Brave Galaxy is set in a world loosely based on Hiro Mashima’s Fairy Tail and Eden’s Zero. It is a PG-13 or so rated space fantasy RP, and uses a combination of character statistics, which can be acquired via roleplaying and events, and creative freedom to help direct players’ characters. While there is a main storyline, which can be found in the events section, characters are free to interact with others and their environment however they see fit.
Explore the galaxy. Overcome the obstacles in your path. Shape the future of humanity.
Post by Reya Starlyght on Feb 10, 2019 21:12:28 GMT
Magical Techniques
Techniques make up your character's magic, and without them they wouldn't be able to do much of anything. The following posts below covered some of the main types of techniques, although you are not strictly confined to these. For entire magics, excluding support specialist which can be found under Buffs & Debuffs, please go to the Specific Magic Systems thread.
Post by Reya Starlyght on Feb 11, 2019 20:40:05 GMT
The Requip Technique
Many characters won't be able to reasonably carry everything they own with them at all times, and the simple requip technique solves this. It can be applied to most magics and items, and in the case of the latter the effect will always cost the least in its price bracket, due to the fact that the requip technique is, more than anything, a simple utility spell. The technique will look something like this:
(Name of technique) - (Rank) Type: Requip Range: Personal Effect: The user can change to another piece of equipment by sending equipment to and summoning equipment from their pocket dimension. A single requip use is capable of swapping one full set/suit of armour and a weapon pair for another (i.e. a sword and shield, a bow, two claws, a sword and a handgun, etc.) Ranks: Rank 1: After changing your arsenal there is a 4 post cool down. Rank 2: After changing your arsenal there is a 3 post cool down. Rank 3: After changing your arsenal there is a 2 posts cool down. Rank 4: After changing your arsenal there is a 1 posts cool down. Rank 5: You can change your arsenal once a post. Rank 6: You can change your arsenal twice a post. Rank 7: You can change your arsenal thrice a post. Rank 8: You can change your arsenal four times a post. Rank 9: You can change your arsenal five times a post. Rank 10: There is no limit to the number of times you can change arsenal in a post.
What about the requip magic from Fairy Tail? Simple enough, on BG this is considered a weapons magic in which you can then add the requip technique to.
Post by Reya Starlyght on Feb 12, 2019 14:30:21 GMT
Movement Techniques
Movement techniques in BG refer to flight, teleportation, and dash techniques that allow a character to get from one place to another with greater ease than normal. While they can inevitably be varied from the values listed below, the following are for standard techniques of these types, for a single target.
When determining a standard flight technique, its height, speed, maximum carry weight, duration, and cooldown are taken into account.
Rank
Maximum Height
Speed of Flight
Maximum Carry Weight
Duration
Cooldown
1
5 m
-5 to base
10 kg
2
4
2
10 m
+0 to base
20 kg
2
4
3
25 m
+5 to base
30 kg
3
3
4
50 m
+10 to base
50 kg
3
3
5
100 m
+15 to base
70 kg
4
3
6
250 m
+20 to base
100 kg
4
2
7
500 m
+25 to base
150 kg
5
2
8
1000 m
+30 to base
200 kg
6
2
9
2500 m
+35 to base
250 kg
7
2
10
5000 m
+40 to base
No weight limit
8
2
Most magics have the capability to have flight techs in some way, although those that are already quite specialized may not. If you're in doubt, ask a staff member.
There are three distinctive types of teleportation techniques, short range, cantrips, and long range. Each has their different rules and progressions.
Short Range Teleports:
Rank
Range
Reaction Speed
Unmodified Cooldown
1
5 m
10
4 posts
2
10 m
20
4 posts
3
15 m
30
4 posts
4
25 m
40
3 posts
5
50 m
50
3 posts
6
75 m
60
3 posts
7
100 m
70
2 posts
8
125 m
80
2 posts
9
150 m
90
2 posts
10
200 m
100 or own speed
1 post
With short range teleports, a character is able to teleport without requiring line of sight or line of egress (which means they can go through physical barriers). If a character must teleport through something relatively uncommon (like shadows or water) to perform the technique, a post of the cooldown is taken off the tech's cooldown, with rank 10 being usable once a post.
