Crystal Admin
Posts : 150 Join date : 2014-08-19
Character sheet Gold: 11,000 Class: Elder EXP: 80,000
| Subject: Specialty System Tue Aug 26, 2014 2:58 pm | |
| Specialty System -The Specialty system, also known as the Specialization System, determines how many Spec points you start with, how to gain more, how to distribute them, what each level of a specialty grants, among other things. You are able to freely distribute your spec points among whatever specialties you so choose, as to not restrict you by implementing Specialty limits. There is, however, an over-all limit on how many spec points you may have total. This limit is 750. You may also only level five specialties max past 75 and only four past 100. These limits are in place so that you will choose a distinctive type of character to play rather than giving your character many/all roles. We do this so that you can focus more on character development and what you'd like your character to be rather than trying to be an all-powerful God. Starting Points -The amount of starting points you are granted is determined by your Warrior Class, also known as just your Class. Each primary class, i.e: Neophyte, Novice, Apprentice, Journeyman, Expert, Adept, Master, Grandmaster, Elder, and Legend, receives a different amount of spec points to start out with. The better your class, the more you get to start with. With that said, we will move on to the actual starting points for each sub-class.
- Neophyte & Novice starts with 75
- Journeyman starts with 125
- Expert starts with 200
- Adept starts with 250
- Master starts with 300
- Grandmaster starts with 350
- Elder starts with 400
- Artisan starts with 400.
For every 25 points you have in a specialty, you may apply for techniques one rank higher. This starts at rank 5 and goes up. With 25 points you may apply for rank 5 techniques of that specialty, then 50 for rank 4, 75 for rank 3, 100 for rank 2, and 125 for rank 1. No matter how many specialties or spec points you have, you may only have a total maximum of 4 rank 1 techniques. For specialties that don't offer techniques but implicate the use of a weapon or item, the same ranking rules apply for weapons as does techniques. 125 in Swordsmanship for a Rank 1 sword, for example. Acquiring Spec Points -We strive to make sure that gaining everything on this RPG will be as enjoyable of a process as possible. We hate to see those of you who would otherwise be stuck creating countless solo training threads. For that reason, we will be implementing numerous ways of gaining spec points as well as ways of gaining them faster than usual. We will try to be detailed as possible in each method as to avoid confusion. Remember, if you're unsure ask a member of staff. Do not just create the topic then get angry later that you did not train properly. It is always best to ask questions first. Please remember that in order for it be considered a proper training topic, you must train the specialty you're wanting to gain spec points in. This does not mean use that specialty a little. Nor does it mean every word of the topic must be geared towards that specialty. However, make sure that almost all of the topic is you training that specialty, otherwise we reserve the right to abstain from granting you those Spec Points. The first method of training is, of course, solo training. It is practicing by yourself to hone your abilities in that particular specialty. Please keep in mind, this is one of the most inefficient methods but might still be preferred by those who can not find someone else to fight or train with. Spec points gained through this methods are gained at the rate of 1 spec point per 500 words typed. So, for example, if you type 4000 words, you will have earned 8 spec points in that area. The second method of training spec points is training with an ally. This must be a friendly spar or simply them sitting in on your training and giving you pointers, examples, and assistance. This must be actual legitimate training and is certainly the most effective method of training. Your trainer's word count does not count towards your own. However, the rate at which spec points are gained through this method is 1 spec point per 200 words typed. So, for example, if you type 4000 words, you will have earned 20 spec points in that area. The third and final method of training spec points is by fighting an enemy. This is a bit tricky as you are required to use nothing but that specialty which you wish to train throughout the entire fight. If you use any other specialty even once, you will not be able to submit the topic for spec point acquisition. Due to the fact that you are essentially teaching yourself and no one is really there to give you pointers or advice, you train at a less efficient rate than the second method by doing this. However, it is still more efficient than the first method. The rate at which spec points are gained through this method is 1 spec point per 400 words typed. So, for example, if you type 4000 words, you will have earned 10 spec points in that area. So next time you get into a brawl with someone, it is suggested you stick with a single specialty and use that topic to gain spec points later. Specialties with an asterick (*) enable the user to create 'techniques' under that specialty. You may not create techniques under any other specialty.Mana Specialties -- Non-Elemental*:
Non-elemental techniques are techniques that make use of mana but do not have any particular elemental affinity. These types of techniques can be used for a wide variety of things, including the control and manipulation of things and substances that are not entirely covered by the elemental mana specialty. For the most part, this is a 'generic' specialty for any techniques that utilize mana but do not fall under the other categories listed after it.
