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The Point System

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Vale of Earth
Captain

PostPosted: Sun May 28, 2006 5:01 pm


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!!!DISCLAIMER: The point system is copyrighted to Feien Faeries, and is being used with permission.!!!

The point system is fairly simple. When you do certain things you gain points, and you can exchange these points for various things for your Specimen. These things are as follows:
  • Statistics
  • Abilities
  • --- (coming soon!)
Below is how you can gain certain points. Employees can gain points at half the below rates of Observers. Point gaining techniques that Employees can do are followed by a red asterisk (*). Now, Employees can't technically use these points, but it's to help them start stockpiling for when they have their own Specimens. The more points you have, the higher we'll see you're dedicated, and the more inclined we'll be to give you your dream Specimen. Please keep them tallied HONESTLY on the first post of your Locker.
  • Non-RP Main Thread Post: 1 pt.*0.5 pt.
  • RP Main Thread Post (Main and Event Thread): 2 pts.*1 pt.
  • RP Laboratory Post (Outside the Vale [with someone] or Solo RP [in or out of the Vale]): 2 pts.
  • Documented/Recorded RP (ANY compiled RP): 3 pts.*1.5 pts.
  • Greenhouse RP (Inside the Vale): 4 pts.*2 pts.
  • Organized Laboratory Posts (Introduction, Information, ect. ect. Dr. Amelia's post does not count.): 1 pt.
Now, there are obviously ways some people can take advantage of these point gaining techniques, and before we move on to the rules and punishment for those who violate it, these are things that will not gain you points.
  • Chat Posts In-Guild
  • Reserved Posts
  • Bump Posts
  • RP Posts other than in the Main Thread, Greenhouses, or Your Laboratory (but you CAN compile them as a Documented/Recorded RP for points).
Now, please keep in mind that we are using the HONOR system. If you are under the impression that someone is lying about their points please PM Dr. Amelia with substantial proof ASAP. It will be decided from there.
    Observer Pt. System Rules:
  • First offense (you are warned and the points you faked are taken away).
  • Second offense (all your points are taken away from you and re-distributed).
  • Third offense (your Specimen is placed into comatose until you make up for your lying, if you don't do anything it will be taken away from you).

    Employee Pt. System Rules:
  • First offense (you are warned and the points you faked are taken away).
  • Second offense (all your points are taken away from you and re-distributed).
  • Third offense (you are moved down to the bottom of the dream Specimen distribution list, or if you continue you will simply be fired or considered ineligible to ever get your dream Specimen).
Now that you've read through this, please tally your current points. Since you've totaled it all up, I'm sure you're wondering, "How can I trade these in?". Simply direct your attention to the Point Exchange thread here, and it'll tell you everything you need to know about that. Thank you for reading, there are high chances more will be added. If you have a question just PM Dr. Amelia.
 