Cantripped Teleports:
Level
Range
Reaction Speed
Unmodified Usage
1
5 m
10
Once a post
2
10 m
20
Once a post
3
15 m
30
Twice a post
4
20 m
40
Twice a post
5
25 m
50
Thrice a post
With cantripped teleports, a character must have line of egress although not line of sight to be able to travel to a location. If a character must teleport through something relatively uncommon (like shadows or water) to perform the cantrip, one additional teleport may be added to the usage rate.
Long Range Teleports:
Rank
Range
# of People
Cooldown
1
5 km
Caster + 2
6 posts
2
10 km
Caster + 3
5 posts
3
25 km
Caster + 4
5 posts
4
50 km
Caster + 5
5 posts
5
75 km
Caster + 6
4 posts
6
100 km
Caster + 7
4 posts
7
250 km
Caster + 8
4 posts
8
500 km
Caster + 9
3 posts
9
1000 km
Caster + 10
3 posts
10
2000 km
Caster + 11
3 posts
Long ranged teleports cannot be used in combat, and require a full post of preparation by whoever is casting it before teleporting whoever is within a 5 meter radius of the person.
Post by Reya Starlyght on Feb 12, 2019 19:10:08 GMT
Offensive & Defensive Techniques
Offensive and defensive techniques are the bread and butter of most magics, and while by far the most versatile of all spell designs, there are a few descriptive words that go with each rank of offensive and defensive magic respectively. These also correlate with categories of wounds a character will receive, although that is also dependent on their Toughness and armor class.
These phrases are used to describe the damage output of a technique or cantrip within that. For actual effectiveness of each rank, see the Magical Strength progression. If you would like to have multiple projectiles in an attack, they will scale down with multiples of threes, so a rank 5 attack would shoot 3 rank 4 projectiles, or 9 rank 3 projectiles, et cetera.
Defensive Descriptors: Rank 1 - Can block 1 instance of light damage. Rank 2 - Can block 1 instance of moderate damage. Rank 3 - Can block 1 instance of intense damage. Rank 4 - Can block 1 instance of serious damage. Rank 5 - Can block 1 instance of severe damage. Rank 6 - Can block 1 instance of critical damage. Rank 7 - Can block 1 instance of lethal damage. Rank 8 - Can block 1 instance of devastating damage. Rank 9 - Can block 1 instance of catastrophic damage. Rank 10 - Can block 1 instance of cataclysmic damage.
For defensive techniques, they can also block up to 3 instances of the rank below them, 9 of the rank below that, and so on with multiple of threes. They can partially ablate techniques 1 or 2 ranks higher than them. If a defensive technique blocks the most it can before its duration is over, the technique is ended and goes on cooldown.
Post by Reya Starlyght on Feb 12, 2019 19:50:41 GMT
Durations & Cooldowns While many specific techniques have specified durations and cooldowns, some do not. Below is a table listing the commonly found lengths for durations and cooldowns. Note that there is still an ocean of variety within this, and it should only be taken as a general guide.
Rank
Duration
Cooldown
1
2 posts
4 posts
2
2 posts
4 posts
3
3 posts
3 posts
4
3 posts
3 posts
5
4 posts
2 posts
6
4 posts
2 posts
7
5 posts
2 posts
8
5 posts
2 posts
9
6 posts
2 posts
10
6 posts
2 posts
Ranges & AoEs The following ranges refer mostly to offensive techniques, although can also be used for certain techniques that do not already have predetermined ranges as well. Again, this is a guide, not a set scale, and can change based on a specific technique or magic description.
