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Posted: Sat Jul 02, 2011 4:25 pm
[Stat System] These are the Speeds and Strengths of all the classes. Your bloodline effects these things greatly, so do gene modifications, and talents. Certain skills play part in all this as well. The max for any RPC is 15 in both strength and speed. When two people, of unequal rank fight, there are things to add to the mix. The person with the higher rank, will gain a level of speed and strength for every rank between them. Strength is listed first, then Speed. Situation modifiers like Dodging have situational factors, and only apply to the one post where it is used. ▰ ▰ ▰ [What does STR/SPD really mean?]
We shall rank the STR and SPD here for everyone to see. These are only for the damage of swinging your fists or a weapon at something. Skills that deal damage via an attack can be assumed to do your strength's damage only if your strength is higher. It does not stack the damage of both.
- 9 STR/SPD = C Rank - 11 STR/SPD = B Rank - 13 STR/SPD = A Rank - 15+ STR/SPD = S Rank
As for the speed of movement regarding RPC's/NPC's, at five speed you are considered of normal human speed, 20mph. From there you add ten speed for every rank up you go. Furthermore, one speed down subtracts three when dipping below five for a minimum of 5mph.
Anything above 15 is still considered to be in the S category. However, you can imagine higher strength is more effective in breaking attacks and defenses much more quickly and ruthlessly. As an added note, having the strength to punch an S rank skill may sound cool, but if you're unarmored, or more importantly undefended fist hits an S rank attack appropriate damage is done to your fist and the skill, likewise with two fists of equal strength colliding. No damage is received in backlash from punching through defenses of equal rank, however.
Potency refers to size, duration, and how effective skills are. If anything says a skill increases potency of x and y, the numerical values are equal to 1.25x the original values. If there are no numerical values to work with consider it more effective than original. Always round up. - Generic Spell has a 25 foot range. Potency brings it up to 32 feet. - Generic Spell has a duration of 5 posts. Potency brings it up to 7. - Generic Spell is an enhanced sword swing. Potency makes it even more enhanced.
▰ ▰ ▰ [Base Bloodline STR/SPD]
• Human - 5/5 • Vampirism - 6/6 • Kiranu - 5/9 • Chimera - 5/5 • Shapeshifter - 4/7 • Incubus/Succubus - 6/6 (0/+2 [Flying]) • Tempus Inexstinctus - 6/6 • Dreadnought - 9/5 • Siren - 4/6 (0/+1 flying) • Draconian - 8/4 • Dusk Elf - 4/6 • Dawn Elf - 5/9 • Fairhair - 6/6 (+2/+2 [Transformation) • Waktu - 6/6 • White Nightmare - 4/7 • Reapers - 6/6 • Valkyrie - 7/7 • Vaet Diabolos - 6/6 • Shade - 6/7 • Mer - 5/5 (6/7 in Water, Human Form) 4/6 (5/8 in Water, Mer Form) • Pagans - 6/6 • Phoenix - 6/6 • Djinn - 6/6 • Lich - 6/6 • Chrono Keepers - 6/6 • Centaur - 5/7 (+2 in transformed state) • Red - 6/6 • Voidwalker - 7/7 • Dullahan - Stats 6/6 (body) Head (1/6)
▰ ▰ ▰ [Class Modifiers STR/SPD] • Magus +0/+0 - Elementalist +0/+2 - Sorcerer +0/+2 - Enchanter +0/+2 - Necromancer +0/+2
• Knight+2/+0 - Reaver +3/+0 - Vanguard +2/+1 - Templar +2/+1 - Commander +3/+0
• Specialist +1/+1 - Shaman +0/+1 - Bard +1+1 - Alchemist +0/+0 - Mechanist +0/+0
• Weapon Master +1/+2 - Siege Master/Marksman +0/+3 - Assassins +1/+2 (or +3 when stealthed) - Grand Master +2/+2
• Beast-Master+2/+1 - Packmaster +2/+1 - Dragoon +1/+3 - Berzerker +2/+2 - Wild Tamer +1/+1
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Posted: Tue Feb 17, 2015 2:52 am
[Energy System]
Energy refers to the magical power that almost every single character in the world of Axiom has within them. Energy supply and costs often vary with the RPC's. Classes and bloodlines can affect how much total energy your character has. You use energy when you use skills. Every skill has a cost, even those that belong to the universal weapon styles and hand to hand styles.
