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 2, 2019 15:36:57 GMT
TAPS-SF
TAPS-SF is the major stat system on BG, and uses the currency known as Stat Points, or SP, to increase a character's skills. SP can be earned through threads, events, and other things, with every PC starting off with 100 SP. TAPS refers to the physical side of a character, while S and F covers the magical side if a character does have magic.
Toughness: Toughness measures a character's ability to withstand both physical and magical blows, along with a character's ability to resist various effects. It is the directly "defensive" stat, and is comparable to a character's health pool. A character with low Toughness likely wouldn't be considered healthy, whereas a character with high Toughness would be practically immune to standard illnesses and the like. It also covers how long they can withstand physical attacks.
0: Everything hurts. The weakest strikes would cause this person to seek medical care, while stronger strikes would likely kill then outright.
1-5: Slightly more durable than decrepit characters, it still would take only a weak blow or two for this person to be in need of professional care.
6-10: This person is about normal as far as humans go. They can take mediocre or superficial damage at face value, and need medical attention only when hit by the much stronger blows or magic of a mage.
11-15: This person has trained a bit more than the average person, making their bodies more able to withstand blows. At this point superficial damage is hardly an issue. Anything above a moderate strike would cause issues though.
16-25: This person is capable of withstanding moderate strikes with little to no issue. They are considered to be highly useful in combat situations since they take more damage than the average person.
26-35: This person has trained hard to make themselves less susceptible to injury. They are walking padded people, able to withstand moderate damage as if it is nothing at all, and a few strong strikes before succumbing to their injuries.
36-45: This person has trained their bodies to the point of a decently honed athlete. They can withstand anything up to a strong strike with little to no issue or personal effect.
46-60: This person's toughness is comparable to that of an MMA fighter at the top of their game. They know how to deal with pain, and how to shake off blows with little fuss.
61-80: This person has honed their skill to the point of it being supernatural in nature, seemingly. They can withstand a few overwhelming strikes before the succumb to their injuries.
81-120: This person's toughness is nothing short of scary. They can laugh off most any blow without batting an eye. Only blows from those who are considered mythical in power would send them to seek medical attention and then grudgingly.
121 - 180: This person is extraordinary in their ability to absorb blows without much issue. It takes someone of near legendary power to make them seek medical attention.
181 - 260: This person's toughness is likened unto the old legendary heroes. They can withstand nearly anything with little to no issue, and will only be hospitalized if they are faced with someone of god-like power.
261+: This person is a walking talking tank. Shy of someone of equal or higher power making a serious attempt to kill them, it just isn't happening. They might as well be immortal.
Acuity: Acuity measures a character's ability to aim and observe situations, along with their capacity to operate various vehicles successfully. With higher Acuity, a character is able to exploit weak points in enemies, both in martial and ranged combat, and pick up on more nuanced details of things, along with being able to operate ranged weapons to their maximum range precisely and ability to operate higher class vehicles competently. It also covers how long remain attentive for.
0: You are likely blind. Or so close to it you couldn't tell the difference between your hand and the broad side of a barn.
1 - 5: This person would be in need of corrective lenses, at the very least. It would still be hard for them to distinguish detail without invading personal space to do so.
6 - 10: You can tell faces apart, and see about as well as a normal human being. While corrective lenses aren't necessary, you won't be seeing very far away without help. Can operate D-class vehicles competently.
11 - 15: Can see slightly farther away than the average person. Has good enough vision to make trick shots so long as they are not at a very long distance.
16 - 25: Would be considering something of a marksman, able to take shots average people would miss 9 times out of 10. Can operate C-class vehicles competently.
26 - 35: This person is verging on the level of a highly trained marksman, but isn't quite there yet. Closer up, they can find obvious chinks in enemy armor without much effort.
36 - 45: This person would be able to compete in shooting competitions with confidence, able to best the average person with shameful ease. Can operate B-class vehicles competently.
46 - 60: This person would be able to win most marksman competitions with ease. Likely has some military grade training as a marksman.
