Difference between revisions of "Game Code/Resolution System"
Liminality (talk | contribs) m |
(→Resolution System) |
||
Line 17: | Line 17: | ||
<li><btn data-toggle="tab" class="">#tab90|Card Combat</btn></li> | <li><btn data-toggle="tab" class="">#tab90|Card Combat</btn></li> | ||
<li><btn data-toggle="tab" class="">#tab89|Card Customization</btn></li> | <li><btn data-toggle="tab" class="">#tab89|Card Customization</btn></li> | ||
+ | <li><btn data-toggle="tab" class="">#tab89|Card Trading</btn></li> | ||
<li><btn data-toggle="tab" class="">#tab95|Advancement</btn></li> | <li><btn data-toggle="tab" class="">#tab95|Advancement</btn></li> | ||
<li><btn data-toggle="tab" class="">#tab101|Relics</btn></li> | <li><btn data-toggle="tab" class="">#tab101|Relics</btn></li> |
Revision as of 19:24, 18 December 2020
Contents
Resolution System
Elder Tale Online uses a Card-Based resolution system. This is largely used for combat encounters, but also enables larger-scale projects, such as building towns.
Each character has 2 Classes (A Primary and Secondary one) which combine into a Title - as well as a non-combat Profession. This is often indicated as [ Primary / Secondary ]. Example: [ Heavy Blade / Bard ].
Each Class provides a rate of (Attack, Defense, and Utility) Card Points, as well as Concept Potential. Concepts are an abstract idea of the capability of a character to perform certain actions. See the Concepts tab for more information.
Classes
There are 12 classes in total, with various attributes to them. A character has a Title which is a combination of two Unique classes (You can't be Heavy Blade + Heavy Blade). The Primary class gives its full benefit, but the Secondary class gives half the points. Both the Primary and Secondary classes pass their full suite of Concepts. Duplicates give a bonus to the amount of Card Points a character provides for Projects.
To give context to the Points Gain rate. At the game's opening, everyone starts with a Percentage of 30 points from their primary class, 15 points from their secondary class, plus another 11 free points for each deck for a total of '33', to spend on cards. This is adjusted up after approval automatically to bring new players in line with the player-base and not get too far behind.
So for instance, a [Heavy Blade/Bard] would have:
Type | Primary | Secondary | Free Starting Points | Total |
---|---|---|---|---|
Attack | 12 (40% of 30) | 3 (20% of 15) | 11 | 26 |
Defense | 12 (40% of 30) | 6 (40% of 15) | 11 | 29 |
Utility | 6 (20% of 30) | 6 (40% of 15) | 11 | 23 |
Class Table
Class Name | Grants Concept Potentials | Magical/Physical | Attack Points Gain | Defense Points Gain | Utility Points Gain |
---|---|---|---|---|---|
Heavy Blade | Physical, Handle Animal, Armor Forging, Fire, Water, Earth, Light, Shield, Melee | Physical | 40% [12 or 6] | 40% [12 or 6] | 20% [6 or 3] |
A Physical class primarily focused on Damage and Defenses, with a focus on being a front line combattant. | |||||
Blademaster | Physical, Weapon Forging, Fire, Earth, Air, Shield, Evasion, Ranged, Melee | Physical | 33.33% [10 or 5] | 33.33% [10 or 5] | 33.33% [10 or 5] |
A versatile Physical class, known for their access to many types of weapons. | |||||
Hunter | Physical, Hunting, Tracking, Water, Earth, Air, Dark, Evasion, Ranged | Physical | 60% [18 or 9] | 20% [6 or 3] | 20% [6 or 3] |
A Physical class with an extreme focus on Damage, often found being a rear line combattant. | |||||
Twin Blade | Physical, Sneaking, Ledgerdemain, Fire, Water, Air, Dark, Evasion, Melee | Physical | 40% [12 or 6] | 40% [12 or 6] | 20% [6 or 3] |
A Physical class primarily focused on Damage and Defenses, often found on the front lines. | |||||
Crusader | Physical, Magical, Law, Pharmacy, Fire, Water, Light, Shield, Melee | Physical & Magical | 20% [6 or 3] | 60% [18 or 9] | 20% [6 or 3] |
A class split across the Magical and Physical, with an extreme focus on Defense. | |||||
Bard | Physical, Magical, Song, Negotiation, Air, Dark, Evasion, Melee, Ranged | Physical & Magical | 20% [6 or 3] | 40% [12 or 6] | 40% [12 or 6] |
