are most known for their long reach. Spears favor Pierce physical damage over the other five types & are the easiest to improve out of the two hybrid base weapons.

    Glaive
    Spoiler:
    These are spears in which the point is longer and broader being able to be used for cutting in addition to stabbing opponents and possess the shortest reach out of the spear types. Glaive deals Pierce & Slash damage and is the easiest to improve out of the spear types.

    Lance
    Spoiler:
    These are long rounded pointed weapons which are easily the size or larger than their wielder and are usually used alongside a large shield or while riding a creature. Lance causes it's wielder to have a more aggressive approach when riding a creature or familiar, while having a defensive one when on foot. Lance deals Pierce physical damage and have the highest Pierce damage output of any of the spears and are in between Glaive and Gunlance in terms of difficulty to improve.

    Gunlance
    Spoiler:
    These are the combination of a cannon and a lance producing a powerful weapon capable of storing shells and then releasing them in bursts to barrage opponents from a distance though not as far as an actual ranged weapon. The damage only increase when the barrel is stabbed into an opponent before the shell is fired dealing direct damage while bypassing external defenses. Gunlance deal Pierce damage while dealing Elemental when firing shells & are the most difficult to improve out of the spear types.

    Horn
    Spoiler:

    Horn is divided into two types the first being lute and the second being hunting horn. Horns are the only weapon styles to draw from the wielders Essence & Conduit reserves to inflict damage as Horns favor Status physical damage over the other five types. Horns are the most difficult to improve out of the two hybrid base weapons.

    Lute
    Spoiler:
    These are Horns which use strings to trigger their effects, by playing melodies on the strings a drain of the wielder's conduit reserves allows the Lute to buff and debuff the elemental damage output of other weapons. By mixing this however with Essence it can further extend to directly targeting opponents, allies, creatures, familiars as long as it revolves around manipulating elemental damage out put (includes Conduit techniques). Lute deals Elemental however can be used physically to inflict Slash physical damage & is the easiest to improve out of the horn types.

    Hunting Horn
    Spoiler:
    These are Horns which use airflow and holes to trigger their effects, by playing melodies through the holes a drain of the wielder's essence reserves allows the Hunting Horn to buff and debuff the status damage output of targets as long as they are other weapons or it involves Essence. By mixing Conduit however they are now able to target that particular Conduit further strengthening or weakening those who likewise possess it. Hunting Horn deals Status however can be used physically to inflict Impact physical damage & is the most difficult to improve out of the horn types.

    Ranged Types

    Bow
    Spoiler:

    Bow is divided into two types the first being Longbow and the second being Crossbow. Bows revolve around using distance to accurately disable opponents without any risk of injury to the wielder and they can be accurately fired from any distance. Bows favor pierce physical damage over the other five types.

    Longbow
    Spoiler:
    These are bows which utilize arrows and have the shorter range out of the bow types likewise they are lighter and have a quicker reload speed allowing them to be impressive weapons weather up close or at a distance. However despite being able to be used in close combat they are more effective in mid-long range combat using distance and quick reloads to barrage opponents from a distance. Longbow deals Pierce damage however the wings of the bow can be used to deal slash or blunt damage, in addition they are the easiest to improve out of the bow types.

    Crossbow
    Spoiler:
    These are bows which utilize bolts to inflict damage and have the longest range out of the bow types, in addition they likewise have the highest number of projectiles released per draw and an increased rate of fire. This is offset by a slow reload speed occasionally being difficult to move and fire at the same time. Crossbows are the most difficult to improve out of the bow types this is due to it being comprised of three sub-types.
    *Light Crossbow - This type actually uses the moniker crossbow and typically fires one or two bolts at a time while being light weight and compact and features high penetration power at the cost of having to reload with every shot. The distance a Light Crossbow can fire is comparable to a Longbow & this is the easiest type to improve.