▰ ▰ ▰ [Base Energy Pool]
Your base energy is determined by your rank, class or bloodline. When you rank up, your energy pool is increased. *If both your bloodline and class have energy boosts, you may only choose one (normally which ever is highest unless you're some type of scrub). You can not utilize both.
Novice Base Energy Pool: 550 Adept Base Energy Pool: 900 Expert Base Energy Pool: 1300 Master Base Energy Pool: 1800 Sage Base Energy Pool: 2400
▰ ▰ ▰ [Energy Costs]
Every skill has a cost, though certain classes will use more energy than others. Make sure to add that into play. Energy is spent upon usage of the skill, whether it hits or even fires does not matter. When it is mentioned in your post that you have used the skill, then the energy has been spent.
E Rank Energy Drain: 10 D Rank Energy Drain: 25 C Rank Energy Drain: 50 B Rank Energy Drain: 75 A Rank Energy Drain: 100 S Rank Energy Drain: 250 SS Rank Energy Drain: 500 SSS Rank Energy Drain: 1000
▰ ▰ ▰ [Energy Regeneration]
For every post that you are not in battle, your character regains 10% of their total energy back per post. This discourages one person from taking on a whole nation on their own. While in battle, it is impossible to regenerate energy because your body cannot rest long enough. Your mind is too distracted on defending yourself.
[AmmoSystem]
There are a few class that can wield high powered weapons such as guns and their lower powered counterparts, bows. The following classes that use guns and bows must follow this basic ammo system. The bullets do not distinguish between which guns you use, however you must state how many bullets are in your gun before you use it somewhere in your post. No matter how good you are, everyone has to reload.
• Novice - 120 bullets/arrows • Adept - 200 bullets/arrows • Expert - 350 bullets/arrows • Master - 440 bullets/arrows • Sage - 600 bullets/arrows
▰ ▰ ▰ [Class Bonuses]
• Rangers carry double the amount given above. • Gunslingers carry 1.5x the amount given above.
▰ ▰ ▰ [Ammo Use Rules]
• Arrows/Bullets take up one unit per use, unless used with a skill, then two units are used. • Grenades take up 5 units per use. • Rockets take up 10 units per use.
▰ ▰ ▰ [Skillcasting and You] Axiom has had a long history of people spamming a s**t ton of spells all at once from varying ranks to string together an overwhelming multi-faceted attack, only to have it done in return. Battles were just endless strings of crazy spells. We're finally toning it down. Skills will be labeled with a V, S, or C. V stands for Verbal, meaning there is an incantation required (generally just the spells name) in order for the spell to be cast. S stands for somatic, meaning there is some sort of gesture or series of gestures to cast the spell. C stands for Component, meaning there are necessary ingredients that require assembling before a spell can be cast. These ingredients do not need to be quested for. It is assumed you have them, and also assumed that casting those spells requires a slight set up not needing to be stated in RP. To limit the number of spells an RPC can cast we have created this system:
• Skill casting has been limited to an unspecified amount. If it is feasible that you can use a bunch of skills then it is okay. If any crew looks at your post and tells you that you used too much then change it. Component skills are stated to require more time so there is a lesser chance you will be able to use 6 SS component skills as opposed to 6 D-rank somatic/verbal spells.
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Posted: Tue Feb 17, 2015 3:18 am
[Learning Limitations/Training Systems]
Everyone wants to learn all the skills they possibly can, because that is what makes you a potent character. In order to quell the level of OP we have limitations on who can learn what, and how much of it at what level. Not only that but in this system you will find the training methods available. Rejoice, because we made it very, very, easy to gain skills. Training posts suck, we know.
▰ ▰ ▰ [Learning Skills]
You start off, as Novice, with all D rank skills relevant to your bloodline and class spells. If you are a mage/caster you receive spells up to your element. If you are a warrior/fighter class you receive one hand to hand OR weapon style of your rank, pertaining to the specific weapon you begin with. If you receive an AUTO RANK, as in you did not reach the level yourself but was granted free levels for whatever reason you have skills one below your rank following the learning systems. Techniques of higher level can be learned by actively posting. For posting at least once in a day you receive +2 free autolearns. Completed missions also give autolearns, use the chart below to figure things out.