PostPosted: Sun May 28, 2006 5:03 pm


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Every Specimen has what we call "Statistics" or "Stats" for short. These stats are what gives your Specimen its strengths and weaknesses. These stats are as following:
  • Strength (STR)
    Strength affects your ability for muscle power. The higher your Strength, the more you can lift heavier objects, throw things farther, and jump higher. Without good Strength your Specimen will be an absolute weakling. They won't be able to lift anything and even a piece of paper could crush their torso.
  • Defense (DEF)
    Defense affects your ability to withstand several things. Defense increases your endurance and stamina against disease, injury, and exhaustion. Without good Defense, your Specimen will constantly be sick, and even nearly die. They will bruise easily or when they get injured they will be unable to receive blood, recover, or even clot properly.
  • Agility (AGI)
    Agility affects your ability for speed. The more Agility you have, the more likely you are to dodge, and move extremely fast. Without good Agility, your Specimen will not be able to avoid certain things, and their athletic capacity will be extremely low.
  • Dexterity (DEX)
    Dexterity affects your ability of adroitness. With high Dexterity you can adapt to situations quickly and your ability to target is dead-on. Without good Dexterity, your Specimen will be a total klutz, and not in an adorable way. It'll seem like your Specimen's entire body has fallen asleep, and moving around numbly. They will drop or mishandle everything, and they will always miss the target.
  • Intelligence (INT)
    Intelligence affects your ability for learning and wisdom. Increasing your Intelligence allows you to use your brain quickly and to make good analytical descisions, as well as the natural increase of your basic smarts. Without good Intelligence, your Specimen will be in short, a moron, or someone of extremely average intellect.
  • Luck (LUK)
    Luck is a special statistic. Because it is so special and rare it is twice as hard as other stats to earn. Luck affects your winning or losing in a situation that may look like a tie, or it enables you to find something of good value, or it can get you out of a bad situation and into a good one, even if it looks dire. If you have it, it gives you an edge. If you don't, then your normal stats will simply have to work it out for you.
Unlike most starting points, you start out with all stats at zero. Why? Because from the point of sprout to adult you are raising this Specimen, and like any other being, they need to learn and develop themselves. How can you develop those stats? Well, you can trade your gained points for classes or sessions for your Specimen. Each class has a base price that goes up depending on how high that stat already is. The Specimen can only take a class for one stat at a time. The time the class lasts is also increased accordingly to stat level. Specimens are allowed to take classes fro the exact point they are delivered to you. Classes require no RP, just refer to the Point Exchange thread to trade in.

The maximum for all stats is 999, but you need to balance them out otherwise your Specimen will be freakishly off-centered. If the staff sees that happening, we will alert you and freeze the growth of the overgrown stat until you have balanced it out in one or two other stats. You can also increase stats through events. Some of the Prompt Events you can get with your points will increase your stats upon completion. Thread Quests can also give out random increases throughout the entire event. You can decrease your stats, more is in the Point Exchange. Whenever your stats have been increased or decreased the first post of your Laboratory will be updated ASAP. Below is a basic description of stat numbers. Remember, to advance Luck, you need to double the point payment.
  • 1-5 Little to no skill. (2 pts. to advance each stat.)
  • 6-14 Basic skill. (20 pts. to advance each stat.)
  • 15-33 Advanced skill. (50 pts. to advance each stat.)
  • 34-80 Brilliant understanding in skill. (100 pts. to advance each stat.)
  • 80-150 Superhuman in skill. (150 pts. to advance each stat.)
  • 151-349 Unrivaled by any mortal in skill. (250 pts. to advance each stat.)
  • 350-599 Almost or exactly Demi-God skill. (350 pts. to advance each stat.)
  • 600-799 Ultimate or almost ultimate skill. (450 pts. to advance each stat.)
  • 800-999 Almost or exactly God skill. (550 pts. to advance each stat.)
Now, you have the Specimen, but not the points, and it is a lot of points. Luckily for Observers they can purchase things from the Item shop for Gold which will increase their Specimen's stats. Below is a list of items you can buy to increase specific stats for MORE than just one (prices are in the item thread). The item shop is currently not up yet, so please be patient!
  • STR: Purchase physical exercise equipment.
  • DEF: Purchase vitamins and endurance training sessions.
  • AGI: Purchase timers or speed training kits.
  • DEX: Purchase archery sets or meditation equipment.
  • INT: Purchase books and data files for computers.
  • LUK: Unfortunately, the only way to increase this rare stat is to participate in events or exchange points for it.
Now, what exactly will you need your points for? Well, besides making sure your Specimen is hale and healthy, it will have a huge influence upon your outcome in events. That's right! Depending upon your builds you can either make it or fake it (and then fail). You can also decrease your points manually by paying 50 points per stat decrease. You cannot move your stat points to any other stat. Either you keep them or you lose them. Choose carefully, remember, there are no point refunds.
 