    *Medium Crossbow - This type is typically known as a Bowgun and can fire multiple bolts in rapid succession while being about half the size of the wielder and has a slower reload speed than the Light Crossbow. The distance a Medium Crossbow can fire is about 1.5 times that of the Light Crossbow & the difficulty of improving it is in-between Light & Heavy.

    *Heavy Crossbow - This type is typically known as an Arrowcannon and can fire multiple series of bolts in rapid succession while being rather large easily the size of the wielder. The reload speed is very slow however numerous barrages can be released before needing to reload and it is very difficult to move and shoot unless the wielder has a decent amount of strength. The distance a Large Crossbow can fire is about 2.5 times that of the Light Crossbow & is the most difficult to improve.

    Gun
    Spoiler:

    Guns are divided into four types, the first is Shotgun, the second is Handgun, the third is Rifle and, the last is Assault Gun. Guns are favored due to the distance that they collectively can be used from as well as the high velocity at which they can fire off bullets, this is offset by guns having set rates of fire which can't be sped up or slowed down unlike Bows. Guns favor Pierce over the five physical damage types and are the most difficult to improve out of the ranged types.
    *Assault Gun's are considered Lost technology and can not be found anywhere, however Bosses in Plots can and will have these deadly weapons so they are listed below for reference.

    Shotgun
    Spoiler:
    These have the shortest range out of the gun types however make up for it by having a moderate rate of fire and being rather powerful the damage they dish out only increasing in short range. This is due to their bullets spreading outward making them likewise useful for crowd control and to counteract swarming. Shotgun deals Pierce damage and is the easiest to improve out of the gun types. The distance a shotgun can shoot is comparable to .5 times that of a Longbow.

    Handgun
    Spoiler:
    These lack the power of the other types and are the middle ground in terms of range, however they have the fastest reload speed of the four types. Handguns however have the smallest amount of ammo out of the four and typically release one-two bullets per shot in rapid succession. Handgun deals Pierce damage and is in between Shotgun and Rifle in terms of difficulty to improve.

    Rifle
    Spoiler:
    These have the longest range out of the gun types and are actually the strongest in terms of damage output regardless of the distance, its drawback however is the slow rate of fire, slow reload speed and its limitation of firing a single bullet per shot. Likewise Rifles need the most aiming out of the three gun types as they are very accurate weapons. The distance a rifle can shoot is comparable to 2 times that of a Longbow however it can even extend to 2.5-4 times that of a Longbow however those typically bear the moniker of Sniper Rifle.

    Assault Gun

    These have the highest rate of fire of all the gun types being able to release countless amounts of bullets without cease until reloading, some have an auto-reload feature while others have a feed system in which the bullets can continue to fire as long as ammo is continuously fed into it however these are known as Gatling Guns. Assault guns were of use primarily during the Nuclear War and most were destroyed as a result some were preserved and likewise are still able to be used. Unlike the remaining types of Gun Assault Gun's are unable to be improved. The distance a assault gun can shoot is comparable to 1.5 times that of a Longbow and it has the weakest bullet strength of the four types.

    Fate
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    Re: Battle Information

    Post by Fate on Mon Nov 11, 2013 11:42 pm

    Weapon Improvement (WSWI)

    Weapons on this forum go by weapon trees and have a sort of evolution system based on what you kill in order to alter your weapons composition. This is heavily affected by one's Weapon Proficiency and a higher proficiency in a certain weapon type the easier it is the improve weapons in that specific type. By killing creatures, familiars even others weapons will gradually change to reflect that which it killed becoming more similar to it. Weapon Trees are primarily based on the composition of the weapon first and foremost and then the specific material comprising the weapon itself.

    Wood Composition - These weapons are the most attuned to inheriting status effects from the things they slay in battle. Likewise Wood weapons inflict the least amount of Elemental and Pure physical damage of the three types.

    Bone Composition - These weapons are most attuned to inheriting elemental effects from the things they slay in battle. Likewise Bone weapons inflict the least amount Status and Pure physical damage of the three types.

