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Taro Rae
Captain

PostPosted: Sat Aug 04, 2007 10:49 pm


This thread is for Mechanics. It is Read-only, except for the Game Moderators.

HEADER

Table of Contents
Page 1 - 9
1) Introduction
2) Basic Rules and Terms
3) Dice Pools
4) Augments
5) Chance Effects
6) FAQ
7) Workshops
8 ) Base Actions
9) Augments


Page 10-19
10-14) Examples
15-19) Screenshots


Page 20-29
20) Full Lists - Magical Theory
21) Full Lists - Philosophy
22) Full Lists - Alchemy
23) Full Lists - Botany
24) Full Lists - Monsters
25) Full Lists - Astronomy
26) Full Lists - Art
27) Full Lists - Music
28 ) Full Lists - Law
29) Full Lists - Rhetoric
30) Full Lists - Mathematics
31) Full Lists - Literature
32) Full Lists - Science
33) Full Lists - Crafting
34) Full Lists - Physical Education
35) Full Lists - History
36) Full Lists - Abberations
37) Full Lists - Hybrids
38 ) Full Lists - Golems
39) Full Lists - Weapons
PostPosted: Sun Aug 05, 2007 2:17 pm


Battle System Mechanics


The Battle System is a framework meant to give direction and support for all endeavors in Empyrean City. It is applicable to everything from Divining to Dueling and even Monster Training. The system's been built from the ground up so that all of the things an Empyrean has learned and discovered may be put to use during RP. It is designed to keep RP as free as possible while still giving a definitive answer to whatever situation one might be in.

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PostPosted: Sun Aug 05, 2007 2:30 pm


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.
PostPosted: Sun Aug 05, 2007 2:31 pm


Dice Pools - Actions and Augments.


Dice Pools are how many actions an Empyrean may take in one turn:

Stage Zero - 4 Actions
Stage One - 6 Actions
Stage Two - 8 Actions
Stage Three - 10 Actions

Augments and Base Actions are both actions - they both require time and effort to do. However, how these actions are alotted is entirely up the Empyrean. For a Stage Zero, he or she might choose three consecutive Base Actions or One Base Action supplemented by Two Augments or Two Base Actions with One Base Action being Augmented. However that doesn't mean you have to use all of your available action slots.

Be careful though, concentrating on too much at one time can be harmful as well and there are penalties for those who stretch themselves too thin:

Stage Zero - More then 2 Actions => +5% to all Augment Rolls
Stage One - More then 4 Actions => +5% to all Augment Rolls, More then 5 Actions => +10% to all Augment Rolls
Stage Two - More then 5 Actions => +5% to all Augment Rolls, More then 6 Actions => +10% to all Augment Rolls, More then 7 Actions => +15% to all Augment Rolls
Stage 3 - More then 6 Actions => +5% to all Augment Rolls, More then 7 Actions => +10% to all Augment Rolls, More then 9 Actions => +15% to all Augment Rolls

Here's an easy reference grid for the base increases at each stage
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PostPosted: Sun Aug 05, 2007 2:35 pm


Chance Effects


Chance effects are actions that have a chance at effecting an Empyrean. These vary with the action and usually result from spells, potions, or castor shells. Examples of chance effects are Confusion and Blindness. With either condition there is a chance of hitting either friend or foe. To determine whether or not and Empyrean attacks ally or enemy, make an additional roll (in the same post - label it like you label the Augment and Attack/Block rolls). If your result falls below the listed Chance Value then the Empyrean attacks an ally. If your result is above the listed Chance Value then the Empyrean attacks normally.
PostPosted: Sun Aug 05, 2007 2:36 pm


Determining the Results of Rolls


Many Augments have conditions on their use and will only be effective when used within those bounds so it is important to check and possibly make note (in the Empyrean's journal) of those conditions. Some even have negative effects should they be used incorrectly.

To determine the result of rolls using augments, follow these simple steps:

1) List the Base Action being augmented and the Augment that is being used. Do this for every augment you are using. (For Special Augments and Items, special notes will be made in those sections.)

