Nov 2, 2018 22:32:23 GMT -6
Post by Izalie on Nov 2, 2018 22:32:23 GMT -6
♦ GRADE SYSTEM ♦
• Overview: At Eldritch Academy characters are rated using a grade scaling similar to their academic studies. Grading as the academy calls it is a system to measure the overall experience of those attending and is numbered from 0-100. Just like a normal letter grade, those who have 0-59 are considered F grade, even if they have a bit of potential or power, they haven’t focused on it, or unlocked it yet. 60-69 is D grade, 70-79 is C grade, 80-89 is B grade, 90-100 is A grade. These grades are merely to show how the school rates a character, and naturally doesn’t show off any of their hidden talents or potential, it’s just the best form of measurement created so far.
• Grade Mechanics: There are several ways to increase a character grade, be it starting at a higher grade or through natural story progression. The following are the mechanical starting and leveling mechanics:
• Characters by default start at grade 60 (D-).
• A character can start lower then grade 60 (D-) should you wish.
• Characters can start at up to grade 70 (C-) however due to their higher experience the character app should have more detail added.
• How to increase a character’s grade is simple, merely post, for every 10 posts the grade level is raised by 1 point. Naturally only in character posts count.
• In terms of the grade letter labels they are as follows:
• 60-63 (D-), 64-66 (D), 67-69 (D+)
• 70-73 (C-), 74-76 (C), 77-79 (C+)
• 80-83 (B-), 84-86 (B), 87-89 (B+)
•90-93 (A-), 94-96 (A), 97-100 (A+)
♦ MECHANICS ♦
• Grade Mechanics: There are several ways to increase a character grade, be it starting at a higher grade or through natural story progression. The following are the mechanical starting and leveling mechanics:
• Characters by default start at grade 60 (D-).
• A character can start lower then grade 60 (D-) should you wish.
• Characters can start at up to grade 70 (C-) however due to their higher experience the character app should have more detail added.
• How to increase a character’s grade is simple, merely post, for every 10 posts the grade level is raised by 1 point. Naturally only in character posts count.
• In terms of the grade letter labels they are as follows:
• 60-63 (D-), 64-66 (D), 67-69 (D+)
• 70-73 (C-), 74-76 (C), 77-79 (C+)
• 80-83 (B-), 84-86 (B), 87-89 (B+)
•90-93 (A-), 94-96 (A), 97-100 (A+)
♦ ASPECT SYSTEM ♦
• Overview: Not everyone has the same capabilities or potential. Despite taking the same courses or being related characters are naturally diverse, this is where the aspect system comes into play. Aspects are simply a measure of a character’s capabilities in different common areas and used by the school to give measurement to those who attend the academy. Despite their best efforts, potential and current skill can’t truly be measured by any number, so they don’t bother, instead a point system is used for characters aspects to show their ‘rough’ capabilities. The following is a list of which aspects the academy currently measures:
• Vitality – Characters overall health.
• Strength – Characters physical and talent strength.
• Speed – Characters physical and talent speed.
• Resilience – Characters ability to reduce damage that they suffer.
• Stamina – Characters physical and talent energy reserves.
• Aspect Mechanics: Mechanically aspects only hold a vague weight, showing how ‘roughly’ ones aspects match up to another’s. Take the aspects ‘numbers’ with a grain of salt and enjoyability, and don’t view that just because a character has a higher designation, they inherently completely outclass another, they should be better, but not so much that it ruins the joy or role playing together. With that said the following is a list of what a statistic means on average in terms of the world:
• One Point: Baseline, characters with this level of investment have unlocked a measurable capacity in this aspect, but haven’t truly unlocked their potential in it, normally at least. Inexperienced is a good term for those with this level of investment.
• Two Points: Average, characters with this level of investment have put a bit of focus into their training, and unlocked a bit of their potential, but are far from excelling in this aspect. Competent is a good term for those with this level of investment.
• Three Points: Above average, characters with this investment level have good potential and/or capabilities in this aspect. This aspect is a staple of the characters capacities and shouldn’t be underestimated. Dependable is a good term for those with this level of investment.
• Four Points: Excellent, characters with this investment level are incredibly potent with this aspect. For some this is their highest potential, but that’s nothing to scoff at as this level is incredibly potent and this aspect is a main tool in the characters arsenal. Experienced is a good term for those with this level of investment.
