Post by The Designer on Mar 8, 2006 15:26:43 GMT -5
In The Board, we use the Stat System. The stats which are used are:
Strength: Determines one's Physical Strength and Physical Damage (Includes both Melee and Ranged Weapons)
Dexterity: Determine one's speed
Endurance: Determine how much pain one can take as well as how much mental fortitude you have.
Intelligence: Determine how smart you are and the number of spells you know. (It's not 1 point of intelligence for 1 spell, but rather a general idea of how many you know)
Wisdom: Used to Determine One's Common Sense and the ability to predict movements of the enemy, and other things.
Energy: Used to Determine the Amount of Mana one has as well as the power from spells one casts.
A Note on Energy: Energy is not the strict number, determining how many "Points" you have until you run dry. Rather, think of it as a gauge. It basically is how powerful you are magically. A mage with 10 Energy has no where as much power than a mage with 50 energy. As such, do not think of Energy as points, but a rating of how powerful your magic is. Think of it as a Magic Strength. Finally, when it comes to spell casting, be fair about it. You can't cast a spell to basically summon down the sun on a entire nation at Spellcaster rank. Just please be fair about it. Otherwise, just remember that as mages, you guys can cast a huge number of spells without getting tired.... Only when doing some big mumbo jumbo should one be drained magically and possibly physically.
Whenever you get into a fight with another student, you get 1 EXP point regardless of win or lose. You may only get 2 EXP points a day and cannot exceed that. Also, for participating in classes, missions and Events, you may be rewarded with experience points, or you may receive a item in which will boost your stats.
When you start the game, you start with 65 Points to spend on your stats. Please be sure to put your stats in your sig.
Please Note stats are there merely to show your Character's statistics and such, and just because you have high stats does not mean you'll automatically win. It is rather what you do with your stats through your ability to role play with your character which is important. So in the end good RP'ing can beat Stats.
Power Level of Stats in Relation to the Rest of Humanity:
Mages and other supernatural beings operate on a different power level then the rest of Humanity. To put it in Perspective:
Someone with 5 in a stat would be like another member of humanity, nothing special, but nothing bad. The Average Joe would have this stat.
With 10, you would be above the average, but below the amazing. Amateur Athletes, Specialized Jobs, for example, have this stat rating.
With 15, that person would be pretty damn good. Some examples include Professional Athletes, Soldiers, Geniuses, etc
A person with 20 in a stat would be extremely potent. Some examples include Olympic Level Athletes, The Marines, Geniuses (We're talking Einstein and Edison here), etc
A human with over 20 in a stat would be the Pinnacle of human excellence. A human with over 25 would be impossible, and must be supernatural.
To put other things in perspective; A mage with 15 energy would be able to power a small city for a couple of days. Someone with 15 Wisdom would be able to learn all they need to learn by a person based on how they walk. Someone with 15 Intelligence would be able to memorize all the words from Peace and War.
In the end, this forum was designed for people doing spectacular and amazing stunts, and don't feel shy doing them.
Record:
Be sure to record your fights, this way i can see who is cheating and who isn't.
Fights:
Wins:
Loses:
Ties:
Fight EXP:
Class EXP:
Mission/Event EXP:
Total EXP:
This would be a good example of what to put in your Signature as your record.
Stat Caps:
There is also stat caps as well, in order to make sure you don't go crazy in just one side and become to god-moddishly and forces you to not just fight RP all the time, but regular RP to increase your stat. For example, as a Apprentice, you can't surpass 25 in any stat, unless you have a item which is the only thing which can pass stat caps, until you hit Spell Caster, in which the cap is raised to 30
Note: In Quests and stuff, the staff may grant Cap increase to increase the cap to a higher number (EG for Apprentices 25 => 30) as a reward. But if you do so, include that in your items and to which stat you placed the stat cap increase as it effects only one stat, not all.
Apprentice- 25
Spell Caster-30
Mage- 35
Sorcerer- 40
Wizard- 45
Arch Mage- 50
Master- 60
Also, you can't have less then 5 in any stat
- There has been rumors circulating that there exists an Eighth Rank....
