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.: The
History of Channeling:
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What
separates meta-humans (players) from
ordinary humans (users) is their
ability to absorb, channel and
manipulate ether. This
ability grants channelers increased
physical and mental attributes, as
well as a number of preternatural
abilities. These abilities
were originally manifested as a
completely separate form from the channeler's own user-form,
accompanied by a number of dedicated
techniques or summoned additions to
this new form, coined the "Player
Form". Left over energy was
used to perform a specialised,
player unique ability, and was
coined the "stamina" statistic (R.E.Load
1&2).
As time progressed and more studies
focused on channeling, the science
of channeling developed, allowing
more modern channelers to developed
a unified statistic that governed
all of these channeling abilities.
This stat was called the Energy stat
(R.E.Load 3). However, this
form build had a strong manipulator
bias, and was abandoned for the more
arcane types of channeling by the pyscher and morpher classes,
creating a division between
channelers, forcing the revamp of this system in later
years.
The current model for
channeler builds (R.E.Load 4) is one which relies
on a more balanced division of
energy, allowing channelers to
designate and ration ethereal
energy between their Defensive,
Mobility and Power based attributes.
This current build allows for far
more dynamic form creation as well
as accommodates a larger number of
player styles.
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Basic Abilities:
The
uses of single stats.
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All basic player
abilities, which are not possessed
by users are derived from their four
energy stats: Deflection, Speed,
Force and Energy, each stat allowing
channelers a number of basic
abilities. It should be noted
that these stats can be charged
individually, without the use of a
technique to increase the strength
of these abilities.
Basics:
Given the
naturally noticeable output
generated by channelers, "Capping"
is a useful ability, allowing them
to exist in a powered up state
without a noticeable drain on their
stamina or an overly significant
ethereal signature. In a
capped state, the abilities of
channelers are about equal to that
of a user in peak physical
condition, however they retain their
higher resillience and agility.
On the opposite
end of the spectrum from Capping, "Charging"
allows channelers in increase the
stock of their stats past that of
their native output. The
maximum 'stock' to which a stat can
charge to is determined by the
rating of that stat and the player's
Control skill. Channelers can
allow their stats to Auto-Charge
naturally, allowing them to perform
a number of their abilities at peak
outputs "on-the-fly".
Auto-charging increases the size and
intensity of a channeler's ethereal
signature, making them more easily
detected as well as placing a
greater drain on their Stamina.
Deflection:
This allows
players to actually Guard
damage impacting their form, by
attacking the "ethereal code"
behind a technique. Deflection
naturally shaves it's s.p. value off
of incoming damage, however a
channeler standing still and "Actively
Guarding" can shield up
to the maximum chargeable output of
their deflection stat or even higher
without necessarily having that
energy pre-stocked.
Deflection also
allows players to perform an "Active
Purge" when affected by
detrimental status affliction. This allows
players to flood their form with
energy from their deflection stat in
order to dispel an affliction.
Active Purges make take some time,
but they can purge up to the maximum
chargeable output of a player's
deflection stat without a
pre-stocked full charge.
Deflection, as
one would expect, also allows
channelers to deflect forces/energy away
from channelers by specifically
targeting the guidance/or movement of
this force/energy.
Active
Deflection allows
channelers to reflect energy less
than half the s.p. of the
channeler's deflection stat, and to
change the direction of energy
equal to or lower than their
deflection by an angle between 45
and 135 degrees. The angle of
deflection is dependant on the ratio
of energy rating to Deflection stat,
and is affected by whether or not the
energy is an unguided projectile or
a directed physical force.
Speed:
This allows
players to perform "Ground
Based Dashes" - quickly
accelerating from a stationary
position to their Maximum Dash
Speed. Dashes can be sustained
indefinitely, however energy must be
diverted to keep the channeler
suspended a small distance above the
ground to prevent tripping (as
dashing does not involve the
movement of the channeler's feet),
as a result, sustain dashes have
slightly reduced speeds.
More physically
coordinated channelers can perform a
"Rush".
Rushes require that the channeler's
physical speed is high enough to
compensate for the sudden jolt in
speed (Linear Speed must be 75% of the Dash speed
or more).
While rushing, players can combine
their speed from a dash, and their
natural speed from running to do an
extremely fast movement.