2) The target number you are looking for is the basic difficulty number for the action you are augmenting. So 30% for a basic PE move, etc etc. The base number changes depending on the level and difficulty of the action you are augmenting so be sure to double check that.

Base Action: Block => difficulty of 30%
Augment:BEAR GRIP => -5% ~ when used to defend

So your target value for the Augment roll is 30% to see if you did the augment properly.

3) Make an Augment Roll - roll one d100 for each Augmentyou've decided on. Your target number is the base difficulty of the action you are augmenting. Augment rolls are separate from action rolls and not count towards your total number of action rolls.

4) Make sure to only use the one post for all your rolls. The order in which you list your Augment and Base Actions is the order in which the results of your roll will be read. Absolutely no editing the order! To roll multiple dice in the Gaia Dice Rolling feature, just total the number of dice you need to roll and put that number in the labeled box.

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PostPosted: Sun Aug 05, 2007 3:33 pm


Base Actions Quicklinks


Physical Education


Magicl Theory
PostPosted: Sun Aug 05, 2007 4:17 pm


Augment Quicklinks


Art

Astronomy

Music

Mathematics

Literature

Astronomy

Rhetoric

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PostPosted: Thu Aug 09, 2007 2:41 pm


Special Augment Quicklinks


Philosophy

Botany

Music

Rhetoric
PostPosted: Thu Aug 09, 2007 2:42 pm


Item Quicklinks


Crafting

Cooking

Science

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PostPosted: Thu Aug 09, 2007 2:43 pm


Character Sheet


Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3

A lot of things link to the expanded information in various sections of the guild for quick reference.

Shops
Dreaming Pool || Weapons || Infirmary || Apothecary || Technoequip Shop || Temple Shop


__________Statistics__________

Name:
Stage:

HP:
Permanent Augment:
Number of Actions:
Magic:
Orientation:
Profession:
Position:
Wealth: xx Base // xx Lunes // xx Sols

Weapon:
Weapon stats:
Karma Points:
God(s) Worshipped:


__________Skills__________

...// Base Skills ...
Physical Attacks (remember to account for orientation)
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action


…// Augments ...
**__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __**
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action

…// Special Augments ...
**__ Keep only those sections that are pertinent to you __**

Gods' Gifts
God:
..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift
God:
..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift
God:
..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift

Channeling
Open Chakras:
Max Soak:
Difficulty Soak:
Difficulty Charge:

Druidic Magic
Max Number Stored Spells:
Seed Spells:
-
-
Number of Wands:
Number of Charges on Wands:

Bardic Magic
Instrument(s):
Favoured Chords: (those chords you are best with / use on a regular basis)
Chord // Difficulty
Chord // Difficulty
Chord // Difficulty
Learned Spells: (These are the spells you've learned to cast through music rather then standard casting practices)
Casting Time: (how long it takes for you to cast a spell)


__________Inventory__________


Technorings
1) item
2) item
3) item
4) item
5) item
6) item
7) item
8 ) item
9) item
10) item


Technoequips
-name // Effect // Ring Assigned to
-name // Effect // Ring Assigned to

Potions
-name // Effect
-name // Effect

Castor Shots
-name // Effect
-name // Effect

Familiars
-Name // Type
-Name // Type

Other
-Item // Effect
-Item // Effect

Supplies (For spell Casting, etc)
-Item
-Item
-Item

__________Knowledge__________

This where you list the how of what the Empyrean knows – recipes, instructions, specific details and conditions, etc etc. If there isn’t a section for what you need to list, just add one.