Weapons:
The Academy allows weapons on it's grounds. After all, if you know a spell that can horribly maim and kill someone, might as well let someone have a glock 57 or a katana. The rule is that Weapons can't be used on school grounds, only the city around the school or the Training Grounds. Furthermore, these weapons are used only to fight against monsters (Which appear in Missions or can be generated from the thread your in, although you don't receive EXP points for the latter). So if a teacher catches you using a weapon outside the training ground, you're in trouble.
So, legally, one can only fight with weapons and spells outside the school or in the training grounds. If you fight in the school, there is a chance in which you will be discovered by the teacher and be forced to do some grueling task. Furthermore, fighting with spells and weapons in the city and the outside world (Off the floating isle) is illegal, and if found by The Security, you will get in trouble and will be turned over to the Staff in which you will be forced to do a grueling task (Like clean toilets). So the safest thing to do is fight in the Training Grounds, where you can fight your hearts out.
On another subject, weapons allowed are any type of weapon in existence. From guns to swords, the academy allows them. But, for the sake of fair Role Play, Students in the academy have the power to dodge bullets or stop them with spells. In tense training with magic has altered the body's structure, allowing one to do amazing things like dodge bullets. By dodging, it isn't like the matrix dodging, but rather being able to see a bullet coming and therefore being able to react to the bullet. To stop a bullet with a spell, just do something like create a wall of fire or steel and viola, the bullet is stopped. Last, weapons such as swords and axes have been enchanted to allow for it to stop bullets. Due to the compact nature of the weapon, it is easy to allow bullets to deflect off it then making it so that a human can deflect bullets. And thanks to weapons small volume, the enchantment takes a long time to wear off, estimated that it would take 20 years to wear off if done by a master enchanter.
Please put what weapon you have in your signature below your stats.
NPC Pets:
When it comes to pets or thing you control (Such as dogs, dragons, movable objects), they all have stats. These stats can distributed as though they were you: They get 1 EXP point for every point you get, they get 5 EXP point when you rank up. The only time this doesn't happen is if items are used, since items only affect you (Unless said otherwise). Furthermore, all NPC Pets should have a private section in your bio detailing them, their stats, and their exp. Of course, you don't have to distribute EXP points to a pet, for if you do, you make it harder to summon, control, manipulate, etc the thing you want because they require more energy to summon because they are strong, where as a weak summon would require less energy. This therefore means you need to be sure to have a good amount of Energy to summon, control, etc, these beasts/items or face something bad happening. Last, there is a unlimited number of things you may control/summon/etc. For as long as you have a good Energy amount, you can summon till the cows come home, but please be fair about this. I will not stand to see a guy with 20 Energy summon a army of zombies now.....
*Also, to summon/construct things, they are to be considered as spells that you need to include in your Spell List before you can call them up*
Also note: No transferring of EXP between summons, it's to keep things fair with those with less summons. Also, when a summon dies, it doesn't really die, just returns to where ever it came from.
Oh yea, for those that are controlling things, like mind control, are exempted. Instead, they just write down the stats of whatever they are controlling, but please, please be fair about it. For those who are doing things like manipulation of objects to make them move and attack, the same goes for you guys as well and others who can fall into that category.
Ranks
The Academy has developed a system of ranking students in order to determine who is suited best for things like missions, who would be a good teacher, who is more reliable, etc. Ranks are used to determine and classify the rank and power of a practitioner of magic. Usually higher ranked mages are powerful, more then lower level. However, there have been mavericks which showed that rank means nothing, but generally ranks or pretty much true.
Every time you rank up, you gain 5 EXP points to distribute freely. You rank up when you reach a certain post count (Thus showing your "experience"). The numbers are:
Apprentice: 0 Posts
Spell Caster: 100 Posts
Mage: 300 Posts
Sorcerer: 600 Posts
Wizard: 1000 posts
Arch Mage: 2000 Posts
Master: 3,500 Posts
Strength: Determines one's Physical Strength and Physical Damage (Includes both Melee and Ranged Weapons)
Dexterity: Determine one's speed
Endurance: Determine how much pain one can take as well as how much mental fortitude you have.
