Magical Realm Cyoa/Diaspora/System: Difference between revisions
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== '''System of the World''' == | |||
One of the fundamental differences between Diaspora and the other realms is that its nature, physical structure and theme really create radical change in how things ''work''. While outwardly Diaspora appears to have the same natural and physical laws as the rest of the universe, this is not actually the case. | |||
There is no gravity in Diaspora, because if all mass was attracted to all other mass in the same physical location, then all of the dirt and water and other material in each of the 'Dyson Spheres' that make up the realm would accumulate in the center of each reality-bubble, rather than around its outer edge. Instead, there is a constant acceleration of 10 meters per second away from the center point of each bubble which provides an effect which is nearly indistinguishable from gravity, but is not gravity. | |||
You'll note that the above effect would prevent a sun from forming to provide light and heat in Diaspora. That is true, and the shining point of light in the skies above each realm of Diaspora may be suns from the inhabitants perspectives, but scientifically they are not stars. | |||
I'll leave the other physical differences between Diaspora and the regular universe as exercises for the imagination, and instead discuss the most important difference for the Players - the 'Character' system. Upon entering the realm of Diaspora, a person is 'assimilated' by the universe to be a 'Character'. There is no distinction between PC and NPC, and while Realm Lords and other powerful beings can actively prevent this effect, it manifests in unassimilated individuals as a continuous itching sensation over their entire body, and all creatures who have been assimilated by the realm will see an unassimilated as a horrific 'non-person' and fundamentally wrong. | |||
Being assimilated and having a 'Character' means three things: | |||
1) A Character Sheet complete with 'status' screen, as shown on the main page. | |||
2) An Inventory system, again shown on the main page | |||
3) A Skills list with descriptions of all active and passive skills | |||
Each of these is described below in detail. Note that the only one of the above which is not purely descriptive in nature is the Inventory - which does not need to be used, but makes many things simpler. There are complete descriptions for all 3 'effects' below. | |||
== '''Attributes''' == | |||
Each Character Sheet comes with six attributes: | |||
Str - Strength | |||
Vit - Vitality | |||
Agi - Agility | |||
Int - Intelligence | |||
Wis - Wisdom | |||
Luk - Luck | |||
When first given a character sheet, these attributes are literally just estimated descriptions of the attributes a person already has. An average score for a normal human on earth is 20. The scores themselves range from 1 and up, with no specific upper end. Ability score increases are linear - a Character with a strength of 20 can lift twice as much as a Character with a strength of 10. | |||
Each Level (see below) a person gains gives 5 attribute points which can be applied on their Character sheet. The Sheet itself tracks these points, as well as the attribute changes. Once applied to an attribute, the points are forever gone, and there is no 'undo' or 'cancel' which can restore them. This is because attribute points, applied to attributes, cause a fundamental change in the individual - the increased scores is not a magical effect so much as the reality of the individual changing so that they do actually have the capabilities listed on their sheet. Again, a Realm Lord or other powerful individual can resist this change - but permanent attribute increases of this type are always a net gain. | |||
Attribute increases may also come from training, quests of special events. For example, if a man lifts weights from a long time without stopping, then their strength will increase by 1. The time required for this is proportional to their current strength, and the weight needed to cause an increase is also proportional to that strength, so as a person's strength increases it becomes more and more difficult to raise. The same applies to every other attribute. Luck is the only attribute which cannot be actively raised this way - gambling and winning do not increase luck. | |||
Some effects can permanently decrease attributes, but those decreases are representative of the effects and not the other way around. For example, if a magical effect causes a wasting disease to reduce someone's muscles at very fast rate, their strength score would decrease proportionally. This is not the universe causing reduced muscle mass through a lower score, but rather the universe tracking a change in a persons score. | |||
Because the attributes of a person are maintained by the realm's theme, so long as a person remains within Diaspora their Character's attributes are never reduced without direct (and generally magical) cause. That is to say, a man can get their strength up to 100 through exercise, and then lay on a couch eating potato chips and never moving for the next fifteen years. At the end of that time, in any other universe, their strength would be greatly reduced - but in Diaspora their strength score would still be 100, and they would still be able to lift as much weight as just after they had stopped exercising. | |||
Those who leave Diaspora will change naturally based on whatever universal rules they are in, and will have their attribute scores re-evaluated when they come back to Diaspora. | |||
== '''Races''' == | |||
== '''Classes''' == | |||
== '''Skills''' == | |||
== '''Inventory''' == | |||
== '''Levels''' == |
Revision as of 12:15, 8 August 2014
System of the World
One of the fundamental differences between Diaspora and the other realms is that its nature, physical structure and theme really create radical change in how things work. While outwardly Diaspora appears to have the same natural and physical laws as the rest of the universe, this is not actually the case.