- Elemental*:
Elemental mana techniques are basically when one makes use of their mana to either produce or manipulate elements. The elements that one can control are limited base on how many skill points they have invested in this specialty, however. Anyone with this specialty will start out with one element. Once they reach 50 skill points or higher, they will receive a second element. Once they reach 100 skill points or higher, they will receive a third element, and if they max out this skill at 125 they will receive an advanced element. Basic elements include: fire, water, earth, wind, and lightning. Advanced elements include: crystal, metal, sound, lava, and nature.
- Illusionary*:
The illusionary mana specialty is a specialty that allows the user to create illusions and illusionary scenes. To do this, the user can perform techniques in a variety of ways, ranging from creating actual illusions using mana to going as far as inserting mana into their opponent's brain through some method and altering their perception and thought patterns. Illusionary techniques are primarily techniques that have to do with control of one's opponent's brain.
- Inscription*:
Inscription is the use of symbols and other markings to seal away items, elements, among other things as well as to unseal them. They are also able to seal and unseal living things, weapons, items, objects in general, creatures, among other things. The abilities of Inscription are not just sealing and unsealing, however. It also includes the general use of 'seals' to achieve a desired result. Inscription techniques may not produce an element, however, they may be used to seal an elemental attack to be unsealed later.
- Medical*:
Medical mana techniques are techniques that are any techniques that require specific knowledge of the human body or the body of whatever species or organism they are operating on. If a technique would require medical knowledge in some way, shape or form then it would require this specialty. With that said, healing techniques, regeneration techniques, and techniques of that nature all fall under Medical. Combat Specialties -- Marksmanship*:
Marksmanship involves the use of a bow, crossbow or ranged weapons in general such as guns. Marksmanship can be used in conjunction with other mana specialties to produce devastating ranged attacks. Guns and other tech may not be started with. They may only be purchased IC.
- Swordsmanship*:
Swordsmanship is the use of any bladed weaponry in combat. Whether it be a katana, a broadsword, a lance, or even a dagger. If it is considered a sword or a bladed weapon, it falls under swordsmanship. Swordsmanship can be used in conjunction with mana-based specialty to enhance their cutting ability or to even add elemental influence to one's attacks. Swordsmanship determines what class of techniques one is able to learn with a sword as well as what class of bladed weaponry one is able to wield with skill.
- Martial Arts*:
Martial Arts makes use of two primary types of combat. The first is the utilization of one's own two bare fists. The second is the use of fist-based weapons such as anything that covers the knuckles, spiked knuckles, essentially anything that can dramatically increase the damage done by the fists. Martial Arts also includes the use of hand-to-hand combat techniques. Martial Arts weapons and techniques that the user can utilize are determined by how many spec points they have invested in this skill.
- Mace Fighting*:
Mace Fighting is the use of maces, hammers, and other blunt or spiked weapons in combat. It can involve any weapon, heavy or light, that is entirely blunt or even spiked. If it does not have a blade and is not a staff, it would most likely fall under the mace fighting specialty. Mace fighting skill determines what class of blunt weaponry one is able to wield as well as what class of blunt-weapon techniques one is able to use.
- Staff Fighting*:
Staff Fighting is the art of using a staff in combat. This is pretty self explanatory. Anything that is basically a long stick with no blade would be considered a staff. Spears are not staves, for example, because they have a pointed tip. Staff Fighting only includes basic staves or staves with a blunt weapon at the tip. Staves can also be used or wielded to amplify mana power. Staves also include bladed weapons that have a handle that is longer than the bladed or pointed portion, such as a spear.
- Tactical Weaponry*:
Tactical Weaponry includes any minor weapon that is not covered by the major weapon specialties. This includes wire, string, rope, explosives, and other types of weaponry. Keep in mind, if it can fall under another specialty, then it is not a tactical weapon. Tactical Weaponry determines not only whether or not one is able to utilize certain weapons but also what class of that weapon along with what techniques involving that weapon. Taming Specialties -- Animal Lore:
Animal Lore is your understanding of beasts and creatures throughout the world. The higher your animal lore, the more you know about animals and the easier they are to tame. 1-25 animal lore allows you to know everything about class 5 beasts. 26-50 grants you full knowledge about class 4 beasts. 51-75 grants you full knowledge about class 3 beasts. 76-100 grants you full knowledge about class 2 and class 1 beasts. 101-125 grants you full knowledge about legendary beasts. If your animal lore skill grants you full knowledge of a beast you're trying to tame, and it becomes aggressive, you are able to try to tame it while it's aggressive or attempting to flee. However, if you fail a second time you must either fight it off or let it fly away depending on the results of the second roll.