• Magical Theory ~ Bellona ~ Pg 3
Spell // Intructions

• Mathematics ~ Paxar ~ Pg 6
Number or Geometry // Effect

• Music ~ Nehna ~ Pg 10
Note // Effect

• Cooking ~ Tryna ~ Pg 11
Potion // Recipe

• Physical Education ~ Orrys ~ Pg 12
Move // Action

• Crafting ~ Kortus ~ Pg 13
Technoequip // Effect

• Literature ~ Dameron ~ Pg 15
Target // Difficulty

• Art ~ Raelyn ~ Pg 16
Colour // Effect

• Rhetoric ~ Melonia ~ Pg 17
Mudra // Instructions

• Dreaming Pool ~ Ardys
Skill // Instructions

__________Familiars__________

Abberation Statistics
Name:
Type:
HP: 15
Number of Actions:
Init:

Skills
...// Base Skills
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action


Golem Statistics
Name:
Type:
HP: (Durability + Potency x 2 + Stage Bonus)
Number of Actions:
Init:

Independance:
Cognizance:
Potency:
Speed:
Durability:

Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action


Cicus Statistics
Name:
Type:
HP:
Number of Actions:
Init:

Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action


Hybrids
Name:
Type:
HP:
Number of Actions:
Init:

Essence:

Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action

Monster Statistics
Name:
Type:
HP:
Number of Actions:
Init: (Speed + Intelligence)

Intelligence:
Potency:
Strength:
Speed:
Constitution:
Obedience:

Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
PostPosted: Thu Aug 09, 2007 2:49 pm


SAMPLE CHARACTER SHEET

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PostPosted: Thu Aug 09, 2007 2:51 pm


Temporarily stealing this post to put up Familair Stats until final formatting.

Golems
Golems have 5 Stats:
Independance - How well the Golem functions independantly of control from its master. Especially taking action when its master is unable to give commands.
Cognizance - How intelligent the Golem is, especially how easily and efficiently it learns new mundane skills.
Potency - How strong its Essence/powers/specialty skills/magics are.
Speed - How fast and dextrously it moves.
Durability - How strong it is and how well it withstands damage.

Each of these Stats are rated Low-Medium-High-Extremely High. These ratings are worth point values of Low - 1, Medium - 2, High - 3, Extremely High - 4.
The HP is determined by adding together Durability + Potency x 2 + Stage Bonus. The Stage Bonus is simply a number that is added on to the HP each time the Empyrean master transcends. The Stage Bonus is as follows: Stage 0 - no bonus, Stage 1 - 2 points, Stage 2 - 5 points, Stage 3 - 8 points.
The Initiative is determined by adding together Independance + Cognizance + Speed.

Hybrids
Hybrids have a base HP based on what type of Hybrid they are:
Flora - 10 HP Base (Initiative base: 1)
Fauna - 15 HP Base (Initiative base: 2)
Animus - 20 HP Base (Initiative base: 3)

Designation: The role the Hybrid was crafted for, Companion, Servant or Labourer. Different amounts of Essence are infused to achieve different purposes, and they get the following bonuses based on designation:
Companion: Designed to comfort and keep company of the owner, other familiars, etc. They have no methods of attack or defense. Essence ~ 2
Servant: Designed to fulfill a purpose for their master, such as watering plants, cleaning up, heating potions, tending to other familiars etc. They have job-specific skills and do not go beyond their task. Essence ~ 3
Labourers: Designed to do frequent labour to serve a shop, district, location or purpose, such as woodcutter, mason, architech, tailor, pack-mule etc. They are non-confrontational and passive, the most obedient of all hybrids. Essence ~ 4

These numbers are modified by the number of Samples used to create the Hybrid over the base minimum of 2 Samples.
Each additional sample over the original two decreases the Hybrid's HP by one point and raises its Essence by one.

A Hybrid's HP is how much damage it can take before needing to be retired. It is not recommended to allow your Hybrid to be dropped to zero too often, or it can begin to fall apart or become unstable.

A Hybrid's Essence is how long consecutively a Hybrid can maintain its skills before needing a break (quite like duration limits for Technoequips). There is no limit to how many times a Hybrid can perform its skills so long as at least one turn is taken between each skill usage.

A Hybrid's Initiative is based on their Initiative bonus plus the number of Samples used in total.