Rushes tend to be faster than
dashing.
Extremely fast
players are allowed to perform a
"Burst".
Bursts are restricted to those
players that can naturally dash at 50m/s or
higher (without technique
assistance). In addition to their
dash option, or potential Rush
option, players possess the
ability to move instantly from one
spot to another, within the range
which their Dash Speed would allow
them to cover in a second.
This is a form of instant
transportation, called
translocation, and allows channelers
to pass through unreinforced
structures, weakly reinforced
structures and even some attacks
unaffected, but leaves them depleted
of Speed once they reappear for a
few seconds.
Force:
In addition to
determining the strength of a
channeler, Force also bestows upon
channelers a number of other
abilities. The primary use of
force is the break down of ethereal
constructs in contact with the
player's form.
This is not done by a simple
transfer or kinetic energy, as with
regular user attacks, but by a
destructive ether based reaction
which causes ethereal entities to
suffer reduced or destroyed
structural integrity. This
effect was playfully coined the "Hit
Spark", due to the
colourful interaction between Force
and Deflection or other defensive
energies. As this
reaction can only happen within the
personal space of the player
utilising it, it is
limited it to the force stat and more
importantly melee attacks.
Players with
more Force oriented forms may have
enough power to perform a "Hit
Flash". This is a
technique whereby Force is dumped
from the player's form to that of
another construct for massive damage.
This usually has a strong stunning
effect on channelers or machinery, but leaves the
attacker temporarily depleted of
Force for a few seconds. This makes it hard for a
follow-up Force based attack to be
launched. This can do up to
the player's maximum chargeable
Force in combined damage and
stunning ability without a full
stock.
"Hit
Waves"
are extremely low damage attacks
that either stun or disorient
opponents by targeting their
cognitive centres. These
attacks become less effective the
more they are used in one battle,
but can be useful when properly
applied.
Energy:
The energy stat,
not to be confused with that of
early channeler build types, refers
only to the player's ability to
affect external ethereal energies.
It's primary use is a form of remote
movement unique to each ethereal
affinity. In effect however,
all players basically possess "Telekinesis",
allowing them to move objects within
their sphere of influence. The
dexterity with which this skill can
be executed is increased as objects
move closer to the channeler, and
are at their maximum within 1/10th
of the channelers maximum area of
influence.
In addition to
their T.K., players also possess the
ability to direct concentrated
energy bursts in a straight line or,
based on their channeling abilities,
along specified predetermined paths
(due to the speed at which this
energy moves, controlling it after
release is very difficult).
Blasts can either be comprised of
pure ether, or the specific ethereal
affinity of the player. This
ability is referred to as "Psychokinesis".
The final
ability naturally bestowed by the
Energy stat is the "Psycho-flood",
which allows players to flood their
area of influence or in cases where
channelers have a high influence and
not enough energy to flood it, a
fraction of their A.o.I., with
energy, via process referred to as
Ethereal Condensation. This does extremely
low damage to everyone within their
area of influence, including
teammates, and can usually be
shielded by channelers with
average deflection stats. The Psycho-flood is generally only useful
at attempts to identify stealth
users or locate hidden constructs.
Techniques:
A recent
addition to the channeler build
allows channelers the ability of "Dynamic
Hash Activation".
Previously, players were forced to
assign techniques to a single stat,
which would always be used to power
that technique while it was
activated. However, with this
new ability, channelers can now
activate a technique on any one of
the four energy based stats at a
time. It should be noted that
Channelers without Glyph/Hash/Rune
Compound, cannot activate the same
technique on multiple stats at the
same
time, this ability is only possible
for the channeler's special.
At present, Dynamic Hash Activation
can only be applied to Activation
Techniques. Ability Modifiers
and Permenant Attributes are
still restricted to a single stat at all
times.
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Intermediate Abilities:
Abilities gained
from stat combinations.
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Defensive:
Storm
- Is an ability unique to more
defensive builds, relying on
Deflection and
Force to prevent a player
from losing momentum when hit.
This allows players to remain in
motion even after being hit by
strong attacks, making it
particularly useful for melee
oriented players trying to close
distances on ranged fighters or
pesky long range traps in the field.
The effectiveness of this is highly
dependant on the Player's stats when
compared with the attack being
stormed.
