|
.:
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.
|
|