A class split across the Magical and Physical, with a focus on Defense and Utility. | |||||
Druid | Physical, Magical, Handle Animal, Water, Earth, Shield, Evasion, Melee, Ranged | Physical & Magical | 33.33% [10 or 5] | 33.33% [10 or 5] | 33.33% [10 or 5] |
A versatile class split across the Magical and Physical. | |||||
Godhand | Physical, Magical, Scripture, Law, Earth, Air, Light, Evasion, Melee | Physical & Magical | 40% [12 or 6] | 20% [6 or 3] | 40% [12 or 6] |
A class split across Magical and Physical, with a focus on Attack and Utility | |||||
Acolyte | Magical, Divination, Song, Fire, Water, Air, Light, Shield, Ranged | Magical | 20% [6 or 3] | 40% [12 or 6] | 40% [12 or 6] |
A Magical class with a focus on Utility and Defenses. Known for their healing. | |||||
Enchanter | Magical, Enchanting, Alchemy, Fire, Earth, Air, Dark, Evasion, Ranged | Magical | 20% [6 or 3] | 20% [6 or 3] | 60% [18 or 9] |
A Magical class with an extreme focus on Utility. Known for their debuffs. | |||||
Sorcerer | Magical, Appraisal, Cryptography, Fire, Water, Earth, Air, Shield, Ranged | Magical | 40% [12 or 6] | 20% [6 or 3] | 40% [12 or 6] |
A Magical class with a focus on Damage and Utility. | |||||
Summoner | Magical, Handle Monster, Fire, Water, Earth, Shield, Evasion, Melee, Ranged | Magical | 33.33% [10 or 5] | 33.33% [10 or 5] | 33.33% [10 or 5] |
A versatile Magical Class. Known for their temporary summons. |
Titles
A combination of classes has a title. The columns (Left to Right) are the primary, the rows (Up to Down) are the secondary. For the most part, the actual named 'Title' has no direct effect on the character, but it's an IC way to refer to someone's character's class combination. As an example, a [Heavy Blade / Bard] is known as a Standard Bearer.
Primary ---> Secondary ¦ V |
Heavy Blade | Crusader | Godhand | Hunter | Twin Blade | Blademaster | Druid | Acolyte | Bard | Sorcerer | Summoner | Enchanter |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Blade | Paladin | Iron Fist | Warlord | Legionnaire | Zweihander | Guardian | Cleric | Herald | Revenant | Dreadnought | Warlock | |
Crusader | Exemplar | Enforcer | Inquisitor | Zealot | Chevalier | Strider | Evangelist | Commander | Rune Knight | Sentinel | Exorcist | |
Godhand | Barbarian | Justicar | Woodsman | Assassin | Pugilist | Avatar | Monk | Orator | Wavebreaker | Emissary | Hexer | |
Hunter | Beastbane | Demon Hunter | Shadowfist | Stalker | Marksman | Ranger | Scout | Minstrel | Scourge | Seeker | Outrider | |
Twin Blade | Whirling Blade | Templar | Lightspeed Fist | Pathfinder | Gladiator | Disciple | Warpriest | Scoundrel | Waveblade | Corsair | Infiltrator | |
Blademaster | Juggernaut | Champion | Martial Artist | Sniper | Blade Dancer | Wildblade | Paragon | Duelist | Eldritch Knight | Mastermind | Shadow | |
Druid | Harbinger | Vanguard | Avenger | Warden | Harrier | Ronin | Tender | Shepard | Witch | Medium | Bewitcher | |
Acolyte | Sentry | Devout | Asura | Shrine Archer | Dervish | Liberator | Heretic | Bishop | Savant | Conjurer | Astrologian | |
Bard | Standard Bearer | War Chanter | Aerialist | Howling Arrow | Rogue | Bladesinger | Earthsinger | Hymnist | Virtuoso | Conductor | Symphonist | |
Sorcerer | Blackguard | Holy Knight | Wavebender | Spell Fletcher | Ninja | Magic Knight | Geomancer | Hierophant | Trickster | Arcanist | Archmage | |
Summoner | Lord | Tactician | Spirit Caller | Beastmaster | Mystic | Warmaster | Chloromancer | Thaumaturge | Muse | Elementalist | Artificer | |
Enchanter | Spellblade | Lightbringer | Ki Master | Arcane Archer | Slayer | Arcane Warrior | Naturalist | Diviner | Charlatan | Magus | Necromancer |
Professions
Professions are what allow a character to excel in another field outside of combat, giving them more ready access to participation in certain kinds of jobs. A profession can heavily inform the kind of approach you wish to take to certain roleplay situations. There's rumors of mysterious 'EX Professions' which are supposed to be special.