    Rock Composition - These weapons are the most attuned to dealing non status and non elemental damage, namely Pure physical damage without any modifiers. Likewise Rock weapons inflict the least Elemental and Status physical damage of the three types.

    Metal Composition - These weapons are balanced in terms of dealing physical damage and receive no boosts or penalties with Pure, Elemental or Status physical damage. On the other hand they are the most expensive type.

    **Hybrid Composition Weapons can be made upon reaching certain levels of Weapon Proficiency and involves mixing weapons of different compositions to gain preferred strengths while having an even worse weakness in the neglected type or sharing the same strength with no weakness when mixed with Metal. At Max Weapon Proficiency a Hybrid weapon comprising all three can be made with no weakness however these weapon's strength are not as high as a Dual composition weapon.

    Weapon Proficiency (WSWP)

    Every weapon has it's specific proficiency however it doesn't go by the general type of weapon but rather it goes by the sub-division within every weapon type. Using a specific weapon naturally makes on predisposed to using it and likewise inhibits their ability to utilize weapons different from it. Weapon proficiency is likewise important when dealing with Weapon Improving as the lower one's proficiency in a weapon the higher they can improve it and at specific levels Dual Composition and Tri-Composition Weapons become available for purchase. Weapon Proficiency goes by colors to distinguish how high one's proficiency in that specific weapon type is.

    Proficiency Levels
    White = 0-99 PP (Can Improve Weapons up to D-Class)
    Blue = 100-199 PP (Can Improve Weapons up to C-Class)
    Green = 200-299 PP (Dual Composition Weapon become Available)
    Yellow = 300-499 PP (Can Improve Weapons up to B-Class)
    Orange = 500-699 PP (Can Improve Weapons up to A-Class)
    Red = 700-899 PP (Triple Composition Weapons become Available)
    Purple = 900-999 PP (Can Improve Weapons up to S-Class)
    Black = 1000 Max Proficiency Points (Can Improve Weapons up to X-Class)

    How to Improve Weapon Proficiency (WSPSH)

    Weapons are improved through two ways, Proficiency Training and through kills to trigger Weapon Improvement. Proficiency Training is covered in Mechanics Information however the second part will be discussed below:

    Weapons are separated not by rank but rather by Class as unlike techniques weapons don't neatly fall into different ranks but rather each have their own weapon grade which is called Class. Similar to techniques however Weapon Class goes from E-X however an E-Class weapon can be almost as strong as a weak D-Class weapon however it is always weaker than a weak C-Class weapon. This goes for all Classes all the way up to X-Class. Likewise improving weapons of certain classes will increase one's proficiency in that specific weapon type.

    Size of Target - PP Earned Per Kill
    Small - 1
    Medium (S) - 2
    Medium (M) - 3
    Medium (L) - 4
    Medium (XL) - 5
    Large (S) - 6
    Large (M) - 7
    Large (L) - 8
    Large (XL) - 9
    Colossus - 10

    PvE
    Herbivore Kills Have a 1x PP Multiplier to their Size
    Omnivore Kills Have a 2x PP Multiplier to their Size
    Carnivore Kills Have a 3x PP Multiplier to their Size
    Embodiment Kills have a 4x PP Multiplier to their Size
    Avatar of Strength Kills have a 5x PP Multiplier to their Size

    PvP
    Same Race Kills Have a 1x PP Multiplier to their Size
    Other Race Kills Have a 2x PP Multiplier to their Size
    Identical Alignment Kill Have a 3x PP Multiplier to their Size
    Similar Alignment Kills Have a 4x PP Multiplier to their Size
    Rival Alignment Kills Have a 5x PP Multiplier to their Size

    Weapon Improvement PP Gains
    E-Class Weapon Improvement Nets 10 PP.
    D-Class Weapon Improvement Nets 20 PP.
    C-Class Weapon Improvement Nets 40 PP.
    B-Class Weapon Improvement Nets 60 PP.
    A-Class Weapon Improvement Nets 80 PP.
    S-Class Weapon Improvement Nets 100 PP.