Post by Reya Starlyght on Feb 12, 2019 21:48:07 GMT
Healing Techniques
Many magics have the ability to heal in some capacity, whether it be a simple self regeneration or something more support based. The following is a table for the basic healing techniques that target oneself:
Rank
Healing Effectiveness
Duration
Cooldown
1
1 light wound
2 posts
4 posts
2
1 moderate wound
2 posts
4 posts
3
1 intense wound
1 post
4 posts
4
1 serious wound
1 post
4 posts
5
1 severe wound
1 post
3 posts
6
2 severe wounds
1 post
3 posts
7
1 critical wound
1 post
2 posts
8
2 critical wounds
1 post
2 posts
9
1 lethal wound
1 post
2 posts
10
2 lethal wounds
1 post
2 posts
Why does healing not scale directly with offensive damage, you ask? An offensive technique can be ablated by many things, such as shields, armor, or dodging, whilst heals have far fewer techniques that reduce their effectiveness. Also to note is that a technique that heals 1 lethal wound, as an example, is able to also heal 3 critical wounds, 6 severe wounds, and so on. A heal can also help start to repair a wound, if its not high enough level to completely close one.
For examples of what each level of healing is able to do, a broken bone would constitute as a serious wound, replacing .5 L of blood as a moderate wound, 1 L as a serious, 3 L as a severe, and 5 L as a critical wound. Mending a severed limb by holding it in its proper place counts as two severe wounds, and regenerating a limb or organ from scratch counts as 2 critical injuries.
For non-personal heals, the following chart is used to determine ranges and the like. For AoE spells, they affect everyone in an area including enemies unless some other sacrifice is made:
Post by Reya Starlyght on Feb 12, 2019 21:48:35 GMT
Buffs & Debuffs
Buffs and debuffs refer to techniques that affect the statistics of yourself or even sometimes others. Take Over could be considered a type of buff however they should not be confused. A buff provides a smaller bonus, and does not change your appearance, but is also less restrictive, allowing you to continue to use your other techniques.
Note that you are allowed to freely customize your buffs and debuffs instead of having exact set numbers. For instance, if a double stat buff indicates a value of 64, this means you are free to distribute these stats among two stats of your choice. However, a single stat can not take up more than 2/3rds of a buff's total for a dual stat buff, and more than 1/2 for a three or more stat buff. This applies to debuffs in the same manner.
Any values and technique options are general guides for making buffs and debuffs, and if you would like to add major drawbacks or mechanics considered to be balanced you may attempt to get them approved by staff. However, this is significantly harder to do so and not recommended if you are new or just want to get something approved quickly.
What is a buff? On BG we specifically define it as a beneficial spell used to increase your stat points, which are used to determine a character's combat ability.
What follows is the outline of a standard buff technique which is available to most types of mages: The type is Supportive. The range is Personal. The buff affects the following stat or stats [Toughness, Acuity, Power, Speed, or Magical Fortitude. Magical Strength cannot be buffed.] The duration is 3 posts at ranks 1-3, 4 posts at ranks 4-6, and 5 posts at ranks 7-10. The cool down is 3 posts.
Stat Points Buffed: Buffs by definition grant an additional amount of SP to bolster your existing stats, however the amount of additional SP a buff grants is determined by how many of the 5 stat categories the buff increases. The exact amounts are outlined in the tables below.
1 Stat Buff
2 Stats Buff
3 Stats Buff
4+ Stats Buff
Rank 1 - 10
Rank 1 - 12
Rank 1 - 16
Rank 1 - 20
Rank 2 - 20
Rank 2 - 24
Rank 2 - 28
Rank 2 - 32
Rank 3 - 30
Rank 3 - 36
Rank 3 - 40
Rank 3 - 44
Rank 4 - 40
Rank 4 - 52
Rank 4 - 60
Rank 4 - 68
Rank 5 - 50
Rank 5 - 64
Rank 5 - 72
Rank 5 - 80
Rank 6 - 60
Rank 6 - 76
Rank 6 - 88
Rank 6 - 88
Rank 7 - 70
Rank 7 - 88
Rank 7 - 100
Rank 7 - 112
Rank 8 - 80
Rank 8 - 100
Rank 8 - 116
Rank 8 - 128
Rank 9 - 90
Rank 9 - 112
Rank 9 - 132
Rank 9 - 144
Rank 10 - 100
Rank 10 - 124
Rank 10 - 144
Rank 10 - 160
Technique Options: In relation to buffs a 'technique option' refers to the decisions you may make to augment the versatility or effectiveness of your buff at certain ranks. Which technique options are available to you will depend on which of the three magic types listed below - 'General', 'Support Focused', or 'Support Specialist' - your character falls under. Naturally a specialist will have access to the highest range of customization while a general mage will have the least.