There is no gravity in Diaspora, because if all mass was attracted to all other mass in the same physical location, then all of the dirt and water and other material in each of the 'Dyson Spheres' that make up the realm would accumulate in the center of each reality-bubble, rather than around its outer edge. Instead, there is a constant acceleration of 10 meters per second away from the center point of each bubble which provides an effect which is nearly indistinguishable from gravity, but is not gravity.
You'll note that the above effect would prevent a sun from forming to provide light and heat in Diaspora. That is true, and the shining point of light in the skies above each realm of Diaspora may be suns from the inhabitants perspectives, but scientifically they are not stars.
I'll leave the other physical differences between Diaspora and the regular universe as exercises for the imagination, and instead discuss the most important difference for the Players - the 'Character' system. Upon entering the realm of Diaspora, a person is 'assimilated' by the universe to be a 'Character'. There is no distinction between PC and NPC, and while Realm Lords and other powerful beings can actively prevent this effect, it manifests in unassimilated individuals as a continuous itching sensation over their entire body, and all creatures who have been assimilated by the realm will see an unassimilated as a horrific 'non-person' and fundamentally wrong.
Being assimilated and having a 'Character' means three things: 1) A Character Sheet complete with 'status' screen, as shown on the main page. 2) An Inventory system, again shown on the main page 3) A Skills list with descriptions of all active and passive skills
Each of these is described below in detail. Note that the only one of the above which is not purely descriptive in nature is the Inventory - which does not need to be used, but makes many things simpler. There are complete descriptions for all 3 'effects' below.
Attributes
Each Character Sheet comes with six attributes: Str - Strength Vit - Vitality Agi - Agility Int - Intelligence Wis - Wisdom Luk - Luck
When first given a character sheet, these attributes are literally just estimated descriptions of the attributes a person already has. An average score for a normal human on earth is 20. The scores themselves range from 1 and up, with no specific upper end. Ability score increases are linear - a Character with a strength of 20 can lift twice as much as a Character with a strength of 10.
Each Level (see below) a person gains gives 5 attribute points which can be applied on their Character sheet. The Sheet itself tracks these points, as well as the attribute changes. Once applied to an attribute, the points are forever gone, and there is no 'undo' or 'cancel' which can restore them. This is because attribute points, applied to attributes, cause a fundamental change in the individual - the increased scores is not a magical effect so much as the reality of the individual changing so that they do actually have the capabilities listed on their sheet. Again, a Realm Lord or other powerful individual can resist this change - but permanent attribute increases of this type are always a net gain.
Attribute increases may also come from training, quests of special events. For example, if a man lifts weights from a long time without stopping, then their strength will increase by 1. The time required for this is proportional to their current strength, and the weight needed to cause an increase is also proportional to that strength, so as a person's strength increases it becomes more and more difficult to raise. The same applies to every other attribute. Luck is the only attribute which cannot be actively raised this way - gambling and winning do not increase luck.
Some effects can permanently decrease attributes, but those decreases are representative of the effects and not the other way around. For example, if a magical effect causes a wasting disease to reduce someone's muscles at very fast rate, their strength score would decrease proportionally. This is not the universe causing reduced muscle mass through a lower score, but rather the universe tracking a change in a persons score.
Because the attributes of a person are maintained by the realm's theme, so long as a person remains within Diaspora their Character's attributes are never reduced without direct (and generally magical) cause. That is to say, a man can get their strength up to 100 through exercise, and then lay on a couch eating potato chips and never moving for the next fifteen years. At the end of that time, in any other universe, their strength would be greatly reduced - but in Diaspora their strength score would still be 100, and they would still be able to lift as much weight as just after they had stopped exercising.
Those who leave Diaspora will change naturally based on whatever universal rules they are in, and will have their attribute scores re-evaluated when they come back to Diaspora.