Tanking
- This is extent to which weaker
melee characters can utilise the
techniques employed by "storming".
This allows them to only be slowed
or reduced to a stationary position,
rather than being knocked back.
Mobility:
Flight
- This requires the use of the
Speed
stat as well as the Energy
stat for sustained flight at higher
altitudes.
Assuming that the Energy
stat is high enough to keep the
player suspended in the air, the
speed of flight is exactly equal to
the dash speed of that player.
Consecutive Jumps -
Usually referred to as double
jumping or triple jumping, this is
the extent to which channelers with
low or non-existent energy stats can
utilise their Speed
stat in the air. "Air Dashing"
is a sub feature of this ability,
allowing players to "double jump"
horizontally.
Strength:
Launching
- This relies on the Force/Energy
stat as a primary means of attack
and Speed/Energy stat to
imbue the victim with kinetic energy
to add increased knock-back to the
attack. Launches are generally
used as openers to start combos.
(Note: this cannot be done solely
with the Energy stat without reduced
power of the launcher.)
Imbuing
- This is an ability exclusive to
the Force and
Speed stats.
Allowing channelers to imbue
ethereal constructs with energy from
one or both of these stats.
The uses for this ability are
numerous.
Technique:
Tech
Reaction - This is only
available for moves that have a
maximum summon time equal to or less
than the channeler's effective
reaction time. This allows a
channeler to seemingly
instantaneously perform a technique.
In actuality, the technique it auto
summoned the instant that a
situation is perceived and performed
at the instant when the channeler
begins to react. This is
particularly useful to avoid
surprises in battle or the field.
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Advanced Abilities:
Abilities gained
when the entire form works in sync.
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Defensive -
Survivor
-
This
is a particularly useful ability
utilised by defensive players, which
allows them a chance to survive an
impact that would usually take them
down to 0HP and hence reversion.
Unfortunately, this only has a percentage
chance of working, so it is not to
be relied on.
Mobility -
Escape
- Another useful technique,
utilised by speedsters, allowing
them to divert all of their energy
to a single Burst in order
to facility a far greater range of
translocation. Unfortunately, this
leaves them depleted of ethereal
energy on reappearance and quite
vulnerable for a few seconds.
Strength -
Crusher
- Utilises all of a player's energy
for a single, high speed, high power
attack. These tend to be hard
to dodge, and extremely difficult to
stop while dealing a great deal of
damage. Afterwards however,
channelers suffer temporarily from a
depletion of ethereal energy. Their
energy recharges within a few
seconds.
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Power Saving:
Passive Energy
Accumulation
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This is an ability which was developed
in Oya, but since the fusion, this ability can also be
enjoyed by all channelers.
During Power Saving, channelers re-absorb what would
have normally been lost as wasted
energy. This ability allows
them to passively draw in excess
energy from channelling (attacks,
defence, movement etc) before it
returns to latent energy. This
energy is stockpiled and partitioned
away from their natural energy
storage centre, allowing the channeler to call on this energy and
perform an ability with no
detriment. Power Saving can be
used to perform a super
version of a regular activation
technique, or can be used to perform
toned down versions of Omega
abilities with no drain to the Omega
drive.
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Alpha Drive:
Statistic
Specialisation
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The alpha
drive was developed as a state of
advanced powering power, allowing
channelers to actually access more
abilities than they would usually
have by appealing to their form's
natural strength .
Unlike the Omega Drive however, the
Alpha Drive is not particularly
taxing, allowing channelers to
utilises these abilities almost
constantly as long as they have
stockpiled energy through power
saving.
Defense Drive Abilities:
Scouter: This makes defense
based channelers acutely aware of
the power ratings of other ethereal
constructs, allowing them to
accurately gauge the strength of a
system in comparison to themselves.
[Passive]
Disrupt:
Defense based channelers can emit a
small flash of energy which disrupts
techniques or weapons which are
charging or in the process of being
discharged.
This deals no damage but
resets the summon time
and/or
charge time for the ability.
[Active, requires power saving]
Interrupt:
This allows defense based channelers
to create a localised reality flux
which disrupts energy within their
personal space.