Companions, Summons, and PCs with secondary magic cannot be support specialists.
General Mages - 4 technique options available at ranks 1, 3, 6, and 9.
Technique Option
Type
Availability
Increase the total stat points gained by the buff by 2 per rank (+20 at rank 10)
For 1 Stat Buffs
Once
Increase the total stat points gained by the buff by 2.5 per rank (+25 at rank 10)
For 2 Stats Buffs
Once
Increase the total stat points gained by the buff by 3 per rank (+30 at rank 10)
For 3 Stats Buffs
Once
Increase the total stat points gained by the buff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Buffs
Once
Increase duration by 1 post
Any Buff
Twice
Decrease cooldown by 1 post
Any Buff
Once
The buff makes its target immune to debuffs for the first post of its duration. Can only be obtained at Rank 6 or higher.
Debuff Resistance
Once
People affected by the buff gain resistance to 2 elements of your choice (chosen at the technique's creation) for the buff's duration. All harmful techniques of that element drop 1 rank in effectiveness against people affected by the buff. This can also be apply to one element in which it would decrease harmful techniques by 2 ranks. Can only be obtained at Rank 6 or higher.
Elemental Resistance
Once
Support Focused Mages - 5 technique options available at ranks 1, 3, 5, 7, and 9.
Technique Option
Type
Availability
Increase the total stat points gained by the buff by 2 per rank (+20 at rank 10)
For 1 Stat Buffs
Once
Increase the total stat points gained by the buff by 2.5 per rank (+25 at rank 10)
For 2 Stats Buffs
Once
Increase the total stat points gained by the buff by 3 per rank (+30 at rank 10)
For 3 Stats Buffs
Once
Increase the total stat points gained by the buff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Buffs
Once
Increase duration by 1 post
Any Buff
Twice
Decrease cooldown by 1 post
Any Buff
Once
Make the range of your buff 'by touch' (single target)
Any Buff
Once
Make a buff short range (2 meters per rank)
Any Buff
Once; must be touch
Make a buff medium range (5 meters per rank)
Any Buff
Once; must be short
Make a buff long range (10 m per rank)
Any Buff
Once; must be medium
Your buff affects up to 2 people
Any Buff
Once; must be touch
Your buff affects up to 3 people
Any Buff
Once; must be short & 2
Your buff affects up to 4 people
Any Buff
Once; must be short & 3
The buff makes its target(s) immune to debuffs equal to or below its rank for the first post of its duration. Can only be obtained at Rank 3 or higher.
Debuff Resistance
Once
People affected by the buff gain resistance to 2 elements of your choice (chosen at the technique's creation) for the buff's duration. All harmful techniques of that element drop 1 rank in effectiveness against people affected by the buff. This can also be apply to one element in which it would decrease harmful techniques by 2 ranks. Can only be obtained at Rank 6 or higher.
Elemental Resistance
Once
Support Specialist Mages - Mages in this category almost exclusively use supporting techniques, though they may have one basic offensive technique. More information is available here. 8 technique options available at ranks 1, 2, 3, 4, 5, 7, 9, and 10.
