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Floating Appendix

  Q/A:

  Fellman: Fellmans (Human -> Fellman; Humans -> Fellmans) are a race of humanoids. They are basically the opposite of elves; in every way that elves are fairer and more graceful/agile, Fellmans are more brutish and stronger/bigger. They aren’t beastmen though (there’s no animal parts on them), and they aren’t giants, ogres, orcs, goblins, etc. They have thick hair (usually black or brown), orange or yellow slitted eyes, short claws for nails, and thick hairy “hobbit” feet, for lack of a better descriptor, and they usually go barefoot.

  How the tiers work: The tiers in this system are not exactly equivalent to levels, otherwise I would have just called them levels instead. The tiers are just a relative measurement of the power-level of each job or skill; they do not correspond to a single point. That's why Allen has been able to get free tiers on some of his skills and on Silent Assassin. Later on, in the higher levels, a single point might cause a skill to jump multiple tiers based on the new features.

  Mana vs miasma: Mana is like the power source that's inside the characters, while miasma is pure magic that has been invoked into the world by means of a skill. miasma can be invoked as a certain aspect, having different effects, whereas mana is just mana.

  Power Scale: Unlike Azarinth Healer (which I know many of you are also reading right now) The median level for humans is somewhere around 200. All humans that is. 300 is probably around the 60th percentile and 400 is 80th percentile. Things don’t really start to get hardcore until level 500. There are also no “racial power floors” either. Everything starts off at level 0, and a level 500 human is, on average, just as powerful as a level 500 dragon. (Though a level 500 dragon is a very weak dragon).

  System and Aspects:

  Stats: There are primary and secondary stats. The secondary ones don’t take any points, they’re derived from the primary stats (with simple equations). They exist for two reasons: to quantify some more effects derived from the combination of the primary stats, and to force balance into the builds (since these stats cant get too low or bad things happen).

  Strength: physical strength, as in your muscles. Except how it effects your body is dependent on whether you have more vitality (power-lifter) or endurance (marathoner).

  Vitality: physical health, sometimes called constitution. It increases lifespan, senses, and resistance to poisons and stuff. It doesn’t make you more physically resilient though, that’s resistance.

  Endurance: physical endurance, increases energy and the time the body can go without food, sleep, water, etc.

  Intelligence: how much information the mind can process at a time, makes you good at math (as in calculations, if you already know the steps) and other brute force stuff, doesn’t give you anything else. Also makes magic more powerful (especially at higher levels), just like strength makes punches more powerful.

  Wisdom: literally just memory and the ability to think calmly. Also allows for more complicated magic and faster casting.

  Focus: how fast the brain can process information and focus on a task, makes magic more accurate and stable.

  Intelligence+wisdom is good for fireballs, intelligence+focus is good for healing healing, wisdom+focus is a strange combination that a support mage might use (*wink wink).

  Dexterity = STR * FCS / VIT : its just dexterity.

  Resistance = END * INT / STR : resistance to attacks, physical or soul-based. Endurance makes a more resilient body and intelligence makes a more resilient soul.

  Speed = STR * FCS / END : its just speed

  Perception = VIT * WIS / INT : its just perception, night vision, ability to pick a face out in a crowd, etc.

  Stability = END * INT / WIS : the ability to resist the effects of trauma, suppresses emotional distress, doesn’t completely numb emotions though. Its like the mental equivalent of resistance.

  Luck = VIT * WIS / FCS : makes the status screen symmetrical. Affects system-based RNG like critical hits and vital strikes for both attacks and injuries. Might keep you from tripping accidentally, idk. Doesn’t warp causality to your favor.

  Here is the Aspect Chart. Most of them are self-explanatory, but some aren’t. Eventually this will all be explained I hope. (PS: “Arcane” is just a “lack of” an aspect, which makes it sort of like white light, ie. a combination of all the colors of light.)

  Character Sheets:

  -20%END -10%VIT -5%WIS -5%SPD +5%FCS +10%STB +20%DEX +25%MP

  Allen:

  Stats:

  Primary:

  Secondary:

  ---

  Skills:

  General:

  Tier 1 – Active: Identify – Category: General – Determine the characteristics of a target at a glance.

  Job: Silent Lurker

  Tier 15 – Active: Waiting Dusk– Lurking quietly in the silence of dusk, you build speed and power in hiding.

  Tier 15 – Active: Dusk Vault – Category: Dusk Magic – Use your enemy’s blind spots to your advantage; move with great speed, in silence.

  Tier 15 – Passive: Lurker’s Step – Category: Repression Magic – Deaden your presence and become one with the setting Dusk.

  Tier 14 – Passive: Lurker’s Sense – Category: State of Mind – While waiting out of sight, your mind stills and becomes aware of more.

  Tier 15 – Passive: Killer Instinct -– Category: State of Mind – Estimate the success of your moves before you make them.

  Tier 13 – Passive: Dead Calm – Category: State of Mind – Become like a true assassin: Dead inside.

  Tier 15 – Passive: Body of the Lurker – Category: Enhancement Magic – Your body changes to blend in with the silence.

  Tier 15 – Meta: Assassinate – Category: Martial Arts – Deal more damage when your enemies are unaware.

  Job: Chaotic Destroyer

  Tier 15 – Active: Ruptured Maelstrom – Category: Destruction Magic – Bombard your enemy with a vicious storm of chaos and destruction.

  Tier 15 – Active: Fractured Nova – Category: Destruction Magic - Charge an attack with pure destructive power; release it in an instant and reduce all you touch to dust.

  Tier 15 – Active: Chaotic Bolt – Category: Chaos Magic – Apply damaging magic to your attacks.

  Tier 15 – Passive: Cloak of Chaos – Category: Miasma Manipulation – Shroud yourself in a cloak of chaotic miasma to defend yourself.

  Tier 12 – Passive: Chaotic Synergy – Category: Enhancement Magic – You become more in tune with chaotic miasma despite its nature.

  Tier 13 – Meta: Havoc – Category: Chaos Magic – Bring chaos and danger; cause magic around you to wreak havoc.

  Tier 15 – Meta: Vital Strike – Category: Martial Arts – Your strikes land true and cripple your enemy.

  Tier 12 – Meta: Destabilization – Category: Chaos Magic – Destabilize your enemy’s magic and afflict them with chaotic synergy.

  Job: Neuromancer

  Tier 9 – Active: Mental Manipulation – Category: Mind Magic – Manipulate the framework of target minds within range.

  Tier 10 – Active: Psion Burst – Category: Psychic Magic – Release a discharge of corrupted psions and deal damage to minds.

  Tier 8 – Passive: Mind Sense – Category: Mind Magic – Sense the framework of the target minds around you.

  Tier 9 – Meta: Inner Eye – Category: Mind Magic – See the casting of unseen mind magic.

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