This works as a combo-breaker
or sorts, preventing them being
constantly barraged. [Active,
requires power saving]
Mobility Drive Abilities:
Lock-on: This allows high
mobility
channelers to better track
objects moving at high speeds
without losing track of them.
This also prevents their
senses from being susceptible to
sensory distortions such as blurs.
[Passive]
Pursuit:
This works in conjunction with
Lock-on, allowing high mobility
channelers to quickly modify
velocity and reactions according to
the target that they are locked
onto.
This can at times seem to
boost reaction time. [Passive
or Active, requiring power saving]
Hyperact:
This allows high mobility channelers
to enter a state in which they
can
cancel moves which they are
committed to instantly and start a
new ability with no cool down time.
[Active, requires power
saving]
Power Drive Abilities:
Size-up: This allows power
based channelers to sense weaknesses
or flaws in ethereal constructs,
giving them a passive knowledge of
how best to apply their power.
[Passive]
Psych-Up:
This releases a wave of energy
through their body which temporarily
boosts the Force and Energy of
power based channelers, increasing
their power rating temporarily.
[Active, requires power saving]
Dispel Guard:
Through an accumulation of energy,
power based channelers can perform
an attack designed specifically to
dispel foreign guards.
This attack deals minimal
damage to the structure, but leaves
the target stunned and/or open for a
follow up. [Active, requires power
saving]
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Beta Drive:
Experience
Specialisation
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Much like the
Alpha Drive, the Beta Drive is a
form of advanced powering up, which
allows channelers to surpass their
predetermined limits to a point.
The bonuses bestowed upon the
channeler are linked to their
experience specialisation, but
unlike the alpha drive, these
generally low power abilities rely
heavily on skill rather than power
and as such do not require power
saving.
Field Drive Abilities:
Deep Perception: Allows field
base players to perceive ethereal
constructs and energies as
constituents of all of their most
minute parts.
This allows them to perceive
all of the components of a
construct, even if they cannot
actually understand what they are. [Active,
requires focus]
Link Perception:
Allows field base players to
perceive the physical, principle and
conceptual links between the
different components of constructs
or between multiple constructs.
This allows them to better
figure out puzzles or devise keys to
locks. [Passive
or Active]
Environmental
Perception: This combines
awareness and technical to perceive
and understand environmental
variables and their relation to
ethereal constructs.
This gives them what seems
like ESP or even Precognition at
times. [Passive
or Acive]
Combat Drive Abilities:
Critical Strike: Allows
combat based players to deal a
system-wide shock to all components
of an ethereal construct.
This deals high damage, while
providing a stunning effect and
temporary defence lowering. [Active,
requires a well placed blow]
Impact Push:
Allows combat based players to expel
a wave of translational energy,
which pushes energy and constructs
away from their location.
This translational wave is
universal and thus affects all forms
of energy equally. [Active,
requires focus]
Deflector
Strike: Allows combat based
players to deal a melee or ranged
parry to the source of an attack,
deflecting the attack and
temporarily setting the attacker off
balance so that they can deal a
strong stunning attack.
This usually leaves the
opponent open for a Critical Attack.
[Active,
requires focus]
Channelling Drive Abilities:
Auto Charge: Allows
channelling based players to
constantly stockpile energy to fill
their free energy reserves.
Unlike other players, this is
constant even when they are
utilising their abilities, ensuring
that they are never at a loss for
energy. [Passive]
Particle
Control: Allows channelling
based players to passively
manipulate the natural movement of
ethereal energy, allowing them to
usher ether’s movement in a
particular direction or cause it to
move in a particular way without
applying a direct force or
noticeable ethereal code.
This aids them in their
channelling endeavours while
conserving stamina. [Active,
requires focus]
Ether
Commandeer: Allows
channelling based players to acquire
and restrict ethereal energy within
their area of influence, preventing
it from being utilised by other
constructs and preventing it from
returning to its latent state.
[Active,
requires focus]
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Omega Drive:
Affinity-based Overdrive
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This ability, was
developed on Terra but is now
enjoyed by all New Gaian channelers. It provides
players with a temporary overdrive,
where they benefit from boosted
stats, and a number of effect
bonuses. This can only be used
once per power up and usually takes
about 12-16 hours to recharge once
exhausted. In extremely hectic
large scale battles, it has been
known to recharge far faster, but
reasons for this are unknown.