Technique Option
Type
Availability
Increase the total stat points gained by the buff by 2 per rank (+20 at rank 10)
For 1 Stat Buffs
Once
Increase the total stat points gained by the buff by 2.5 per rank (+25 at rank 10)
For 2 Stats Buffs
Once
Increase the total stat points gained by the buff by 3 per rank (+30 at rank 10)
For 3 Stats Buffs
Once
Increase the total stat points gained by the buff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Buffs
Once
Increase duration by 1 post
Any Buff
Twice
Decrease cooldown by 1 post
Any Buff
Once
Make the range of your buff 'by touch' (single target)
Any Buff
Once
Make a buff short range (2 meters per rank)
Any Buff
Once; must be touch
Make a buff medium range (5 meters per rank)
Any Buff
Once; must be short
Make a buff long range (10 m per rank)
Any Buff
Once; must be medium
Your buff affects up to 3 people
Any Buff
Once; must be touch
Your buff affects up to 4 people
Any Buff
Once; must be short & 3
Your buff affects up to 5 people
Any Buff
Once; must be short & 4
The buff makes its target(s) immune to debuffs for the first post of its duration. Can only be obtained at Rank 4 or higher.
Debuff Resistance
Once
People affected by the buff gain resistance to 2 elements of your choice (chosen at the technique's creation) for the buff's duration. All harmful techniques of that element drop 1 rank in effectiveness against people affected by the buff. This can also be apply to one element in which it would decrease harmful techniques by 2 ranks. Can only be obtained at Rank 5 or higher.
Elemental Resistance
Once
A single impact shield which is applied to each target of the buff that last until the buff expires unless broken. Can only be obtained at Rank 5 or higher. Shields are 2 ranks lower than the buff itself.
Shield
Once
A single impact shield which is applied to each target of the buff that last until the buff expires unless broken. Can only be obtained at Rank 6 or higher. Shields are the same rank as the buff itself.
Shield
Once; must have previous
A rank 2 instant heal which affects 1 target (of the casters choosing) affected by the buff. Can only be obtained at Rank 2 or higher.
Healing
Once
A rank 4 instant heal which affects 1 target (of the casters choosing) affected by the buff. Can only be obtained at Rank 6 or higher.
Healing
Once; must have previous
Increases the total number of targets the heal applies to by 1.
Healing
Once; must have healing
All targets of the buff may hover 1 meter above the ground for the Duration of the buff. Can only be obtained at Rank 5 or higher.
Flying
Once
Buff Stacking: What is buff stacking? On BG we specifically define it as the potential to have more than one buff active on an individual at a time. Given the effectiveness and potential of buffs there are certain rules that govern who may stack buffs and how.
You may have a maximum of two self-cast buffs on you at the time, one being an active effect (a normal buff) and the other a passive or situational buff, the latter meaning a buff that is only activated when a certain condition is met. Self buffs apply to any buff applied by your character, their items, or their companions.
Buffs for a specific stat or stats do not stack unless the support specialist technique used to allow this is in effect. If a multistat buff and a single stat buff affect the same statistic, they overlap.
Example: If a multistat buff (Example: +30 Power +30 Speed) is cast on you along with a single stat buff that affects the same statistic (Example: +40 Power) the speed bonus of the multistat buff is applied along with the power bonus from the single stat buff since it is the stronger of the two power buff effects.
The maximum duration of a buff technique is 7 posts and the cooldown of a buff may never be less than 1 post.
Sacrificial Buffs: A sacrificial buff increases more stat points than a regular one but also debuffs another statistic as a price. For every stat point added you get two points of debuff. The debuff amount has to be distributed to a single stat; it cannot be split up among different stats. An all stat buff cannot be sacrificial since there is no statistic it doesn't affect. The maximum extra stat points you can get is equal to 1/4 the buff's base amount, where base refers to the numbers seen in the tables in the rules before any changes applied to them. Other more drastic sacrifices can be made however these are numerous and are made on a case by case basis.
What is a debuff? On BG we specifically define it as a weakening spell used to decrease others' stat points (which are used to determine your combat ability). However, you may never reduce a stat below 1/3 of its base.
What follows is the outline of a standard debuff technique which is available to most types of mages: The type is Supportive. The range is 2 meters per rank. The debuff affects the following stat or stats [Toughness, Acuity, Power, Speed, or Magical Fortitude. Magical Strength cannot be debuffed.] The duration is 3 posts at ranks 1-3, 4 posts at ranks 4-6, and 5 posts at ranks 7-10. The cool down is 3 posts.