Vale of Earth
Captain


Vale of Earth
Captain

PostPosted: Sun May 28, 2006 5:16 pm


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After your specimen has become a baby you are allowed to spend points on special abilities. The alignment of your Specimen is very crucial at this point. Specimens can only learn abilities of their own element at the starting point. In order for them to learn abilities of another element, they will first need to master ALL of their already given abilities at ALL levels, and then master the unlocked abilities after those. After which the Observer must request an elemental bonding from Dr. Amelia. That can go two ways, either your Specimen is automatically granted power over the other alignment, or she will assign you a master Specimen in that element to learn from (this only happens if there actually is a master). It is possible to master all elements, and then be able to access the ultimate powers beyond that. However, your strongest element will always be the one first assigned to you.

In order to teach your Specimen these abilities you will need to do them one-by-one (in any order you choose). Remember, you need to master all levels of an ability before moving on to another one. Each ability has a point cost to unlock it, and then another one to access each level. All abilities have three levels. This is for your base alignment, and you must trade in your points at the Point Exchange thread. When taking lessons from a master, instead of giving up the points to nothing, you give the points needed for each skill to the master Specimen (this will also need to be transferred through the Point Exchange thread). Below is a skill map for all alignments (special auto/align abilities will not be shown until they are unlocked for the first time).
    Automatically Given:

  • All:
    Elemental Shield
    ___Your corresponding element shields you. The more INT you have, the faster the shield will react.

    Attuned
    ___See through anything and have good detection skills. The more DEX you have, the more you can perceive (even just using your ears).

    Basic Alignments:

  • Earth:
    Verdigris Gift (10 pts. to unlock)
    ___Level 1: Grow 1-5 plants (any size), with a thought. (5 pts. to learn)
    ___Level 2: Grow an acre of plants (any size), with a thought. (10 pts. to learn)
    ___Level 3: Grow up to an entire forest (any size), with a thought. (20 pts. to learn)

    Herbal Wisdom (20 pts. to unlock)
    ___Level 1: Be able to detect healing plants/earths within a 5 foot radius and know how to make basic remedies. (10 pts. to learn)
    ___Level 2: Be able to detect healing plants/earths within a 15 foot radius and know how to make advanced remedies. (20 pts. to learn)
    ___Level 3: Be able to detect healing plants/earths within a 10 kilometer radius and know how to cure anything. (40 pts. to learn)

    Enrichment (40 pts. to unlock)
    ___Level 1: Make 400 kilometers of earth fertile (no matter how barren and ruined). (20 pts. to learn)
    ___Level 2: Make 800 kilometers of earth fertile (no matter how barren and ruined). (40 pts. to learn)
    ___Level 3: Make 1,600 kilometers of earth fertile (no matter how barren and ruined). (80 pts. to learn)

    Alchemy (80 pts. to unlock)
    ___Level 1: Create a basic item out of wood, earth, metal, stone and gems by touching it and visualizing it. (40 pts. to learn)
    ___Level 2: Create an advanced out of wood, earth, metal, stone and gems by touching it and visualizing it. (80 pts. to learn)
    ___Level 3: Create anything out of wood, earth, metal, stone and gems by touching it and visualizing it. (160 pts. to learn)

  • Air:
    Levitation (10 pts. to unlock)
    ___Level 1: Lift yourself and small objects a few feet off the ground. (5 pts. to learn)
    ___Level 2: Lift yourself and large objects 10 feet off the ground and move them slightly. (10 pts. to learn)
    ___Level 3: Lift any-sized objects within a 10 kilometer radius. Gain the ability to fly. (20 pts. to learn)

    Meditation (20 pts. to unlock)
    ___Level 1: Sink yourself into inner peace for contemplation and thought in any situation. (10 pts. to learn)
    ___Level 2: Sink yourself into inner peace for contemplation, thought, and astral projection in any situation (your body cannot be moved or else your mind will lose its way for an unknown amount of time). (20 pts. to learn)
    ___Level 3: Sink yourself into inner peace for contemplation, thought, astral projection, and the ability to go into people's minds/bodies within a 10 kilometer radius, in any situation (you cannot control them). (40 pts. to learn)