Defensive -
Omega
Shield -
This allows a channeler, that has an
active Omega Drive to sacrifice
their Omega Drive and divert all of
that energy into a single defensive
gesture. This allows them to
fully absorb all the energy and the
attributes of the attack directed at
them in most cases, allowing
them to enjoy a temporary boost
similar to their Omega Drive.
However, the additional Omega Drive
bonuses outside of stat boosts are
not gained by this. This
prevents the player from utilise their
Omega drive until it recovers but
can be quite useful when trying to
stay alive.
Mobility -
Omega
Flash -
This allows a channeler, that has an
active Omega Drive to sacrifice
their Omega Drive and divert all of
that energy into a single burst
transport motion/translocation
manoeuvre. This
prevents the player from using their
Omega drive until it recovers but
allows them to clear distances that
they would not be able to clear if
they used their dash speed until it
exhausted their Stamina.
Strength -
Omega
Blitz - This allows a
channeler, that has an active Omega
Drive to sacrifice their Omega Drive
and divert all of that energy into a
single directed melee/ranged attack,
a melee or ranged combination or, in
special circumstances, a radial attack/combination. This
prevents the player from using their
omega drive until it recovers but
deals huge damage to their opponents.
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Drive Gear:
Stat and Experience
Compound
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This utilises the
a channeler's own life force to create a unique,
channeler specific,
piece of gear.
This gear is then used to
boost a player’s
Alpha Drive and Beta Drive
Specialisations.
The physical and
cosmetic Gear design
is specific to the channeler and
bonuses tend to be modified by the
Drive affinity.
Unlike the Alpha and Beta Drive,
this Drive Gear increases the
stamina drain of a channeler, but
tends to be worth it in short
conflicts due to the bonuses which
it bestows. Channelers receive
one Alpha Bonus and one Beta Bonus
based on their pre-chosen
specialisations.
Alpha Effect
Defence Gear:
The Drive Gear
of defense oriented channelers
possesses the ability to generate
it's own Deflection Field, to
compound the natural deflection of
its wielder. This can outright
double their defense ratings in
certain circumstances.
Mobility Gear:
The Drive Gear
of mobility oriented channelers
possesses the ability Hyper
accelerate their form, boosting
their natural mobility rating as
well as their action and reaction
times. This boost is such that
to the channeler the speed of time
appears to be halved.
Power Gear:
the Drive Gear
of power oriented channelers
possesses the ability to generate
it's own power based energies, which
can then be used to compound a
channeler's own power. This
boosts the maximum potency of the
channeler up to a potential maximum
of 200%.
Beta Effect
Field Gear:
Field Gear
directly integrates with a
channeler's form to boost their
mental faculties with regards to the
field. This has two primary
bonuses, both or which are linked to
their increased ability to focus on
specific tasks. Field Gear
increases the maximum distance which
a channeler can perceive and reduces
summon times by increasing the
effectiveness of their coding
ability.
Combat Gear:
Combat Gear
directly in integrates with a
channeler's form to boost their
combat awareness through enhanced
focus. This allows them to
increase their accuracy percentage,
boosting the length of time which
they can stun opponents for,
maximising combo chains and
increasing the critical hit rate.
Channelling
Gear:
Channeler Gear directly integrates
with a channeler's form to boost
their channeling effectiveness,
increasing the maximum area in which
they can channel while co mpounding
the range and restrictive powers of
their Personal Space.
Omega Effect
Affinity
Drive: This allows the Drive
Gear (not channeler) to utilises the
Affinity and affinity bonuses of the
channeler's Omega Drive while it is
summoned. Further Augmenting
it's Alpha and Beta Effects.
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.: Class
Specific Abilities:
Abilities which can
only be utilised by certain classes.
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Psycher:
Efficient
Psyching - Psychers
consume 30% less stamina when
utilising their internal energy,
this makes them by far the most
efficient class and the one which
consumes the least stamina overall
under normal operating
circumstances.
Optimisation
- This is the unique ability of
the Psycher class to automatically
increase the offensive, defensive
and mobility rating of anything
within their possession or within
direct contact with their form.
This is based heavily on their
Deflection, Speed and Force stat as
well as the level of their Accuracy
in certain cases.
