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 .: Character Customisation:

Each character in R.E.Load is fully customisable within the boundaries of the game and as a result, minute details within a character's design will affect they're overall attributes in terms of the way the environment reacts to them.

For instance a larger and heavier players tend to be stronger than smaller players with identical Force Ratings, and as a result, most strength based attacks, such as throws or grapples do more damage, sometimes allowing them to hit for more than their force rating.  Whereas smaller players tend to be faster and more agile than large players with identical Agility or Speed statistic ratings, allowing them to dodge attacks more easily.  Size, shape and body form also impact highly on actions in the Field.  Characters with tails tend to have superior balance, those with wings have easier times flying etc.

With that said, additional thought should be put into your character designs, because it will affect your game-play.

 

 .: Classes:

With break-throughs in channeling, the mystery of ether has been unraveled, creating a new breed of channelers.  With this break-through, the separation between players and magi has been effectively dissolved.  From these two original classes, a subsequent 3 classes have been established, each with a mastery of one of the main ethereal components (Ki, Matter and Magic). 

 Ki

This is an exceedingly progressive energy allowing its wielders to create great and constant forces from relatively small amounts of energy.  This energy is best suited for direct forms of channeling, such as direct offensive or defensive combat, excavation in the field or large scale forms of research.  Due to its progressive nature, it is not very useful for static techniques or abilities, making summoning with Ki very difficult.  Despite it's uses, Ki channeling and Rune crafting requires a great deal of mental discipline and concentration, but requires the least technical planning of techniques.

 

 Magic

Magic is a powerful but chaotic energy, which seems to follow an internal logic of it's own.  As a result it is the most difficult ethereal component to wield, however, at the same time it the most versatile ethereal component.  Roughly 75% of magical glyphs are safeguards to prevent backlash or backfires of the spells, leaving just 25% as the effecter of energy.  Magic requires moderate concentration to channel, and moderate technical planning of techniques.

 

 

 Matter

Matter is the most stable energy of the ethereal components and at the same time the most potent.  Unlike magic users, matter users don't need to place many safeguards on their Hashes, as they use most of their code attempting to liberate the vast amounts of energy stored in matter.  Hash creation is very technical and can be very time consuming as well. Matter channeling takes minimal concentration for execution but a great deal of technical know-how for Hash creation.

 


Within each of these classes, there are five sub-classes, four of these being specialized towards the four official disciplines of channeling.  Psychers (internal control), Morphers (internal change), Manipulators (external control) and Summoners.  The fifth class is a culmination of those channelers who do not fit into any of the original classing systems, and are simply referred to as Uniques.

 

Psychers

Psychers are masters of their own internal energy and have adept control over their Force stat.  They tend to have very resilient forms and are best suited for physical combat.  They have the ability to boost the efficiency of or overdrive their physical and mental faculties to boost their efficiency.

Attributes
 -  Advance personal enhancement
 -  Advance systemic enhancement
 -  Increased internal efficiency

 

Morphers

Morphers are masters of their own forms, allowing them to change it and adapt it to their every whim.  As such they tend to be the most resilient and versatile class, allowing them to apply themselves to just about any field they desire. 

Attributes
 - Advance personal manipulation
 - Advance personal adaptation
 - Increased adaptation efficiency

 

Manipulators

Manipulators have little control over their own forms, but where they lack in that department the make up for in their ability to manipulate their environment.  Manipulators specialise in manifesting changes in the world around them, and hence tend to be best suited for research work, however, tend to be quite adept at combat as well, lacking only in the field due to their low health.

Attributes
 - Advance direct environmental manipulation
 - Advance indirect environmental manipulation
 - Increased manipulation efficiency.

 

Summoners

Summoners have relatively resilient forms for externalizers of energy, but lack the physical strength of the psychers or morphers, confining them to more remote interactions with their environment.  Summoners tend to rely on their summons to carry out most actions.  This remote approach makes them very adept in the field, and quite proficient in battle as well, however, they tend to lack in research oriented programs.

Attributes
 - Advance indirect environment manipulation.
 - Advance environmental augmentation.
 - Increased summoning efficiency.

 

Uniques

Within every system, there are anomalies, those who ignore the rules to do the seemingly impossible. Their design and abilities are usually so different from other channelers that they tend to be studied as a race unto themselves.

