Aether II
Stats

The following news files will explain Aether's stat-system, define each attribute or skill, describe how advancement works, and detail the method for combat comparisons. Please read each one carefully, and if you have any questions, please contact a member of the staff.

[ Advancement | Attributes | Combat | Levels | Points | Sheet | Skills ]

Advancement

Each month, a player may be rewarded for good roleplay, innovative plotlines, OOC helpfulness, and general enthusiasm. This is done by means of an "advancement panel," wherein a panel of players are selected at random and allowed to vote on their peers. More details on the panels and voting can be found in "+help advancement," and it is recommended that you read those help files in case you are ever asked to participate in a panel.

Assuming your character is nominated (see +help nominate), and awarded points, you'll then have to decide what to do with those points. The points you recieve are dependant upon your +nominations, both in number and quality of the reference. They are reviewed and voted upon by up to five panelists and those votes are translated into the number of points recieved for the month.

Once you receive your points, you can either spend them or save them. If you opt to spend them, simply make your way to the Advancement Academy located within the main OOC chamber, and spend them on your attributes, skills, and magics.

Advancment in Aether is limited in the amount of points you can spend into any ability at one time. This is meant to encourage players to spend points as they earn them in order to mimic the increasing of knowledge and skill as you learn over time. You can spend ten points into any ability per month.

You may have difficulty spending into a skill that is not currently on your sheet. Simply consult with a Staff member to have them help you out.

There is also a limit on progression to the next level of achievement. You will be able to spend freely (within the monthly limitations) right up to the next level of skill (IE: The cusp of Acolyte bridging to Adept). However, you cannot make the leap to the next level without approval from staff. This requires an application that explains the work you have been doing over time to learn and progress in your skill. Logs are an excellent way to give examples of the efforts you have made, and are highly appreciated when included with such an application. You should also include a reference from whoever has been teaching you over time, that they may be consulted on your mastery of the skill.

Please read "news points" and "news levels" for more details on stats.

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Attributes

The six basic attributes on this game are the following:

Force ~ Reflexes ~ Stamina ~ Will ~ Focus ~ Senses

These stats are broken down into three physical attributes, and three analogous mental abilities. The following information explains their use.

Force
The attribute called "Force" includes strength, might, brawn, physique, and raw power; basically how "tough" your character is. Like the mythical Hercules, Atlas, Cyclops and giants, characters with a high force are usually stalwart and muscular, with an impressive physique.

The Varati are typically the strongest of all the races, and are able to raise their "force" attribute to 50 in chargen. A Varati should strongly consider always keeping their Force attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic).

Reflexes
The "Reflexes" attribute includes speed, dexterity, agility, celerity, and swiftness. It basically indicates how fast your character moves or reacts; how nimble he or she is, and how limber or flexible. Swift-moving, lithe, and agile, such characters may not necessarily be stronger than their opponents, but they can generally out-maneuver them.

Empyreans are often the swiftest of the races, and are able to raise their "reflexes" attribute to 50 in chargen. An Empyrean should try to keep their Reflexes attribute set 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic).

Stamina
The "Stamina" indicates how much physical endurance or perseverance your character possesses. Like the fabled Tortoise who won the race against the Hare, a character with a high stamina may seem tireless and undaunted; doggedly plodding along like Aether's version of the Energizer Bunny.

Stamina is the deciding factor in how long your character can continue with a strenuous physical task: fighting, hauling materials, or even caring for the sick or one's children. Mongrels tend to have the highest stamina, and are able to raise their "stamina" attribute to 50 in chargen. Mongrels should strive to keep their Stamina set 5-10 points higher than any other attribute.

Will
Psyche, willpower, fortitude, self-control, and command are all aspects of the "Will" attribute. It is roughly analogous to "Force"; a mental version of your character's strength. Strong-willed characters tend to make good leaders, driven as they are by their convictions. Of course, such a quality is best indicated through roleplay, and if you want others to follow you, then your best bet is to simply play the kind of character others would follow. This stat is not indicative of charisma, which should be illustrated via RP.

Also, "will" helps you resist telepathic "scans" or control magical abilities. If your character has magic, then "will" is important in discerning how well he or she would be able to control that power (see "news consumption" for an idea of how your magic and will should correlate).

Focus
"Focus" is a measurement of how trained your mind is and how long it can endure when pressed to a single task. However, do not confuse this stat with "intelligence," which can really only be indicated through RP, or with "Will" which is a character's strength in self. "Focus" deals more with how long and how completely one can devote themselves to a mental task. It is the mental version of "Stamina."

In application, Focus can be used to define how long a mage can press their magic into a task, and be used as a "tie breaker" when two mages are in conflict. It is also how well one's mind can stand up to pressure, such as interrogation and torture.