Agglomerate
- This ability allows Psychers to
better integrate with and utilise
equipment specifically designed to
boost their natural abilities or
increase the effectiveness of their
techniques. As a result of
this, Psychers also enjoy greater
bonuses from Stat Boosts, Buffs and
Healing.
Turbine
- Through ethereal compression
Psychers are able to generate a
fraction of their channeler needs
which they use to supplement
ascended and absorbed energy. This
further enhances the overall
efficiency of Psychers by providing
boosts to their Psyching based
abilities. At Boss, these boosts are
limited to statistics and Psyching
based Special Abilities.
Morpher:
Efficient
Morphing - Morphers
consume no additional stamina
to maintain morphs which they have
already executed, they do however
consume stamina to execute the
abilities of these morphs.
Charlatan
-
This allows Morphers to copy/imitate motion
patterns, voices, speech patterns or
even complex manoeuvres which they
observe with greater accuracy and
efficiency than other classes.
This allows them to learn new things
far more easily and better apply
them.
Fraudulent
- This allows Morphers to
naturally copy the physical
appearance of other constructs
(including channelers) which they
observe without the use of a
technique, providing that the
construct is similar in structure to
themselves. For channelers,
this is limited to changing their
appearance to resemble that of
another member of the same or
similar species.
This does not grant them any of the
internal structures or abilities
associated with the construct which
they are copying unless they have
studied these structures personally.
Malleable
- Morphers dissolve the links
between their particles and instead
form lose coordinate based
associations between their matter
and energy. This provides a massive
boost to the potency of their
natural morphing abilities without
increasing their morphing skill, as
well as allowing them to morph
energetically. At Boss, they are
energetically able to relocate
techniques from one slot to another
while in their Second Form.
Manipulator:
Efficient
Auramancy - Manipulators
consume
30% less stamina when manipulating
external energies, this allows them
to perform T.K., P.K., P.F.,
Ethereal Condensation and Remote
control with relative ease and to
outlast most channelers in direct
blasting contests.
Ethereal
Condensation - This
allows Manipulators to coalesce
stable globules or packets of
ethereal energy, and maintain them
without any additional energy
drain. These energy packets
may have a number of uses, but tend
to be used defensively or
offensively generally.
Remote
Control - This allows
Manipulators to guide energy which
they externalised after it is
released, allowing them greater
dexterity with their P.K. as well as
coded techniques. This tends
to increase the effective accuracy
of Manipulators at medium-long
range, giving them the advantage
over other classes at these
distances.
Warden
- By way of superior environmental
control Manipulators are able to
drastically cut the energetic costs
associated with directly
externalising their energy. This
allows them to simultaneously run
multiple techniques at full power,
at times exceeding their previous
maximum output. At Boss, this
ability is limited to simultaneously
running two "Auramancy" based
Special Abilities at outputs
approaching full power, or a single
energy externalising Special Ability
and a similar Activation Technique.
Summoner:
Efficient
Auragenesis - Summoners
consume no additional stamina to
maintain the physical forms of
summons. This means that there
is no stamina cost to maintaining
summons which are inactive,
and only the abilities of active
summons consume stamina.
Solid
Energy - This allows
summoners to form solid ethereal
masses with their energy.
These solid masses can be maintained
without any addition in energy
drain, much like the Ethereal
Condensation exhibited by
Manipulators. Like that
ability, these have a number of uses
but tend to be used more technically
and tactically than the less sturdy energy packets.
Dextrous
- This allows Summoners to translate
their motor functions onto other
physical constructs. This
allows them to puppeteer less
intelligent summons and even take
control of otherwise inanimate
objects. This does not
increase the potency of their T.K.
but increases its versatility.
Unsealing
- Due
to their extremely efficient solid
energy creation and sustainability,
Summoners are able to generate
completely functional bodies for
their binding summons which work
without any natural energy drain.
These unsealed bodies work similarly
to the bodies of channelers,
allowing the summon's statistics to
be applied as if they were a
channeler themselves. At Boss Tier,
summoners are only able to unseal
one Binding summon, which is
unsealed to "Player Tier" when
unsealed in the presence of other
summons and unsealed to "Boss Tier"
when activated alone.
Unique:
Efficient
Interface - Uniques
consume no stamina to transfer
messages between themselves and
unshielded ethereal constructs.