• Five Points: Masterful, characters with this investment level have near perfect skill or capabilities in this aspect. Characters using this aspect don’t just display their knowledge, it’s ingrained in those they meet, and the sheer skill employed is shown through their actions. There is no classification higher that any system can truly measure.
• Aspect Points Mechanics:There are several ways to obtain aspect points, all of which are straight forward and simple, and are listed below:
• Characters who are grade level 60 (D-) and above receive 1 aspect point in each aspect, and 2 aspect points to allocate however they wish.
• For every 10 grade levels a character obtains (70, 80, 90, 100) they receive 2 additional aspect points to allocate as they see fit.
• The highest any aspect can go is 5, so at most 4 points, the initial plus 4 from leveling, can be allocated into one aspect. This includes both permanent and temporary means.
• The only ways to obtain permanent aspect points is from species traits, or through a character’s grade level, there is no other way.
• Increases granted from talents are always temporary and can only increase an aspect by 1 point.
• Sometimes a character’s species/talents flaws/negatives will decrease a character’s aspects permanently or temporarily. Aspects can never fall below 1 point, and they can never be dropped by more than 1 point at any given time from foreign interactions. If a decrease affects a character beyond just themselves then it is always temporary.
• When creating a species, they can have up to 3 aspect points in them. These aspect points can be allocated in the following ways:
• To increase the characters aspects with the species in question. Each different aspect increased counts as 1 trait, likewise increasing an aspect by more then 1 point will only count as 1 trait. Example: increasing strength by 3 points in a species trait only counts as 1 trait, while increase, strength, speed, and stamina by 1 point each would count as 3 separate traits.
• To increase characters around themselves capabilities in an aspect. In this regard it is always a temporary increase, however if the increase also applies to the character who has the species then it is permanent for them. Note: even if characters are of the same species, they can only give each other temporary increases, the permanency only applies to the character who has the species not additional who also have the same species.
• To decrease the character with the species capabilities in aspects doesn’t take up any of the allowed 3 points, be them permanent or temporary.
• Vitality – Characters overall health.
• Strength – Characters physical and talent strength.
• Speed – Characters physical and talent speed.
• Resilience – Characters ability to reduce damage that they suffer.
• Stamina – Characters physical and talent energy reserves.
♦ MECHANICS ♦
• Aspect Mechanics: Mechanically aspects only hold a vague weight, showing how ‘roughly’ ones aspects match up to another’s. Take the aspects ‘numbers’ with a grain of salt and enjoyability, and don’t view that just because a character has a higher designation, they inherently completely outclass another, they should be better, but not so much that it ruins the joy or role playing together. With that said the following is a list of what a statistic means on average in terms of the world:
• One Point: Baseline, characters with this level of investment have unlocked a measurable capacity in this aspect, but haven’t truly unlocked their potential in it, normally at least. Inexperienced is a good term for those with this level of investment.
• Two Points: Average, characters with this level of investment have put a bit of focus into their training, and unlocked a bit of their potential, but are far from excelling in this aspect. Competent is a good term for those with this level of investment.
• Three Points: Above average, characters with this investment level have good potential and/or capabilities in this aspect. This aspect is a staple of the characters capacities and shouldn’t be underestimated. Dependable is a good term for those with this level of investment.
• Four Points: Excellent, characters with this investment level are incredibly potent with this aspect. For some this is their highest potential, but that’s nothing to scoff at as this level is incredibly potent and this aspect is a main tool in the characters arsenal. Experienced is a good term for those with this level of investment.
• Five Points: Masterful, characters with this investment level have near perfect skill or capabilities in this aspect. Characters using this aspect don’t just display their knowledge, it’s ingrained in those they meet, and the sheer skill employed is shown through their actions. There is no classification higher that any system can truly measure.
♦ ASPECT POINTS ♦
• Aspect Points Mechanics:There are several ways to obtain aspect points, all of which are straight forward and simple, and are listed below:
• Characters who are grade level 60 (D-) and above receive 1 aspect point in each aspect, and 2 aspect points to allocate however they wish.
• For every 10 grade levels a character obtains (70, 80, 90, 100) they receive 2 additional aspect points to allocate as they see fit.
