how do the magic classes/self-studies affect the buffs? Like, I have Ares in the general magic class for may. does he get additional buffs for that? if so, which would he get it for?
can you get buffs for the magic archetypes?
You only get buffs if the class states that you're getting them! : ) For Self-Studies, you use the Self-Study tracker thread to redeem points. Depending on the amount you want to get a buff for, the amount of points you need increases. You just have to decide what it is you want to buff.
Yes, you can get buffs to archetypes as well.
Posted: Tue May 16, 2017 10:52 am
I have some questions about the Magic system. So I have a few kids that ICly went to school for magic and such. Is there anyway they would have extra spells because of this, or do I need to have them take classes for that sort of thing? Also, In Sedna's case (Naiad/Geist) she went to school for Alchemy, but both of her races have a debuff when it comes to Alchemy. Is there anyway that through practice/schooling those sort of debuffs can be removed? :c
Leopleuradon
Eloquent Hunter
Offline
nepsah Crew
Malevolent Mage
Offline
Posted: Tue May 16, 2017 11:02 am
Leopleuradon
I have some questions about the Magic system. So I have a few kids that ICly went to school for magic and such. Is there anyway they would have extra spells because of this, or do I need to have them take classes for that sort of thing? Also, In Sedna's case (Naiad/Geist) she went to school for Alchemy, but both of her races have a debuff when it comes to Alchemy. Is there anyway that through practice/schooling those sort of debuffs can be removed? :c
allllrighty so this is where things tend to branch off between like, regular rp use of magic and battle system use of magic.
ICly, characters who went to school for magic can know any number of spells. however, if you want to use the battle system specifically everyone starts on the same playing field as far as number of spells, even people that went to school for it. the extra spells are a reward for having either taken classes, or doing self-study RPs to earn the points to buy the new spells.
as far as debuffs go- you can cancel them out by doing self-studies (or classes) to specialize in whatever it is the debuff is on.
Posted: Tue May 16, 2017 11:40 am
Should character sheets for battle be kept in a certain place? Like dorms threads? Is there a thread for character sheets?
should battle rps be in the battle arena or in the regular rp area?
Posted: Thu May 18, 2017 1:34 pm
Random Nobody 13
should battle rps be in the battle arena or in the regular rp area?
battle rps should be set up in the battle arena to help keep the regular rp area less cluttered. it also signifies that you're sticking to battle system rules!
nepsah Crew
Malevolent Mage
Offline
Green Minuet Crew
Greedy Trickster
Offline
Posted: Sat May 20, 2017 11:14 pm
It's me again! I had been running of the assumption that this...
Quote:
Each NM/DD can customize their specialties through RP, classes, and some special events. The bonuses can be spent to improve Categories and/or casting Methods. This can cause overlaps to produce certain specialties. They can be divided between different categories and/or methods as the character sees fit, but cannot exceed an -80 bonus including their Racial aptitude bonuses. The maximum amount of bonus you can apply to one character depends on their stage: Junior = Maximum of -15 total Senior = Maximum of -25 total Career Senior = Maximum of -40 total
... was a starting place for each character. Juniors automatically get -15 to distribute how they wish, Seniors -25, and Career Seniors -40. It just occurred to me that might not be the case, and instead they are earned through self study. Which is it?
What is the difference between "HP ( - buff)" and "MP ( - buff)"? Same question of course for for "HP ( + debuff)" and "MP ( + debuff)"?
Finally in what category of magic would one find curses and hexes? Or are they in their own category?
Posted: Sun May 21, 2017 10:08 am
Regarding battle practice, is it all right if I set up a solo battle practice RP? One NM or DD versus like a crash test dummy or something of that nature to get a feel for the system?
Is there a specific code we should use for battle thread titles? I saw in the example ya'll used [BATT], are there any other specific codes to know or would the rest of the title be used to indicate the thread content? Like practice battles versus serious ones, or SRP battles, ect.
Also a question about the battle sheet. What's maximum specialization supposed to be? Is that the buff points a character earns through classes and self-study RP?
