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The Skill System

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Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Mon Sep 08, 2014 6:48 pm


The Skill System

Attributes and Skills are the statistics that govern how effective players in the guild are in their various actions.
As players levels up in the game, new options become available to further differentiate them from their peers.
These options are Skills, various abilities that can be used actively or passively to help them fill different roles as the game progresses.
As players grow in the world of Keku they are able to dedicate themselves to becoming a Tank, or a Beast Tamer, or any other type of role.

You will earn 10 skill points for every group of ( 500 words) in your post. That means you get 1 skill point for every 50 words. Max 3,000 word post.

Your EXP is equal to skill points gained multiplied by 20 for posting. This does not include event, monster, mission, and other bonuses.


Experience Reward for 3,000 word post would be 1,200 exp.


ATTRIBUTES

ᴀᴛᴛʀɪʙᴜᴛᴇs ᴀғғᴇᴄᴛ ᴛʜᴇ ᴄʜᴀʀᴀᴄᴛᴇʀs sᴛʀ, ᴅᴇx, ᴄᴏɴ, ɪɴᴛ, ᴡɪs, ᴄʜᴀ

Level 1 characters starting off have access to 70 skill points to spend as they wish on attributes and skills.
New skill points being gained with each completed quest, post, and monster fought there after.
Each successive set of Attribute levels will cost 2 extra points to unlock, creating an increasing difficulty curve and requiring more work from the player.

00 - 10: 01 skill points = 1 level increase [+01 Bonus for Associated Stats]
11 - 20: 03 skill points = 1 level increase [+03 Bonus for Associated Stats]
21 - 30: 05 skill points = 1 level increase [+05 Bonus for Associated Stats]
31 - 40: 07 skill points = 1 level increase [+07 Bonus for Associated Stats]
41 - 50: 09 skill points = 1 level increase [+09 Bonus for Associated Stats]
51 - 60: 11 skill points = 1 level increase [+11 Bonus for Associated Stats]
61 - 70: 13 skill points = 1 level increase [+15 Bonus for Associated Stats]
71 - 80: 15 skill points = 1 level increase [+19 Bonus for Associated Stats]
81 - 90: 17 skill points = 1 level increase [+23 Bonus for Associated Stats]
91 - 99: 19 skill points = 1 level increase [+27 Bonus for Associated Stats]
100: 21 skill points to max ATTRIBUTE out. [+40 Bonus for Associated Stats]


SKILLS

sᴋɪʟʟs ᴀғғᴇᴄᴛ ᴄʟᴀss, ᴄᴀʀᴇᴇʀ, ᴀɴᴅ ᴏᴛʜᴇʀ sᴜʙ-ᴀʙɪʟɪᴛɪᴇs

Each Skill represents six stages of proficiency in a single area.

0 - Unskilled [+00 Bonus]
1 - Novice [+03 Bonus]
2 - Journeyman [+06 Bonus]
3 - Expert [+09 Bonus]
4 - Master [+12 Bonus]
5 - Grandmaster [+15 Bonus]

The cost of moving up each Skill Ranks increases by 5 at each level, starting with 5 skill points to move from 0 Unskilled to 1 Novice.

Form Rank 0 – 1 = 05
From Rank 1 – 2 = 10
From Rank 2 – 3 = 15
From Rank 3 – 4 = 20
From Rank 4 – 5 = 25

Types of Skills

Passive Skills
Combat Skills
Weapon Skills
General Equipment Skills
Familiar Skills
PostPosted: Mon Sep 08, 2014 7:07 pm


The Skill System
Attributes


Attributes and Associated Abilities

Strength (Str)
Strength measures muscle and physical power.
This ability is important for those who engage in melee combat, such as fighters, monks, paladins, and some rangers.
Strength also sets the maximum amount of weight your character can carry.

You apply your character's Strength modifier to:


Sword, Axe, Hammer, Melee, Unarmed damage.


Dexterity (Dex)
Dexterity measures agility, reflexes, and balance.
This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all.
This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling.
A character with a Dexterity score of 0 is incapable of moving and is effectively immobile but not unconscious.

You apply your character's Dexterity modifier to:

Ranged attack damage, including those for attacks made with bows, crossbows, throwing axes.
Dodging and other attacks that you can escape by moving quickly.


Constitution (Con)
Constitution affects your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes.
Some creatures, such as undead and constructs, do not have a Constitution score.

You apply your character's Constitution modifier to:

For resisting poison, disease, and similar threats.


Intelligence (Int)
Intelligence determines how well your character learns and reasons.
This ability is important for most spellcaster types because it affects their spellcasting ability in many ways.
Creatures of animal-level instinct have Intelligence scores of 1 or 2.
Any creature capable of understanding speech has a score of at least 3.
A character with an Intelligence score of 0 is comatose.