• The highest any aspect can go is 5, so at most 4 points, the initial plus 4 from leveling, can be allocated into one aspect. This includes both permanent and temporary means.
• The only ways to obtain permanent aspect points is from species traits, or through a character’s grade level, there is no other way.
• Increases granted from talents are always temporary and can only increase an aspect by 1 point.
• Sometimes a character’s species/talents flaws/negatives will decrease a character’s aspects permanently or temporarily. Aspects can never fall below 1 point, and they can never be dropped by more than 1 point at any given time from foreign interactions. If a decrease affects a character beyond just themselves then it is always temporary.
• When creating a species, they can have up to 3 aspect points in them. These aspect points can be allocated in the following ways:
• To increase the characters aspects with the species in question. Each different aspect increased counts as 1 trait, likewise increasing an aspect by more then 1 point will only count as 1 trait. Example: increasing strength by 3 points in a species trait only counts as 1 trait, while increase, strength, speed, and stamina by 1 point each would count as 3 separate traits.
• To increase characters around themselves capabilities in an aspect. In this regard it is always a temporary increase, however if the increase also applies to the character who has the species then it is permanent for them. Note: even if characters are of the same species, they can only give each other temporary increases, the permanency only applies to the character who has the species not additional who also have the same species.
• To decrease the character with the species capabilities in aspects doesn’t take up any of the allowed 3 points, be them permanent or temporary.
♦ TALENTS ♦
• Overview: Talents, sometimes called Eldritch Energies, Powers, or Unknowns, are a classification of concepts that an individual possesses. Mysterious in Origin, Talents are what allow a character to stand above the rest and claim a unique spin on their life. Talents can range from being able to control the concept of fire, to being able to fly as incredible speeds, to manipulating time around them. Talents are thusly almost impossible to measure the usefulness of as a seemingly worthless power on the surface could conceptually allow for more later down the line, and thus the academies more “magical” division was formed. In terms of the number of Talents characters have, it is a finite value.
All characters have 2 Talents, 1 at creation and 1 which are trained later. Nothing can give a character more Talents with one exception, humans. Humans have a species trait that granted them 3 Talents, 1 at creation and 2 which are trained later.
In terms of training Talents, one must simply perform a total of 1000 words training or discovering their new Talent. This training should be done in the same topic, and the topic title should say “training” in the title (even if it’s in parenthesis).
Lastly there are ‘generic’ talents which any individual can perform regardless of their talent using their Talents. These are listed after Talent creation below.
• Mechanics: Talents range from simple to complex depending on how one wishes to use them. Conceptually Talents can be anything, with the only exceptions being giving the character more Talents, anything that is considered unlimited (such as unlimited stats, etc.), immunities (resistances to certain elements and things are okay, but being outright immune/unable to be affected by something isn't okay), and permanently giving them more species traits. One could have fire that melts time, or flowers that grant vision, or bubbles that explode. The limitation for a concept is merely your imagination as the creator, and its why Talents are mechanically simple and straight forward. What you write, is what you can do, that’s it. With that in mind please try to remember you are role playing with other people, so it’s best to make something not too perfect, which is also why the mechanics exist, to enforce that there are flaws in everything.
Talents have positive and negatives, positives are what the Talent can do, and negatives are the limitations on it. For every three positives an Talent has there must be at least 1 negative. There is no limit to the amount of positive or negatives an Talent can have, but the ratio of positive to negative must be maintained.
Example: A character has 1 Talent with 3 positives mechanics and 1 negative mechanic. The positive mechanics are, 1. The character can breathe fire, 2. The fire can melt through steel, and 3. they can cover their body in a protective layer of fire. The negative mechanic is that the characters fire isn’t very effective against normal water. A simple Talent that provides the character with a few benefits, and an easy to work with downside.
• Creation: Creating an Talent is simple, merely follow the template below:
Name of Talent: The name of the Talent.
Concept: The concept behind the characters Talent, how does it interact with the environment or them, and how does it function. What principals are the guiding force behind the Talent, and how would the character potentially use it? All good things to include in this section.
Extra(s): If the Talent has any small passive effects or quirks that affect the character, such as having fire for hair, or glowing eyes, a pink skin tone, etc. This is for fluff and flavor not mechanics, those are listed below.