Posted: Tue May 23, 2017 6:07 am
Green Minuet
It's me again! I had been running of the assumption that this...
Quote:
Each NM/DD can customize their specialties through RP, classes, and some special events. The bonuses can be spent to improve Categories and/or casting Methods. This can cause overlaps to produce certain specialties. They can be divided between different categories and/or methods as the character sees fit, but cannot exceed an -80 bonus including their Racial aptitude bonuses. The maximum amount of bonus you can apply to one character depends on their stage: Junior = Maximum of -15 total Senior = Maximum of -25 total Career Senior = Maximum of -40 total
... was a starting place for each character. Juniors automatically get -15 to distribute how they wish, Seniors -25, and Career Seniors -40. It just occurred to me that might not be the case, and instead they are earned through self study. Which is it?
What is the difference between "HP ( - buff)" and "MP ( - buff)"? Same question of course for for "HP ( + debuff)" and "MP ( + debuff)"?
Finally in what category of magic would one find curses and hexes? Or are they in their own category?
whoop apologies for the delay!
That is a max of their specialization for their stage. They all start at 0, but once a Junior has a buff of -15 overall (that means including ALL things, so like -10 Casting + -5 Aerastia = -15 Buff) they cannot specialize any further until they grow. That's to help keep people from getting super overpowered for their sage.
As for the difference between the two-- there isn't one really as far as mechanics. For flavor text, I'd say HP (-buff) leaves the target feeling physically up to the task, where as HP (+debuff) might leave a target feeling physically drained or hurt, thus affecting their ability. MP -buff/+debuff would have more of an affect on their connection to their magic - whether it feels strong enough to keep going or if they're feeling stuck. If that makes sense?
To make a spell a curse or a hex it has to be cast with the intent to cause specific harm - not in the same way that one might use a typical fire spell against a fellow duelist - but like.... actual malicious harm/for the purpose of revenge. That means that just about any spell can be used as a curse/hex, its all about intent. Specific spells that are strictly curses/hexes do exist, they just aren't available at this time ~ (if i'm remembering correctly anyway-- there was a curse spell at some point but i think i renamed it because it was necromancy exclusive)
--------
xxR o z e
Regarding battle practice, is it all right if I set up a solo battle practice RP? One NM or DD versus like a crash test dummy or something of that nature to get a feel for the system?
Yes, that's fine! Be sure to label it appropriately. You can use this to count as your self-battle for the current contest if you want.
----------
jinxgirl5
Is there a specific code we should use for battle thread titles? I saw in the example ya'll used [BATT], are there any other specific codes to know or would the rest of the title be used to indicate the thread content? Like practice battles versus serious ones, or SRP battles, ect.
Also a question about the battle sheet. What's maximum specialization supposed to be? Is that the buff points a character earns through classes and self-study RP?
[BATT] is the most important one, otherwise its usually the content inside that matters when discerning whether its just a practice run or something else. You are welcome to add to the title if you like, tho!
Yes, maximum specialization is the buffs you've earned through classes or self-studies. So for Suzume she has "-40 (applied to: -10 Herbal, -20 Casting, -10 Atmospheric)"
That means she's earned a total of -40 Buffs and applied it to the following areas.
nepsah Crew
Malevolent Mage
Offline
jinxgirl5
Alien Loiterer
Offline
Posted: Tue May 23, 2017 5:16 pm
nepsah
Green Minuet
It's me again! I had been running of the assumption that this...
Quote:
Each NM/DD can customize their specialties through RP, classes, and some special events. The bonuses can be spent to improve Categories and/or casting Methods. This can cause overlaps to produce certain specialties. They can be divided between different categories and/or methods as the character sees fit, but cannot exceed an -80 bonus including their Racial aptitude bonuses. The maximum amount of bonus you can apply to one character depends on their stage: Junior = Maximum of -15 total Senior = Maximum of -25 total Career Senior = Maximum of -40 total
... was a starting place for each character. Juniors automatically get -15 to distribute how they wish, Seniors -25, and Career Seniors -40. It just occurred to me that might not be the case, and instead they are earned through self study. Which is it?