• E - 1 • D - 2 • C - 3 • B - 4 • A - 5 • S - 8 • SS - 10
▰ ▰ ▰ [Learning Styles]
In order to keep people spamming things, we've put this Style learning in place. Each stage needs to be learned via posting. . • Stage One - 1 post • Stage Two - 3 posts • Stage Three - 5 posts • Stage Four - 7 posts • Stage Five - 10 posts
▰ ▰ ▰ [Learning Limits]
• Novices can learn up to C rank and 2 B ranks. • Adepts can learn up to B rank, 5 A rank skills, and 1 S rank skill. • Experts can learn all the A ranked skills they like, with 5 S rank skills and one SS Rank. • Masters can learn up to A with 10 S ranks and 5 SS ranks and 1 SSS Ranked Skill. • Sages can learn as much as they want.
▰ ▰ ▰ [Weapon/Fighting Style Limits]
RPCs who chose to not specialize in fighting specifically with weapons or with their body should not expect to learn a lot of styles. Having dedicated themselves throughout their lives to master whatever they wanted to be their training in those areas has been sparse. They can expect to be able to master a single weapon or fighting style, whereas those who have trained with weaponry or fighting all their life can learn what they want. Everyone is able to make as many customs as they want, but that does not mean someone who creates a sword is suddenly an epic swordfighter. A mechanist with a sword will never rival a knight with a sword when it comes to swordplay.
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Posted: Tue Feb 17, 2015 3:35 am
[Subclass System]
Starting at Adept Rank, characters are capable of expanding their knowledge base. This is known as sub-classing, or creating your own mini class specific for your character. This opens a very wide door for all RPCs and RPers who play them, because this is for your own benefit. We are not forcing you to pick from a small list of classes already readily available. Instead, we are allowing you to further customize your own RPC with a subclass made by you. It's a chance to make your RPC much more unique in comparison to others.
▰ ▰ ▰ [Learning Limits]
• Similar to the old system, we are following the tradition of keeping relatively close to your original class. I don't want to see a Berserker suddenly being able to call down lightning from 10 meters away. • However, this does not mean we'll be restricting certain classes to modeling their subclasses after certain other classes. All classes are free game. No Berzerker's wielding powerful ranged spells or being super sneaky, but go ahead and try for multi-elemental punches, duplicating your physical attacks with your own shadow, or even slaps that heal. In such cases, it's acceptable because it sticks with the core Berzerker fighting style of up-close-and-personal. • Along with a new set of skills, this subclass will also give you two new strengths and two new weaknesses. • Speed and strength boosts/penalties as strengths or weaknesses are forbidden. I'm not going to consider them when judging the subclass. • No energy bonuses.
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Posted: Tue Feb 17, 2015 9:36 pm
[Ranking System]
You begin as a Novice and you may be trained by a teacher. You will go through quests and learn skills from an official (most likely your Captain) in order to advance to the next rank.You start off, as Novice, with all D rank skills relevant to your bloodline and class spells. If you are a mage/caster you receive spells up to your element. If you are a warrior/fighter class you receive one hand to hand OR weapon style of your rank, pertaining to the specific weapon you begin with. If you receive an AUTO RANK, as in you did not reach the level yourself but was granted free levels for whatever reason you have skills one below your rank following the learning systems.
Note: Missions aren't useless. Undertaking missions for your nation will provide opportunities for growth and count as interacting with the world. They earn you AC as well
Leveling The old system was outdated. Missions and tests are no longer the requirements for leveling. Instead, rank ups will be handed out based on character involvement in world arcs, story arcs, area events, and character development. The more you interact with the world of Axiom the better it will treat you. Missions and events will earn you points (advancement credits) that you can accumulate to earn a rank up. AC is not all that is required of you, you still need to develop and grow. That means you could have 50 AC missions and not level up. The mission ranks aren't just for the involved danger, but often times about the amount of development that occurs for a character, or between the character and the world as well. 2.5 k words of fluff might get you a nice B rank credit, and occasionally a 2k word mission might net you an A rank. It is largely case by case, but the chart here is a baseline to follow.