Because Atlanteans learned to develop their minds to such a degree that telepathy was possible they are able to raise their "focus" attribute to 50 in chargen. Atlanteans should try to keep their Focus attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic).

Senses
"Senses" is a blanket term for attributes like wits, perception, acumen, sagacity, keenness, and cunning. However, do not confuse this stat with "intelligence," which can really only be indicated through RP. "Senses" deals more with how aware a character is of his or her surroundings, how much they observe and assimilate, and how quickly they react. It is a mental version of "Reflexes."

The Sylvans, who grew up in an environment where they had to rely largely on instinct and intuition, are able to raise their "senses" attribute to 50 in chargen. Sylvans should try to keep their Senses attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic).

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Combat

There are three methods for deciding the outcome of a combat session. In order from the simplest, most common level to the last-resort, no-other- alternative method, they are:

OOC Negotiation
Stat Comparison
Admin Judgment

The first is easy; simply page your opponent before commencing the combat scene and work out a solution that both of you are happy with. This is the one we'd like to stress the most, since MUSHing is meant to be enjoyable for everyone and getting into lengthy debates about who has more points is usually not fun for either party.

The second method is a simple comparison of stats. It is done with the command: +cmpattr (see +help +cmpattr). This command simply adds up your stat(s) and compares it to your opponent's stat(s), then indicates who has the higher number.

But there are a lot of factors in combat, and all your physical stats may come into play -- not just your score in a single stat. That is, Force, Reflexes, and Stamina ought to be taken into account along with Warfare (including Armed and Long-Range). Characters may choose which attributes or skills they compare, depending on the type of combat. Whoever has the highest numbers would then presumably win the fight.

(Note: When posing in combat, it is best to pose only your *own* actions, or attempted actions, and not their results. Leave that to your opponent).

For example, let's assume that a hulking Varati warrior named Ignis decided to get into a brawl with a seemingly wimpy Empyreal guardsman named Cassiel. The Varati is sure he can beat that toga-wearing pansy to a pulp, so he strikes first.

Now, it's common courtesy to page your opponent with your intentions before you pose. Let's assume that Ignis and Cassiel already got that part out of the way, and they're ready to get down to business.

They may opt for a general "blanket" comparison--by comparing all the applicable stats at the start of the fight to get an idea of who will be the victor. Then the two could continue posing for as long as they wanted, while keeping a certain outcome in mind.

Or, let's say that Ignis was simply going to throw that one punch, and Cassiel had a chance to either dodge or deflect it. A more specific comparison might be Ignis' "Unarmed" + "Reflexes" vs. Cassiel's "Unarmed + "Reflexes."

If they were fighting with weapons, they could add other skills into the equation. If Cassiel were to try to throw a knife at Ignis in retaliation, they would then compare Cassiel's "Long-Range" + "Reflexes" to Ignis' "Armed" + "Reflexes." Again, it all depends upon the method of combat used.

Here, instead of a "blanket" comparison, the opponents are merely comparing the stats that apply to the situation. However, if the fight is going to last any length of time, it may be best to compare all the stats at once, in order to expedite the process. Some OOC discussion might be helpful as well.

If you and your opponent have exhausted all other means of negotiation and still cannot reach an agreement, then admin intervention may be in order. This should be used only as a last resort, however, for the staff would like to stress cooperation and problem-solving among the players without having to "judge" or choose sides. But if you and another player simply cannot reach an amicable agreement, then please @mail the *staff with both sides of the argument, or else page an admin currently online and ask him or her to mediate or oversee the debate. Again, please don't resort to that unless all other avenues have been attempted first, for it often leads to feelings of resentment among the parties involved.

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Levels

All attributes, magic, and skills are rated on a 1-100 point scale. At the top end (100+), the scale ceases to be of use and remains only to define the realm of the unattainable: 'god-like' ability. The following charts illustrates the divisions within this scale:

ATTRIBUTES / SKILLS (RANGE)
Novice/Apprentice (1-24)
Acolyte/Journeyman (25-54)
Adept/Master (55-84)
Magus/Expert (85-99)
Avatar/Legendary (100+)

It is important to consider is that all levels are a range. At the low end, you may know considerably less than the definition of a skill allows and at the high end you know the most possible for that level.

Mages should refer to their magic news files for more information on the limits of their abilities.

NOVICE / APPRENTICE (1-24)
This level begins at the minimum amount of talent/skill in an area without being totally ignorant. It extends through the most basic knowledge of a skill to the point where you are ready to explore the nuances rather than just the basics.

In attributes, this ranges from nearly unable to function (too weak to move, too tired to act, too slow to interact with others) to a reasonable level of competence in everyday actions. Around 20 in an attribute is fine for anyone that does not wish to make a living using that ability.