What is the difference between "HP ( - buff)" and "MP ( - buff)"? Same question of course for for "HP ( + debuff)" and "MP ( + debuff)"?
Finally in what category of magic would one find curses and hexes? Or are they in their own category?
whoop apologies for the delay!
That is a max of their specialization for their stage. They all start at 0, but once a Junior has a buff of -15 overall (that means including ALL things, so like -10 Casting + -5 Aerastia = -15 Buff) they cannot specialize any further until they grow. That's to help keep people from getting super overpowered for their sage.
Just wanted to confirm on this point to make sure I understand correctly. So the numbers given are the starting bonus caps? I'm gonna use Liam as an example (Senior, no career).
Name: Liam Race: Naga (Infected) Stage: Senior HP: 200 MP: 100 Maximum Specialization: ??? (applied to: ) Racial Buffs: Aether has a -10 Buff, Illusion has a -5 Buff, Phosestia has a -5 Buff, Divination has a -5 Buff, Emotive has a -5 Buff
Racial Debuffs: Elemental (fire, air, water, earth) has a +10 Debuff, Atmospheric has a +5 Debuff, Summoning has a +5 Debuff, Warding has a +5 Debuff
Personal Spell Book Known Spells:
Telekinesis: (Aether) Bonus: -10 Cost: 20 MP Effect: HP+/- (this can be used to help or harm, depending on the caster's application) ||| MP 0 Method: Focus ||| Source: Divine
So for his final spell, he can't currently use anything that gives him a natural buff, because the combined buff for the 4 spells he already knows is at -25? If he wants to learn a spell that gives him a further buff bonus, he'd have to do classes or self study to increase the cap? And even with classes and self study, the ultimate cap for bonuses anyone can reach is -80?
Or, does this apply to the cap of a single spell being used? Liiike, I earn 20 extra buff points and want to apply them to Liam's skill with Aether magic. Since he's already got a racial advantage of -10, I could only apply 15 of those points to his Aether skill.
Posted: Wed May 24, 2017 12:17 am
Got a couple other questions. When you roll a good (90-100) or bad (0-10) roll, what are the effects? The main thread just says special effects or bad effects can apply, but what does that mean? In the example thread rolling bad had the spell turn on the caster. Is it always like that? And what would a good roll do?
As I understand it, to block a spell cast by someone else your roll first has to succeed, then the second roll has to be higher than the roll the attacker did. But what about spells whose effects are to heal, not protect? Do they work, or would the second roll still have to be higher than the attack roll?
Also if it's not too much trouble, would someone be willing to look through my battle thread and see if I did things correctly? There's still stuff I'm kind of confused on, so I just wanted to be sure everything looked okay. [link]
jinxgirl5
Alien Loiterer
Offline
nepsah Crew
Malevolent Mage
Offline
Posted: Thu May 25, 2017 6:18 am
jinxgirl5
Just wanted to confirm on this point to make sure I understand correctly. So the numbers given are the starting bonus caps? I'm gonna use Liam as an example (Senior, no career).
Name: Liam Race: Naga (Infected) Stage: Senior HP: 200 MP: 100 Maximum Specialization: ??? (applied to: ) Racial Buffs: Aether has a -10 Buff, Illusion has a -5 Buff, Phosestia has a -5 Buff, Divination has a -5 Buff, Emotive has a -5 Buff
Racial Debuffs: Elemental (fire, air, water, earth) has a +10 Debuff, Atmospheric has a +5 Debuff, Summoning has a +5 Debuff, Warding has a +5 Debuff
Personal Spell Book Known Spells:
Telekinesis: (Aether) Bonus: -10 Cost: 20 MP Effect: HP+/- (this can be used to help or harm, depending on the caster's application) ||| MP 0 Method: Focus ||| Source: Divine
So for his final spell, he can't currently use anything that gives him a natural buff, because the combined buff for the 4 spells he already knows is at -25? If he wants to learn a spell that gives him a further buff bonus, he'd have to do classes or self study to increase the cap? And even with classes and self study, the ultimate cap for bonuses anyone can reach is -80?
