|
Post by [???] - Bahamut on Sept 7, 2018 13:58:32 GMT -8
-Mana System- Mana is the catch-all term used for magical energy that powers spells. Mana can end up present in a variety of forms but has decently set limits for how much a spell costs and how much mana a person has. When it comes to casting spells, it costs a number of Mana equal to double the affinity level used to cast it. So if a spell is cast at Affinity 6 then it will cost 12 mana to cast. When it comes to Mana, how much a person has is dependent on what they are and what their highest affinity is. Take the number of the highest affinity and apply a multiplier to it based on what you are. -Mage: 50x -Champion: 100x -Avatar: 125x -God: 150x -Primal: 200x -Bahamut/Tiamat:350x -Arcanus/Harmony: 500x This determines your starting mana pool as a number somewhere between 20 and 1000. This is not the limit to mana however as you are able to train additional mana. Every 500 words you can gain an additional 5 mana up to a max of 50 additional mana. In regards to spells with tables to show varying strengths within the spell itself, if it's not specified how much mana is being spent, this is implied that the affinity for the spells on the table would match up to the affinity of the mage at maximum. If a spell has a base of 1 affinity but can go up to 10, and the mage is using it as a affinity 5 spell, it will use mana as if it was an affinity 5 spell.
|
|
|
Post by swiftyuki on Sept 14, 2018 11:40:53 GMT -8
-Health- Similar to the Mana system, the health system is important in combat situations. In regards to health, how much a person has is dependent on what they are and what their highest affinity is. Take the number of the highest affinity and apply a multiplier to it based on what you are. -Mage: 10x -Champion: 13x -Avatar: 15x -God: 20x -Primal: 25x -Bahamut/Tiamat: 50x -Arcanus/Harmony: 75x Additional health can be gained with temporary health draughts that boost your total HP by a multiplier or by doing 500 word endurance trainings to get another 10 points and capping at +100 points. You cannot bulk train these.
Creature Type | Base Armour Class Value | Small Creature | 6 | Bandit | 8 | Medium Creature | 10 | Player Character | 10 | Large Monster | 10 | Champion | 11 | Boss Monster | 12 | God | 12 | Primal | 13 | Tiamat/Bahamut | 14 | Arcanus/Harmony | 15 |
Cliffnotes: >Base AC + Affinity=Total AC >Affinity/2 (rounded up)+CR=Hit Modifier >Elemental Advantage deals double damage >Elemental Disadvantage deals half damage >Weather Imposes positive and negative Damage modifiers depending on the weather variant and elemental types affected >Critical hits deal 2x damage. >Stealth attacks will deal 4x damage. >Base AC will go off your highest affinity, it does not stack with additional affinities. Difficulty Modifiers: Easy - 1d6 Affin Medium - 1d8 Affin Hard - 1d10 Affin +1 Bonus to hit chance if opponent is less than or equal to Player Affin. +2 Bonus to hit chance if opponent is less than Player Affin. +3 Bonus to hit chance if opponent is equal to Player Affin. +2 Bonus to hit chance if opponent is greater than Player Affin. +1 Bonus to hit chance if opponent is double or higher than Player Affin. You do not need to personally calculate these, it’s really for those modding a bounty. We won't stop you if you really want to though.
Note: Elements that cancel each other out deal double damage unless the target performs a spell of the opposing element at the same affinity level, making damage equal 0. Element Effectiveness Table
|
|
|
Post by swiftyuki on May 9, 2019 13:56:08 GMT -8
-Resistances- All users are able to resist or tolerate certain aspects when it comes to encounters and combat. While it is not required, if you want to test your luck on resistance, you may roll a 1d100 die* in the roll topic. These can be buffed up with the use of items and blessings or debuffed with items or curses, which will be applied to rolls. Each roll is in effect per round, meaning that when it is your turn again, you may roll for resistance if the effect is still in play. If you choose not to roll, resistance is turned into a 50-50 chance of passing or failing. Additional resistance debuffs: >Gods: 20% >Primals: 25% >Arcanus: 25% >Tiamat/Bahamut: 37% >Harmony: 50% Resistance types: Pain Tolerance Love Memory Alteration Illusion Mind Control Cold Heat Elemental Torture Paralysis Body Control Percentage | Level Resist | 10% | Failed - Under full effect | 20% | Minor hesitation while under effect | 30% | Minor hesitation while under effect | 40% | Hesitant, can try to break effect | 50% | Hesitant, can try to break effect | 60% | Minor effect | 70% | Minor effect | 80% | Most effects ignored | 90% | Most effects ignored | 100% | Perfect Resist - Ignore full effect |
|
|