Cicus

Monsters
Monsters have individual stats. You can find these specifics in the Extended write ups for Animal Care later in this thread.
All Monsters have the following stats:
Intelligence - How clever the Monster is, especially its ability to cast appropriate magics, problem solve, or speak.
Potency - How strong the essence is in said monster, which strengthens not only the amount of damage their magics/specialty skills can do, but also increases the damger to overexposure to the monster.
Strength - How physically strong and tenacious the Monster is.
Speed - How fast or agile the monster is.
Constitution - How much damage the monster can take and how good its stamina is.
(And if owned, Obedience - how obedient it is to its master.)
A Monster's Initiative is based on its Speed + Intelligence. This determines when the Monster gets its turn to act.
A Monster's Damage is based on its Potency + Strength. This determines how much damage a Monster can do with a basic monster attack.
A Monster's Action is based on its Speed + Constitution. This determines how many turns it can keep up a continuous action before it needs to rest.
Note that the higher a Monster's Potency the higher exposure an Empyrean has to its contaminates and the higher a chance of developing Monster Rot or a Cursed Status.


Abberations
All Abberations have a set HP of 15.
All Abberations have a base Initiative of 3, unless they are faced with the presence of another Abberation (friendly or foe) which brings them to a new vibrational level, increasing their Initiative to 5. If not commanded otherwise, an Abberation will automatically attempt to use its skills against another Abberation before addressing any other threat present. If it is an abberation owned by the same master, or owned by a friend fighting on the same side they will not attack their comrade abberations.
All Abberatinos can use their Offensive and Defensive Skills 5 times each, and can use their specialty skills 3 times each.
All Skills have an Elemental Typing. The Abberation also has it's own Elemental Typing. If the Abberation's personal Elemental typnig differs from that of their Skill, the Skill's typing takes precedence, and sets the strengths and weaknesses of the attack/defense.
PostPosted: Thu Aug 09, 2007 2:52 pm


Okay, NOTE FOR SKIEBORNE~~~

Here's a tentative outline for the Repository. We're getting to a point of information that I'm starting to have a hard time finding things. Let me know if this is a) enough room, b) makes sense in the order c) if i've forgotten anything??

REPOSITORY:
1.1 - Repository Header
1.2 - Table of Contents of the full Repository + LINKS
1.3 - Table of Contents this page
1.4 - Introduction
1.5 - How to Use
1.6 - Terminology
1.7 - Character Sheet
1.8 -
1.9 -
1.10 -
1.11 -
1.12 -
1.13 -
1.14 - Site Map
1.15 - Credits for Empyr World and Game and Visuals

2.1 - F.A.Q. Header
2.2 - Table of contents
2.3 - Obtaining an Empyrean
2.4 - Playing an Empyrean - social aspects
2.5 - Playing the game - style, method, etiquette
2.6 - Obtaining Extras
2.7 - Journals & Housing Commissions
2.8 - NPC, inactivity, metaplot responsibilities
2.9 - credits, purchases, inventory
2.10 - deadlines, timelines, transcendence
2.11 - questing
2.12 - outsider info
2.13 - info based in reality, inspirations, references
2.14 - staff & moderators
2.15 - Misc.

3.1 - World Breakdown + LINKS
3.2 - t.o.c
3.3 - Maps and key locales
3.4 - Caelestis & 4 position centres
3.5 - white district & locations
3.6 - the colour districts
3.7 - the outer districts
3.8 - the shops
3.9 - the guilds and other key locations
3.10 - the gates & outsider territory
3.11 - the Crater & the Ruins
3.12 - the Dark Forests
3.13 - the Plains & No Man's Land
3.14 - The Saltless Sea
3.15 - personal housing commissions

4.1 - Game Mechanics - The Process
4.2 - t.o.c.
4.3 - Regular RP - quotes/italics/bolds/font colours/SBs etc
4.4 - Logging RP - IM/main thread
4.5 - Casual RP - including spectres
4.6 - Meta Plot
4.7 - Events & timeline
4.8 - Class & Tutoring
4.9 - Jobs
4.10 - Positions
4.11 - Quests
4.12 - MiniShops
4.13 - Duelling
4.14 - Warfare
4.15 - Editing & Integrity