Intelligence: Determine how smart you are and the number of spells you know. (It's not 1 point of intelligence for 1 spell, but rather a general idea of how many you know)
Wisdom: Used to Determine One's Common Sense and the ability to predict movements of the enemy, and other things.
Energy: Used to Determine the Amount of Mana one has as well as the power from spells one casts.
A Note on Energy: Energy is not the strict number, determining how many "Points" you have until you run dry. Rather, think of it as a gauge. It basically is how powerful you are magically. A mage with 10 Energy has no where as much power than a mage with 50 energy. As such, do not think of Energy as points, but a rating of how powerful your magic is. Think of it as a Magic Strength. Finally, when it comes to spell casting, be fair about it. You can't cast a spell to basically summon down the sun on a entire nation at Spellcaster rank. Just please be fair about it. Otherwise, just remember that as mages, you guys can cast a huge number of spells without getting tired.... Only when doing some big mumbo jumbo should one be drained magically and possibly physically.
Whenever you get into a fight with another student, you get 1 EXP point regardless of win or lose. You may only get 2 EXP points a day and cannot exceed that. Also, for participating in classes, missions and Events, you may be rewarded with experience points, or you may receive a item in which will boost your stats.
When you start the game, you start with 65 Points to spend on your stats. Please be sure to put your stats in your sig.
Please Note stats are there merely to show your Character's statistics and such, and just because you have high stats does not mean you'll automatically win. It is rather what you do with your stats through your ability to role play with your character which is important. So in the end good RP'ing can beat Stats.
Power Level of Stats in Relation to the Rest of Humanity:
Mages and other supernatural beings operate on a different power level then the rest of Humanity. To put it in Perspective:
Someone with 5 in a stat would be like another member of humanity, nothing special, but nothing bad. The Average Joe would have this stat.
With 10, you would be above the average, but below the amazing. Amateur Athletes, Specialized Jobs, for example, have this stat rating.
With 15, that person would be pretty damn good. Some examples include Professional Athletes, Soldiers, Geniuses, etc
A person with 20 in a stat would be extremely potent. Some examples include Olympic Level Athletes, The Marines, Geniuses (We're talking Einstein and Edison here), etc
A human with over 20 in a stat would be the Pinnacle of human excellence. A human with over 25 would be impossible, and must be supernatural.
To put other things in perspective; A mage with 15 energy would be able to power a small city for a couple of days. Someone with 15 Wisdom would be able to learn all they need to learn by a person based on how they walk. Someone with 15 Intelligence would be able to memorize all the words from Peace and War.
In the end, this forum was designed for people doing spectacular and amazing stunts, and don't feel shy doing them.
Record:
Be sure to record your fights, this way i can see who is cheating and who isn't.
Fights:
Wins:
Loses:
Ties:
Fight EXP:
Class EXP:
Mission/Event EXP:
Total EXP:
This would be a good example of what to put in your Signature as your record.
Stat Caps:
There is also stat caps as well, in order to make sure you don't go crazy in just one side and become to god-moddishly and forces you to not just fight RP all the time, but regular RP to increase your stat. For example, as a Apprentice, you can't surpass 25 in any stat, unless you have a item which is the only thing which can pass stat caps, until you hit Spell Caster, in which the cap is raised to 30
Note: In Quests and stuff, the staff may grant Cap increase to increase the cap to a higher number (EG for Apprentices 25 => 30) as a reward. But if you do so, include that in your items and to which stat you placed the stat cap increase as it effects only one stat, not all.
Apprentice- 25
Spell Caster-30
Mage- 35
Sorcerer- 40
Wizard- 45
Arch Mage- 50
Master- 60
Also, you can't have less then 5 in any stat
- There has been rumors circulating that there exists an Eighth Rank....