You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game.

A spellcaster gains bonus spells based on his Intelligence score.
The minimum Intelligence score needed to cast a spellcaster spell is 10 + the spell's level.


Wisdom (Wis)
Wisdom describes a character's willpower, common sense, awareness, and intuition.
Wisdom is the most important ability for cleric and druid types, and it is also important for paladin and ranger types.
If you want your character to have acute senses, put a high score in Wisdom.
A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

You apply your character's Wisdom modifier to:

Will saving throws (for negating the effects of charm person and other mind altering effects).
The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell's level.

Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.
A character with a Charisma score of 0 is not able to exert himself in any way and can easily become unconscious.

You apply your character's Charisma modifier to:

Attempts to influence or resist the charms/lies/ ect of others.


Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100

Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Mon Sep 08, 2014 7:09 pm


The Skill System
Non-Combative Skills


These Skills do not directly affect a player’s ability to function in combat. They consist of abilities that enhance the effectiveness of a player’s familiar in combat.

Familiar Recovery:
Investing in the Familiar Recovery skill allows a Beast Tamer to have their familiar recover Hp. When activated, the Familiar will receive 1HP/skill level. The familiar can take no action this turn.

Familiar Communication:
Investing in the Familiar Communication Skill allows a Beast Tamer’s Familiar to respond to commands better, and deal increased damage in combat.
Familiar deals +1Damage / Skill level
PostPosted: Mon Sep 08, 2014 7:15 pm


The Skill System
Passive Skills

Passive Skills offer various bonuses that either work as a constant effect without needing to make a post action or roll, or fulfill a specialized non-combat roll upon the need to do so. When utilizing a passive skill roll a d-10 for ever skill used in your post. Label them (ex. hide [1] detection [2] ect for every dice rolled.)

Searching:
Players investing in the Searching Skill are able to notice players or monsters attempting to conceal their presence with Hide. Each Skill Point invested in the Searching Skill, decreases a player’s Searching dice check by a 1. (Ex. A rank 1 Searching skill would require a dice roll of at least 4 to uncover a player with a Hide check of 5. You may discuss with rp'er if they find your toon to avoid dice rolls. If both players agree the higher stat person may auto-succeed. IE If the persons search is higher than the hiding skill of the other.)

Tracking:
Stays at rank One, and allows Players to successfully track monster spawns or unconcealed players.

Listening:
Maxes at Rank 3, and allows Players to use their hearing to detect creatures or players that are nearby but not within line of sight.

Detection:
Players investing in the Detection Skill have a higher chance of finding hidden Treasure and Loot Chests as they explore Alastor as well as being able to detect hidden monsters and traps. For each Skill Point invested in Detection, a player’s loot roll is increased by 1.

Hiding:
Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Each Skill Point invested in the Hiding Skill, increases a player’s Hiding check by 1. Ex, a person with a Hiding skill of [3] being searched for by a person with Searching [1]. The person searching rolls a [4] + 1 = 5, which means the hiding person needs to roll at minimum [3] to succeed.

Acrobatics:
Stays at rank one and allows players to perform System Assisted aerial maneuvers such as tumbles, flips, and somersaults as well as reach areas of the map that are outside of a normal player’s ability to reach via being able to jump and reach ledges and other means of climbing.

Night vision:
Stays at rank one and allows players to see normally in low light conditions

X-ray vision:
Investing in the X-ray Vision Skill allows players to see through some objects such as walls and doors. This effect can be maintained for an additional post per Skill Point invested in this skill. Max level allows a player to see through secure rooms. (Does not work on clothes)

Sprint:
Stays at rank 1 and improves a player's speed. By investing in Sprint a player gains a passive movement speed bonus to help them get around the map. Additionally, investing in the Sprint Skill enables a player to use the passive defensive skill Evasion. Taking this Skill provides a permanent +1 to the difficulty check to hit you. While this skill only has one rank, this difficulty check modifier can be increased by using enhanced light armor or accessories with the + Evasion modifier.

Extended weight limit:
Investing in the Extended Weight Limit skill enables a player to carry more gear into the field, be it weapons, armor, or useable items. Players start out with an inventory with 6 available slots [+ 1 for every STR rank], and gain one extra slot per Skill Point invested in the Extended Weight Limit skill.



Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100

Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Mon Sep 08, 2014 7:19 pm


The Skill System
Combat Skills

Combat Skills directly affect a player’s ability to function in combat. This can be through the use of various types of Equipment which determines how well a character can use specific types of armor or shields, using various abilities that can be used to hold enemy monster’s attention, or even recovering HP and reducing damage through the Parry skill.