Stat Points Debuffed: Debuffs by definition reduce an amount of SP to weaken an opponent's existing stats, however the amount of SP a debuff reduces is determined by how many of the 5 stat categories the debuff decreases. The exact amounts are outlined in the tables below.
1 Stat Debuff
2 Stats Debuff
3 Stats Debuff
4+ Stats Debuff
Rank 1 - 10
Rank 1 - 12
Rank 1 - 16
Rank 1 - 20
Rank 2 - 20
Rank 2 - 24
Rank 2 - 28
Rank 2 - 32
Rank 3 - 30
Rank 3 - 36
Rank 3 - 40
Rank 3 - 44
Rank 4 - 40
Rank 4 - 52
Rank 4 - 60
Rank 4 - 68
Rank 5 - 50
Rank 5 - 64
Rank 5 - 72
Rank 5 - 80
Rank 6 - 60
Rank 6 - 76
Rank 6 - 88
Rank 6 - 88
Rank 7 - 70
Rank 7 - 88
Rank 7 - 100
Rank 7 - 112
Rank 8 - 80
Rank 8 - 100
Rank 8 - 116
Rank 8 - 128
Rank 9 - 90
Rank 9 - 112
Rank 9 - 132
Rank 9 - 144
Rank 10 - 100
Rank 10 - 124
Rank 10 - 144
Rank 10 - 160
Technique Options: In relation to debuffs a 'technique option' refers to the decisions you may make to augment the versatility or effectiveness of your debuff at certain ranks. Which technique options are available to you will depend on which of the three magic types listed below - 'General', 'Support Focused', or 'Support Specialist' - your character falls under. Naturally a specialist will have access to the highest range of customization while a general mage will have the least.
General Mages - 4 technique options available at ranks 1, 3, 6, and 9.
Technique Option
Type
Availability
Increase the total stat points reduced by the debuff by 2 per rank (+20 at rank 10)
For 1 Stat Debuffs
Once
Increase the total stat points reduced by the debuff by 2.5 per rank (+25 at rank 10)
For 2 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3 per rank (+30 at rank 10)
For 3 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Debuffs
Once
Increase duration by 1 post
Any Debuff
Twice
Decrease cooldown by 1 post
Any Debuff
Once
The debuff makes its target immune to buffs for the first post of its duration. Can only be obtained at Rank 6 or higher.
Buff Resistance
Once
People affected by the debuff become weak against 1 element of your choice (chosen at the technique's creation) for the debuff's duration. All harmful techniques of that element deal bonus damage equal to their Rank minus 2 against people affected by the debuff. Can only be obtained at Rank 6 or higher.
Elemental Weakness
Once
Support Focused Mages - 5 technique options available at ranks 1, 3, 5, 7, and 9.
Technique Option
Type
Availability
Increase the total stat points reduced by the debuff by 2 per rank (+20 at rank 10)
For 1 Stat Debuffs
Once
Increase the total stat points reduced by the debuff by 2.5 per rank (+25 at rank 10)
For 2 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3 per rank (+30 at rank 10)
For 3 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Debuffs
Once
Increase duration by 1 post
Any Debuff
Twice
Decrease cooldown by 1 post
Any Debuff
Once
Make a debuff medium range (5 meters per rank)
Any Debuff
Once
Make a debuff long range (10 m per rank)
Any Debuff
Once; must be medium
Your debuff affects up to 2 people
Any Debuff
Once
Your debuff affects up to 3 people
Any Debuff
Once; must be 2
Your debuff affects up to 4 people
Any Debuff
Once; must be 3
The debuff makes its target(s) immune to buffs for the first post of its duration. Can only be obtained at Rank 3 or higher.
Buff Resistance
Once
People affected by the debuff become weak against 1 element of your choice (chosen at the technique's creation) for the debuff's duration. All harmful techniques of that element deal bonus damage equal to their Rank minus 2 against people affected by the debuff. Can only be obtained at Rank 6 or higher.