All characters begin with 1 profession at application.
Profession | Grants Concept Potentials | ||
---|---|---|---|
Farmer | Farming | Herbology | Physical |
Trapper | Hunting | Capture Animal | Physical |
Animal Handler | Capture Animal | Handle Animal | Physical |
Alchemist | Herbology | Alchemy | Physical |
Miner | Mining | Metalworking | Physical |
Sculpter | Woodworking | Artisany | Physical |
Maid | Cooking | Tailoring | Physical |
Doctor | Pharmacy | Etiquette | Physical |
Messenger | Song | Etiquette | Physical |
Scribe | Scripture | Appraisal | Magical |
Blacksmith | Weapon Forging | Armor Forging | Physical |
Jeweler | Accessory Forging | Enchanting | Magical |
Friar | Brew | Divination | Physical |
Craftsman | Construction | Mercantile | Physical |
Ombudsman | Law | Negotiation | Physical |
Archeologist | Cryptography | Cartography | Magical |
Investigator | Searching | Ledgerdemain | Physical |
Tracker | Tracking | Searching | Physical |
Monster Handler | Capture Monster | Handle Monster | Magical |
Scout | Searching | Sneaking | Physical |
Thief | Legerdemain | Sneaking | Physical |
Races
Each character begins with one of the nine Races. These give a minor benefit, and often inform the Kingdom choice as well.
Race | Concepts | |
---|---|---|
Cait Sith | Air | Mercantile |
Gnome | Earth | Mining |
Human | Fire | Negotiation |
Imp | Dark | Legerdemain |
Pooka | Earth | Appraisal |
Salamander | Fire | Hunting |
Spriggan | Dark | Sneaking |
Sylph | Air | Searching |
Undine | Water | Diving |
Were Fang | Water | Transformation |
Kingdoms
Each character is part of a Kingdom, or is an Outcast. Without membership of a Kingdom, one does not have access to the Concept it provides.
Kingdom | Grants Concept Potential |
---|---|
Eastal Free League | Air |
Fourland Dukedom | Water |
Holy Empire Westelande | Fire |
Ninetails Dominion | Earth |
Realm of Uruk | Dark |
Ezzo Empire | Dark (Historically) |
Outcasts | Dark (Historically) |
Concepts
A Concept is a generic term related to the Card based Resolution System. They relate to a character's ability to do something. They span from the basic 'Physical' tag, to indicate a character is capable of Physical based combat, to more complex words like 'Data Drain', which would be a special ability related to the Power Paths.
Concept Terms
In summary, your character holds Concept Potential (a list of Concepts), which give access to Concept Points by means of buying the right cards with the Requirements your character meets.
Concept Potential
Typical cards will often require a certain Concept to be available on a class or character. For instance, 'Firebolt' card may require a character with the 'Magic' Concept Potential, as well as 'Fire' Concept Potential.
Concept Potentials come from the following sources: Class, Kingdom, Relics, and Race, and are used by Card Requirements.