Or, does this apply to the cap of a single spell being used? Liiike, I earn 20 extra buff points and want to apply them to Liam's skill with Aether magic. Since he's already got a racial advantage of -10, I could only apply 15 of those points to his Aether skill.
The numbers listed are what you cap out at per stage -- not including racial buffs. racial buffs are their own separate thing. no matter how much you buff yourself in something, if you roll a 1-10 you're getting a critical fail. the racial buffs are just like... what someone is naturally good at.
i hope that answers your question @ u @;; i'm not 100% sure i understand. but you can learn any spell- your buff cap has nothing to do with it. you could put a spell in there that he has zero buffs toward, or you could put something in there that he's got a ton of buffs toward. the buff cap is just to keep people from specializing in literally every bit of magic there is.
as for your next set of questions:
whoop i can't believe that got left out. okay, so critical fails always do some sort of damage to the caster- it depends on what spell is being cast. if its a spell where you're aiming to make it harder for the other person to cast, you've... just made it harder for you to cast. critical fails will always hurt the caster.
now critical successes make things work better-- so you do more damage (take your damage, add 50% of that to it -- 50 + 25 = 75), or your spell lasts longer. however there's at least once race (Elf, I can't remember if anyone else has this) where a critical success has the same affect as a critical failure. i'll try to get this stuff added into the guide today.
for protection... say they rolled a 50,35- now you roll a 50,40 --> you've protected yourself. if they rolled a 50,40 and you roll a 50,30 you've protected yourself except for 10pts worth of damage. your success die will tell you whether or not your spell worked, and then the dmg die tells you how much damage you negated. in the example battle, if Ava's spell had not critically failed she wouldn't have taken any damage from suzume.
for healing, again the first roll just tells you if the spell worked, 2nd roll is the amount you apply to your HP immediately. now if someone above you had just attacked you, you've gotta subtract their damage first and then apply the healing.
looked at your battle-- with the critical success thing just defined above, you can go into Liam's post and add 50% more damage there. otherwise, if you wanted you could continue until Arabelle ran out of MP-- if that's something you (or a future battle partner) wanted to do.
Posted: Sat May 27, 2017 12:53 am
It's meeeeee! Again! (One day I'll leave you alone.)
I thought I understood percentages (as far as buffs and debuffs go) but when the time came time to put them into play, I realised I did not want to operate off of guess work.
For the sake of example, I'll be referring a battle Random Nobody 13 and I started.
Combatant A successfully used Slow against Combatant B with a score of 44. Going by the rules of percentage we ignore the second digit and apply the first digit as a debuff towards the casting of Combatant B's next spell.
Combatant B casts Ignite. Ignoring for a moment the damage score, we look at the casting roll: 81. This meets the minimum for an ordinary spell cast however, we still need to add in the debuff from Slow. To do this, we... Well, what to we do with that "4"?
Does it get applied towards the casting difficulty (50+40=90 therefore a roll of 90 or higher is required to succeed)? Or is it literally a percentage of the roll subtracted from it? (40% of 81 is 32.4; 81-32.4=48.6 which is less than 50)? Or is it something entirely different from either of those?
In either case in this particular scenario the spell cast fails, but I just wanted to get my ducks straight. Hopefully the way I posed the question makes sense--if not, get back to me and I'll try again lmao.
Edit: For critical successes of odd scores, do we round up or down? Or do we keep the decimal?
ok, so I've stumbled upon a question or two. How does the MP+ work for spells that do damage? Do they give mana to the user, or the one being cast? and How do you tell how much mana they're getting? Does it work like percentages (leading number), or do you add the total die number to the mana?
For those questions, I'm referring explicitly to Skiakinesis (Skiastia), and Ignite (Pyrestia).
My other question is how do spells that are just effects work. For example: Charismaster. Effect: HP 0 ||| MP 0 (while this magic doesn't actually affect the ability to act, those watching will find themselves more impressed with those normal actions than they might otherwise have been) is what the spell book says. In battle, would that just lead to the audience watching being more impressed, is there anything specific that happens?
Last question, if a spell such as the one above gets a critical success, is there any difference in how it should be played out?