Elemental Weakness
Once
Support Specialist Mages - 8 technique options available at ranks 1, 2, 3, 4, 5, 7, 9, and 10. See this post for more details on support specialists.
Technique Option
Type
Availability
Increase the total stat points reduced by the debuff by 2 per rank (+20 at rank 10)
For 1 Stat Debuffs
Once
Increase the total stat points reduced by the debuff by 2.5 per rank (+25 at rank 10)
For 2 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3 per rank (+30 at rank 10)
For 3 Stats Debuffs
Once
Increase the total stat points reduced by the debuff by 3.5 per rank (+35 at rank 10)
For 4+ Stats Debuffs
Once
Increase duration by 1 post
Any Debuff
Twice
Decrease cooldown by 1 post
Any Debuff
Once
Make a debuff medium range (5 meters per rank)
Any Debuff
Once
Make a debuff long range (10 m per rank)
Any Debuff
Once; must be medium
Your debuff affects up to 3 people
Any Debuff
Once
Your debuff affects up to 4 people
Any Debuff
Once; must be 3
Your debuff affects up to 5 people
Any Debuff
Once; must be 4
The debuff makes its target(s) immune to buffs for the first post of its duration. Can only be obtained at Rank 4 or higher.
Buff Resistance
Once
People affected by the debuff become weak against 1 element of your choice (chosen at the technique's creation) for the debuff's duration. All harmful techniques of that element deal bonus damage equal to their Rank minus 2 against people affected by the debuff. Can only be obtained at Rank 5 or higher.
Elemental Weakness
Once
Make your debuff an aura that affects people around you with a radius equal to its range. Can only be obtained at Rank 5 or higher.
AoE
Once; must be medium
Make your debuff affect a set area with a radius of 2 m per rank instead of a specific target. Its casting range remains the same. Can only be obtained at Rank 5 or higher.
AoE
Once; must have previous
Make your debuff affect a set area with a radius of 4 m per rank instead of a specific target. Its casting range remains the same. Can only be obtained at Rank 5 or higher.
AoE
Once; must have previous
Your debuff also deals rank 2 damage per post for its duration which cannot be blocked by barriers or equipment. Can only be obtained at Rank 5 or higher.
Damage
Once
Your debuff also deals rank 4 damage per post for its duration which cannot be blocked by barriers or equipment. Can only be obtained at Rank 6 or higher.
Damage
Once; must have previous
A single impact shield which is applied to each target of the debuff and blocks outgoing damage that lasts until the debuff expires unless broken. Can only be obtained at Rank 6 or higher. Shields are 2 ranks lower than the debuff itself.
Shield
Once
A single impact shield which is applied to each target of the debuff and blocks outgoing damage that lasts until the debuff expires unless broken. Can only be obtained at Rank 6 or higher.
Shield
Once; must have previous
Debuff Stacking: What is debuff stacking? On BG we specifically define it as the potential to have more than one debuff active on an individual at a time. Given the effectiveness and potential of debuffs there are certain rules that govern who may stack debuffs and how.
You may only have 2 self-cast debuff active on any one person at a time. This includes yourself, your items, and your companions.
Debuffs that affect the same stat do not stack and the highest stat debuff takes priority. If a multistat debuff and a single stat debuff affect the same statistic, they overlap.
Example: If a multistat debuff (Example: -30 Power -30 Speed) is cast on you along with a single stat debuff that effects the same statistic (Example: -40 Power) the speed penalty of the multistat debuff is applied along with the power penalty from the single stat debuff since it is the stronger of the two power debuff effects.
The maximum duration of a debuff technique is 7 posts, and the cooldown of a debuff may never be less than 1 post.
Post by Reya Starlyght on Feb 12, 2019 22:07:35 GMT
Passive Techniques
Passive techniques are techniques that do not use a character Magical Fortitude, and are therefore active at all times. They represent more minor magical effects that still have combat uses, these often being senses or simply techniques that help introduce a system into a character's magic. While these are inevitably quite varied and can have many effects, we'll try to cover some guidelines for the more common passives here.