ACOLYTE / JOURNEYMAN (25-54)
Beginning with a firm grasp of the basics, a journeyman works to learn the intermediate tenets of their craft or profession. A warrior at this level would be proficient with their weapons, and an artisan could turn out serviceable, and even lovely work. This is the point where most people 'plateau.' You have a perfectly usable understanding of your skill. Only a complete grasp of all the advanced details are beyond you.

Physically and mentally this is also the area where most people settle. To move beyond Acolyte/Journeyman ability takes significant effort: massive weightlifting to increase strength, huge amounts of time spent increasing physical stamina through exercise and constant drilling to approve agility. It is a very competent level for any professional to have. Most soldiers have force/stamina/reflexes in the 30's-40's and most mages train their will/focus/senses similarly.

ADEPT / MASTER (55-84)
A journeyman is not to be disparaged. Near the end of their tenure, they can perform any task a master can. However, a master knows all the tricks of the trade. They know how to do things well, and quickly. They don't know one good way to finish the job, but rather many excellent ways. To gain this level in an attribute, a person must devote significant portions of their lives towards pushing themselves further and harder each day to achieve and then maintain a superlative level of skill. Adepts/Masters are just that -- those that have found mastery over their own self.

MAGUS / EXPERT (85-99)
Experts are at the top of their given field. It becomes something more than skill and drive at this level, and delves deeper into an innate potential that not all people are able to tap. There is likely nothing of their craft or profession that they don't know, haven't seen and cannot duplicate.

In Skills they are the Michelangelos, Berninis, Mozarts and Bachs. They are the craftsmen and performers that go beyond their art.

In Attributes they are the professional or Olympic athletes--the Arnold Schwarzeneggers, Jackie Chans, or Bruce Lees in physical prowess; and the Sherlock Holmeses, Napoleons, and Gandhis of senses and will.

AVATAR / LEGENDARY (100+)
Godlike. Unstoppable force, impossible reflexes, indomitable will, uncanny senses, and unbeatable warfare. Knowledge beyond all reckoning and skill beyond comprehension.

While this level exists, it is the upper boundary of existence and players should realize it is not attainable within the game.

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Points

Within Chargen, a character receives a certain number of points based on their age. This equates to 10 points per year of life to a maximum of 300 points at age 30. This scale is not intended to penalize or unduly benefit any character, but rather approximate the skills appropriate for their age and our character generation system. While in chargen, they can place a maximum of 40 points into any given attribute or skill (please read the news files on each for more guidelines). From then on, characters may receive more points each month through advancement, which they can add to their +sheet.

The cost of points has scaled increases, as the following chart will illustrate. This is to ensure that high-powered characters advance more slowly, so there is less of a gap between established characters and those who've just started out. New players can, of course, apply for more points, although the admin typically don't give out more than 40-50 to non-features.

Stat: Cost: Purpose:
30 2 to raise stat one point
40 3 to raise stat one point
50 4 to raise stat one point
60 5 to raise stat one point
70 6 to raise stat one point
80 7 to raise stat one point
90 8 to raise stat one point

While the scale runs from 1-100, players can only raise their skills to the top of the Magus/Expert range (99). See "news levels" for more details.

Depending on which race you choose your character will be able to raise one of the following attributes to 50 while in Chargen. Each race should make an effort to keep this attribute higher than the others, to reflect their racial ability. See the news files on each for more information.

Force: Varati are the strongest of the races and tend to have a higher ability in "force".

Reflexes: Empyreans are the swiftest of the races, and should consider keeping their "reflexes" stat higher than the others.

Stamina: Mongrels tend to have the most endurance, and tend to show higher ability in their "stamina" attribute.

Focus: With their telepathic abilities, Atlanteans tend to have the highest ability in "focus".

Senses: Relying on instinct and cunning for survival in the wild, the Sylvans usually have a high "senses" stat.

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Sheet

A character's sheet is set up something like this:

*========================< Character's Sheet >========================*
  <Six main attributes and their scores>
  =--=--=--=--=--=--=--=--=--=--=--=--=--=
  | Force:         10  | Will:        10 |     Sex: <Character's gender>
  | Reflexes:      10  | Focus:       10 |    Race: <Character's race>
  | Stamina:       10  | Senses:      10 |     Age: <Character's age>
  =--=--=--=--=--=--=--=--=--=--=--=--=--=
     
   Skills:  <Character's skills, if any>
    Magic:  <Character's magical abilities, if any>

 Points Left/Total: **/???     Registered on: <date character registered>
*=====================================================================*

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Skills

Armed ~ Animal-Ken ~ Craftsmanship ~ Education ~ Forestry ~ Herbalism
Long-Range ~ Nautical ~ Performance ~ Thievery ~ Unarmed ~ Warfare

Armed
Armed is a combat skill, and may be called upon in cases where two people are battling it out with any melee weapon. Daggers, swords, spears or any other weapon is covered by this skill. If you wish to throw a weapon, or fight without weapons, you should refer to 'news long-range' and 'news unarmed'. To determine success beyond RPing ability, you can use +cmpattr to compare relative skills in Armed (see +help cmpattr).