Attributes
 - Advance systemic integration.
 - Advance systemic adaptation.
 - Increased interfacing efficiency

 


 .: Statistics:

Needless to say these are the back bone of your character and will be the main attributes that define their unique personal style, from each stat, as well as combinations of stats, hidden stats will be derived. These are not remotely random, so they should be easy to figure out by logical progression, but they do go to show that no stat should be ignored.  Players start with a total of 70 stat points to assign to 6 statistics.  These stats are as follows:

Defense Statistics

These define the character’s ability to deal with damage or any force applied to their body, this category is broken down into two stats, each designed to deal with damage in a specific way.

  • Resilience – This determines the character’s constitution, defining their ability to take impact damage.  This also determines the amount of damage they can take in total (HP) and the amount of damage required to faze/stun them.

  • Deflection – This determines the character’s ability to disperse energy impacting their form, allowing them to better deal with energy ‘burn’ or ‘poison’ type damage.  This also determines the amount of energy the character is able to defend when guarding.

 

Movement

These define the character’s effective movement ability, determining linear speed of movement, the character’s ability to dodge and make sharp turns, as well as their dexterity and precision of movement.

  • Speed – This determines the character’s ability to generate thrust or accelerate and will usually determine their linear dash speed, governing most forms of macro-movement (jumping, dashing, flight etc.)

  • Agility – This defines that character’s ability to make acute changes in momentum by means of mechanical movement, determining the speed, dexterity and precision of coordinated locomotive movement such as running, dodging and weaving, rolling, physical attacks etc.

 

Strength

This is a measure of the character's total potency, whether in battle of in any other venture which they undertake.  These stats provide the energy used for most conventional abilities.

  • Force – This defines the character’s ability to generate and store energy internally, this energy is used to enhance their physical prowess, such as strength and physical damage.  This energy can be manifested at any point of their body giving it a myriad of strategic uses.

  • Energy – This defines the character’s ability to manipulate, negate and control energy outside of themselves, within their sphere of influence.  All channelers have the ability to manifest this energy externally for projectile damage or as a form of ethereal kinesis, without techniques.  This can be further refined via the use of techniques to effect specific changes in the environment, from elemental control to summoning for example.

 

Health

This is the total amount of damage that your form can take before you are forcefully reverted to an un-powered up state.  This is determined by your class, level and the measure of your resilience, and hence does not require a specific s.p. allocation.


 

 .: Skills and Experience:

As players continue to use their abilities, the experiences gained, enable them to increase the proficiency of their basic skills.

Players start with a total of 250 Experience Points, accumulated through the myriad of training exercises which they underwent to become registered channelers.  Due to each channeler's take on this training, each channeler develops differently.  As a result, upon joining, players can assign these Experience Points to their skills as they see fit.  These skills are as follows:

Awareness - This is the natural level of awareness of a character, defining the amount of attention they pay to their surroundings under normal circumstances and the likelihood of noticing hidden attributes of other entities after investigation.

Technical - This defines the technical knowledge of the character and their grasp of natural and ethereal concepts. This also defines their aptitude at using conventional technology and deciphering and operating arcane and ancient technologies.

Accuracy - This defines the character's combat accuracy in terms of the likelihood of attacks to hit their target in effective areas. This governs all attacks, from melee to ranged attacks both with and without weapons. This is the key factor in combat effectiveness.

Tactics - This defines the level of the character's technical inclination in regards to combat strategies only. This will affect how they deal with unforeseen situations, improvise and change plans on the spot and the effective execution of more complex combat plans.

Precision - This defines the character's ability to use their ethereal energy to effect acute and precise changes within themselves or the environment. This governs most forms of micro-manipulation of energy and is a key factor in many specific fields of channeling.

Control - This defines the character's ability to stabilize and control their own energy. As this skill increases in level, the degree of control as well as the amount of energy which can be controlled increases. This skill tends to govern most forms of macro manipulation of energy.

 

 .: Abilities and Attributes:

In additional to their phenomenal physical and mental abilities, channelers also have the ability to manipulate ethereal components at their whim.  These abilities, though with their limits, are vast and varied.  As such, a system has been devised to allow channelers to manage and control these abilities. 

Each ability can draw on any one of the four energy based character statistics of the channeler, allowing channelers to run up to 4 independent techniques simultaneously without any decrease in efficiency of each technique.  The four energy based stats are Deflection, Speed, Force and Energy. 

  • Deflection governs most defensive abilities, or abilities which utilise the player's defensive power.

  • Speed will govern techniques which utilise energy from the character's movement.