Howl: (Boss Battle Hate Skill)
Stays at Rank 1. Attracts the attention of NPC monsters and increases a player's Hate status effect. Often used by tanks as an opening move to lure enemies to the player. (Creates 3 Hate, counts as a post action.)

Fighting Spirit: (Boss Battle Hate Skill)
Stays at Rank 1. A single target Hate generating skill that can be used to hold a monster’s attention in the middle of a battle. (Creates 2 Hate, counts as a post action.)

Spiritual Light: (Boss Battle Hate Skill)
Stays at Rank 1. Uses an aura effect to maintain high Hate status in combat. Used by tanks to keep Hate while party members can focus on attacking without worrying about drawing Hate. (Creates 1 Hate every post, does not count as a post action.)

Parry:
Investing in the Parry Skill allows a player to attempt to counter an enemy Sword Skill with one of their own. In the event of a successful Parry, a player may negate ½ damage, rounded up, with a minimum of one damage negated while dealing ½ damage, rounded up, with a minimum of one damage back to the attacker. In the event of a critical success in an attempted Parry, a player will negate all incoming damage from their parried attack or sword skill and will deal their full damage back to their opponent, calculated as a normal attack, with Weapon Skill Point bonuses included.

Battle healing:
Battle Healing allows a player to regenerate health in small increments. For each Skill Stage invested in Battle Healing, a character is able to regenerate 1 health point per post up to 5 health points. (Using Battle Healing counts as a post action, meaning no other action or attack can be taken without negating the Healing Attempt)

Equipment skills:
Investing in a player’s perspective Equipment Skill serves to help mitigate incoming damage through the use of equipped armor *.

Light Equipment: The effectiveness with which a player can use Cloth or Leather Equipment. For each rank in the Light Equipment Skill, incoming damage is reduced by 1 damage point.

Medium Equipment: The effectiveness with which a player can use Light Metal Equipment and Light Metal Shields. For each skill point invested in the Light Metal Equipment Skill, incoming damage is reduced by 2 damage point.

Heavy Equipment: The effectiveness with which a player can use Heavy Equipment and Heavy Shields. For each skill point invested in the Heavy Equipment Skill, incoming damage is reduced by 3 damage points but lowers Stealth abilities by - 2.

Healing Touch: (Combat Touch-Heal
Rank 1 - 5. Allows a player to heal another for 1 point on touch. This increases by 1pt for ever piece of light armor worn and adds HALF of a players rank bonus. It may only be used 2 times per RANK in combat.

Libatis' Favor: (Combat Range-Heal)
Rank 1 - 5. Allows a player to heal another for their rank bonus at range. It may only be used 1 time per RANK in combat. OR to heal their party at HALF their rank bonus

PostPosted: Mon Sep 08, 2014 7:24 pm


The Skill System
Weapon Skills

Weapon skills show how proficient a character is with a specific weapon, and directly affect how much damage a skilled player is capable of inflicting upon an enemy. While some players might choose to focus their abilities on a single weapon to maximize how much damage they can do, other players might choose to invest points in more than one weapon type to have multiple weapon options available.

Weapon skills: Weapon skills modify damage done with specific weapon types. For each Skill level invested in a specific Weapon Skill a player will do an additional 1 damage.

One-Handed Straight Sword:
The effectiveness with which a player can use one-handed longsword-like swords. (Example: Arming sword, Longsword)

One-Handed Curved Sword:
The effectiveness with which a player can use one handed slashing swords. (Example: Scimitar, Kilij)

One-Handed Dagger:
The effectiveness with which a player can use knives and daggers. (Example: Pugio, Stilleto)

One-Handed Assault Spear:
The effectiveness with which a player can use one-handed piercing Spear type weapons. (Example: Javelin, Iklwa)

One-Handed War Hammer
The effectiveness with which a player can use one-handed Hammer or Mace type weapons. (Example: Flanged Mace, Warhammer)

One-Handed Rapier:
The effectiveness with which a player can use one hand thrusting type swords. (Example: Rapier, Epee)

Two-Handed Straight Sword:
The effectiveness with which a player can use two-handed type long swords. (Example: Claymore, Broadsword)

Two-Handed Assault Spear:
The effectiveness with which a player can use two-handed piercing type polearms. (Example: Warspear, Lance)

Two-Handed Battle Axe:
The effectiveness with which a player can use two-handed cleaving type weapons. (Example: Broad Axe, Battle Axe)

Archery:
The effectiveness with which a player can use a traditional bow-type. (Example: Long Bow, Recurve Bow)

Standard Shield:
The effectiveness with which a player can use stardard shields. (Example: Buckler, ect)

Tower Shield <>: The effectiveness a player can use tower shields while using a one handed weapon. <>

Martial Arts <>:
The effectiveness with which a player can use unarmed combat. Unlocked after completion of the quest <>

Katana <>:
The effectiveness with which a player can use two handed slashing type weapons. Unlocked after reaching Skill Rank 3 with One-Handed Curved Sword.