    Weapon Proficiency Balance & Individual Weapon Proficiency. (WSWPB)

    Every Character can have a max of 6000 Proficiency Points no matter what, and depending on how one spends it they are able to have Black Proficiency in 6 Weapon Types out of the 24 types of base weapons available on the forum. They are able to have up to Orange Proficiency in 12 out of the 24 or up to Green Proficiency in all 24. Or none of that it is completely up to you how you want to raise your character.

    Sword Proficiency
    * Buster Blade
    - Lowers Light Crossbow Proficiency = to the amount raised.

    * Dual Blade
    - Lowers Heavy Crossbow Proficiency = to the amount raised.

    * Long Sword
    - Lowers Medium Crossbow Proficiency = to the amount raised.

    Shield Proficiency
    * Weapon + Shield
    - Lowers Lute Proficiency = to the amount raised.

    * Shield-Edge
    - Lowers Hunting Horn Proficiency = to the amount raised

    Hammer Proficiency
    * War Hammer
    - Lowers Shotgun Proficiency = to the amount raised

    * Mace
    - Lowers Handgun Proficiency = to the amount raised

    Ax Proficiency
    * Switch-Ax
    - Lowers Gunlance Proficiency = to the amount raised

    * War-Ax
    - Lowers Glaive Proficiency = to the amount raised.

    Staff
    * Long Staff
    - Lowers Rifle Proficiency = to the amount raised.

    * Halberd
    - Lowers Assault Gun Proficiency = to the amount raised.

    Spear Proficiency
    * Glaive
    - Lowers War-Ax Proficiency = to the amount raised.

    * Lance
    - Lowers Longbow Proficiency = to the amount raised.

    * Gunlance
    - Lowers Switch-Ax Proficiency = to the amount raised.

    Horn Proficiency
    * Lute
    - Lowers Weapon + Shield Proficiency = to the amount raised

    * Hunting Horn
    - Lowers Shield-Edge Proficiency = to the amount raised.

    Bow Proficiency
    * Longbow
    - Lowers Lance Proficiency = to the amount raised.

    * Light Crossbow
    - Lowers Buster Blade Proficiency = to the amount raised.

    * Medium Crossbow
    - Lowers Long Sword Proficiency = to the amount raised.

    * Heavy Crossbow
    - Lowers Dual Blade Proficiency = to the amount raised.

    Gun Proficiency
    * Shotgun
    - Lowers War Hammer Proficiency = to the amount raised.

    * Handgun
    - Lowers Mace Proficiency = to the amount raised.

    * Rifle
    - Lowers Long-staff Proficiency = to the amount raised.

    * Assault Gun
    - Lowers Halberd Proficiency = to the amount raised.


    NOTE: These only apply when increasing proficiency through weapon improvement, as Proficiency Training only increases Weapon Proficiency while not decreasing anything else. It is through that that one can obtain PP in weapons which naturally clash. In addition PP in a weapon can change at any time, it is not fixed and if one decides they wish to change it they must simply gain proficiency in something else however they will lose the abilities gained by having a certain color of weapon proficiency.

    There are Three exceptions to this. When one has Yellow Proficiency in a Weapon no matter what it won't go below Green. When one has Red Proficiency in a weapon no matter what it won't go below Orange. When one has Black Proficiency in a weapon it can never go below Black and becomes locked at Max. Thus for every Black Proficiency they will have 1000 less PP to spend towards mastering another weapon type.


    Last edited by Fate on Fri Nov 15, 2013 6:02 am; edited 2 times in total

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    Re: Battle Information

    Post by Fate on Tue Nov 12, 2013 2:09 am

    Combat Styles (CS)

    Combat Styles include 3 subdivisions under it all of which share the commonality of involving an internal focus namely one's own body or a creature/familiar, to inflict damage upon others. It is through this focus that one is able to eventually conduct their Essence and Conduit through to enhance the damage they inflict and likewise the type of focus determines the type of physical damage one is inflicting. Unlike a weapon which can be improved through proficiency and killing, one's body is able to "evolve" through constant training giving rise to Tiers.