- Animal Taming:
Animal Taming is your ability to tame a beast. Basically, you can not even attempt to tame a beast unless it is within your skill level. 0-25 you are able to try to tame a beast that is class 5. 26-50, you're able to try to tame a beast that is class 4. 51-75, you are able to try to tame a beast that is class 3. 76-100, you are able to try to tame a beast that is class 2 or class 1. Anything above 100 and you're able to tame beasts that are legendary class. Artisan Specialties -- Blacksmithy:
Blacksmithy is your ability to produce weapons such as swords, axes, hammers, spears, and essentially anything having to do primarily with metals or materials similar to metals. They are not able to create bows, arrows, or items that are covered by another specialty. The class of weapons or items that a blacksmith can produce is determined by his specialty in Blacksmithy. 0-25: Class 5. 26-50: Class 4. 51-75: Class 3. 76-100: Class 2. 101-125: Class 1.
- Brewing:
The brewing skill determines your ability to produce potions. This also covers poisons, healing potions, magical potions, mana potions, and so on and so forth. Essentially, if you drink it and it does something, a brewer makes it. The class of potion that can be produced by a brewer is determined by their Brewing skill. 0-25: Class 5. 26-50: Class 4. 51-75: Class 3. 76-100: Class 2. 101-125: Class 1.
- Bowcraft & Fletching:
Fletchers produce both bows and arrows. They are masters of producing both and can produce extremely powerful variants of both, should they possess the proper skill level. Like other Artisan specialties, the class of bows and arrows that they can produce is determined entirely by their Bowcraft & Fletching skill. 0-25: Class 5. 26-50: Class 4. 51-75: Class 3. 76-100: Class 2. 101-125: Class 1.
- Carpentry:
Carpentry is basically producing wooden constructs, whether it be through magic or by hand. Either way, carpentry can be a very profitable business as no one is allowed to possess anything wooden unless it was produced and sold to them by a carpenter. So, for example, if they have a place of residence and wish to furnish it, the first person they would consult is a carpenter. Other systems in place will make a carpenter necessary to the role-playing experience. So do not worry. The quality of your product as a carpenter is determined by your amount of points invested in carpentry. Although we won't create a set system, we will tell you if you try to apply for something and it seems unfeasible that a carpenter of your skill could create it.
- Enchanting:
Ah, enchanting. Enchanting is adding magical attributes to a standard item or weapon. By imbuing a vast amount of mana, or even a small amount, into an item an enchanter is able to grant it magical attributes. For example, enchanting can be used to reinforce armor, sharpen swords, imbue it with a demon or angel, or other magnificent feats. The level of enchantment that can be placed on an item is determined by your Enchanting skill level. 0-25: Class 5. 26-50: Class 4. 51-75: Class 3. 76-100: Class 2. 101-125: Class 1.
- Masonry:
Masonry is basically your ability to create/build houses. You might do this through magic or with your own two hands. Either way, a mason is extremely important and extremely profitable as no one is allowed to have a house unless they first purchase said house from a mason. Your ability to build a house is determined by your masonry level. Please keep in mind, however, that making great magnificent houses will require a higher masonry level. Here's a basic guide: 0-25, you can build a shed or one room house. 26-50, you can create a two room home, it's sort of nice, but not great. At 51-75 you can create a four room home. It's pretty nice, actually. At 76-100, you can create a six room home. It's very nice, extremely impressive. Everyone looks at it with amazement. 101-125, you can create a ten room home. It's absolutely beautiful. Literally a work of art. No one else's housing can compare to what you create.
- Tinkering:
Tinkering is the creation of mechanical devices and technology in general. Want a gun? Want anything that's even remotely mechanical? Call upon a tinkerer. They are extremely capable as far as technology is concerned and able to produce wondrous devices. This skill is wise to use in conjunction with other skills such as archery or blacksmithy to create mechanized weapons or crossbows. The class of the device you're able to create is determined by the following system: 0-25: Class 5. 26-50: Class 4. 51-75: Class 3. 76-100: Class 2. 101-125: Class 1.
- Culinary Arts:
Culinary Arts is, in essence, cooking, creating, and preparing food for consumption. It can be as simple as a small snack or something as exquisite as a four course meal. Regardless of what you intend to create, anything edible will require Culinary Arts as a specialty. For more information on what Culinary Arts entails, please refer to the Culinary Arts System found in the Systems forum.
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