Concept Points
Concept Points are the Concepts on cards multiplied by the Card Cost, are used for Project Requirements. These are the representations of how far your character has spent time to get good at doing that concept. For instance, a character with a 'Hammer' card, which has a 'Construction' Concept attached to it - may use it for a 'Construction' requiring Project.
Concept List
Though this list is not exhaustive, a generic list of Concepts can be found below:
GATHER | CREATE | COMMUNICATE | DISCOVER | COMBAT | TACTICAL | POWER PATH |
---|---|---|---|---|---|---|
Farming | Enchanting | Negotiation | Appraisal | Bludgeoning | Handle Animal | System Protection |
Woodworking | Scripture | Legerdemain | Slashing | Handle Monster | Sneaking | Data Drain |
Hunting | Armor Forging | Law | Searching | Piercing | Tracking | Legend |
Capture Animal | Weapon Forging | Mercantile | Diving | Fire | Transformation | Hacker |
Capture Monster | Accessory Forging | Etiquette | Cryptography | Water | Oracle | |
Herbology | Metalworking | Song | Cartography | Earth | Loremaster | |
Mining | Tailoring | Divination | Air | |||
Artisany | Dark | |||||
Alchemy | Light | |||||
Cooking | Melee | |||||
Brew | Ranged | |||||
Pharmacy | Physical | |||||
Construction | Evasion | |||||
Shield | ||||||
Magical |
Concept Primer
Concept Primer
The following is a primer on the various non-combat abilities and a minimum of what they can be used for. Note that the following list is not exhaustive and that there are uses for these concepts outside of what is written here.
Gather
Concept | Description |
---|---|
Farming | A buffing ability which increases the number and rarity of item drops from all plants. |
Fishing | A buffing ability which increases the number and rarity of item drops from sea creatures. |
Hunting | A buffing ability which increases the number and rarity of item drops from beasts and monsters. |
Capture Animal | The ability to create traps or snares which can be used to capture animals. |
Capture Monster | The ability to create traps or snares which can be used to capture monsters. |
Herbology | The ability to gather and understand the properties of herbs and other such plants. |
Mining | The ability to gather and understand the properties of raw ores, precious gems, and stones. |
Create
Concept | Description |
---|---|
Enchanting | Used to imbue items with magical properties. |
Woodworking | Used to create wooden weapons such as staffs or bows. Can be used to craft other wooden products, including furniture. |
Armor Forging | Used to create armor using metal or certain heavy monster drops. |
Weapon Forging | Used to create weapons using metal or certain heavy monster drops. |
Accessory Forging | Used to create jewelry, precision tools, items, or fashion headgear. |
Metalworking | Used to create miscellaneous objects out of metal such as horseshoes or chains. Can be used to experiment with combining metals and/or heavy monster drops to create new alloys. |
Tailoring | Used to create items or armor using cloth, leather, and certain light monster drops. |
Artisany | Used to create drawings, paintings, sculptures, and other works of art. |
Alchemy | Used to create poisons and status effect potions, or transfer traits from one item to another. |
Cooking | Used to create meals by chopping, combining, and heating ingredients. |
Brew | Used to create beverages, including alcohol. Can flavor potions from other professions. |
Pharmacy | Used to diagnose and treat illness, or inspect status effects. Can create healing potions. |
Construction | Used to create large structures such as buildings, boats, or other civil works. |
Communicate
Concept | Description |
---|---|
Negotiation | Knowledge of how to convince people to agree with your ideas or plans. |
Scripture | Knowledge of lore and writing. |
Law | Knowledge of the laws and their enforcement. |
Mercantile | Knowledge of business practices. |
Etiquette | Knowledge of proper behavior in social situations. |
Song | Knowledge of music and skill in musical performance. |
Discover
Concept | Description |
---|---|
Appraisal | Knowledge to analyze objects and identify special properties. |
Legerdemain | Knowledge of pickpocketing, picking locks, and other sleight of hand. |
Searching | Knowledge of how to find hidden objects or information within a single location. |
Diving | Knowledge of undersea exploration. Skill in swimming, holding your breath. |
Cryptography | Knowledge of symbols, runes, and numbers. Skill in puzzle solving. |
Cartography | Knowledge to create and interpret maps. Skill in navigation. |
Divination | knowledge in reading subtle signs which give insight to past, present, and future. |
Combat
Concept | Description |
---|---|