  • Force governs any technique that manipulates internal energy, such as morphing or physical or mental boosts.  Force can be used to emulate some Defensive techniques as well.

  • Energy governs techniques which manipulate external energy, and is the only stat with which channelers can properly project energy over long distances without energy loss or degradation, this is the most versatile stat.

Permanent Attributes

These abilities are passive, and activate at full power when a player's form is first powered up.  Once powered up, the power of these abilities and hence their energy drain can be varied by any integer of s.p. available to the channeler.  Suppressing these abilities require more concentration than leaving them activated.

The class of a permanent attribute determines its maximum output as well as it's priority in battle.  If two attributes are drawing from the same stat and a player is running low on energy, the attribute with the lower class will be powered down first.

4 at Start

 

Activation Techniques

These abilities, as reflected by the name, are active.  When a player powers up, these abilities are not yet activated and require the player's concentration for them to be initiated.  Once initiated, the concentration required to maintain these techniques is lessened, but using these techniques still require more concentration than leaving them inactive.

The stat from which these techniques draw determine their maximum output and hence, no s.p. rating is required for an activation technique.  Like Permanent Attributes, the s.p. of these attacks can be varied from 0 s.p. to the maximum output of the stat from which it draws.

4 at Start

 

Attribute Modifiers

These are natural formats which a particular energy based stat takes on.  These can be of a simple format like fire or ice, or more complex concepts like enthalpy or potential.  In essence they are the natural form that energy from a particular stat takes on, without any coding or techniques.

E.g. - Fire [FORCE] as a modifier causes a player to generate force in the form or fire.  Giving all melee attack a burning effect.

Attribute Modifiers can be deactivated with great concentration.

2 at Start

 

Special Abilities

Special abilities are far less limited than other abilities possessed by channelers as they utilise a channeler's total free energy, i.e. the combined energy of all four energy based stats.  Special techniques can be an advanced version of an already equipped ability, a completely new ability, or a particular class ability.

Note: A channeler's Special Ability can only be the Class Ability of their own class.

1 at Start

 

 


 .: Class Abilities:

These are abilities unique to each class, and can only be used in the special ability slot.

Psychers - Efficiency Booster - This allows Psychers to temporarily call upon additional energy to boost the efficiency of their form.  Effectively allowing them to output more energy than their form generates.  This negatively affects their Stamina however, causing them to lose endurance.  Efficiency booster can be focused on one stat, be an overall booster or concentrate the energy to a particular part of the form.  Depending on the specifics of individual versions of this ability, other bonuses may be unlocked.

Morphers - Second Form - This allows Morphers to completely reformat their form's size and shape, even allowing them to summon additional mass to themselves (assuming they have a high enough Energy stat).  This secondary form allows players to reshuffle 2 s.p. from their form for every 1 s.p. of free energy they possess. In this mode, abilities and modifiers can be reshuffled and modified, though not completely changed.  No secondary special is awarded.

Manipulators - Ether Trancer - This is a temporary mental enhancement, allowing Manipulators to multiply the effectiveness of their technique outputs. Unlike Efficiency Booster, this has no adverse effect on their Endurance, however there is some mental recover time after the ability.

Summoners - Binding Summon - This allows Summoners to create a summon at the s.p. of their total free energy, the summon itself is almost completely self-sufficient, only draining a fraction of it's total s.p. from the channeler, allowing the channeler to do other techniques, while it is summoned.  The draw back of this technique is the vulnerability of the Summoner during the summoning process, as they are unable to use any of the four energy stats while creating their Binding Summon.

The Binding Summons' stats, which are equal to the summoner's free energy, are broken down into:-
Defense, Speed, Strength and Energy.  Binding summons can have a total of 4 techniques which can draw on any one of these four stats (they do not have a special).  The energy drain associated with a binding summon is equal to the amount of energy it is outputting at the time.  i.e. the combined s.p. of active techniques.  When the summon is summoned but inactive the energy drain is equal to 0.  When the summon is active but using none of it's techniques, the energy drain is roughly 1/5 of it's s.p. rating (this value varies depending on the summon).

When this summons is destroyed, there is some backlash to the summoner, and cool down time before resummoning is also required.

Unique - Interface - This allows uniques to bond and interface with constructs made of or attuned to their specific ethereal affinity.  This is not a physical fusion or any form of melding and is more resembling of a mental connection than anything else.  The benefits of this ability vary from unique to unique but tend to be very useful in the deciphering of arcane and ancient technologies.

 

 

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