    Transference (40 pts. to unlock)
    ___Level 1: Be able to teleport or move non-vital and inanimate things from one place to another instantaneously. (20 pts. to learn)
    ___Level 2: Be able to teleport or move small creatures or items from one place to another instantaneously (can also be used for seamless surgery). (40 pts. to learn)
    ___Level 3: Be able to teleport anything anywhere within a 10 kilometer radius. (80 pts. to learn)

    Weather Breeder (80 pts. to unlock)
    ___Level 1: Gain the ability to create comforting or powerful winds. (40 pts. to learn)
    ___Level 2: Gain the ability to summon nearby weather (must be used with caution, be sure not to be depriving the area you're taking it from of much needed weather). (80 pts. to learn)
    ___Level 3: Gain the ability to temporarily dip into other elements and create all weathers and storms. (160 pts. to learn)

  • Water:
    Underwater Respiration (10 pts. to unlock)
    ___Level 1: Breathe under the water for 10 hours. (5 pts. to learn)
    ___Level 2: Breathe under the water for 24 hours. (10 pts. to learn)
    ___Level 3: Breathe under the water for an infinite amount of time. (20 pts. to learn)

    Absorption (20 pts. to unlock)
    ___Level 1: Have the ability to absorb knowledge and information from one thing with a thought. (10 pts. to learn)
    ___Level 2: Have the ability to absorb knowledge and information within a 5 foot radius with a thought. (20 pts. to learn)
    ___Level 3: Have the ability to absorb knowledge and information from living and non-living things within a 10 kilometer radius. (40 pts. to learn)

    Glaciate (40 pts. to unlock)
    ___Level 1: Able to drop temperatures. (20 pts. to learn)
    ___Level 2: Able to drop temperatures, and cool things instantly. (40 pts. to learn)
    ___Level 3: Able to drop temperatures, cool, and freeze anything instantly. (80 pts. to learn)

    Tidal Control (80 pts. to unlock)
    ___Level 1: Control small amounts of liquids. (40 pts. to learn)
    ___Level 2: Control liquids within a 10 kilometer radius. (80 pts. to learn)
    ___Level 3: Control huge amounts of liquids within an 800 kilometer radius. (160 pts. to learn)

  • Fire:
    Combustion (10 pts. to unlock)
    ___Level 1: Light small things on fire with a thought. (5 pts. to learn)
    ___Level 2: Light large things on fire with a thought. (10 pts. to learn)
    ___Level 3: Light colossal things on fire with a thought. (20 pts. to learn)

    Navigation (20 pts. to unlock)
    ___Level 1: Able to navigate with the stars clearly. (10 pts. to learn)
    ___Level 2: Able to navigate with the stars underground, the gravitational pull of the stars in the universe will tell you exactly where you are. (20 pts. to learn)
    ___Level 3: Able to read into the stars and predict certain futures. (40 pts. to learn)

    Aglow (40 pts. to unlock)
    ___Level 1: Emanate a faint heat and light from anything non-flammable (even yourself). (20 pts. to learn)
    ___Level 2: Emanate a strong heat and light from anything non-flammable (even yourself). (40 pts. to learn)
    ___Level 3: Emanate an enormous heat and light from anything non-flammable (even yourself). (80 pts. to learn)

    Last Request (80 pts. to unlock)
    ___Level 1: After someone has passed on, no matter how decayed, you are able to project a pristine image of what they last saw. (40 pts. to learn)
    ___Level 2: After someone has passed on, you are able to transfer their last wish into your mind. (80 pts. to learn)
    ___Level 3: After someone has passed on, you are able to go through their memories. (160 pts. to learn)

    Rare Alignments:

  • Chaotic:
    Intoxication (10 pts. to unlock)
    ___Level 1: Be able to fluster, confuse, and daze another living thing. (5 pts. to learn)
    ___Level 2: Be able to lightly poison another living thing (not deadly, but hallucinogenic). (10 pts. to learn)
    ___Level 3: Be able to charm someone with ease. (20 pts. to learn)

    Immerse (20 pts. to unlock)
    ___Level 1: Have the ability to sink into anything like it was a bog for 15 minutes and resurface anywhere within a 10 foot radius. (10 pts. to learn)
    ___Level 2: Have the ability to sink into anything like it was a bog for a day and resurface anywhere within a 5 kilometer radius. (20 pts. to learn)
    ___Level 3: Have the ability to sink into anything like it was a bog for three days and resurface anywhere within a 10 kilometer radius. (40 pts. to learn)

    Withdraw (40 pts. to unlock)
    ___Level 1: Pull yourself into a self-inflicted comatose for a day. (20 pts. to learn)
    ___Level 2: Pull yourself into a self-inflicted comatose for a month. (40 pts. to learn)
    ___Level 3: Pull yourself into a self-inflicted comatose for as long as you want. (80 pts. to learn)

    Parasite (80 pts. to unlock)
    ___Level 1: When in a dire situation, have the ability to live off of a small organism (with their permission, not deadly, just requires daily bonds, suggested that the subject be asleep). (40 pts. to learn)
    ___Level 2: When in a dire situation, have the ability to live off of a medium-sized organism (with their permission). (80 pts. to learn)
    ___Level 3: When in a dire situation, have the ability to live off of a large organism, such as a person or other Specimen (with their permission). (160 pts. to learn)

  • Heaven:
    Conscience (10 pts. to unlock)
    ___Level 1: Inflict a divine conscience upon someone for a day. (5 pts. to learn)
    ___Level 2: Inflict a divine conscience upon more than one person for 2 weeks. (10 pts. to learn)
    ___Level 3: Inflict a divine conscience anyone within a 10 kilometer radius for as long as you want. (20 pts. to learn)

    Delve (20 pts. to unlock)
    ___Level 1: Bring to surface in someone's mind a memory from the past to heal their present. (10 pts. to learn)
    ___Level 2: Bring to surface in someone's mind a series of memories and pinpoint their exact issue. (20 pts. to learn)
    ___Level 3: Bring to surface in someone's mind all their memories and go through them one by one constructively. (40 pts. to learn)

    Enlightenment (40 pts. to unlock)
    ___Level 1: Purify everything around you within a 5 foot radius including minds with a thought. (20 pts. to learn)
    ___Level 2: Purify everything around you within a 15 foot radius including minds with a thought. (40 pts. to learn)
    ___Level 3: Purify everything around you within a 10 kilometer radius including minds with a thought. (80 pts. to learn)

    Revival (80 pts. to unlock)
    ___Level 1: When someone is close to death you are able to keep them alive for an extended time (generally until they are recovered). (40 pts. to learn)
    ___Level 2: When someone is an inch away from death you are able to bring them back. (80 pts. to learn)
    ___Level 3: When someone has JUST flatlined, you are able to go into their soul and drag them away from the "light" and back to consciousness (also able to revive people from comas). (160 pts. to learn)

Many of these skills can be used in regular roleplaying, or are handy around your roleplayed home or Laboratory. The real need for these skills will be coming very quickly, so it's best to hone them while you can. Your Specimen will need to learn at least a few abilities for the future. You can take abilities away from your specimen for a 75 point cost, but you will lose the points you spent on it. Whenever your Specimen learns (or unlearns) a skill, the first post of your Laboratory will be updated.
 
PostPosted: Sun May 28, 2006 5:18 pm


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Vale of Earth
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Vale of Earth
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PostPosted: Sun May 28, 2006 5:19 pm


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PostPosted: Sun May 28, 2006 5:36 pm


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