    There are Six (6) Physical Tiers on this forum each having it's own aspect of physical prowess. Of the Six, 1 of which is universal to all Races, 3 of which are common among a specific race and 2 of which are spread around but limited to specific race sub-divisions. In addition Everyone starts off with F-Rank Tiers which essentially means you have normal physical feats, E-B Rank are above-super human, A-X are super human to demi-god level.

    The Six Tiers
    These are as follows:

    Speed - Governs how fast one is able to move & preform actions it is the universal tier and is found in every race, creature & familiar.

    Natural Range: E-B
    Natural Range Available to = All
    A-Rank Tier Available to: Acolyte, Elite, Vanir, Xeres & Zenith
    S-Rank Tier Available to: Savant, Kinetic & Dues
    X-Rank Tier Available to: Heretic

    Endurance - Reduces damage taken from Essence and is common to the Human Race.

    Natural Range: E-B
    Natural Range Available to - Base, Neo, Prime
    A-Rank Tier Available to - Kinetic
    S-Rank Tier Available to - Zenith
    X-Rank Tier Available to - Elite

    Defense - Reduces damage taken from Style and is common to the Zireh Race.

    Natural Range: E-B
    Natural Range Available to - Vanir & Cypher
    A-Rank Tier Available to - Dues
    S-Rank Tier Available to - Xeres
    X-Rank Tier Available to - Vanir

    Barrier - Reduces damage taken from Conduit and is common to the Nova Race.

    Natural Range: E-B
    Natural Range Available to - Prime, Dakar & Neo
    A-Rank Tier Available to - Kinetic
    S-Rank Tier Available to - Dues
    X-Rank Tier Available to - Zenith

    Strength - Governs one's brute physical strength, the amount on can carry without being burdened and resistance to knock back.

    Natural Range: E-B
    Natural Range Available to - Base & Yoroi
    A-Rank Tier Available to - Heretic
    S-Rank Tier Available to - Acolyte, Elite & Vanir
    X-Rank Tier Available to - Savant

    Reaction - Governs one's perceptiveness, reaction speed and ability to accurately target moving objects with thrown weapons.

    Natural Range: E-B
    Natural Range Available to - Cypher
    A-Rank Tier Available to - Savant
    S-Rank Tier Available to - Heretic, Xeres
    X-Rank Tier Available to - Acolyte

    Unarmed (CSU)

    Unarmed fighting is the oldest type of fighting style known to man and it is as elementary to combat as air is to survival. Unarmed combat follows the same ranking system as techniques going from E-X and comprise physical fighting without the aid of weapons, creatures or familiars. Due to this it can be mixed with Essence and/or Conduits and can even be used in sync with a blood price to increase the damage output. Unarmed fighting is very reliant on Speed, Strength & Reaction as while Speed is necessary, strength or reaction is a useful add on and when one possesses all three the full potential of Unarmed combat is able to be shown.

    Creatures (CSC)

    Just like unarmed combat has been around for ages so has taming and fighting along side creatures, every creature on this forum is able to be tamed in some way save for an Embodiment of Yōso. However some are far more difficult to tame than others, likewise the more creatures you kill of a particular species the more difficult it becomes to tame creatures of that particular species, however some are notable exceptions to that rule. Once a creature has been tamed it will accompany you and will fight alongside you unless; you are defeated and it seeks out a new "master", you are killed and it flees, it is killed in battle or you specifically order to stay somewhere. Creatures are living things and are temperamental they have wants and needs and will not blindly follow you until death unless they are treated right or are extremely afraid of you.

    * A Character can have a max of Three (3) tamed creatures assisting them.
    * Creatures lack both an Essence & Conduit Limit, when dealing status or elemental damage they either are treated as physical or soul damage depending on the technique.


