|
|
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 ]
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 three 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 online, 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 online), and awarded points, you'll then have to decide what to do with those points. The maximum a player can receive each month is 10 points, but don't be disappointed if you receive less than that. No advancement system is perfect, and this one is dependent upon who your panelists are in a session, how active you've been during that month, and how well-known your character is. Ten points is fairly rare, and even feature roleplayers don't always receive that many. 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 or skills (excluding warfare). However, if you wish to raise either magic or warfare, you'll need to save up your points and find a teacher. Aether has a teacher system, wherein players are encouraged to seek out teachers in the course of RP and learn from them (see +help teach online). Likewise, teachers may want to seek out students, since each must rely on the other for advancing in levels. Magic and warfare are the main areas where this is necessary, though learning a new skill (one you did not take while in Chargen) will also require a teacher. In order to spend points in a certain ability, your teacher must "+pass" you, and this will unlock your stat so that you may raise it in the Advancement Academy. A student can only raise his or her stat 10 points in a given month (and remember that the cost goes up exponentially). However, if you reach a point where you're about to graduate to the next level (say, from Acolyte to Adept), this will require submitting a log (or logs) to the admin, showing a scene between you and your instructor where your character made some "breakthrough" discovery -- a significant scene that showed your character's readiness to attain the next level. Assuming the scene is approved (and you have the necessary points), the admin will then "graduate" you to the next level. To attain Magus or Avatar rank, however, will require an additional application. It should be noted that Avatar level is incredibly rare, and usually only admin-created characters will ever reach that status. Teachers will go through a similar process -- if they wish to achieve a new level, they must submit logs of their roleplay with students, showing their teaching methods and ability to learn, right alongside their pupils. They must also have the necessary points (read about points for the costs, and levels for the five different levels). If you simply cannot find a teacher yet are determined to advance, you can apply to the admin for an NPC trainer, and detail, through @mail or e-mail, how you would have met this trainer and how long he/she has been teaching you. The admin will then raise your score when necessary, though this method will probably be rare. There should be enough teachers, in various races and factions, that you can find one to train you. Also, it is possible for a teacher in a different magical field to instruct you, at least as far as control goes. This too, would be very rare. Check with an admin before playing out such a situation.
Attributes:The six basic attributes on this game are the following: The first three are mainly physical stats, the following two are mental, and the last deals with your character's combat abilities. Please continue reading for more detailed explanations on each attribute, and if you have any questions, contact a member of the staff.
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 receive a ten point bonus in chargen in their "force" attribute. 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. The Empyreans are often the swiftest of the races, and receive a ten point bonus in "reflexes" while in chargen. Stamina:While listed under the physical attributes, "stamina" really falls under any category, for it indicates how much 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 something; whether it be fighting, continually resisting a telepathic "mind-scan," or using magical powers. The crossbreeds or "mongrels" tend to have the highest stamina, and receive a 10 point bonus within chargen. 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 the force of their convictions. Of course, such a quality is best indicated through roleplay, and if you want to get others to follow your character, 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 through 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 (read the files on consumption for an idea of how your magic and will should correlate). And finally, because Atlanteans learned to develop their minds to such a degree that telepathy was possible, they are granted a ten point bonus in "will" within chargen. 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, receive a ten point bonus in "senses" while in chargen.
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 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 online). This command simply adds up your score and compares it to your opponent's score, 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.
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 do 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 want, 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' "Warfare" + "Reflexes" vs. Cassiel's "Warfare + "Reflexes." If they were fighting with weapons, they could add "Armed" 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' "Warfare" + "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.