61 - 80: Their ability to shot long distances with remarkable accuracy seems more like witchcraft than actual skill. Is able to find slightly less obvious chinks in an enemies armor with ease and exploit them at close range. Can operate A-class vehicles competently.
81 - 120: This person is scarily accurate at ridiculously long distances. They could make sharking shooting competitions into a lucrative career. Their depth perception is on pat with birds of prey.
121 - 180: This person's abilities are the stuff of old stories, told by fireside. They are able to make nearly any shot with pin point accuracy. They can exploit most chinks in an enemies armor up close, and a few from a further distance. Can operate S-class vehicles competently.
181 - 260: Hearkening to legends of old heroes, these people would be able to pick up minute details, spacial and depth perception would be bordering on perfect. There would be few shots they couldn't make.
261+: This person may as well be all seeing, as no detail, however insignificant will escape their sharp eyes. Every chink that can be exploited in armor can and will be, no matter the distance between them.
Power: Power measures a character's physical strength in terms of how much they can push, pull, lift, carry, and other physical exertions. It also determines how hard a character's physical blows are, both armed and unarmed, although the former also accounts weapon class. This includes the range of thrown weapons, although aiming such is not covered under Power. It also covers how long they can exert physical strength for.
0: At this level the character in question lacks the power to sustain themselves, rendering them incapable of movement. Attacking an enemy, let alone lifting even a finger, is an impossible task.
1-5: Capable of supporting their body weight, but not much else. Lifting and hitting strength is comparable to a small developing child, which is not overtly threatening. At this stage, the character can only deal weak strikes.
6-10: Comparable to your average human being. Can deal average damaging strikes and lift an average amount, but can barely do ten push-ups. At this stage, the character is capable of dealing weak strikes.
11-15: The character in question can lift a bit more weight and hit harder than the average person, but the difference is not monumental. At this stage, the character is capable of dealing weak strikes.
16-25: The character is much more capable now, with power comparable to someone who has been exercising for a good amount of time over their lives. They are head and shoulders above average, and can compete with others on a local level and come out on top with some effort. At this stage, the character is capable of dealing moderate strikes.
26-35: The character's power is now significant, with strength and power that are both well-trained. Their abilities are comparable to an amateur athlete at the top of their game. At this stage, the character is capable of dealing moderate strikes.
36-45: The character's power allows them to hit much harder than average, and lift far more to boot. They have enough physical power to compete on a professional level, and is capable of dealing strong strikes.
46-60: The character's physical power is now comparable to some of the greatest athletes in the real world. Their strong strikes are capable of felling average foes with ease.
61-80: Reaching past the level of power that can be reached in the human world, their power is comparable to an extremely strong person pumping full of adrenaline. The amount of weight they can carry is incomparable to the average person, and they have enough power to deal very strong strikes.
81-120: The character's power can be considered monstrous, far exceeding the realms of possibility and reality. They can destroy buildings with sheer physical strength, and crater the ground with pure power. Their very strong strikes are capable of dealing field-changing strikes.
121-180: The character's power is fearsome, and stand head and shoulders with some of the most powerful individuals in their respective country. All know their strength, and both respect and fear it. A single overwhelming strike can destroy buildings, and terrain can be leveled and shaped through sheer power.
181-260: At this stage, the character has power that is akin to the heroes of legend. A single overwhelming swing of the limb can fell great beasts, shape terrain, and inspire awe in all who witness their magnificent and devastating power.
261+: The character's strength is virtually incomprehensible. Anyone and anything caught in the wake of their cataclysmic power is likely to not live to tell the tale.
Speed: Speed measures a character's ability to move and dodge quickly. It determines how quickly a character is able to react to attacks and other "fight or flight" scenarios, along with a character's raw speed. That being said, Speed does not affect a character's ability to observe more nuanced details, only those directly impacting them at any moment. It also covers how long they can perform feats of movement for.
1-5: This character can move on their feet, but they are slow and their best efforts at running are not much better than your average retiree.
6-10: This character can run comfortably at a mediocre pace and is comparable to the average person.
11-15: This character can run comfortably without difficulties. They are faster than average, but it's nothing to write home about.
