Difference between revisions of "Game Code/Resolution System/Advancement"

From Elder Tale Online MUSH
Jump to: navigation, search
m
m
 
(4 intermediate revisions by one other user not shown)
Line 1: Line 1:
 
== Advancement ==
 
== Advancement ==
 
=== Card Points ===
 
=== 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.
+
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.
 
There is also a catch-up mechanic that ensures people remain at least somewhat competitive, even when they are not actively RPing.
Line 9: Line 9:
  
 
=== Single Use Cards ===
 
=== Single Use Cards ===
Similar to Relics, you can earn Single Use cards through RP. These are, as their name imply, Single Use. They're often useful for Projects or Combat - but the moment they're committed or played, they disappear from your ownership.
+
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 ===
 
=== Gaining Concepts ===
{{Warning| Type=warning | Msg=<strong>Work in Progress:</strong> This information is being provided as a work in progress on Concept advancement.}}
+
{{Warning| Type=warning | Msg=<strong>Work in Progress:</strong> This information is being provided as a Beta on Concept advancement.}}
An Applicant earns 1 '''Non Combat''', 1 '''Combat''', and 1 '''Power Path''' Block 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.
+
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 ====
 
==== Non Combat ====
 
; Learning a Special Profession for a +1 to an existing stat, up to a maximum of 4 in that Concept
 
; Learning a Special Profession for a +1 to an existing stat, up to a maximum of 4 in that Concept
: Cost: '''1 Non-Combat Block''', up to twice a year.
+
: Cost: '''1 Non-Combat AP''', up to twice a year.
 
: This comes with a Plot related profession: Moonlight, Sage, or Pioneer.
 
: This comes with a Plot related profession: Moonlight, Sage, or Pioneer.
  
 
; Earning a Relic for a 0->1 to a new stat
 
; Earning a Relic for a 0->1 to a new stat
: Cost: '''3 Non-Combat''' Blocks, up to once a year.  
+
: Cost: '''3 Non-Combat AP''', up to once a year.  
 
: Comes with a new or upgraded relic.
 
: Comes with a new or upgraded relic.
  
 
==== Combat ====
 
==== Combat ====
 
; Learning a Special Profession for a +1 to an existing Combat Stat, up to a maximum of 4 in that concept.
 
; Learning a Special Profession for a +1 to an existing Combat Stat, up to a maximum of 4 in that concept.
: Cost: '''1 Combat Block''', up to twice a year.
+
: Cost: '''1 Combat AP''', up to twice a year.
 
: This comes with a non-Plot-related profession.
 
: This comes with a non-Plot-related profession.
  
; Learning a Special Profession for a +1 to an existing Defensive Combat Stat, up to a maximum of 3 for defensive Concepts.
+
; Earning a Relic for a +1 to an existing Defensive Combat Stat, up to a maximum of 3 for defensive Concepts.
: Cost: '''3 Combat Blocks''', up to once a year.
+
: Cost: '''3 Combat AP''', up to once a year.
 
: Comes with a new or upgraded relic.
 
: Comes with a new or upgraded relic.
  
 
; Earning a Relic for a 0->1 to a new stat
 
; Earning a Relic for a 0->1 to a new stat
: Cost: '''3 Combat Blocks''', up to once a year.
+
: Cost: '''3 Combat AP''', up to once a year.
 
: Comes with a new or upgraded relic.
 
: Comes with a new or upgraded relic.
  
 
==== Power Path ====
 
==== Power Path ====
 
; Learning a Power Path (Hacking, Oracle, etc) for +1 to an existing stat
 
; Learning a Power Path (Hacking, Oracle, etc) for +1 to an existing stat
: Cost: 4 '''Power Path Blocks''' (Only 1 path can be learned), up to once a year.
+
: 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.  
 
: Learning a Power Path +1 adds a Power Path Aspect.  
 
: This comes with a Plot related progression.
 
: 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)
 
; Learning a Power Path (Hacking, Oracle, etc) for a 0->1 to a new stat (Max One per person)
: Cost: 3 '''Power Path''' Blocks (Only 1 path can be learned), no relevant cooldown
+
: Cost: 3 '''Power Path AP''' (Only 1 path can be learned), no relevant cooldown
 
: Comes with 1 Aspect.
 
: Comes with 1 Aspect.
 
: Comes with a new Relic.
 
: Comes with a new Relic.
 
: This comes with a Plot related progression.
 
: This comes with a Plot related progression.

Latest revision as of 19:16, 11 November 2021

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.