Animal-Ken
"Animal-Ken" is the understanding or knowledge of animals; how to handle them, train them, and generally get along with them. This can include anything from horsemanship to falconry to simply keeping an animal as a pet, (though you might want to read "news bestiary" for the rules regarding that). If you choose shapeshifting magic, it is recommended that you buy this skill as well.

Craftsmanship
This is a blanket term for skills such as weaponsmithing, jewelry-making, sculpting, weaving, painting, carving, metal-working, etc.; basically anything you can create with your hands. Artisans, builders, craftsmen, architects, and artists would all fall into this category. If you choose shaping magic, it is recommended that you buy this skill as well.

Education
The "education" skill includes general scholarly pursuits, such as conducting research, studying ancient texts, knowing how to read and write, knowledge of astronomy, botany, medicine, etc. An education score is roughly equivalent to how "learned" your character is.

Also, reading and writing is not a skill that many people on Aether pursue, and typically it is reserved for only the most learned of scholars. If your character is going to know how to read and write, then you must have at least 15 points in this skill (literacy starts at 15 points, and your character can puzzle through text, but good reading and writing skills require 25+).

Forestry
Hunting, tracking, and basic survival skills for living in the wild fall into this category. It includes navigating forest trails, tracking wildlife, trapping or hunting game, knowing how to clean and prepare it, setting up shelters, building fires, identifying edible plants, etc. It is recommended that Sylvans in particular take at least 10 points in this skill.

Herbalism
While "Forestry" includes the identification of edible plants, the skill "Herbalism" takes that a few steps further. Not only can an herbalist discern the edible plants from the poisonous ones, but they can recall their medicinal properties as well, and utilize those plants in healing. Skilled herbalists can also prepare antidotes for poisons, or even the poisons themselves. Healers are usually schooled in the knowledge of plant-lore during their training, so a character who chooses healing for a magical power is encouraged to buy this skill as well.

Long-Range
Long-range is a combat skill. It specifically rates your ability to strike a target at a distance with bow and arrow, spear, dagger or any other thrown weapon. Long-range can be used to determine if you hit your mark.

Attacks with weapons should use the Armed skill, and without should refer to the Unarmed skill. (see 'news armed', 'news unarmed')

In a combat situation, you can use +cmpattr to compare your long-range skill and someone's Reflexes, to see if they are able to dodge (+help cmpattr).

Nautical
"Nautical" is a blanket term for skills such as seamanship, shipbuilding, navigation, sailing, swimming, and other oceanic pursuits. While the main area of RP is on land, it is presumed that there are plenty of islands, cities, and trading ports where ships can sail to and from. If your character is going to have anything to do with such a profession, a score in "Nautical" is highly recommended. It should be noted that Atlanteans, living constantly in the water, have the ability to swim without requiring the "Nautical" skill. Atlanteans only need to take this skill if they wish to have significant surface ability as defined above.

Performance
Acting, singing, dancing, orating, entertaining, and playing a musical instrument are all aspects of "Performance." If your character is going to choose a profession related to any one of these skills, a score in Performance is necessary. Actors, musicians, and entertainers often receive special privileges, for everyone enjoys a good story or song, and some of them are even granted "immunity" so that they might travel freely among the different kingdoms or domains. Please read "news occupations" for more information.

Thievery
Abilities such as picking pockets, scaling walls, moving stealthily, breaking and entering, disguising oneself, and general "skulking" are all part of the "Thievery" skill. If your character is going to know one or more of the above, a score in "Thievery" is required.

Unarmed
Unarmed is a combat skill, and may be called upon in cases where two people are battling it out with their fists and feet. While Aether has no formal martial art as such (there is no Karate, Aikido or Kung Fu here) brawling is second nature to most soldiers and sailors. Unarmed will determine how well you do in a fist-fight. To determine success beyond RPing skills, you can use +cmpattr to compare relative skills in Unarmed (see +help cmpattr).

Attacks with bows and thrown weapons should use the Long-range skill, and with any other weapon should refer to the Armed skill. (see 'news armed', 'news long-range')

Warfare
Warfare is one's training in the arts of war. It is not physical combat skills, but rather an understanding of strategy and tactics, as well as history of conflicts in the area. Most upper level guards and warriors will have some understanding of Warfare, and higher levels of this statistic can make you more successful in commanding on the battlefield.

Battle-skills are covered under 'help armed', 'help long-range' and 'help unarmed'.

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