Advanced Archery <>:
The effectiveness with which a player can use a modern bow-type. (Example: Cross Bow, Compound Bow)

Exotic Weapons <>:
The effectiveness with which a player can use exotic type weapons. Unlocked after reaching Skill Rank 3 with a single weapon type and Skill Rank 2 with a secondary weapon type. OR Skill Rank 5 of a single weapon type.

Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100

Losseth
Captain

Dapper Sex Symbol

9,700 Points
  • Survivor 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Mon Sep 08, 2014 7:34 pm


The Skill System Continued


Skill Level
Each time a character completes a topic they will receive a skill point that can be spent in one of the skills they have chosen. In some cases, notably with Weapon Skills, new skills can be acquired by reaching the required rank in a skill prerequisite. <> require completion of specific quests before they can be selected or leveled up. (With the exception of the Katana Skill)

Skill Use
In order to activate or use most skills, a Player must make a roll using the combat dice to see if their Skill Use is successful, this process follows the same general form as making a combat roll. Rolling 1 requires the player to post their skill attempt as having failed. As a player progresses in their leveling and improves skills, these basic dice rolls become easier. However, at higher levels players may encounter enemies that have an increased roll modifier, requiring a higher success roll to show their increased danger.


Combat Skill
Combat with a crew member controlled enemy is determined through the battle roll system of action followed by reaction. Each roll on a post determines your character's ability to react to what is happening and then act as they wish. This can be best seen when being attacked. The player’s battle roll will determine first if their chosen reaction (parry, evade, ect) is successful and then determine if their action (attack, run, activate ability, ect) was also successful.

PVP uses the same system but on opposing sides, where the one is reaction to the others attack and vice versa. A successful hit results in damage in battle, which is determined by the (Base Attack + weapon skill bonus) versus the (defending equipment skill bonus).

Combat Skill

Parry:
Parry is a skill that will stay at rank one and allow a member to redirect an attack with one of their own. It is probably one of the safest defensive options as it will negate half of an incoming attack, with a character's equipment stats further reducing that damage as needed, while simultaneously dealing half damage back to a player’s attacking enemy . In a basic sense Parry is meeting a System Assisted attack with another System Assisted attack and is unique among the Defensive Options in that it does not allow a follow up action or counter attack. By its very nature the Parry functions like an instant Counter-Attack, and does not need a follow up attack.

Block:
For the purposes of this System, blocking is using your armor/shield to absorb incoming damage. SAO does not have a block skill, so blocking simply revolves around putting your shield/weapon in front of you and stopping an incoming blow or just using your armor to defend you. What that means for the purpose of using your skills in Rp is that unlike Parry, the act of blocking is not necessarily a post action. You can block, and then attack afterward. It also means that unlike Parry, there is no automatic damage reduction. Your blocking ability all comes down to your equipment skills, and your equipment itself. Blocking is a little riskier than Parrying, as you don't have the up-front damage negation. However, it allows you to attack after defending at full damage, something that Parry will not as it will only deal half damage.

Evasion:
For the purpose of this system, Evasion works in conjunction with the sprint stat, and allows you to better evade incoming attacks. Against most random monsters in a non crew member topic, that would involve just rolling a 4 or higher. Against a crew member controlled opponent or another player that involves beating their attack roll. Evasion is the riskiest of the defense attempts, as failure means taking the full measure of damage, minus whatever your armor would reduce. However, success means completely evading the incoming attack/damage, so some might consider it a fair trade off. Much like Block, a player may then make an attempt at a counter attack. In this case both rolls are made from the Battle Die, with Skill and Equipment bonuses factored in.

Hate
The Hate mechanic allows heavily armored players, usually designated as ‘Tanks’, to hold the focus of an enemy in combat. Normal players generate 1 Hate with each attack, generating 2 Hate in the event of a critical attack. In order to keep a Boss or High Leveled Enemy focused on them, Tanks use special skills to boost the amount of Hate they are generating so that their enemy remains focused on them, rather than attacking other party members dealing damage. This Hate mechanic would generally be used by the GM team, specifically the crew member in charge of the boss battle in question, to determine what target a specific boss or monster will attack in combat.

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