16-25: This character's movements are comparable to a casual exerciser or martial practitioner. They can move fairly quickly, and quite well.
26-35: The character is significantly fast, moving with a good enough speed to run in the middle of the pack in a race. They can dodge average characters relatively easily.
36-45: The character can easily win distance races so long as they pace themselves, making them a modern day Forest Gump.
46-60: The character is comparable to the best of the best real world runners, capable of not only matching them but breaking records.
61-80: The character is capable of breaking human speed records, reaching top speeds that normal people can not ever hope to reach. As far as average characters are concerned, this character is virtually untouchable.
81-120: The character is now ridiculously fast, already beyond the possibility of human ability. Their movements are difficult to see with the naked eye, and they can dodge most attacks with ease.
121-180: The character's speed allows them to move faster than a super car. Their movements are a blur to the average person, and their fastest bursts of speed can barely be seen, if at all.
181-260: The character is thought to be one of the fastest people alive, if not to have ever existed. Their speed is comparable to heroes and beasts of legend. Their movements can not be seen by the untrained eye.
261+: The character has approached the impossible and ran past it. Five days ago. Didn't you see it? No, you can't because this character has reached the point where their speed is almost literally incomprehensible.
Magical Strength: A character’s Magical Strength determines their Magic Rank, which in term determines how powerful their techniques can be. Magical Strength and Magical Fortitude are inherently intertwined, however Strength determines what a character is able to do pertaining magic. At first, a character’s Magic Rank correlates with their Magical Strength at a rate of 1 + (MS/10), rounded down with a minimum rank of 1, although after Rank 5 the scale is curved so ranks go up every 20 SP instead of 10, and this increases again for every 30 SP instead of 20 for ranks 8-10. If that’s confusing, the stats below correlate with the appropriate rank and offer a comparison on what each Rank does offensively, although such may vary based on what type of magic a character has and this is merely a standard. This stat is the only one that can’t be buffed.
1-9: The character’s magic is Rank 1. Rank 1 magic is rather weak, and is usually found in those who have not really put effort into magic. While usable in combat, its utilities, offensives, and defensives are comparable to what a normal person would be able to do with some tools. Offensively, attacks at Rank 1 would be about equal to an average person’s punch.
10-19: The character’s magic is Rank 2. Rank 2 magic is at the point where a character wielding it would be considered a mage, although merely a run-of-the-mill type. They can impact battle and actually hurt people, but even those just slightly above average will probably be able to reproduce anything done by it. Offensively, attacks at Rank 2 would be about equal to being hit with a large rock by an average person.
20-29: The character’s magic is Rank 3. Rank 3 magic is slightly above average, although only slightly. Offensively, a Rank 3 attack would be able to damage a large object such as a boulder or similar.
30-39: The character’s magic is Rank 4. Rank 4 magic is to the point where a character might be known around organizations they frequent for practicing magic. They are adept, and can pretty much handle most standard combat situations with ease. In the offense, a Rank 4 attack would be capable of destroying large objects and damaging buildings.
40-49: The character’s magic is Rank 5. Rank 5 magic is where it starts to get more to the point of truly affecting the environment around a character. At this point, in the offensive category a mage would be capable of completely destroying something like a small building at full power.
50-69: The character’s magic is Rank 6. Rank 6 magic is able to affect the environment at a larger scale, capable of destroying larger buildings and making a dent on areas comparable to city blocks when used offensively.
70-89: The character’s magic is Rank 7. Rank 7 offensive magic is able to completely ruin small settlements, and can cause small scale destruction to larger cities.
90-119: The character’s magic is Rank 8. Rank 8 magic is capable of mid scale destruction to metropolises, offensively able to devastate a sector of an area with much effort.
120-149: The character’s magic is Rank 9. Rank 9 is capable of large scale destruction, taking out an entire city not being out of a character with this magic’s grasp.
150+: The character’s magic is Rank 10. Rank 10 offensive magic is capable of planetary scale destruction, having an effect on the integrity of their structure, although not capable of destroying one outright. OP will be added at a later date, if added. There’s no point in investing more than 160 at the moment.
