Basic Rules and Terms
The basics of this system are fairly straightforward. It is based entirely on d100s and relies on percentages that affect the difficulty of an action. There are four types of actions that may be used during a duel or any event - the Base Actions: Physical Actions and Magical Spells, Augments, Special Augments, and Items.
The Base Actions are the actions that an Empyrean alters with Augments, making them harder or easier to do. Each Base Action will have a Base Percent - the difficulty of that action. These Base Percentages
do not effect whether or not that action is hit. Instead, they are effected by the Augments that can (and will) be used.
An Augment is anything that does not fall under the Base Actions - these range from Mudras to Charms and include everything in between. It is the Augments that empower or deflate a Base Action's potency.
It is important to note that the hit and block system of the Physical Education class is still in place. You are now rolling d100s instead of d10s.
Terms:Base Action - the standard action with a set percentage difficulty (Magical Spells and Physical Attacks)
Augment - any action that does not fall under the Base Action category
Base Percentage - the difficulty value assigned to a Base Action
Augment Percentage - the effect an Augment has on a Base Percentage (is either a +x% or a -x% )
Augment Roll - the roll (made with a d100) that determines whether or not an Augment sucessfully alters the Base Action
Chance Effect - a roll made for something that involves chance
Special Augments - special features of some classes that are not base actions or augments
Items - Items that can be used in battle or otherwise to augment actions
Base Actions all have a Base Percentage that needs to be met in order for a chosen Augment to effect it. For example, the Base Action Punch has a difficulty of 30%. This means that a number equal to or higher then 30 must be rolled on a d100 during RP.
However, you do not need to roll for a Base Action's Base Percentage if you are not augmenting it. You only need to roll if you're augmenting the action.
Augments alter a Base Action and determine how strong or weak it is. Because Base Percentages must be beaten in order to be successful, a negative ( -X%) Augment is a
beneficial Augment whereas a positive (+X%) Augment is a
debilitating Augment. This is important to keep in mind so that you do not accidentally assist your opponent or harm your allies.
For the Percentages assigned to the various actions, please refer to the individual Professor Posts in the Professor's Thread.
Special Augments are Augments that have special effects. There are only four classes that fall into this category - Philosophy, Music, Botany, and Rhetoric. Each of these classes has a unique feature that is added to base actions but are not quite purely augments. As such they fall into a category of their own and will be expanded upon later in this reference thread.
Items are just that, items. Things that can be used in everyday life or battle that have augmenting effects only when used. They come from the disciplines taught in three classes - Cooking, Crafting, and Science. Alchemical potions, technoequips, and castor shells are all usable items. Again, their specific stats will be discussed later on in their own section.
Also, as Empyreans grow they become better at the things they do and so get a natural bonus that makes Base Actions much easier. This Bonus applies to
all Base Action Augment rolls so it is important to keep them in mind. This is the break down:
Stage Zero => -0%
Stage One => -5%
Stage Two => -10%
Stage Three => -15%
As Empyreans age their basic number of hit points increase as well because their grow more resilient. This makes it harder for them to be defeated in battle as their HP is higher. Also, duels and sparring also lends itself to experience so as reward for victory in such endeavours an Empyrean may add 1hp per battle won. Each stage has a maximum that can be earned and are shown in brackets next to the appropriate stage. The break down is this:
Stage zero = 10 (+3)
Stage one = 10 + 5 = 15 (+5)
Stage two = 15 + 8 = 23 (+7)
Stage three = 23+ 12 = 35 (+10)
A stage Two with no duelling experience will have 23 HP, whereas a Stage Two Empyrean who has duelled enough to max out the option HP will have 30.