Fire | A combat ability that encompasses heat and manipulation of flame. Can apply the 'burning' status. |
Water | A combat ability that encompasses cold and manipulation of water. Can apply the 'drowning' status. |
Earth | A combat ability that encompasses plant control and manipulation of earth and stone. |
Air | A combat ability that encompasses electricity and manipulation of winds. |
Light | A combat ability that encompasses healing and manipulation of light. |
Dark | A combat ability that encompasses the arcane arts and manipulation of darkness. |
Physical | A combat ability that represents the Adventurer's general physical fitness. This can include strength, endurance, and dexterity in a general sense. |
Magical | A combat ability that represents the Adventurer's general magical ability. This can include how much mana they have, the strength of their spells, and their general skill with the arcane. |
Ranged | A combat ability that encompasses all aspects of shooting physical or spell attacks at range. This includes visually tracking a target, aiming, and launching both physical or magical attacks. |
Melee | A combat ability that encompasses all aspects of close ranged physical or spell attacks. This includes utilizing weapon or touch-based spell attacks as well as skill in close quarters fighting. |
Shield | A combat ability that encompasses utilizing both physical and magical shields and barriers to reduce incoming damage. |
Evasion | A combat ability that encompasses utilizing raw speed to reduce incoming damage. Also tightly aligned with an Adventurer's movement speed. |
Tactical
Concept | Description |
---|---|
Handle Animal | The ability to tame, train, and control an animal. |
Handle Monster | The ability to train, and control a monster. |
Sneaking | The ability to blend into the environment and hide from the notice of others. |
Tracking | The ability to follow a person or animal over long distances by noting subtle clues from the environment. |
Card Costs
There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. It is important to look at the rules for building a deck when you are looking at your next purchase. But in general, it's wise to have a spread of common cards.
Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 26 Attack Points, 29 Defense Points and 23 Utility Points, can not immediately buy a Rare Card. But they could buy various Uncommons in their decks - due to the requirement of each deck having a minimum of 10 cards in them.
Rarity | Cost |
---|---|
Common | 2 |
Uncommon | 5 |
Rare | 13 |
Epic | 34 |
Card Anatomy
Rarity | This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common, Uncommon, Rare, Epic. |
---|---|
Type | Cards come in three types, which heavily inform the mechanics of a card. They are: Attack, Defense, and Utility. Attack cards generally do damage, Defense cards generally reduce damage, and Utility cards do things like Healing, Buffing, or Debuffing. |
Requirements | The required Concept Potential on your character, in order to purchase this card. |
Concepts | The Concepts this card conveys. Some cards can convey a new Concept that your character doesn't have, but all of them convey the same Concepts as their Requirements by default. These Concepts are used to calculate your 'Concept Points' when you are doing a 'Project'. |
(Energy) Cost | The amount of Energy expended when playing this card. |
Hits | Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Defense-increase for. For example, if a card is a: 2x8 card, it means it does 8 Damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a higher amount of potency through buffs. **In short, higher hit is higher risk, higher reward**.
|
Effects | Effects on cards can be things like, '2 rounds of +2 Power' or 'Thorns for 1 round'. They are generally described in a card's description. See the Combat tab for more details. |
Damage | The amount of damage that will be done per Hit. See Hits for more details. |
Defense | The amount of defense that will be gained per Hit. See Hits for more details. Defense is basically Temporary HP. Damage will subtract from Defense before it subtracts from HP. |
Heal | The amount of HP that will be restored to the target. |
Face Down | Cards that are Face Down do not show their name in the opponent's Queue or during the announcements of card plays. It will only tell them its Type and its Rarity. |
Single Use | Single Use cards are cards given out as resources from Minigames or Scene Rewards, and the moment they are played, 1 count of them is removed from your deck(s). These can range from cards aimed at Projects, which have low to no combat impact, or powerful combat items that have limited uses - such as a special effect on a Magic Sword. |
Card Combat
Gameplay Setup
A player takes the lead in creating a Combat Session.