Magical Fortitude: A character’s Magical Fortitude determines how long they are able to use Magic for, given the rank of techniques they are using. With correlating Fortitude, a character is able to use their magic proficiently, and with higher Fortitude they are able to use it for extended periods of time. If one’s Fortitude is lower than their Strength, a character may find themselves easily exhausted from using magic or unable to properly control their magic, although the exact effect can vary. In terms of statistical progression, Magical Strength and Fortitude progress at the same scale. Note that in terms of the progression below this is simply the standard for missions, events, and PvP, and if two RPers agree to throw these limitations out the window for a particular thread they are allowed to within reason. Such will be taken into account while calculating Reputation, however.
0: The character is unable to use magic, even if they possess it.
1-9: The character can use Rank 1 magic proficiently. Will have some difficulties with Rank 2, and is unable to use anything Rank 3 or higher.
10-19: The character can use Rank 2 magic proficiently. Rank 1 is not much of a difference, and anything higher than Rank 3 is practically unachievable.
20-29: The character can use Rank 3 magic proficiently. Can use Rank 1 spells with ease, and with effort can use Rank 4 spells. Can possibly achieve Rank 5, although not without consequences.
30-39: The character can use Rank 4 magic proficiently. Rank 1 spells are practically child’s play, and Rank 2 is similar. With effort can use Rank 5 spells, and with consequences Rank 6.
40-49: The character can use Rank 5 magic proficiently. Ranks 1 and 2 require practically no effort, Rank 3 only a little, and the character can possibly cast Rank 6 and 7 spells.
50-69: The character can use Rank 6 magic proficiently. Ranks 1-3 are pretty much second nature, and a character is able to use Rank 7 and 8 magic with above average exertion. Possible to use Rank 9 magic, although not without severe consequences.
70-89: The character can use Rank 7 magic proficiently. Ranks 1-3 are a piece of cake, Ranks 4 and 5 some effort. The character can use Rank 8 and 9 magic with above average exertion, and Rank 10 with more or less drastic consequences.
90-119: The character can use Rank 8 magic proficiently, and Ranks 1-4 barely make a dent into their stamina. Ranks 5 and 6 likewise are rather easy for the character. They can cast Rank 9 spells with exertion, although Rank 10 is still quite difficult and risky.
120-149: The character can use Rank 9 magic proficiently, and Ranks 1-4 are, again, really easy. Ranks 5-7 also don’t require a ton of effort. The character can cast Rank 10 magic, although it still requires quite a bit of exertion.
150+: The character can use Rank 10 magic proficiently. They can practically cast Ranks 1-5 in their sleep, and higher ranked spells still don’t pose a ton of difficulty.
In a profile, TAPS-SF will look like the following -
Post by Reya Starlyght on Feb 2, 2019 16:09:33 GMT
Magic
Magic, a power that, in its many forms, has existed far longer than human innovation. It has inevitably, however, been adopted, controlled, and shaped by humanity, from the wild power of Earthland to the refined nature of today.
Magic OOCly, and on character profiles, consists of the following -
Feel free to adapt this template/information slightly, although make sure it is all covered.
Name - This is, quite simply, what a character calls their magic. Note that ICly their magic does not necessarily have to be literal magic, it could a power gifted to them by a higher power or some sort or techniques they developed because of intense training. OOCly, however, these all function as the same. A character can also have multiple magics, although they collectively will cover the same amount of content as any single magic and this is simply a flavor choice, in which case you will put the names of each of your magics.
Type - This is what the character's magic would be classified as, or its "scientific" name. If your character is an elemental mage, for example, their magic type would be "Elemental Manipulation - Element" or something of the like. Likewise, if they are a summoner, takeover mage, or requip mage, you would put these classifications. If your character's magic is a bit more unique, it will be up to you to come up with a description, although you can certainly ask staff or experienced members for help. If your character has multiple magics, put all the types here.
Rank - A character's magic rank is determined by their stat in Magical Strength. The rank itself determines how strong one's techniques and cantrips can be -- more on those two things later. If a character has multiple magics, they will all be the same rank.