5.1 - Game Mechanics - Turns & Duelling
5.2 - t.o.c.
5.3 - turns & initiative systems
5.4 - percentile system
5.5 - difficulties and target numbers
5.6 - dice rolls - successes + RP
5.7 - dice rolls - failures + RP
5.8 - dice rolls - versus situations
5.9 - forced will checks/versus percentages
5.10 - keeping track of dice allottment
5.11 - keeping track of HP
5.12 - Editing a post to reflect dice
5.13 - Practising new skills/spells
5.14 - Crafting
5.15 - generating raffles & Random items (ie snares/lures)

6.1 - Game Mechanics - Augments & Modifiers
6.2 - t.o.c.
6.3 - What is an Augment
6.4 - applying augments to skills
6.5 - modifying difficulties
6.6 - succeeded augment + succeeded skill
6.7 - failed augment + succeeded skill
6.8 - succeeded augment + failed skill
6.9 - other modifiers (turn loss, stun etc)
6.10 - status effects
6.11 - augment combos (augment+ augment)
6.12 - augment combos (augments + skill)
6.13 - item modifiers (ie technoequips)
6.14 - forced breaks - will check/grapple etc.
6.15 -

7.1 - Game Mechanics - Familairs + NPCs
7.2 - t.o.c.
7.3 - releasing a familiar
7.4 - familiar initiative & turns
7.5 - familiar uses - cicus pets
7.6 - familiar uses - hybrids
7.7 - familiar uses - golems
7.8 - familiar uses - aberrations
7.9 - familiar uses - monsters
7.10 - familiar versus empyreans (duel)
7.11 - familiar versus familiar (duel)
7.12 - familiar versus monster (duel)
7.13 - familiar versus familiar (war)
7.14 - familair versus monster (war)
7.15 - familair versus outsider (war)

8.1 - Game Mechanics - walkthrough (screencaps)
8.2 - t.o.c
8.3 - RP intro
8.4 - response + move
8.5 - selecting dice + dice quantity
8.6 - posting and checking successes
8.7 - editing a post to show success/failures
8.8 - countering a post
8.9 - rolling to counter
8.10 - checking the counter
8.11 - outcome + adjust HP
8.12 - releasing a familair as a move
8.13 - response turn
8.14 - next move
8.15 - familiar's move.

9.1 - Descriptions & visuals
9.2 - t.o.c
9.3 - magic casting
9.4 - technorings - releasing and resealing
9.5 - snares/lures/monsters in effect
9.6 - familliars/skills
9.7 - energy manipulations
9.8 - district themes/styles/architecture
9.9 - transcendence process
9.10 - creation process
9.11 - charms/talismans/hexes
9.12 - status effects/visors/scopes
9.13 - skrying/aura reading/prophecy
9.14 - monster's skills
9.15 - special effects & specialty items/skills

10.1 - Expanded info - Magical Theory
10.2
10.3
10.4
10.5
10.6
10.7
10.8
10.9
10.10
10.11
10.12
10.13
10.14
10.15

11.1 - expanded info - history
11.2
11.3
11.4
11.5
11.6
11.7
11.8
11.9
11.10
11.11
11.12
11.13
11.14
11.15

12.1 - expanded info - law
12.2
12.3
12.4
12.5
12.6
12.7
12.8
12.9
12.10
12.11
12.12
12.13
12.14
12.15

13.1 - expanded info - p.e.
13.2
13.3
13.4
13.5
13.6
13.7
13.8
13.9
13.10
13.11
13.12
13.13
13.14
13.15

14.1
14.2
14.3
14.4
14.5
14.6
14.7
14.8
14.9
14.10
14.11
14.12
14.13
14.14
14.15

SkieBorne
Crew

Dapper Gekko

6,300 Points
  • Brandisher 100
  • Nerd 50
  • Entrepreneur 150

SkieBorne
Crew

Dapper Gekko

6,300 Points
  • Brandisher 100
  • Nerd 50
  • Entrepreneur 150
PostPosted: Thu Aug 09, 2007 2:53 pm


dramallama
Reply
The Otherworlds

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