+card/create
Players then join the session.
+card/join Session Number
The player that goes first has 2 energy to use. Someone who is targeted by an attack will gain 1 energy for the standard total of three. Starting in round 2, unless there's an exception, the game keeps the 3 energy max going.
Basic Gameplay Cycle
The basic gameplay cycle is as follows.
0. Player 1 checks his Queue for incoming cards, and strategizes based on what is incoming.
+card/queue
1. Player 1 plays up to their Energy in cards. Some cards cost 1 energy, some cost 2. The player will be playing both Defense, Utility and Offense cards during this time in one go. As such, if you are waiting for other players who still have to attack you, wait for them to do so.
+card/play Card +card/play Card=Target,Target2 +card/play Card=Target,Same Target,Same Target
2. Player 1 indicates they are done, which will run everything in their Queue in the order of: Utility, Defense, Attack. This command will afterward reset their energy, **discard** their hand, and draw a new hand of cards.
+card/done
3. Player 2 starts the same actions. Go around until everyone has played. If a split-off is required, create multiple combat sessions.
Order of Operations
When the +card/done is given, the turn proceeds in the following order:
- All Effects without <Hit Duration> are activated.
- All Round Duration values decrease by 1.
- Utility Cards are activated
- Defense Cards are activated
- Incoming Attack Cards are activated
- Outgoing Attack Cards become Incoming Attack Cards for next turn
- End Turn
- Cards are dealt, 2 (+/- Draw Up and Draw Down) from each of the Utility, Defense, and attack decks, to the next player.
Win Condition
The win condition is, in general, simple. If someone's HP drops to 0, they are out. It is possible to go beyond 0 HP as a condition. See below under 'All In'.
Effects
When you apply an Effect, make sure to look at the important details of those effects. The Trigger, Intensity, and Duration.
Example of Piercing Strike card.
[Applies <Guard Down> to target, <on activation> (Lowers Guard Power by <1>) for <2 hit(s) / 2 round(s)>]
- The Effect is the buff/debuff being applied. <Guard Down>
- For a list of common effects, see the Card Effects tab.
- The Trigger is when it starts taking effect. <on activation>
- On activation: The card activates on normal Order of Operation (Utility, Defense, Incoming Attack)
- On play: The card activates immediately.
- The Intensity is how intense the effect is, and is usually accompanied by a description of the effect within parentheses. <1>
- The Duration is how long it lasts. This can be expressed in either Hits or Rounds. <2 hit(s) / 2 round(s)>
- Hit Duration is how many 'hits' or either an Damage or Defense type card it'll affect, until it disappears.
- Round Duration is how many 'rounds' (The amount of times you press Done) it remains.
- If there is both a Hit and Round Duration, whichever one is first met, makes the effect disappear.
If there are multiple instances of an effect, the one with the highest intensity acts. As such, it is discouraged to stack effects that do the same thing.
All In
It is possible to put a Memory down, before you drop to 0 HP. This will allow you to keep fighting beyond 0 HP. But each drop in HP has a chance of disabling the person, and permanently erasing that Memory from their memories. The higher level a Memory is, the longer one will stay up.
Card Customization
You can create custom cards through the +job system. This will create in a Project that will result in your new custom card. As such, they go into the Project category.
NOTES: In order to not overwhelm card staff and to allow more steady progression, there is a limit of two (2) custom cards and/or unique items allowed per calendar month.
Recommended format for card projects:
<A brief description of how your character will go about developing their new technique. Include any current techniques/single-use cards you may be referencing or using in the creation of your new technique.> Card Name: <Insert Name Here> Rarity: <Uncommon/Rare/Epic> Cost: <1 or 2> Type: <Attack/Defense/Utility> Description: <The description that will go on the card> (Optional) Requirements: <A list of concepts> (Optional) Grants: <A list of concepts> (Optional) Function: <What you might like the card to do>
Note: Optional items represent a request. Staff may or may not be able to provide you with the items that you are requesting, depending on card/game balance.
Sample Card Submission:
+job/request cards/Card: Sample Form=Hiro (Jun Sumisu) has been developing his martial arts skills. He wants to create a new demonstration form which he can use to impress the [[Landers]] with his skill. When used in combat, it would have the secondary effect of possibly throwing his opponents off their guard.%r%rCard Name: Sample Form%rRarity: Uncommon%rCost: 1%rType: Utility%rDescription: A series of martial arts motions that is meant to impress onlookers. It can also serve as a distraction, drawing the eye away from the source of real potential damage.%r(Optional) Requirements: Physical, Melee%r(Optional) Grants: Physical, Melee, Negotiation%r(Optional) Function: An uncommon utility that lowers my opponents guard and offers a good bonus to negotiation for projects!
Unique Items
NOTE: This section is a WIP (Work in Progress) and is not considered to be official until this message is removed by Liminality.
Unique items represent specialized gear and equipment that Adventurers make or have made for themselves. These represent weapons, armor, jewelry, or other accessories which have special meaning to the Adventurer. Examples of Unique items are: a sword crafted from a piece of meteorite, a piece of leather armor made from wyvern hide, or a ring with an elemental crystal. Unique items belong solely to the Adventurer who owns the item and can allow them to perform some ability (card technique) associated with that item.
Benefits of a Unique Item
- Your character gets a neat weapon, armor, or accessory which can add flavor to roleplay.
- The item gets a special ansi-coloration, making it stand out in scenes.
- The item may be commented on by NPCs in some circumstances.
- The abilities associated with a unique item can never be taught/learned and will never become public.
Making a Unique
- Acquire a single-use card which they want to use as the basis for their unique item.
- Submit a card request, stating that you want to create a unique item. Include the item's name, any descriptive details about the item, and the ability you are requesting. Include all of the standard card-fields associated with a card request.
- Submit a ansi-color code for your unique item by attaching it to the card job. Use the command: ]+job/comment ###=<your ansi-colored item name>
- You will be assigned a project to create the item and its associated card. A single-use card of at least the same level as the card being created is required to be used in the project.
- When completed, you will be provided the ability to purchase your new card. Cards can be accessed by using the ability name. If your item is: Storm Dragon Armor - Repelling Spark, you can purchase/interact with it using +card Repelling Spark
Limits
Limits are put in place to help spread out staff time and focus. They will be expanded as more players develop unique items and it becomes more common.
- Current Limit: 2 Items
- Ability Limit: 2 Abilities (cards) per item
FAQ
- What if I don't have a single-use card of the right rarity for the card I want to create?
- You can combine lower-level cards together to meet this requirement. Note the card point costs under +help Card Catalogue.
- If I add a new ability of the same rarity to my unique (a new card request), do I need to invest more single-use cards?
- No, you only need to invest a single-use card when creating your unique or when upgrading it to have a higher level rarity ability.
- When I created my Unique, I set it at the 'Uncommon' rarity. I want to make a new 'Rare' ability. How do I do that?
- Submit a request as normal, and note that you are upgrading your unique. You will need to invest the difference in card points by submitting single-use cards to the project. Note the point costs under +help Card Catalogue.
- Can I make a unique for a spell or combat ability?
- No, Uniques specifically represent equipment. You can still create custom cards for your other combat abilities and spells, however.
Advancement
Card Points
During active RP, people gain Card Points over time. These card points are spread at the 'rate' of your character's class. Someone with more Defense points will gain more Defense Card Points than they might other types.
There is also a catch-up mechanic that ensures people remain at least somewhat competitive, even when they are not actively RPing.
Relics
It is viable to earn Relics through Roleplay as Story Rewards. See the Relics tab for more information on Relics.
Single Use Cards
Similar to Relics, you can earn Single Use cards through RP. These are, as their name implies, Single Use. They're often useful for Projects or Combat - but the moment they're committed or played, they disappear from your ownership.