Positive Mechanics: What mechanical advantages does the Talent have? What it is good against? What does it allow the character to do? For every 3 positive mechanics one must have 1 negative mechanic.
Negative Mechanics: What mechanical disadvantages does the Talent have? What is it weak against? What flaws does it have in its execution? For every 3 positive mechanics one must have 1 negative mechanic.
• Generic Talents: The following are talents anyone can perform, regardless of skill level in ability or other aspects of life:
• Shape Shifting: Characters can shape shift into a human or other form that relates to their species heritage. The appearance is up to the creator, but this only allows for 1 set human/other species appearance.
• Set Teleportation: Characters can teleport to set locations around the nation using just a small bit of energy. A location can be teleported to only if in the description of the area says it’s allowed.
• Levitation: Characters can levitate up to 1 meter off the ground for up to a minute.
All characters have 2 Talents, 1 at creation and 1 which are trained later. Nothing can give a character more Talents with one exception, humans. Humans have a species trait that granted them 3 Talents, 1 at creation and 2 which are trained later.
In terms of training Talents, one must simply perform a total of 1000 words training or discovering their new Talent. This training should be done in the same topic, and the topic title should say “training” in the title (even if it’s in parenthesis).
Lastly there are ‘generic’ talents which any individual can perform regardless of their talent using their Talents. These are listed after Talent creation below.
♦ MECHANICS ♦
• Mechanics: Talents range from simple to complex depending on how one wishes to use them. Conceptually Talents can be anything, with the only exceptions being giving the character more Talents, anything that is considered unlimited (such as unlimited stats, etc.), immunities (resistances to certain elements and things are okay, but being outright immune/unable to be affected by something isn't okay), and permanently giving them more species traits. One could have fire that melts time, or flowers that grant vision, or bubbles that explode. The limitation for a concept is merely your imagination as the creator, and its why Talents are mechanically simple and straight forward. What you write, is what you can do, that’s it. With that in mind please try to remember you are role playing with other people, so it’s best to make something not too perfect, which is also why the mechanics exist, to enforce that there are flaws in everything.
Talents have positive and negatives, positives are what the Talent can do, and negatives are the limitations on it. For every three positives an Talent has there must be at least 1 negative. There is no limit to the amount of positive or negatives an Talent can have, but the ratio of positive to negative must be maintained.
Example: A character has 1 Talent with 3 positives mechanics and 1 negative mechanic. The positive mechanics are, 1. The character can breathe fire, 2. The fire can melt through steel, and 3. they can cover their body in a protective layer of fire. The negative mechanic is that the characters fire isn’t very effective against normal water. A simple Talent that provides the character with a few benefits, and an easy to work with downside.
♦ CREATION ♦
• Creation: Creating an Talent is simple, merely follow the template below:
Name of Talent: The name of the Talent.
Concept: The concept behind the characters Talent, how does it interact with the environment or them, and how does it function. What principals are the guiding force behind the Talent, and how would the character potentially use it? All good things to include in this section.
Extra(s): If the Talent has any small passive effects or quirks that affect the character, such as having fire for hair, or glowing eyes, a pink skin tone, etc. This is for fluff and flavor not mechanics, those are listed below.
Positive Mechanics: What mechanical advantages does the Talent have? What it is good against? What does it allow the character to do? For every 3 positive mechanics one must have 1 negative mechanic.
Negative Mechanics: What mechanical disadvantages does the Talent have? What is it weak against? What flaws does it have in its execution? For every 3 positive mechanics one must have 1 negative mechanic.
♦ GENERIC TALENTS ♦
• Generic Talents: The following are talents anyone can perform, regardless of skill level in ability or other aspects of life:
• Shape Shifting: Characters can shape shift into a human or other form that relates to their species heritage. The appearance is up to the creator, but this only allows for 1 set human/other species appearance.
• Set Teleportation: Characters can teleport to set locations around the nation using just a small bit of energy. A location can be teleported to only if in the description of the area says it’s allowed.
• Levitation: Characters can levitate up to 1 meter off the ground for up to a minute.
Grade/Aspects/Talents Guide (c) Special Snowflake
table by Nightwing:tm:
table by Nightwing:tm: