Take it what you will, I never expected to be taken seriously so I never shared it previously.
But, sharing it at all back then might have made a difference by now.
Take it what you will. This is what I worked on a few months ago.
If I recall, it isn't quite finished. There are some details missing.
A.1 [Ranges & Weapon damage scaling]:
This section may be taken and applied instead or in addition to the weapon, item & pets rules/information section.
Regarding weaponry.
- [Unarmed] The damage dealt by an unarmed attack by default has one of three base roles. Not everyone can punch as hard or as effectively as another as not everyone ha the same muscle strength and training as another. The three types are; Ineffective, in which you deal two ranks less than your own. Effective, in which you deal one rank less than your own. Trained, in which you deal damage equal to your rank and your fists are considered to be strong weapons.
What defines an ineffective unarmed combatant is history and magic. If your magic is unrelated to martial capability and your character has no experience, then they are "Ineffective".
What defines an effective unarmed combatant is if their history has them living through some rough patches in which they've been through some scuffles in their time, and/or if their magic has light references to physical prowess.
What defines a trained unarmed combatant is if they have a history of martial training and/or their magic directly references skill and experience in martial combat.
- [Melee] The damage dealt by any melee weapon depends on the user rank (meaning a direct hit is equal to the user's rank). The rank of the weapon determines the power of its abilities, its magical resistance and its durability against other weapons. An Artifact can break through Legendary armor more easily than Legendary can break through an Artifact. This does not mean the lower ranked armor is immediately broken, this depends fully on the situation and the form of impact. (This does not apply to Weak Weapons. Weak Weapons cannot break through Strong or higher ranked Weapons, but are immediately broken by Strong or higher ranked weapons.)
- [Ranged] The damage dealt by a ranged weapon differs, however. It retains the same penetration power as shown above in regards to what it can do to an opposing weapon or armor. The damage a ranged weapon deals is more directly proportionate to the weapon-rank itself in addition to the rank of the player wielding it, as a ranged weapon is more heavily based on the function of the weapon itself rather than the force a wielder is capable of mustering. Likewise the quality of the weapon governs range as well.
There are three categories of range; Close (C) of 5-25 meters, Medium (M) of 50-200, and Long (L) of 300-600, with a grey-area between each as room for leniency. Each weapon rank will show a listed +% showing how they differ from this baseline. Weapons aren't forced to stick to one range category depending on the weapon itself. If a weapon focuses exclusively on being a long range weapon it can use the percentage for the rank above it to determine it's long range.
These are maximums and you should not feel obligated to match them depending on your weapon type.
.A weak weapon will deal the users rank minus three ranks. +0% range.
.A strong weapon will deal the users rank minus two ranks. +25% range.
.A legendary weapon will deal the users rank minus one rank. +50%
.An Artifact weapon is capable of dealing the users full rank. +100% (+200% focus).
The minimum bottom line for damage is of course D-rank damage.
- [Techniques] Weapons are just weapons, whether it's your fist, a blade, or a pair of pistols. It's what you do with it that counts. Players shouldn't feel avoidant of using them creatively and try to flush out their combat style.
Moves - "Techniques" - using your weapons (Unarmed, Melee, or Ranged) can be registered with your magic app under Spell Fusions (Separated from normal spell fusions and not using the template).
Techniques are created simply by bullet pointing the technique and underlining the name of the technique, then given a description and one strength and one weakness or more. Techniques cannot have supernatural properties in and of themselves but can be extensions of your magic, not generating any new magic effect but utilizing existing ones.
You do not have to list a move as a Technique if you don't wish to. However, if you make one "Signature Technique" per rank, whenever you use that technique in a job or event topic you will be given "Style Credit" that may push a situation subtly in your favor more so than a normal attack.
Unlike a "signature spell", the signature technique is -not- meant to be used frequently but is more for showy moments. Using the signature technique more than once does not generate any more style credit, and style credit is not given for multiple different signature techniques used within 5 posts. This is in attempt to emulate "Plot moments".
Spells-
Spells are the meat of the site and directly correlate to damages and are what the site is balanced against. Spells are their own ranks equal to the spell rank itself
- [Augment] Augment spells are spells that augment unarmed , melee, or ranged weapons or even other spells and use normal spell rules on top of weapon rules to empower those other effects. Example: Natsu's Fire Dragon's Fist adds fire magic and spell damage to this unarmed attacks.
"Augment" can replace range in a spell's app to make it apply to the default weapon range of the weapon in question, or it can be given it's own range based on the next category:
- [Spell Weapons] Spell Weapons are spells that create weapons for a momentary attack or for temporary use. Spell Weapons follow weapon rules rather than spell rules, but do not have 2 weapon abilities and have a cooldown and duration. Spell Weapons drain MP rapidly, consuming MP per post equal to 1/4th the initial cost it is active and taking an extra 5% more MP to cast. D rank spells are capable of making Weak weapons. C-rank is capable of making Strong weapons. B-rank is Strong+, A-rank is Legendary, and S-rank is Legendary+. An H-rank spell-weapon emulates an Artifact weapon. Spell Weapons cannot be broken or destroyed by non Spell-weapons unless the wielder of the normal weapon is two ranks higher than the spell weapon's rank -and- the weapon is at least of the same equivalent weapon rank.
As a result of costing MP per post, Spell Weapons can remain active so long as the caster wishes it. They have a duration of "X+" Their cooldowns start when the spell is cast but grows with the duration to always be +1, with an extra +1 per spell rank.
- [Ranged / Default] Ranged Spells have their own ranges just as ranged weapons do. Some spells are listed as Personal, Melee or Touch ranged because they either have a range within 3 or less meters, only work on touch contact, or only effect themselves.
Beyond that they also possess the three default ranges as seen in the ranged weapons category, Close, Medium, and Long, with the same default ranges. Like with ranged weapons each spell rank will have a percentage allowing it to raise it's maximum range if it is relevant for the spell itself. Like ranged weapons, a spell can focus on long range only to reduce its effectiveness at other ranges to achieve further range. Doing so boosts them three rank percentages up to determine distance.
Each rank adds 5% range, which doubles each rank for D- 5%, C- 10%, B- 20%, A- 40%, S- 80%, and H- 160%.
A.3: [Ability/Spell Damage & Glossary]:
Regarding the dealing and receiving of damage.
Damage is a bit more complicated a matter than it might appear. It's not so easy as "Deal your rank in damage" or "You deal D-rank damage". What that rank of damage actually means is dependent on who you're hitting and what defenses they might have. D-rank damage does not mean the same to a D-rank Defense-specialist as it does to a D-rank glass-cannon, neither does D-rank damage mean the same to your average D-rank as it does to a C-rank, let alone A or S rank character.
The default range of damage per rank, which is then altered depending where and how you hit a target, when hitting an equal ranked opponent is 10%. So an S-rank dealing S-rank damage to another S-rank is 10%. This increases by 5% per rank the spell is greater than the target, and decreases by 2% per rank the spell is less than the target.
A spell that focuses on minimum damage is reduced by 5% or less, while a spell that focuses on maximum damage and does not do much else but apply direct damage can be increased by 5%.
This isn't just for spells but is a universal rank-equivalent damage.
Armor serves as a buffer between yourself and damage. Each rank of armor provides a 2% damage reduction over areas it protects that is applied before any damage multipliers for locational damage. Damage that leaks through is usually nonlethal and as a result of the force of the blow transferring in some way but not necessarily breaking through the armor. Armor can take 100% damage before being rendered useless, 25% per region/location of armor, calculated in the same way that weapon damage is calculated to determine rank effectiveness. Armor resists weapons of equal or lower ranks, halving damage to the armor.
Magic is far more effective against the environment however and can deal much exaggerated damage to a wall or tree that would kill a person on the spot as however defined by the spell or ability, within reason.
But after having the spell's base damage you then need to figure out where the spell hits, which is almost always in the control of the target if the target is a player. You can try to swing for someone's head, and they can do all they can to dodge, block, counter and have defenses already in line.
Area of effects deal a general damage to the body as a whole in general, dealing 25% of the general damage to each of the effected Zones not counting to overall body health but individual vitality of the zones/limbs and such. Meaning an AoE will have a harder time dealing specific damage and does not gain any damage bonuses depending on the zone. AoEs generally deal their damage and are harder to avoid, while single attacks and projectiles can benefit from the individual zones.
For this purpose we have here a body map showing relative position to help visualize locations.
This bodymap shows color indicators of the severity of an attack in that area. It is not meant to be entirely life-accurate but is used for the purpose of estimating damages on a given area.
Depending on the location on which you receive you may take more or less damage than the base level of damage you would receive for a given spell. If a spell penetrates deep, it deals stacked damage for each threat level it passes through. Remember it is always the choice of the victim to decide how they get hit within their own roleplaying and the following image is for reference and shouldn't be taken as a hard rule set in stone. It uses a female body shape but it changes little between genders. The yellow around the chest on a male would be more green while the orange between the legs would be more red.
The body is then separated into individual locations which track damage independently. This is kept more simple for simplicity's sake and is not meant to be matched to a full representation of lifelike damage.
Taking heavy damage to one part of your body doesn't mean defeat and definitely does not always mean death. Reducing a hand to 0% doesn't magically make you die, it just means your hand is maimed in some way. Neither does reducing the head to 0% mean death, however it would still be a critical state and imply unconsciousness.
Different locations furthermore track damage differently. It takes more effort to disable a leg or arm than it does to smash a hand or foot.
A.4: [Healing]:
So you've taken damage... How can you recover?
Heavy damage can be dealt in combat, but how are you going to go about recovering? There are a number of ways to do it.
[Recover] Natural Recovery. Mages naturally regenerate 10% HP every 3 posts. Every 25 HP, the HP loss becomes unrecoverable through Natural Recovery. Meaning at 76+ HP you can heal back up to full. At 75> HP you can only heal back up to 75%, and so on for 50%, and 25%. Possessing HP regeneration overrides Natural Recovery. Regenerators do not regain 10% every 3 posts unless their total regeneration is less than 5%, but for every 1% of regeneration Natural Recovery is set back by 1 post.
[Regen] Regeneration. Healing comes in another flavor, Regeneration. Whether it be a passive healing spell or a benefit of magic or lineage. Regeneration from spells is limited to 2% per spell rank and applies to every hit location as a whole, but only counts for the total overall HP at 2% per post regardless of the per-location regen. An H-rank regen spell would heal 12% per post.
Multiple sources of regeneration take the highest source and add half of alternative sources for any source higher than 5%. Regeneration caps out at three different sources, but extra sources can be defaulted to when one of the main three becomes disabled for some reason.
[Heal] Healing Magic. Healing on this magic is fairly simple. Any spell can be made a healing spell dependent on the magic type. For a magic to have a healing spell the magic has to be of great variety/variability to begin with (Such as a summoning magic), or list Healing as a strength of the magic.
Healing spells directly heal in proportion to the damage they would deal were it an attack.
Healing spells repair the target hit location and in doing so apply a quarter of it to the overall Body HP. Spells can ignore locational damage rules to heal the per-rank amount across all hit locations including to the overall Body HP once.
[Absorb] Absorption / Life Steal. Life stealing effects deal half the damage for their rank and return half that damage dealt as HP to the caster as overall body HP and a quarter of that to each hit location. A Life stealing spell can do nothing else but life steal to equal the damage dealt in returned HP, or do other unique effects of the spell instead.
[Resurrection] - Resurrection. Resurrection is a powerful effect overall, but it really depends. Any healing can bring someone back from the dead if it would heal them to above 0% within 1 post per spell rank. Actual resurrection spells instead rez as follows: D- 1 day. C- 1 Week. B- 4 Month. A- 1 Year. S- 1 Decade. H- 1 Generation (Decades).
Using a resurrection spell reduces the caster to 0% and no resurrection spell can be used again until 100% is gained. If less than 90%, casting a resurrection spell will kill the caster. The caster has to be a higher rank than the target, or they will die regardless of their current health.
Resurrection doesn't always work, as the soul may have been consumed or moved on to the true afterlife and does not wish to return.
Dark mages can use other humans as a focus to sacrifice them instead to resurrect another creature or being, so long as they are rank-appropriate. Other aspects may have to apply, such as virgins, only blondes, a couple, pure-hearted, ect. Faceless NPCs are never "Rank appropriate" except for very minor rituals.
Ghosts / spirits exist here and may be seen by some death-affiliated mages or lineages and seek out mages capable of resurrection magic, or make pilgrimage to sacred sites or temples that tend to draw such mages. It's dangerous for mundane ghosts to walk around however, as other spirit monsters may hunt them, as well as dark mages who wish to steal their spirit body to power dark magics. This spirit body or "Soul" is only a second life however, destroying it sends them on yet still to an unknowable third state of being. A true "afterlife".
A dead player can keep playing in the form of a spiritbody to seek out the Sacred Alter or various temples or mages who might be able to rez them.
A.5: [Glossary]:
Regarding various terms and lingo. Important for final definitions of different things. Check in every so often to see if new terms have been applied, and feel free to suggest needed terms in the Suggestions section.
Functions / Classifications.
- [Area] Area spells deal damage over a large area. They can deal catastrophic damage, but less damage on an individual level at half what a direct spell would deal. In general an S-rank spell dealing damage over say a 100 meter area would deal A-rank damage to all within the AoE.
- [Buff] Buff spells do not deal damage nor cause any directly negative effect. They instead boost the caster or an ally, or even their enemy. Buffs always equal 50% for single buffs, or 25% for multiple buffs. A spell can't buff more than 3 things at once (Strength, speed, toughness, ect). Buff spells reduce effectiveness by 5% per rank the target or player his higher than the spell. Only the three largest buffs stack. An H-rank casting a D-rank buff would still buff a D-rank by 50%, but it'd only buff the H-rank by 20% just as it would for the D-rank to use a D-rank buff on the H-rank. Every spell rank higher than D adds 5% to the base buff level. C becomes 55%. B becomes 60%. Unique Abilities providing buffs are always 50%, or 25% for a single Unique Ability buffing multiple traits. Slayers for example almost always have a "Slayer's Body" unique ability in some form or another that flat out boosts strength and speed or durability, each would be +25%. If a slayer instead sacrificed 3 unique abilities that focus on each, they'd be 50%. Unique Ability buffs don't count against spell buffs for the 3-slot stacking buff limit.
- [Delayed] Delayed spells have a delay between casting, or the casting itself is the delay, and their applied damage.
- [Debuff] Debuff spells do not deal damage directly but can make a target easier to damage, along the same scale as buffs use.
- [Direct] Direct spells deal damage directly, they just straight up deal their damage.
- [Heal] Healing spells do the opposite of an attack, they heal a target and mend wounds rather than cause them.
- [Mode] Mode spells are spells that kick things up a notch to change your combat effectiveness in some way. Most Takeover magic falls into the "Mode" category, as does a Slayer's Slayer Force. Mode spells often have per-topic limitations rather than or in addition to cooldowns and can be more dramatic than a normal spell.
- [Repeater] Repeater spells are spells or effects that deal damage through repeated individual fire. This can amount to up to twice normal damage for the rank of the effect, but the damage is divided between at least 4 separate shots each dealing less damage and having less penetration. Spells with less than 4 shots aren't repeater and must amount to the normal damage for the rank, or 33% (3)or 50% (2) damage to individuals.
- [Timed] Timed spells deal damage over time. They can deal large amounts of damage above and beyond that of a Direct spell, but the damage is drawn out over a longer period of time. Timed spells vary and are approved on an individual basis. But generally cannot do more than 50%-rank extra damage -per post-, for 3 posts, but then reduce damage by 10% per extra post. Alternatively, they can do very low damage at first and increase by say 10%-rank damage every other post without an upper post limit.
Template / Aspects.
Cooldown- Cooldowns are how long it takes for a spell or ability to recover, allowing you to use it again. Cooldowns are measured from the time the effect is cast. By default they need to be 1 more than a given duration, but different spells may require less or more depending on what it does.
Duration- Duration is how long an effect lasts. Important for Timed spells, but also for support creations. Not all effects that have a lasting change on the enviornment requires a duration. Creating a stone wall for example is inherently lasting, just as burning down a tree with flames would be a lasting change.
Range- Range is how far a spell can travel. Spells with a range also require a travel speed. Spells that have very fast travel speeds require you to mention how someone might predict the attack. "Laser Beams" that travel nearly instantly often over long ranges commonly have "Prediction lines" as the laser effect warms up, for example. Otherwise you might have a "set up" period which can be as quick as a few seconds, but obvious enough for someone to expect an attack. This can be as simple as aiming a gun and pulling the trigger.
Signature Spell- Signature Spells are "Default" spells, they're your standard basic attacks using magic and can replace weapons for mages who may not be suited to martial combat and instead focus on magical training. You have the freedom to make more exaggerated Signature Spells that do require cooldowns or even per-topic limitations (Usually for "Mode" type spells), but that is not the intended use though it is a viable option if you also have martial talent.
Damage Types.
Blunt / Bludgeoning- Blunt damage comes from effects that have a solid -impact- with more weight to deal more of a spread out damage to the body usually across the surface. The result is a heavier transfer of kinetic energy that carries itself well through armor and might send someone flying. Blunt Damage doesn't penetrate without massive damage, so the wounds it deals are usually less-than-lethal. At low ranges of blunt damage you'd expect things such as fists and kicks, or hits with sticks and batons. At high ranges of blunt damage you'd expect things such as falling off cliffs, getting hit by trucks, or having a boulder fall on you.
Blunt Damage wont kill a character outright unless the intent to kill is there and/or the player accepts that fate. As a result blunt damage is favored by legals and officials to suppress crime.
Blunt damage deals half it's damage regardless of most armors.
Slashing / Cutting- Slashing damage is damage that comes from cutting edges that slice through it's targets usually at a sliding angle to bite through flesh. They don't usually pack the same amount of force as a blunt or piercing blow but it doesn't need as much to cause cuts and have lethal potential. It's not very good against armored targets however. At low ranges of slashing damage you'd expect paper cuts, pocket knives, shortswords. At higher ranges you'd have large swords, swinging axes, cutting razor wheels or so on.
Slashing damage is halved against armor but deals lethal damage. A slashing attack that causes fleshy damage causes blood loss which causes fatigue after 1 post and 1% per 10% (Starting at 1%) extra damage per post from this blood loss. 20% damage from bleeding results in a 50% reduced effectiveness while 40% causes fainting. Bleeding stops when the initial damage is healed over or well bandaged.
Piercing / Penetrating- Piercing Damage comes from effects that drive all their force behind a point in order to pierce a target, focusing all it's kinetic energy and damage potential in on one usually small spot to crack through defenses and armor. They can usually be deflected by angled surfaces to some degree. At low ranges of piercing damage you'd expect darts, needles, or small knives. At higher ranges you'd see arrows, bullets, scythe tips, falling /having fall on you spikes of some sort, and so on.
Piercing damage deals half usual damage, but all that damage is concentrated and is penetrating, dealing an extra x3 when hitting red or orange zones.
Piercing damage deals double standard damage (not the usual half damage) to armor for the purposes of penetration. If the armor is penetrated it is not destroyed unless more hits are sustained in the same area as was penetrated.
These following damages are guidelines and not hard rules. You may be creative and combine types or use one of these as a reference for another effect to see how it would cause damage.
NOTE: This is NOT classifying Fire / Ice / Lightning / Dark. This is just more damage types that can be utilized as a source material with which to describe/give some essence to different sorts of damage caused by magical/energetic sources.
Burning- Burning damage comes from the heating or outright charring of skin. Burning damage is very painful and deals half the damage it dealt initially again on the next post, and half that on the next, and so on. This also assumes they remain on fire. If the fire is put out, which can be relatively simple sometimes, it reduces the reoccurring damage by 3/4ths.
Freezing- Freezing damage has similar effects to burning in that at higher intensities it causes the blackening of skin and destruction on a fine scale. Freezing damage applies the damage it deals as a reduction to the limb or body part hit, making a leg slower, an arm unresponsive, or clouding the mind. Multiple freezing hits stack, but if allowed to warm up the drain reduces itself by half the initial amount each post, meaning after 2 it's gone. The reduction is halted during posts cold damage is sustained.
Shocking- Shocking damage is damage that can leave a body seemingly undamaged on casual inspection. Shocking damage can travel through the skin and through contact to deal radiating damage throughout the target's nervous system spreading the damage it deals out throughout the target's whole body and making their heart and mind race erratically. Shocking damage is nonlethal yet lethal, taking high shock damage can stop the heart and fry the nerves. Usually however, an electrocuted individual can be revived by more shocking damage to revive the heart. Electricity can be more intense and cause burning damage without the lingering flames on contact.
Shocking damage ignores metal armors, as it just travels through it. Padded armor still works at diffusing some of the energy however.
Draining- Draining damage is often associated with shadow/darkness magics and necromancy. Draining damage is the result of robbing the body of essential life forces within an area causing blackening of the flesh as the cells die off from the effect. Draining damage deals damage to flesh and organic matter, but is entirely harmless to objects in and of itself. Combining Draining with a physical force allows it to have substance behind it but also makes it resistable by them.
Draining damage ignores armor and deals half damage to organic matter, but the damage it deals is often returned to the attacker as healing.
The Evils of Roleplaying:
Metagaming: Metagaming is using OOC knowledge without gaining it IC. Such as knowing where a stealth team trying to tail you is, knowing Character X is with Character Y in secret, or knowing that Character X is the secret leader of SuperEvilCorp. Gaining knowledge in an IC manner through abilities or RP'd discovery is NOT metagaming.
Godmodding: Godmodding is when you through your posts dictate the actions of another player's character, this can include saying you hit them, saying how they react, or putting words in their mouth. Godmodding is also heavily modifying the environment through your post to suit your favor and/or hinder your opponent. This is last bit is more fuzzy however, using your enviornment is not bad. But saying there is a rabbid monkey that just so happens to distract your enemy is bad. Grabbing a bottle off the bar counter to hit someone with is not.
Powergaming: Is when you go above and beyond the capability and limitations of your character. This can even include using weapons with skill your character just does not have, or lording some status over others that you just pulled out of your arse. Powergaming can also include defying impossible odds unrealistically, which itself is not entirely discouraged in every situation given the nature of the RP but is somewhat situational.
Mary Sue: When you make your character all around undefeatable and perfect. This is unspeakably discouraged ad is practically a roleplaying sin. Given the magic and rank driven nature of the RP you may see a lot of people who try to dance on the edge of this. In connection to this, it's very unflattering to make an ass of yourself bragging and suggesting you are oh-so-powerful and/or undefeatable.
But, sharing it at all back then might have made a difference by now.
Take it what you will. This is what I worked on a few months ago.
If I recall, it isn't quite finished. There are some details missing.
Unified Damage & Range Rules
Regarding melee and ranged weapons, and general damage rules.
_________________________
Regarding melee and ranged weapons, and general damage rules.
_________________________
A.1 [Ranges & Weapon damage scaling]:
This section may be taken and applied instead or in addition to the weapon, item & pets rules/information section.
Regarding weaponry.
- [Unarmed] The damage dealt by an unarmed attack by default has one of three base roles. Not everyone can punch as hard or as effectively as another as not everyone ha the same muscle strength and training as another. The three types are; Ineffective, in which you deal two ranks less than your own. Effective, in which you deal one rank less than your own. Trained, in which you deal damage equal to your rank and your fists are considered to be strong weapons.
What defines an ineffective unarmed combatant is history and magic. If your magic is unrelated to martial capability and your character has no experience, then they are "Ineffective".
What defines an effective unarmed combatant is if their history has them living through some rough patches in which they've been through some scuffles in their time, and/or if their magic has light references to physical prowess.
What defines a trained unarmed combatant is if they have a history of martial training and/or their magic directly references skill and experience in martial combat.