    Familiar (CSF)

    Familiars are unique creatures which are located throughout the galaxy and are comprised of the abandoned "projects" Order & Chaos went through before Nature was awakened. Familiars are technically all dead, and are only comprised of the remnants of their life energy, despite this familiars retained their personalities before their passage and operate as if they were still actually alive. A Familiar is in-tune with one's constellation of choice and once obtained they gain the Conduit's within their owner's alignment, unlike their owner however their alignment can only be Lawful, Neutral or Chaotic. They are quite useful in combat due to being able to provide backup and perform joint attacks with other familiars however this is offset by the fact that familiars only assist those who have not aligned themselves with either Order, Chaos or Nature. Once an alignment is obtained any familiars obtained will immediately leave either peacefully or they will first attack their former ally before leaving. In addition unless that occurs Familiars are extremely loyal to their owners and will die to protect them if necessary.

    Familiars have two forms:

    Spirit Constellation Form
    - Immune to Style Techniques & Can pass through all types of Physical Objects
    - Normal Damage from Conduit & Essence Techniques
    - Triple Damage from Soul Techniques.
    - Quadruple Damage from Deity Techniques.

    Manifested Constellation Form
    - Half Damage from Style Techniques & Can pass through immobile Physical Objects
    - Normal Damage from Conduit & Essence techniques
    - Double Damage from Soul Techniques.
    - Triple Damage from Deity Techniques.

    * A Character can have a max of Nine (9) Familiars of a specific constellation however each one must be obtained one by one and familiars are scattered all around the globe.
    ** Familiars have Conduit & Elemental Limits however lack a Blood Limit.

    Fate
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    Re: Battle Information

    Post by Fate on Wed Nov 13, 2013 12:53 am

    Personal Specialization (PS)

    Personal Specialization refers to one's natural affinity towards a certain type of combat and it has a influence which further affects the abilities granted to one due to their Race and their Species within that race. There are Ten personal specializations each with their own specific benefits and drawbacks which further diversifies one form others similar to them, these are Bezerker, Mentalist, Elemental, Tank, Sensor, Assault, Style-Focus, Essence-Focus, Conduit-Focus and Balance.

    Complete Focus Personal Specializations (PSCF)
    Bezerker
    This type of specialization emphasizes a heavy focus on high risk and high return and primarily revolves around Style main characters who primarily intend on inflicting as much possible damage while increasing the damage they deal through Conduit techniques while neglecting the use of Essence based techniques.

    Benefit
    + 2 to Overall Blood Limit

    Drawback
    -1 to Overall Essence Limit

    Mentalist
    This type of specialization emphasizes support and indirect combat and primary revolves around Essence main characters who primarily focus on assisting allies and the use of it in conjunction with Style techniques in combat while neglecting the use of Conduit based techniques.

    Benefit
    +2 to Overall Essence Limit

    Drawback
    -1 to Overall Conduit Limit

    Elemental
    This type of specialization emphasizes overwhelming and crippling based combat and revolves around Conduit main characters who focus on barraging opponents while likewise swarming them with Essence based techniques while avoiding the use of Style based techniques.

    Benefit
    +2 to Overall Conduit Limit

    Drawback
    -1 to Overall Blood Limit

    Partial Focus Personal Specialization (PSPF)
    Tank
    This type of specialization emphasizes sustaining damage and weathering out attacks and revolves around Style main characters who focus on becoming more resilient to hits and shrugging off debilitating injuries through Essence based techniques at the cost of neglecting their Conduit based techniques.

    Benefits
    +1 to Overall Blood Limit
    +1 to Overall Essence Limit

    Drawback
    -1 to Overall Conduit Limit

    Sensor
    This type of specialization emphasizes sensing others and scouting out locations while concealing one's presence and revolves around Essence main characters who focus on stealth and recon while improving their concealment abilities through Conduit based techniques but avoid the use of Style based techniques.