Proficiency - A character’s magic proficiency is determined by their stat in Magical Fortitude. This is a number value, and simply states what magical rank a character is capable of casting adeptly. This also remains the same throughout multiple magics.
Description - The magic description is the most important part of making a character's magic, as it tells in detail what a character's magic can do and what it can ever do. This is looked at when determining if a new technique created by a character is allowed and fits thematically with a character's magic. Along with that, if there are certain quirks to your character's magic, they should be mentioned here. A character's magic description should be at least a solid paragraph in length, but don't be afraid to ask to ask staff for help on elaborating if you're having trouble. If they have multiple magics, please make sure to write separate descriptions for each, and make sure to write what each can and cannot do. In general, if a character has multiple magics each will be less complicated than one full magic can be. While there is no theoretical limit on how many magics a character can have, one must make sure each is properly categorized as to not overlap with others.
More on Additional Magics: Still confused on how one magic versus multiple works? I’ll try to explain further with an example. Let’s say, Character Adrian has a magic called “Phoenix.” It is essentially a thematic version of fire elemental magic, and allows him to use flames for offense, flying, and healing/regeneration. This sounds like one magic, right, thematically? It is. On the other hand, Character Bartholomew possesses three magics, a light magic that can only heal, a darkness magic that can only attack, and a wind magic that can only fly. Separate and thematically, these two characters sound completely different, correct? However, taking a more mechanical look at the two we can see that they essentially will have the same magics, elements aside. They are equally balanced, even while their concepts are entirely different. That being said, we also have Character Cassandra, whose one magic is called “The Winds of Yin and Yang,” or something. It is a single magic that has three parts, wind that allows her to fly, light for healing, and darkness for offense. Thematically, this is tied together in the description and in perhaps a few techniques, however mechanically it is the same as Bartholomew’s, which is mechanically the same as Adrian’s. They are three vastly different themes, with the same mechanical results, which is how balancing your magic or magics should be carried out. This gets a little more complicated when dealing with Special Magic Systems, however the same general principles apply universally. If you’re unsure if your magic or magics would be considered balanced, please don’t be afraid to ask a staff member for help.
Techniques, Cantrips, and Aesthetic Spells Techniques - Techniques are magic spells that have been allotted TP, or technique points, to be used. They represent spells other than basic attacks or defenses and usually have durations, while they always have cooldowns. They are usually heavily used for combat, and can cause major effects in a battle if a high rank. A character gains 1 TP per every 10 SP, and they start off with 5 TP. For characters with multiple magics, they do not have to allot TP equally although they can if they would like. Techniques can also be passive, which will usually involve things like sensory or weak healing abilities. Passive techniques are always active, and do not consume Magical Fortitude nor do they require a matching Proficiency to be used. For every rank a character puts into a specific technique, they must spend 1 TP.
Cantrips - Cantrips are magic spells that are basic in nature, and do not have TP allotted to them. While they can and often do have impacts in battle, cantrips represent basic attacks, such as a simple fireball shot at someone that just does damage; basic defenses that can block magical or physical attacks; or simple utilitarian spells. The amount of cantrips a character can have is based on their magic rank and tier, while the rank of said cantrips is based on one's magic rank. Cantrips do not have cooldowns, however they can only be used a limited amount of times per post.
Mages start with 1 cantrip and get an additional one at ranks 3, 5, 7, 9, and 10.
For mages with multiple magics, they may choose to allot their cantrips however they would like, however once chosen they cannot change such.
A cantrip's rank is equal to a character's magic rank divided by two and rounded down.
Aesthetic Spells - Aesthetic spells can have little effect on battle, however they are assumed abilities of mages based on their magic descriptions. Examples of this would be a fire mage's ability to conjure fire for light or to start a fire, or a darkness mage's ability to darken a room to a natural degree. Other applications for this type of magic would be levitating small objects, summoning small and harmless objects, or anything that is considered "magical" but wouldn't warrant a full blown technique or cantrip dedicated to it. When in doubt, if something would have an effect in a PvP situation, it’s probably not an aesthetic spell.