Natural traits
Derived from unaugmented Outside traits and change in reaction to play.
Average humans are around 20.
Trait Human Range Strength 1-100 Newborn to world record holder. Adds to damage +1 per 5 points Constitution 1-100 Newborn to ultra marathon champion (Outside rank has no effect) Speed 1-100 Crawling baby to Usain Bolt (some bonus from Rank) Kinesthetic awareness 1-100 Newborn to Olympic gymnast, physical skills learned faster (+ % multiple) (Rank has a large impact) Health/HP Str+Con (+ VIT) Only goes up with Con and/or Str
Magical traits
Starting level determined by Trial, change through points available by level.
Each trait has a starting cost and follows the fibonacci sequence for every subsequent point (1,1,2,3,5,8,13,21) (unless noted 1,1 the next number is 2)
Trait
Effect
Raising cost for first three points per level
Power
+5% of STR per point (20 POW = +100% STR)
2 3 5
Flash
+5% of Speed per point
2 3 5
Elemental Immunity/Affinity
Affinity level assigns cost to raise.
Immunity is to elemental magic.
Individual affinities are not related, could be all tier I or tier IV, however conflicting elements are common (high fire = lower water)
Tiers:
IV 0 - 30
3 5 8
III 31 - 55
2 3 5
II 56 - 80
1 2 3
I above 81
1 1 2
Invulnerability
Pure damage subtraction from physical attack only
1 2 3
Vitality
Added to HP, also resistance to poison and disease
2 3 5
Mana Well
Mana reserves
2 3 5
per 5 points added
Mana Gathering
Percentage of Mana regained per 100 seconds
Under 5
2 3 5
5 - 10
3 5 8
10 - 20
5 8 13
21 - 40
8 13 21
41-100
13 21 34
100+
21 34 55
Charm: Sentients
(Skill level VP/Opponent Skill VP) x
(Charm/Opponent charm) = Influence %
3 5 8
Charm: Animals
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(Skill level VP/Instinct) x
(Charm/Opponent charm) = Influence %
2 3 5
Charm: Plants
(Skill level VP/Instinct) x
(Charm/Opponent charm) = Influence %
1 2 3
Charm: Monsters*
Considered as a blend of other Charm traits
e.g. Goblin is 80/20/0, Dryad is 70/0/30
Skill Ranks:
Natural skill level indicates a persons actual knowledge of the subject.
Magi skill level indicates the magical effect that may be added.
The two are multiplied to determine the Value Points (VP) for the skill. These points are applied in a variety of ways, depending on the skill in question. Outcomes may also be affected by the material used or other contexts.
Mana usage is determined by the skill in question. Typically crafting skills use VP mana points, while martial and physical skills use Magi level mana points.
The skill user may use any amount of VP up to their maximum.
Magi Level of Skill Natural Level of Skill Natural 1 Novice 1 Upgraded 2 Initiate 2 Augmented 3 Apprentice 3 Enhanced 5 Journeyman 5 Illustrious 8 Expert 8 Illuminated 13 Master 13 Enlightened 21 Grand Master 21
Magic
Source: Elemental power that fuels the spell
Clade: The type of power channeled
Class: The primary way that power is manipulated
Spell: The final level of detail
A complete spell requires all four parts. Each may be at a different level of mastery, using the same ranks as the natural skills. The points of each are multiplied to determine final effect.
Mana usage = Spell points, but each level of mastery above novice at the source level halves usage. A Spellcaster could have a fireball spell at 4, projected class at 2, flame clade at 3 and Fire Source at 2 (Spell points 48, 24 mana used). The spell points could reflect damage on a direct hit, or be used to cover a larger area at reduced damage.
Higher level spellcasters can use lower points than their maximum at their discretion.
Source
Clade
Class
Spell
5*
3*
2*
1* (*points to raise - however, the component must be learned before the points may be spent.)
Fire
Flame
Projected
Fireball
Fire
Heat
Shaped
Fire
Radiance
Shaped
Earth
Mass
Magnitude
Alter Gravity
Earth
Matter
Shaped
Earth
Aspect
Altered
Water
Phase
Projected
Water
Pressure
Shaped
Water
Aspect
Fused
Breathe Water
Water
Matter
Summoned
Create water
Air
Pressure
Summoned
Forceful Wind
Air
Pressure
Shaped
Vacuum bubble
Air
Aspect
Altered
Poison Cloud
Air
Charge
Projected
Lightning Bolt