    Benefits
    +1 to Overall Essence Limit
    +1 to Overall Conduit Limit

    Drawback
    -1 to Overall Blood Limit

    Assault
    This type of specialization emphasizes close combat mixed with an enhanced physical state and revolves around a Conduit main character who blends their Conduit with Style based techniques to become devastating in close quarters at the cost of losing out on Essence based techniques.

    Benefits
    +1 to Overall Conduit Limit
    +1 to Overall Blood Limit

    Drawback
    -1 to Overall Essence Limit

    Focused Personal Specialization (PSF)
    Style Focus
    This is simply a character who focuses more on Style in comparison to their use of Essence or Conduit. While they are more proficient in Style based techniques they do not suffer any diminished skill in the other two.

    Benefit
    +1 to Overall Blood Limit

    Essence Focus
    This is simply a character who focuses more on Essence in comparison to their use of Style or Conduit. While they are more proficient in Essence based techniques they do not suffer any diminished skill in the other two.

    Benefit
    +1 to Overall Essence Limit

    Conduit Focus
    This is simply a character who focuses more on Conduit in comparison to their use of Style or Essence. While they are more proficient in Essence based techniques they do not suffer any diminished skill in the other two.

    Benefit
    +1 to Overall Conduit Limit

    Balance
    Balance characters have nothing they focus on nor have anything they are weak in because of that they neither have benefits nor drawbacks and directly use the Blood, Essence and Conduit limits without any modifications unlike the others. However when it comes to improvements to one's limits (Stamina,Essence & Conduit) they require Half the Word Count the other specializations require.

    Special Personal Specializations (PSS)
    In addition to those there are Eight specializations which stack with the one's above & deal with things other than the character direct combat ability.

    Herbalist
    These are characters who have a innate understanding of the fauna and plant life in their environment and have learned to experiment with them to produce consumable mixtures.

    Benefit
    2/5 to Success Chance when Mixing

    Drawback
    -1 to Overall Essence, Conduit & Blood Limits

    Scientist
    These are characters who have a innate understanding of the fauna and plant life in their environment and have routinely experimented with them to produce consumable mixtures.

    Benefit
    4/5 Success Chance when Mixing

    Drawback
    -2 to Overall Essence, Conduit & Blood Limits

    Smith
    These are characters who have a innate understanding of the raw materials in their environment and have learned forge with them to produce Base weapons, armor & equipment.

    Benefit
    2/5 to Success Chance when Forging

    Drawback
    -1 to Overall Essence, Conduit & Blood Limits

    Engineer
    These are characters who have a innate understanding of the raw materials in their environment which complements their forging skill which they use produce Base weapons, armor & equipment.

    Benefit
    4/5 Success Chance when Forging

    Drawback
    -2 to Overall Essence, Conduit & Blood Limits

    Tamer
    These are characters who are more attuned with creatures and have learned how to use them in combat at the cost of a lack of emphasis on their own natural abilities.

    Benefit
    Six (6) Total Creatures available for assistance.

    Drawback
    -1 to Overall Essence, Conduit & Blood Limits

    Beast-master
    These are characters who are highly skilled at the use of creatures in combat and have grown to favor them over their own natural abilities, resulting in a decline of personal skill.

    Benefit
    Nine (9) Total Creatures available for assistance.

    Drawback
    -2 to Overall Essence, Conduit & Blood Limits

    Seer
    These are characters who are more attuned with Familiars and have learned how to use them in combat at the cost of a lack of emphasis on their own natural abilities.

    Benefit
    Eighteen (18) Total Familiars available for assistance.

    Drawback
    -1 to Overall Essence, Conduit & Blood Limits

    Oracle
    These are characters who are highly skilled at the use of familiars in combat and have grown to favor them over their own natural abilities, resulting in a decline of personal skill.

    Benefit
    Twenty-Seven (27) Total Familiars available for assistance.

    Drawback
    -2 to Overall Essence, Conduit & Blood Limits

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    Re: Battle Information

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