Stamina is required to penetrate the
defenses of shielded constructs
however, once this is done
communication can be established for
no energetic cost.
Console
- This allows Uniques to interact
with ethereal constructs without
being provided an interface.
This does not allow them to perform
any modifications to the
construct or allow them any greater
control than would be achieved with
a console, but simply allows them to
interact with such constructs in the
absence of one.
The effect is dispersed with range,
becoming less potent but applicable
to more constructs.
Reconfigure - This
allows Uniques to augment the
functions of unguarded or willing
ethereal constructs according to the
need of the situation. This
allows them to streamline constructs
or do the exact opposite without the
need for a coded technique.
The effects of this ability however
are extremely limited and the end
result is based highly on the
Unique's build. The effect is
dispersed with range, becoming less
potent but applicable to more
constructs.
Uplink
- Uniques are able to convert their
form into an energetic state and
uplink their consciousness to the
ether stream. In this "plugged"
state, Uniques are able to bypass
the obstacle of languages to
exchange information between their
techniques and foreign constructs.
At Boss, this is limited to a single
Interface based Special Ability at a
time.
Note: The
" "
symbol symbolises abilities only
unlocked when a player reaches the
Boss Tier. For these abilities,
Class
Combinations will be able to Dual
Wield the Class Ability of each of
their Classes, either simultaneously
or at different times
while Class Compounds will be
limited to the Class ability of
their class, but when the situation
is dire they have the option of
Double Casting
that ability.
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Character
Combination Abilities:
Abilities which can
only be used with multiple channelers
(Player/NPC).
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Character
Association - This separates
players who just work together, from
those who consider themselves to be
part of the same team. This
can be developed between two or more
players, based on cooperative
activities. Association is
measured with the Synchronisation
Gauge (Sync Ratio),
and Sync Ratios are calculated
between each pair of players.
For teams of 3 or more, total Team
Sync is determined by the individual
Character Associations. The
Sync Ratio relies heavily on the
ability of channelers to coordinate
both passively (in terms of
planning) and actively (in terms of
execution) and rises or falls
depending on their activities.
Sync Ratios, much like Experience
Skills are broken down into Field,
Combat and Channeling, and each of
these Sub-Ratios is increased or
decreased based on the cooperative
actions performed by the team.
High Sync Ratios confer a number of
bonuses.
Experience
Compound - Pairs with a
Sync Ratio of 25% or more gain the
ability to better combine their
Experiences within this Skill Set.
This allows them to perform tasks
that would usually require them
being at a higher Experience Skill
level. This can also be
expanded to groups of 3-5, where
each member shares a high Sync Ratio
with other members.
Technique
Compound - Pairs with a
Sync Ratio of 35% or more also
gain the ability to combine
techniques to form combination or
team techs. These compounded
techniques can facilitate all the
functions of one technique from
each
member of the pair. Each
function is expressed at the full
power rating of the technique.
This can also be expanded to groups
of 3-5, where each member shares a
high Sync Ratio with other members.
Attribute
Association - This is
only available between pairs and
usually requires a Sync Ratio of above 50%. At this stage,
individuals start to exhibit milder
attributes associated with the Bonus
skills of an associate. The
degree to which this may occur is
yet to be fully explored.
Associate
Assist -
This
is only available between specific
character pairs and usually requires
a Sync Ratio of
above 50%. At this
stage, individuals possess the
ability to sacrifice their own
energy to temporarily power-up an
associate.
Associate
Burst - Only available with a
Sync ratio of 60% or higher,
this allows pairs where one or both
persons possesses the ability to
"Burst" or "Teleport" to either call
a teammate to their location or swap
positions. This can be
initiated by either member of the
pair without the other's permission.
Associate
Heal -
Only available with a Sync ratio of
70% or higher, this allows one
member of the pair to sacrifice
their heath to heal the other.
This can only be initiated by the
member of the pair performing the
healing.
Association Trigger -
With extremely high synchronisation
ratios, player forms have been known
to react by themselves to the
actions of an associate. In
this case, channelers have been able
to activate the techniques of other
channelers without their assistance
or even expressed permission.
It is assumed that this occurs at a
Sync Ratio greater than 80%
but is a rarity.
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