Advancement Credits • D-Rank Mission/~500 Words: 5 • C-Rank Mission/~1000 Words: 10 • B-Rank Mission/~1500 Words: 15 • A-Rank Mission/~2000: 25 • S-Rank Mission/~2500: 50 • SS+ -Rank Mission: Crew will let you know [Typically Worth More]
Advancement Credits Required Per Rank • Adept: 100 • Expert: 300 • Master: 600 • Sage: 1200
[b]RPC Profile Link:[/b] [b]AC:[/b][list][list] • Link • Your • Missions • Here [/list][/list]
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Posted: Tue Feb 17, 2015 9:38 pm
[Title System]
The titles given are simple. They are usually just for show but there are some that give you bonuses. The bonuses stay with you, even if you obtain another title.
Citizen A citizen is your average resident of the nation, there are no perks for being a citizen.
Rogue This is given upon leaving your nation. No perks whatsoever. Rogues may not advance to the next rank under any circumstance.
Royal Guard Must at least be Novice rank in your nation and personally appointed by the King or Queen. Perks: Upon getting this status you are given +100 to your energy pool and access to your Nation's restricted files. The restricted files are usually chosen by the current King/Queen. As an added bonus, you receive a post reduction of two for all skills.
Captain The captain is usually head of the barracks/fort or academy. He or she is usually Adept rank. They are the ones responsible for handing out E-C rank quests. They also have the privilege of promoting someone from Trainee to Novice. Being a captain or a former captain gives you the privilege of being able to master 1 hand to hand or weaponry skill no matter what class you are. Being the teacher of the Nation, once you are captain, all those who train under you get a post reduction of two, on top of other reductions such as rank differences and the such.
King/Queen Rulers must be at least Expert rank before being appointed to rule. Depending on your Nation this is attained in several ways. Gives you control over your nation. This is usually the title of the ruler of the nation.
Emperor/Empress The ruler of two or more Kingdoms without any liege higher than them. Same privileges as King/Queen, but in multiple Kingdoms.
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Posted: Tue Jun 23, 2015 4:48 pm
[Alignment Damage Addition/Reduction] There are three major types of Alignments in the guild based on your Bloodline, not your personality. Unholy, Neutral, and Holy. Below are lists of what bloodlines fall under where and what that means for them in terms of bonus damage. Most bloodlines specify what type of damage they receive against other types, but some do not. This is here to clear it up for anyone who was curious. This list does not count in other types of weaknesses a Bloodline may suffer. Sometimes classes will add that in, talents, subclasses, genemods, etc. This is only the alignment factor.
• Unholy Unholy Races are the spawn of demons. They come from Hell or are descendant from something that originally did, maybe they deal with dark arts. When struck with a Holy attack these races suffer extra damage. The damage against them stacks when other additions are factored in. You could very well end up with a +6 Rank Weakness to Holy Attacks if someone built for it.
- Vampires/Vampirism [+1 Rank Weakness to Holy Attacks] - Incubus [+1 Rank Weakness to Holy Attacks, +2 Ranks Weakness upon reaching Demon Level] - Succubus [+1 Rank Weakness to Holy Attacks, +2 Ranks Weakness upon reaching Sin Level] - Dreadnought [+1 Rank Weakness to Holy Attacks] - Ferals [No Natural Weakness to Holy Attacks] - Diabolus [+2 Rank Weakness to Holy Attacks] - Shade [No Natural Weakness to Holy Attacks] - Pagan [No Natural Weakness to Holy Attacks] - Djinn [+1 Rank Weakness to Un/Holy Attacks] - Lich [+1 Rank Weakness to Holy Attacks] - The Red [+1 Rank Weakness to Holy Attacks] - Dullahan [+1 Rank Weakness to Holy Attacks]
• Holy Holy races are either spawned from something aligned with Michael and his kind or crafted by a divine being. When struck with Unholy attacks these races suffer extra damage. The damage against them stacks when other additions are factored in. You could very well end up with a +6 Rank Weakness to Unholy Attacks if someone built for it. - Dawn Elves [+1 Rank Weakness to Unholy Attacks] - Valkyrie [+1 Rank Weakness to Unholy Attacks]
• Neutral Neutral races are in between. They have no alignment and therefore generally do not take extra damage to Holy or Unholy attacks unless something else makes it so.
- Human - Kiranu - Chimera - Shapeshifter - Tempus Inextinctus - Siren - Draconian - Waktu - White Nightmare - Reaper - Ghost Car - Taberu - Mer - Ysari - Phoenix - Chrono Keepers - Centaur - Legion - Swarm
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