Post by Admin on Feb 10, 2018 10:46:30 GMT
The Skills Guide is a more in-depth ruling for Skills, Stats, and other mechanics in the game, such as, but not limited to, clarifying Skill effects and applicable Augment abilities. Answers to FAQ questions may make their way to the Errata, depending on the question.
Skills (General):
- Skills and augments are "locked in" at the beginning of a thread i.e. new skills that you buy in the Skills Merchant while middle of a roleplay thread are not applicable for use in that thread. Please ask the admins first if you wish to depict "learning" the skill/augment during a thread's duration.
- Stat bonuses applied to the same stat category will stack up together, as long as both are available to the user at the time.
- Passive abilities have two requirements to be accessible: mastering the Skill Branch they belong to and having that Skill Branch in one of your active Slots. If you mastered a branch but it's not stated among your active Slots, you won't have access to the passive ability it grants. Likewise, if you put a skill in your active slots without having mastered the complete branch, you won't have access to the passive ability either.
- Advanced/Imbued Weapon Augment: Any abilities that replicate a skill are limited to the capacity/time limitations for the respective skill, and are specific to that weapon (i.e. you cannot use the ammo from your Firearms II skill for your gun sword, even if you used Firearms II as the base for your gun sword). Any Passives you have unlocked for the respective skill/effect are applied, regardless of whether the skill is Active or Dormant. It is possible to make a prosthetic an Advanced/Imbued Weapon.
Tech:
- Dart Gun:
- Rank V: This memory loss is permanent. It is essentially drug-induced amnesia. Although you might have an idea of what happened during this time, events will be extremely hazy at best.
- Clockwork Robotics:
- Small items are items that you can generally hold in your hand.
- Rank V: Clockwork Doll NPCs do not count against the number of basic Clockwork Dolls that you can control.
- Steamwork Robotics:
- Large items are items that are generally the size of the average person.
- Steamwork Armor:
- There are 4 armor pieces in total: head, boots, arms, and chest. Boots and arms are each counted as 1 armor piece, regardless of whether you wear a pair or only one.
- While Juggernaut Armor affects your actual stats, Scout Armor only affects the bonuses that are granted from the armor itself. For example, the shield from Rank V normal grants an additional 10 health. However, when wearing full Scout Armor, the shield only grants an additional 6 health.
- See the Armor section of this guide for how Steam Armor interacts with normal Armor.
- Rank III: Capacity assumes that you have a pair of fuel canisters (one per arm). If you were to use a power punch, it will use up the fuel canister on that arm. If you were to use the strength increase, it will use up the canister for both arms. The abilities do not stack unless you have the Mechanics Augment.
- Rank V: The 10 health bonus is not considered healing; rather, this represents the effective health of the shield itself.
- Firearms:
- You can carry more than on gun at a time (i.e. dual wielding pistols), but you can only carry so much ammo at a time
- Rank V: Capacity in this case is the amount of rounds that allow you to fire for 2 min straight. Historically, gatling guns around this time period had a firing rate of 400 rounds per minute (RPM). At 400 RPM, you would be able to carry up to 800 rounds. How this is divvied up (ex. a single canister, 8 cartridges, 2 belts, etc.) is up to you. The RPM for your gun is also up to you, but no more than 3000 RPM.
Magic:
- Magic can only be paired together (I.E. multiple spells being cast simultaneously, mixed for combined effects, or having a spell cast while a previous one is still in effect) by casters who have the appropriate magic Augment for that combination to be made. If the caster in question doesn't have or chooses to not make use of the Augment upon casting their magic, only one spell can be cast per time; if they cast a second spell while another is still in effect, the first one ends.
- Healing:
- The Protection version of Healing spells is always defined by "partially protects self or another from one harmful spell/impact of an equivalent Rank". This means that by default it will heal up to the equivalent of 1 rank below their cast upon activation. For example: if you have a rank V level protection cast on you, it'll heal up to rank IV levels of damage.
- Necromancy:
- Please note: Necromancied minions cannot cast spells on their own. The only stance they can "use" magic is when their summoner channels a spell through them. They also cannot efficiently equip tech due to the Necromancy magic maintaining their bodies.
- Summons and Conjured weapons regenerate if "killed" or broken, and cease to be after their time limit expires or if the magic core holding them together is destroyed (regardless of time remaining).
- Projection:
- From ranks I till IV, simultaneous casting may be used to extend the time a projection lasts but to make a second projection the first has to be dispelled.
- Shapeshifting:
- Each shapeshifting rank grants a different, specific range of points to redistribute between your base stat points. The only stats not affected by this are Intelligence and Skill. The stats change only applies as long as you are in shapeshifted form, and wear off once you return to your original shape.
- Stat bonuses, such as the combat bonuses or passive bonuses, will still apply and stack up on top of the shapeshifted stats but only if whatever grants you the bonus is still available to you in shapeshifted form. For example: you can't swordfight while shapeshifted into a cat, so an SF bonus won't apply; you can, however, still freely move and climb things as a cat, so if you have Parkour amid your skills you still have access to its stat bonus.
- The only restriction of shapes the caster can assume besides size is it has to be a living being. Turning into a tree or mushroom is possible. Turning into a chair or a rock is not.
- The caster's senses are limited to what is feasible for the creature they are shapeshifted as. Turning into a dog to get a sharper sense of hearing/smell is possible. Turning into anything that doesn't have eyes or ears (such as a tree or worm) will hinder you blind and deaf until you return to your original form.
- The mimimum size possible to be maintained through shapeshifting may vary among casters, however, it must remain in a state visible to the naked eye. Meaning, while unmoving and at close range, other people (assuming they have no eye problems) shouldn't require a magnifier nor microscope to see the caster is there.
Combat:
- Bows:
- Although there is no capacity mentioned, you obviously do not have infinite arrows. Generally speaking, the maximum amount of arrows that one could carry at once was about 60 to 75 arrows in a quiver.
- Thrown Weapons:
- Although there is no capacity mentioned, you obviously do not have infinite ammo. Depending on the type of thrown weapon/object you choose, you could have as little as 3 (in the case of, say, throwing axes) or as many as 55 (in the case of, say, throwing needles) If your thrown weapon is related to a Skill (such as Grenades), you are limited to the capacity amount of that skill.
- Armor:
- Having a rank in Armor isn't strictly necessary to wear armor per se. However, walking around while wearing armor of a higher rank than you possess will strain your body and/or slow you down, thereby incurring the penalty. In regards to the penalty, Rank I will incur a penalty of -1 to Agility, Rank II will incur a penalty of -2 to Agility, and so forth.
- The Health bonus will depend on the type of armor you wear. Ranking up simply gives you access to heavier armor without incurring a penalty. You can still wear armor of a lower Rank if you like. The Passive will apply regardless of what Rank of Armor you wear, so long as you meet its conditions.
- The Health bonus from this skill also applies to Steam Armor, equal to the highest rank that you have access to; for example, if you only have access to Rank III, your Steam Armor will only give you +3 to Health (regardless of how many armor pieces you wear). Furthermore, while you can mix and match between normal Armor and Steam Armor, you will only gain a single Health bonus based off of the highest rank you have access to; for example, assuming you have Rank V, you may choose to wear Rank II armor, but you’ll get the Health bonus of Rank V as long as you are wearing at least one piece of Steam Armor (see that section of this Guide for more information on armor pieces).
Again, the Passive will apply regardless of what Rank of Armor you wear, so long as you meet its conditions.