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 .: The History of Channeling:

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.

 

 .: Basic Abilities:  The uses of single stats.

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.

 

 .: Intermediate Abilities:  Abilities gained from stat combinations.

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.


 .: Advanced Abilities:  Abilities gained when the entire form works in sync.

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.



 .: Power Saving: Passive Energy Accumulation

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.

 

 .: Alpha Drive: Statistic Specialisation

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]

 

 .: Beta Drive: Experience Specialisation

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]

 

 .: Omega Drive: Affinity-based Overdrive

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.

 

 .: Drive Gear: Stat and Experience Compound

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 compounding 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.

 

 .: Class Specific AbilitiesAbilities which can only be utilised by certain classes.

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.

 

 .: Character Combination AbilitiesAbilities which can only be used with multiple channelers (Player/NPC).

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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.: | Reload version 4.1 - Webmaster: Rohan Payne. Copyright Rohan Payne 2007.  All Rights Reserved | :.