Weapons:
The Academy allows weapons on it's grounds. After all, if you know a spell that can horribly maim and kill someone, might as well let someone have a glock 57 or a katana. The rule is that Weapons can't be used on school grounds, only the city around the school or the Training Grounds. Furthermore, these weapons are used only to fight against monsters (Which appear in Missions or can be generated from the thread your in, although you don't receive EXP points for the latter). So if a teacher catches you using a weapon outside the training ground, you're in trouble.
So, legally, one can only fight with weapons and spells outside the school or in the training grounds. If you fight in the school, there is a chance in which you will be discovered by the teacher and be forced to do some grueling task. Furthermore, fighting with spells and weapons in the city and the outside world (Off the floating isle) is illegal, and if found by The Security, you will get in trouble and will be turned over to the Staff in which you will be forced to do a grueling task (Like clean toilets). So the safest thing to do is fight in the Training Grounds, where you can fight your hearts out.
On another subject, weapons allowed are any type of weapon in existence. From guns to swords, the academy allows them. But, for the sake of fair Role Play, Students in the academy have the power to dodge bullets or stop them with spells. In tense training with magic has altered the body's structure, allowing one to do amazing things like dodge bullets. By dodging, it isn't like the matrix dodging, but rather being able to see a bullet coming and therefore being able to react to the bullet. To stop a bullet with a spell, just do something like create a wall of fire or steel and viola, the bullet is stopped. Last, weapons such as swords and axes have been enchanted to allow for it to stop bullets. Due to the compact nature of the weapon, it is easy to allow bullets to deflect off it then making it so that a human can deflect bullets. And thanks to weapons small volume, the enchantment takes a long time to wear off, estimated that it would take 20 years to wear off if done by a master enchanter.
Please put what weapon you have in your signature below your stats.
NPC Pets:
When it comes to pets or thing you control (Such as dogs, dragons, movable objects), they all have stats. These stats can distributed as though they were you: They get 1 EXP point for every point you get, they get 5 EXP point when you rank up. The only time this doesn't happen is if items are used, since items only affect you (Unless said otherwise). Furthermore, all NPC Pets should have a private section in your bio detailing them, their stats, and their exp. Of course, you don't have to distribute EXP points to a pet, for if you do, you make it harder to summon, control, manipulate, etc the thing you want because they require more energy to summon because they are strong, where as a weak summon would require less energy. This therefore means you need to be sure to have a good amount of Energy to summon, control, etc, these beasts/items or face something bad happening. Last, there is a unlimited number of things you may control/summon/etc. For as long as you have a good Energy amount, you can summon till the cows come home, but please be fair about this. I will not stand to see a guy with 20 Energy summon a army of zombies now.....
*Also, to summon/construct things, they are to be considered as spells that you need to include in your Spell List before you can call them up*
Also note: No transferring of EXP between summons, it's to keep things fair with those with less summons. Also, when a summon dies, it doesn't really die, just returns to where ever it came from.
Oh yea, for those that are controlling things, like mind control, are exempted. Instead, they just write down the stats of whatever they are controlling, but please, please be fair about it. For those who are doing things like manipulation of objects to make them move and attack, the same goes for you guys as well and others who can fall into that category.
Ranks
The Academy has developed a system of ranking students in order to determine who is suited best for things like missions, who would be a good teacher, who is more reliable, etc. Ranks are used to determine and classify the rank and power of a practitioner of magic. Usually higher ranked mages are powerful, more then lower level. However, there have been mavericks which showed that rank means nothing, but generally ranks or pretty much true.
Every time you rank up, you gain 5 EXP points to distribute freely. You rank up when you reach a certain post count (Thus showing your "experience"). The numbers are:
Apprentice: 0 Posts
Spell Caster: 100 Posts
Mage: 300 Posts
Sorcerer: 600 Posts
Wizard: 1000 posts
Arch Mage: 2000 Posts
Master: 3,500 Posts