The following chart is a basic senses chart, and should only be used as a guideline, as some things are more universally useful than others, a sixth sense versus night vision, for example:
Rank
Range
1
20 m
2
30 m
3
45 m
4
60 m
5
75 m
6
100 m
7
125 m
8
150 m
9
175 m
10
200 m
Another type of common passive is that of regeneration, or common disease/poison resistance. The latter is almost exclusively for roleplaying purposes, so any regeneration passive or something of the like is free to include such. However, for regeneration, the following chart is generally used:
Rank
Regeneration Rate
Wound Heal Possibilities
1
*1.25
1 light wound every 6 posts
2
*1.5
1 moderate wound every 6 posts
3
*1.75
1 intense wound every 5 posts
4
*2
1 serious wound every 5 post
5
*2.5
1 severe wound every 4 posts
6
*3
2 severe wounds every 4 posts
7
*3.5
1 critical wound every 3 posts
8
*4
2 critical wounds every 3 posts
9
*4.5
1 lethal wound every 3 posts
10
*5
2 lethal wounds every 3 posts
The second column is generally for fluff purposes, and values are compared to an average human's natural healing rate. Also of note, with regeneration passives the regeneration of limbs over a long period of time is also possible, if you so choose, which is again primarily for fluff purposes as it's just as easy for any character without a regeneration passive to get a prosthetic or even just get cured. The third column is simply the scaling of the standard healing technique, although regeneration techniques instead work over the period of time stated (over 6 posts for rank 1, for example) and have no cooldowns.
While armor can be broken by techniques of higher corresponding ranks, what if I were to tell you that you can design a technique specifically designed to break armor and deal damage through it? Enter armor piercing techniques. While they can have no additional options, techniques of these varieties follow the following table.
Rank of Technique
Effect of Armor Piercing
Rank 1
Armor piercing techniques cannot be rank 1.
Rank 2
Can pierce through D-class armor, dealing light damage.
Rank 3
Can pierce through D-class armor, dealing intense damage.
Rank 4
Can pierce through C-class armor, dealing intense damage.
Rank 5
Can pierce through C-class armor, dealing severe damage.
Rank 6
Can pierce through B-class armor, dealing severe damage.
Rank 7
Can pierce through B-class armor, dealing lethal damage.
Rank 8
Can pierce through A-class armor, dealing lethal damage.
Rank 9
Can pierce through A-class armor, dealing catastrophic damage.
Rank 10
Can pierce through S-class armor, dealing catastrophic damage.
Note that armor piercing techniques will do the normal damage amount appropriate to their level, if a lesser class armor is being pierced through or no armor is present.
Barrier Piercing
Techniques that are barrier piercing are those that deal with breaking through defenses that are created magically. If you want to break through physical armor or a shield that someone has bought separately then you need to look at armor piercing techniques above. The rules for barrier-breaking techniques are as follows:
Barrier piercing techniques deal standard damage normally but may not have additional effects of any kind beyond being barrier breaking.
Barrier piercing techniques deal full damage to lower-ranked barriers, breaking through them without any damage ablation whatsoever.
The main point and the one everyone is so keen to know about all the time, barrier piercing techniques can penetrate equal ranked barriers but in doing so their damage is reduced by -2 ranks (to a minimum of Rank 1). So a Rank 4 barrier piercing technique that hits a Rank 4 barrier would deal Rank 2 damage to the person behind the barrier (if it would hit normally) rather than being completely ablated.
Barrier piercing techniques can break techniques of 1 rank higher but in doing so suffer a damage reduction of -4 ranks. This damage reduction is not to a minimum rank of 1 and if the damage would hit 0 or below then it is negated. In this case the barrier is broken but no further damage is done.
Barrier piercing techniques are treated as being +1 in rank when hitting barriers of 2 or more ranks above their own. Meaning a Rank 5 barrier breaking technique would count as one of the 3 rank 6 techniques a Rank 7 barrier could withstand.