Levels:There are two different scales; one for attributes and magic, and one for skills. The first is roughly based on a 1-100 point scale, though anything beyond 100 ceases to matter, since it's such an ungodly level. The range for skills is also divided into five levels, though the numerical range is 1-50 instead. The following charts illustrate each scale:
Some of you may be wondering just what these different levels mean. That is, how do they relate to your average Joe-Schmo? Well, here's a list of comparisons so you can figure out where your character fits in: Beginner: (1-19) A minimum amount of talent/skill in an area without being totally ignorant. Example: A beginner in "armed" knows the basics of swordplay -- stance, parrying, thrusting, etc. Intermediate: (20-44) About average; an intermediate has received some training in a given area, but has yet to really excel. Example: An intermediate in "reflexes" would be about the same as someone who did fairly well in tumbling/gymnastics at school. Advanced: (45-74) Above average; this is the rank at which most will level out; it takes dedication and drive to go beyond. Characters at "advanced" levels have spent a fair amount of time and training in a given area. Example: Someone with an advanced in force would be the equivalent of most amateur bodybuilders or weightlifters -- they could bench roughly 300-400 lbs. Expert: (75-99) Experts are at the "top" of their given field. They're 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. Master: (100+) Godlike. Unstoppable force, impossible reflexes, indomitable will, uncanny senses, and unbeatable warfare.
Points:A character receives 150 points upon entering chargen -- 160 if you count the 10-point bonus added to one of the six main attributes, depending upon which race they choose. While in chargen, they can sink a maximum of 40 points into a given attribute and 20 into a chosen skill. From then on, characters may receive up to 10 extra points each month through advancement, which they can add to their +sheet (though advancing in magic or warfare requires a teacher -- read the files on advancement for more details). The cost of points goes up exponentially, 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. Points may be transferred from dead/inactive characters to an alt -- see the guidelines under characters for more details.
After 100, raising a stat is hardly necessary, considering that 100 is the highest a player can achieve. See levels for more details. Depending on which race you choose (Atlantean, Empyrean, Sylvan, Varati, or Mongrel), your character will receive a ten point bonus in one of the following attributes while in Chargen. See the news files on each for more information.
Sheet:A character's sheet is set up something like this:
*========================< Character's Sheet >========================*
<Six main attributes and their scores>
=--=--=--=--=--=--=--=--=--=--=--=--=--=
| Force: 1 | Senses: 1 | Sex: <Character's gender>
| Reflexes: 1 | Will: 1 | Race: <Character's race>
| Stamina: 1 | Warfare: 1 | Age: <Character's age>
=--=--=--=--=--=--=--=--=--=--=--=--=--=
Skills: <Character's skills, if any>
Magic: <Character's magical abilities, if any>
Points Left/Total: 145/150 Registered on: <date character registered>
*=====================================================================*
Skills:There are eight basic skills on the game:
[ Animal-Ken |
Craftsmanship |
Education |
Forestry ] Warfare's subcategories, "Armed," and "Long-range," are also considered skills, though details about them are included under warfare. Please read the files on each one for more thorough explanations about what they entail, and if you have any questions, don't hesitate to contact a member of the staff.
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 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 an "Intermediate" score in this skill (11-20 points). Currently, all the races speak roughly the same tongue, though this was not always the case. There are words and phrases that are specific to each race -- see the Terms Database created by Rabi@Aether for examples. 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. Ten points are automatically deducted from a Sylvan character's score and added to this skill during chargen. 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. Both Delphic and non-Delphic healers are 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. 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 Haven, it is presumed that there are plenty of islands, cities, and trading ports where ships can sail to and from, making Haven a thriving seaport city. If your character is going to have anything to do with such a profession, a score in "Nautical" is highly recommended. Also, because of their close relationship with the sea, Atlanteans automatically get ten of their points added to this skill during chargen. 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 "occupations" for more information. Thievery:Abilities such as picking pockets, scaling walls, moving stealthily, breaking and entering, disguising oneself, street-smarts, 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.
Warfare:Considered both an attribute and a skill, "Warfare" includes unarmed, armed, and long-range fighting. The first is tucked in with the other attributes and called "warfare," and it denotes your character's basic aptitude for unarmed combat. Armed and Long-Range are included with skills, and they show how competent your character is with close-range and long-range weapons. Typically, a character will specialize in one of the three areas, though a rare few are equally proficient in all means of combat. A character's armed and long-range scores are added to the basic "warfare" stat when doing comparisons. For example, if your character has a 30 in "warfare" and a 20 in "armed," then he or she would have a total of 50 for armed warfare (the number in parentheses represents how many points were added to the stat, and the first number is the total). This would be taken into account when using the +cmpattr command (see +help cmpattr online). To raise your warfare-related stats, seek out a teacher (+help teach while online). Also, please read the files on advancement.
|