- [Melee] The damage dealt by any melee weapon depends on the user rank (meaning a direct hit is equal to the user's rank). The rank of the weapon determines the power of its abilities, its magical resistance and its durability against other weapons. An Artifact can break through Legendary armor more easily than Legendary can break through an Artifact. This does not mean the lower ranked armor is immediately broken, this depends fully on the situation and the form of impact. (This does not apply to Weak Weapons. Weak Weapons cannot break through Strong or higher ranked Weapons, but are immediately broken by Strong or higher ranked weapons.)
- [Ranged] The damage dealt by a ranged weapon differs, however. It retains the same penetration power as shown above in regards to what it can do to an opposing weapon or armor. The damage a ranged weapon deals is more directly proportionate to the weapon-rank itself in addition to the rank of the player wielding it, as a ranged weapon is more heavily based on the function of the weapon itself rather than the force a wielder is capable of mustering. Likewise the quality of the weapon governs range as well.
There are three categories of range; Close (C) of 5-25 meters, Medium (M) of 50-200, and Long (L) of 300-600, with a grey-area between each as room for leniency. Each weapon rank will show a listed +% showing how they differ from this baseline. Weapons aren't forced to stick to one range category depending on the weapon itself. If a weapon focuses exclusively on being a long range weapon it can use the percentage for the rank above it to determine it's long range.
These are maximums and you should not feel obligated to match them depending on your weapon type.
.A weak weapon will deal the users rank minus three ranks. +0% range.
.A strong weapon will deal the users rank minus two ranks. +25% range.
.A legendary weapon will deal the users rank minus one rank. +50%
.An Artifact weapon is capable of dealing the users full rank. +100% (+200% focus).
The minimum bottom line for damage is of course D-rank damage.
- [Techniques] Weapons are just weapons, whether it's your fist, a blade, or a pair of pistols. It's what you do with it that counts. Players shouldn't feel avoidant of using them creatively and try to flush out their combat style.
Moves - "Techniques" - using your weapons (Unarmed, Melee, or Ranged) can be registered with your magic app under Spell Fusions (Separated from normal spell fusions and not using the template).
Techniques are created simply by bullet pointing the technique and underlining the name of the technique, then given a description and one strength and one weakness or more. Techniques cannot have supernatural properties in and of themselves but can be extensions of your magic, not generating any new magic effect but utilizing existing ones.
You do not have to list a move as a Technique if you don't wish to. However, if you make one "Signature Technique" per rank, whenever you use that technique in a job or event topic you will be given "Style Credit" that may push a situation subtly in your favor more so than a normal attack.
Unlike a "signature spell", the signature technique is -not- meant to be used frequently but is more for showy moments. Using the signature technique more than once does not generate any more style credit, and style credit is not given for multiple different signature techniques used within 5 posts. This is in attempt to emulate "Plot moments".
Spells-
Spells are the meat of the site and directly correlate to damages and are what the site is balanced against. Spells are their own ranks equal to the spell rank itself
- [Augment] Augment spells are spells that augment unarmed , melee, or ranged weapons or even other spells and use normal spell rules on top of weapon rules to empower those other effects. Example: Natsu's Fire Dragon's Fist adds fire magic and spell damage to this unarmed attacks.
"Augment" can replace range in a spell's app to make it apply to the default weapon range of the weapon in question, or it can be given it's own range based on the next category:
- [Spell Weapons] Spell Weapons are spells that create weapons for a momentary attack or for temporary use. Spell Weapons follow weapon rules rather than spell rules, but do not have 2 weapon abilities and have a cooldown and duration. Spell Weapons drain MP rapidly, consuming MP per post equal to 1/4th the initial cost it is active and taking an extra 5% more MP to cast. D rank spells are capable of making Weak weapons. C-rank is capable of making Strong weapons. B-rank is Strong+, A-rank is Legendary, and S-rank is Legendary+. An H-rank spell-weapon emulates an Artifact weapon. Spell Weapons cannot be broken or destroyed by non Spell-weapons unless the wielder of the normal weapon is two ranks higher than the spell weapon's rank -and- the weapon is at least of the same equivalent weapon rank.
As a result of costing MP per post, Spell Weapons can remain active so long as the caster wishes it. They have a duration of "X+" Their cooldowns start when the spell is cast but grows with the duration to always be +1, with an extra +1 per spell rank.
- [Ranged / Default] Ranged Spells have their own ranges just as ranged weapons do. Some spells are listed as Personal, Melee or Touch ranged because they either have a range within 3 or less meters, only work on touch contact, or only effect themselves.
Beyond that they also possess the three default ranges as seen in the ranged weapons category, Close, Medium, and Long, with the same default ranges. Like with ranged weapons each spell rank will have a percentage allowing it to raise it's maximum range if it is relevant for the spell itself. Like ranged weapons, a spell can focus on long range only to reduce its effectiveness at other ranges to achieve further range. Doing so boosts them three rank percentages up to determine distance.
Each rank adds 5% range, which doubles each rank for D- 5%, C- 10%, B- 20%, A- 40%, S- 80%, and H- 160%.
A.3: [Ability/Spell Damage & Glossary]:
Regarding the dealing and receiving of damage.
- Spoiler:
- Remember:
These rules may not always apply to everyone in every circumstance.
Damage is a bit more complicated a matter than it might appear. It's not so easy as "Deal your rank in damage" or "You deal D-rank damage". What that rank of damage actually means is dependent on who you're hitting and what defenses they might have. D-rank damage does not mean the same to a D-rank Defense-specialist as it does to a D-rank glass-cannon, neither does D-rank damage mean the same to your average D-rank as it does to a C-rank, let alone A or S rank character.
The default range of damage per rank, which is then altered depending where and how you hit a target, when hitting an equal ranked opponent is 10%. So an S-rank dealing S-rank damage to another S-rank is 10%. This increases by 5% per rank the spell is greater than the target, and decreases by 2% per rank the spell is less than the target.
A spell that focuses on minimum damage is reduced by 5% or less, while a spell that focuses on maximum damage and does not do much else but apply direct damage can be increased by 5%.
This isn't just for spells but is a universal rank-equivalent damage.
Armor serves as a buffer between yourself and damage. Each rank of armor provides a 2% damage reduction over areas it protects that is applied before any damage multipliers for locational damage. Damage that leaks through is usually nonlethal and as a result of the force of the blow transferring in some way but not necessarily breaking through the armor. Armor can take 100% damage before being rendered useless, 25% per region/location of armor, calculated in the same way that weapon damage is calculated to determine rank effectiveness. Armor resists weapons of equal or lower ranks, halving damage to the armor.
Magic is far more effective against the environment however and can deal much exaggerated damage to a wall or tree that would kill a person on the spot as however defined by the spell or ability, within reason.
But after having the spell's base damage you then need to figure out where the spell hits, which is almost always in the control of the target if the target is a player. You can try to swing for someone's head, and they can do all they can to dodge, block, counter and have defenses already in line.
Area of effects deal a general damage to the body as a whole in general, dealing 25% of the general damage to each of the effected Zones not counting to overall body health but individual vitality of the zones/limbs and such. Meaning an AoE will have a harder time dealing specific damage and does not gain any damage bonuses depending on the zone. AoEs generally deal their damage and are harder to avoid, while single attacks and projectiles can benefit from the individual zones.
For this purpose we have here a body map showing relative position to help visualize locations.
This bodymap shows color indicators of the severity of an attack in that area. It is not meant to be entirely life-accurate but is used for the purpose of estimating damages on a given area.
Depending on the location on which you receive you may take more or less damage than the base level of damage you would receive for a given spell. If a spell penetrates deep, it deals stacked damage for each threat level it passes through. Remember it is always the choice of the victim to decide how they get hit within their own roleplaying and the following image is for reference and shouldn't be taken as a hard rule set in stone. It uses a female body shape but it changes little between genders. The yellow around the chest on a male would be more green while the orange between the legs would be more red.
- Red is critical. Note: This can just mean that damage there can kill you soon if you don't receive treatment, not necessarily that it will kill you outright. Damage here is increased by x4
- Orange is vulnerable. Damage here is increased by x2.
- Yellow is weak. Damage here is not increased or decreased.
- Green is stable. Damage here is decreased by x.75.
The body is then separated into individual locations which track damage independently. This is kept more simple for simplicity's sake and is not meant to be matched to a full representation of lifelike damage.
Taking heavy damage to one part of your body doesn't mean defeat and definitely does not always mean death. Reducing a hand to 0% doesn't magically make you die, it just means your hand is maimed in some way. Neither does reducing the head to 0% mean death, however it would still be a critical state and imply unconsciousness.
Different locations furthermore track damage differently. It takes more effort to disable a leg or arm than it does to smash a hand or foot.
- Body: The overall body as a whole has 100% damage but is calculated by taking one quarter the damage dealt to individual body parts.
- Head: The head can take 60% damage before being disabled. A disabled head is unconsciousness or death. At 40% damage it causes a loss in perception, reflexes, and causes dizziness.
- - Eyes: The eyes can take 10% damage before being disabled. A disabled eye causes blindness that can become permanent unless healed.
- - Ears: The ears can take 20% damage before being disabled. A disabled ear causes deafness that can be permanent unless healed. At 10% your healing is reduced by 75%.
- - Throat: The throat can take 30% damage before being disabled. A disabled throat can bleed out and cause death in 2 posts with cutting/slashing damage. With bludgeoning damage it is crushed, causing suffocation if first aid is not had.
- -Neck: The back of the neck specifically, can take 40% damage and causes paralysis when disabled.
- Brain: Damage to the brain occurs when the Head is penetrated. This results in an instant KO, and death may occur if not treated. If there is an excess of 20+ damage the likely hood of recovering is near zero and requires a serious recovery topic.
- Torso: The Torso can take 100% damage before being disabled. A disabled torso doesn't do too much in in particular in and of itself.
- - Spine: A spine can take 60% damage before being disabled. A disabled spine causes paralysis.
- - "The tenders": Male characters can have their tenders disabled. They are hardish to hit and often require a specific window of opportunity. They can take 5% damage before being disabled, which causes near-paralysis. Female characters can take 10% damage instead, and have their speed and overall effectiveness halved for the rest of the post and into the next post in which it occurred.
- Heart: Damage to the heart occurs when the center chest is penetrated. This results in not in an instant KO, but a 75% decrease in all function and a the character will die on the next post if emergency response is not available. If the heart is hit squarely, death will occur in seconds.
- Arms: The Arms can take 60% damage independently before being disabled. A disabled arm simply prevents use of that limb.
- Elbows: The Elbows can take 40% damage. Disabling prevents use of the elbow.
- Hands: The hands can take 20% damage. Disabling prevents use of hand.
- Legs: The legs can take 70% damage before being disabled. Damage to the legs is a direct reduction of speed as well by half the damage dealt. A disabled leg cannot support body weight.
- Knees: The Knees can take 40% damage. Disabling the knee disables the leg.
- Feet: The feet can take 20% damage. Disabling a foot causes an instant 40% loss of speed by traditional movement (Walking. Running.).
A.4: [Healing]:
So you've taken damage... How can you recover?
Heavy damage can be dealt in combat, but how are you going to go about recovering? There are a number of ways to do it.
[Recover] Natural Recovery. Mages naturally regenerate 10% HP every 3 posts. Every 25 HP, the HP loss becomes unrecoverable through Natural Recovery. Meaning at 76+ HP you can heal back up to full. At 75> HP you can only heal back up to 75%, and so on for 50%, and 25%. Possessing HP regeneration overrides Natural Recovery. Regenerators do not regain 10% every 3 posts unless their total regeneration is less than 5%, but for every 1% of regeneration Natural Recovery is set back by 1 post.
[Regen] Regeneration. Healing comes in another flavor, Regeneration. Whether it be a passive healing spell or a benefit of magic or lineage. Regeneration from spells is limited to 2% per spell rank and applies to every hit location as a whole, but only counts for the total overall HP at 2% per post regardless of the per-location regen. An H-rank regen spell would heal 12% per post.
Multiple sources of regeneration take the highest source and add half of alternative sources for any source higher than 5%. Regeneration caps out at three different sources, but extra sources can be defaulted to when one of the main three becomes disabled for some reason.
[Heal] Healing Magic. Healing on this magic is fairly simple. Any spell can be made a healing spell dependent on the magic type. For a magic to have a healing spell the magic has to be of great variety/variability to begin with (Such as a summoning magic), or list Healing as a strength of the magic.
Healing spells directly heal in proportion to the damage they would deal were it an attack.
Healing spells repair the target hit location and in doing so apply a quarter of it to the overall Body HP. Spells can ignore locational damage rules to heal the per-rank amount across all hit locations including to the overall Body HP once.
[Absorb] Absorption / Life Steal. Life stealing effects deal half the damage for their rank and return half that damage dealt as HP to the caster as overall body HP and a quarter of that to each hit location. A Life stealing spell can do nothing else but life steal to equal the damage dealt in returned HP, or do other unique effects of the spell instead.
[Resurrection] - Resurrection. Resurrection is a powerful effect overall, but it really depends. Any healing can bring someone back from the dead if it would heal them to above 0% within 1 post per spell rank. Actual resurrection spells instead rez as follows: D- 1 day. C- 1 Week. B- 4 Month. A- 1 Year. S- 1 Decade. H- 1 Generation (Decades).
Using a resurrection spell reduces the caster to 0% and no resurrection spell can be used again until 100% is gained. If less than 90%, casting a resurrection spell will kill the caster. The caster has to be a higher rank than the target, or they will die regardless of their current health.
Resurrection doesn't always work, as the soul may have been consumed or moved on to the true afterlife and does not wish to return.
Dark mages can use other humans as a focus to sacrifice them instead to resurrect another creature or being, so long as they are rank-appropriate. Other aspects may have to apply, such as virgins, only blondes, a couple, pure-hearted, ect. Faceless NPCs are never "Rank appropriate" except for very minor rituals.
Ghosts / spirits exist here and may be seen by some death-affiliated mages or lineages and seek out mages capable of resurrection magic, or make pilgrimage to sacred sites or temples that tend to draw such mages. It's dangerous for mundane ghosts to walk around however, as other spirit monsters may hunt them, as well as dark mages who wish to steal their spirit body to power dark magics. This spirit body or "Soul" is only a second life however, destroying it sends them on yet still to an unknowable third state of being. A true "afterlife".
A dead player can keep playing in the form of a spiritbody to seek out the Sacred Alter or various temples or mages who might be able to rez them.
A.5: [Glossary]:
Regarding various terms and lingo. Important for final definitions of different things. Check in every so often to see if new terms have been applied, and feel free to suggest needed terms in the Suggestions section.
Functions / Classifications.
- [Area] Area spells deal damage over a large area. They can deal catastrophic damage, but less damage on an individual level at half what a direct spell would deal. In general an S-rank spell dealing damage over say a 100 meter area would deal A-rank damage to all within the AoE.
- [Buff] Buff spells do not deal damage nor cause any directly negative effect. They instead boost the caster or an ally, or even their enemy. Buffs always equal 50% for single buffs, or 25% for multiple buffs. A spell can't buff more than 3 things at once (Strength, speed, toughness, ect). Buff spells reduce effectiveness by 5% per rank the target or player his higher than the spell. Only the three largest buffs stack. An H-rank casting a D-rank buff would still buff a D-rank by 50%, but it'd only buff the H-rank by 20% just as it would for the D-rank to use a D-rank buff on the H-rank. Every spell rank higher than D adds 5% to the base buff level. C becomes 55%. B becomes 60%. Unique Abilities providing buffs are always 50%, or 25% for a single Unique Ability buffing multiple traits. Slayers for example almost always have a "Slayer's Body" unique ability in some form or another that flat out boosts strength and speed or durability, each would be +25%. If a slayer instead sacrificed 3 unique abilities that focus on each, they'd be 50%. Unique Ability buffs don't count against spell buffs for the 3-slot stacking buff limit.
- [Delayed] Delayed spells have a delay between casting, or the casting itself is the delay, and their applied damage.
- [Debuff] Debuff spells do not deal damage directly but can make a target easier to damage, along the same scale as buffs use.
- [Direct] Direct spells deal damage directly, they just straight up deal their damage.
- [Heal] Healing spells do the opposite of an attack, they heal a target and mend wounds rather than cause them.
- [Mode] Mode spells are spells that kick things up a notch to change your combat effectiveness in some way. Most Takeover magic falls into the "Mode" category, as does a Slayer's Slayer Force. Mode spells often have per-topic limitations rather than or in addition to cooldowns and can be more dramatic than a normal spell.
- [Repeater] Repeater spells are spells or effects that deal damage through repeated individual fire. This can amount to up to twice normal damage for the rank of the effect, but the damage is divided between at least 4 separate shots each dealing less damage and having less penetration. Spells with less than 4 shots aren't repeater and must amount to the normal damage for the rank, or 33% (3)or 50% (2) damage to individuals.
- [Timed] Timed spells deal damage over time. They can deal large amounts of damage above and beyond that of a Direct spell, but the damage is drawn out over a longer period of time. Timed spells vary and are approved on an individual basis. But generally cannot do more than 50%-rank extra damage -per post-, for 3 posts, but then reduce damage by 10% per extra post. Alternatively, they can do very low damage at first and increase by say 10%-rank damage every other post without an upper post limit.
Template / Aspects.
Cooldown- Cooldowns are how long it takes for a spell or ability to recover, allowing you to use it again. Cooldowns are measured from the time the effect is cast. By default they need to be 1 more than a given duration, but different spells may require less or more depending on what it does.
Duration- Duration is how long an effect lasts. Important for Timed spells, but also for support creations. Not all effects that have a lasting change on the enviornment requires a duration. Creating a stone wall for example is inherently lasting, just as burning down a tree with flames would be a lasting change.
Range- Range is how far a spell can travel. Spells with a range also require a travel speed. Spells that have very fast travel speeds require you to mention how someone might predict the attack. "Laser Beams" that travel nearly instantly often over long ranges commonly have "Prediction lines" as the laser effect warms up, for example. Otherwise you might have a "set up" period which can be as quick as a few seconds, but obvious enough for someone to expect an attack. This can be as simple as aiming a gun and pulling the trigger.
Signature Spell- Signature Spells are "Default" spells, they're your standard basic attacks using magic and can replace weapons for mages who may not be suited to martial combat and instead focus on magical training. You have the freedom to make more exaggerated Signature Spells that do require cooldowns or even per-topic limitations (Usually for "Mode" type spells), but that is not the intended use though it is a viable option if you also have martial talent.
Damage Types.
Blunt / Bludgeoning- Blunt damage comes from effects that have a solid -impact- with more weight to deal more of a spread out damage to the body usually across the surface. The result is a heavier transfer of kinetic energy that carries itself well through armor and might send someone flying. Blunt Damage doesn't penetrate without massive damage, so the wounds it deals are usually less-than-lethal. At low ranges of blunt damage you'd expect things such as fists and kicks, or hits with sticks and batons. At high ranges of blunt damage you'd expect things such as falling off cliffs, getting hit by trucks, or having a boulder fall on you.
Blunt Damage wont kill a character outright unless the intent to kill is there and/or the player accepts that fate. As a result blunt damage is favored by legals and officials to suppress crime.
Blunt damage deals half it's damage regardless of most armors.
Slashing / Cutting- Slashing damage is damage that comes from cutting edges that slice through it's targets usually at a sliding angle to bite through flesh. They don't usually pack the same amount of force as a blunt or piercing blow but it doesn't need as much to cause cuts and have lethal potential. It's not very good against armored targets however. At low ranges of slashing damage you'd expect paper cuts, pocket knives, shortswords. At higher ranges you'd have large swords, swinging axes, cutting razor wheels or so on.
Slashing damage is halved against armor but deals lethal damage. A slashing attack that causes fleshy damage causes blood loss which causes fatigue after 1 post and 1% per 10% (Starting at 1%) extra damage per post from this blood loss. 20% damage from bleeding results in a 50% reduced effectiveness while 40% causes fainting. Bleeding stops when the initial damage is healed over or well bandaged.
Piercing / Penetrating- Piercing Damage comes from effects that drive all their force behind a point in order to pierce a target, focusing all it's kinetic energy and damage potential in on one usually small spot to crack through defenses and armor. They can usually be deflected by angled surfaces to some degree. At low ranges of piercing damage you'd expect darts, needles, or small knives. At higher ranges you'd see arrows, bullets, scythe tips, falling /having fall on you spikes of some sort, and so on.
Piercing damage deals half usual damage, but all that damage is concentrated and is penetrating, dealing an extra x3 when hitting red or orange zones.
Piercing damage deals double standard damage (not the usual half damage) to armor for the purposes of penetration. If the armor is penetrated it is not destroyed unless more hits are sustained in the same area as was penetrated.
These following damages are guidelines and not hard rules. You may be creative and combine types or use one of these as a reference for another effect to see how it would cause damage.
NOTE: This is NOT classifying Fire / Ice / Lightning / Dark. This is just more damage types that can be utilized as a source material with which to describe/give some essence to different sorts of damage caused by magical/energetic sources.
Burning- Burning damage comes from the heating or outright charring of skin. Burning damage is very painful and deals half the damage it dealt initially again on the next post, and half that on the next, and so on. This also assumes they remain on fire. If the fire is put out, which can be relatively simple sometimes, it reduces the reoccurring damage by 3/4ths.
Freezing- Freezing damage has similar effects to burning in that at higher intensities it causes the blackening of skin and destruction on a fine scale. Freezing damage applies the damage it deals as a reduction to the limb or body part hit, making a leg slower, an arm unresponsive, or clouding the mind. Multiple freezing hits stack, but if allowed to warm up the drain reduces itself by half the initial amount each post, meaning after 2 it's gone. The reduction is halted during posts cold damage is sustained.
Shocking- Shocking damage is damage that can leave a body seemingly undamaged on casual inspection. Shocking damage can travel through the skin and through contact to deal radiating damage throughout the target's nervous system spreading the damage it deals out throughout the target's whole body and making their heart and mind race erratically. Shocking damage is nonlethal yet lethal, taking high shock damage can stop the heart and fry the nerves. Usually however, an electrocuted individual can be revived by more shocking damage to revive the heart. Electricity can be more intense and cause burning damage without the lingering flames on contact.
Shocking damage ignores metal armors, as it just travels through it. Padded armor still works at diffusing some of the energy however.
Draining- Draining damage is often associated with shadow/darkness magics and necromancy. Draining damage is the result of robbing the body of essential life forces within an area causing blackening of the flesh as the cells die off from the effect. Draining damage deals damage to flesh and organic matter, but is entirely harmless to objects in and of itself. Combining Draining with a physical force allows it to have substance behind it but also makes it resistable by them.
Draining damage ignores armor and deals half damage to organic matter, but the damage it deals is often returned to the attacker as healing.
The Evils of Roleplaying:
Metagaming: Metagaming is using OOC knowledge without gaining it IC. Such as knowing where a stealth team trying to tail you is, knowing Character X is with Character Y in secret, or knowing that Character X is the secret leader of SuperEvilCorp. Gaining knowledge in an IC manner through abilities or RP'd discovery is NOT metagaming.
Godmodding: Godmodding is when you through your posts dictate the actions of another player's character, this can include saying you hit them, saying how they react, or putting words in their mouth. Godmodding is also heavily modifying the environment through your post to suit your favor and/or hinder your opponent. This is last bit is more fuzzy however, using your enviornment is not bad. But saying there is a rabbid monkey that just so happens to distract your enemy is bad. Grabbing a bottle off the bar counter to hit someone with is not.
Powergaming: Is when you go above and beyond the capability and limitations of your character. This can even include using weapons with skill your character just does not have, or lording some status over others that you just pulled out of your arse. Powergaming can also include defying impossible odds unrealistically, which itself is not entirely discouraged in every situation given the nature of the RP but is somewhat situational.
Mary Sue: When you make your character all around undefeatable and perfect. This is unspeakably discouraged ad is practically a roleplaying sin. Given the magic and rank driven nature of the RP you may see a lot of people who try to dance on the edge of this. In connection to this, it's very unflattering to make an ass of yourself bragging and suggesting you are oh-so-powerful and/or undefeatable.
Last edited by Lady Red on 4th August 2015, 1:29 pm; edited 3 times in total