Gaining Concepts
An Applicant earns 1 Non Combat, 1 Combat, and 1 Power Path Point every 3 Months (12 weeks) of Activity on each Adventurer. Activity, in this case, is defined as getting the weekly Active RP bonus for a total of 12 weeks. This information will be denoted on their sheet. We'll refer to these as 'Activity Points' or 'Advancement Points', or in short: AP. Some paths can be started on, if they have a plot progression component, before getting the required AP. Inquiries go into the 'Progression' Job Category.
Note: No two progression paths may be run concurrently. The effort of a 'strange mood' or 'training' requires the character's full focus. The only exception to this is Power Path which can be run along side other progressions.
Non Combat
- Learning a Special Profession for a +1 to an existing stat, up to a maximum of 4 in that Concept
- Cost: 1 Non-Combat AP, up to twice a year.
- This comes with a Plot related profession: Moonlight, Sage, or Pioneer.
- Earning a Relic for a 0->1 to a new stat
- Cost: 3 Non-Combat AP, up to once a year.
- Comes with a new or upgraded relic.
Combat
- Learning a Special Profession for a +1 to an existing Combat Stat, up to a maximum of 4 in that concept.
- Cost: 1 Combat AP, up to twice a year.
- This comes with a non-Plot-related profession.
- Earning a Relic for a +1 to an existing Defensive Combat Stat, up to a maximum of 3 for defensive Concepts.
- Cost: 3 Combat AP, up to once a year.
- Comes with a new or upgraded relic.
- Earning a Relic for a 0->1 to a new stat
- Cost: 3 Combat AP, up to once a year.
- Comes with a new or upgraded relic.
Power Path
- Learning a Power Path (Hacking, Oracle, etc) for +1 to an existing stat
- Cost: 4 Power Path AP (Only 1 path can be learned), up to once a year.
- Learning a Power Path +1 adds a Power Path Aspect.
- This comes with a Plot related progression.
- Learning a Power Path (Hacking, Oracle, etc) for a 0->1 to a new stat (Max One per person)
- Cost: 3 Power Path AP (Only 1 path can be learned), no relevant cooldown
- Comes with 1 Aspect.
- Comes with a new Relic.
- This comes with a Plot related progression.
Relics
Relics are permanent additions or enhancements to your character. They can be something as simple as a special Mining Pick that gives you the Miner Concept, to something as extravagant as an armor that starts every round off with 2 Guard already prepared, but also gives a permanent Guard Down to indicate how slow that person moves in that armor.
Characters can have any number of Relics. But admin will look at the strength and range of those relics before rewarding further relics to a character.
Projects
Projects are this game's way of representing a single person, or a group's, longer-term goals that might need admin work. This can range from doing the research to start a story, deciphering a secret code, to constructing a new town in an area, to creating a new custom card.
Overview
In order to commit to a project, you put in a +request with admin using the Project category.
+job/request Project/Decrypt this Book=I got an encoded book from Liminality in scene 1234. I want to decrypt it.
Admin will from there-on create a Project that is assigned to you. From there, you can invite others to aid you. Projects will have two components:
Concept Point Requirements
You must commit cards to the project. These can not be in your decks at that time, and will be taken from your ownership during that time, until the project is completed. This is to represent that your character is dedicating a (significant) amount of their time to this project, and would not be fully battle capable if distracted from this.
If you yourself do not have cards that relate to the requirement, you can seek out allies to help you with this. If you commit more points to it, it will influence the time it takes.
Minimum Concept Points: The minimum amount of card points committed to making any progress on the project. These are expressed per concept required. The ratio is important when you want to speed up a project, as you need to increase all concepts in order to improve the time.
Time
The amount of time that your project will take depends on the amount of Effort needed to do the work. Effort is an expression of both difficulty and the quantity of work.
Minimum Time: There is a Minimum amount of Time that you can't get around by putting in more Concept Points. You can refer to it as the 'too many cooks in the kitchen' time that you simply can't get around.
Initial Time: This is the amount of time the project will take, presuming you will meet the amount of Concept Points required. Doubling the number of committed Concept Points generally will mean a halving of the time.