Magical Realm Cyoa/Diaspora/System: Difference between revisions
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== '''Inventory''' == | == '''Inventory''' == | ||
For now, inventory is adequately covered [[Magical_Realm_Cyoa/Diaspora#Items_and_Equipment|on the main page]]. | |||
== '''Levels''' == | == '''Levels''' == |
Revision as of 21:54, 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:
Short | Name | Description |
---|---|---|
str | Strength | Strength is a measure of a person's physical power. Strong people hit harder, are better at lifting, and are generally more physically able. As a Character's strength increases, they gain access to skills and powers which improve damage, melee combat, carrying capacity and may even increase the size of their inventory. Strength based special abilities also allow for alternative means of damaging creatures or items, such as the ability to crush, tear or break. |
vit | Vitality | Vitality is a measure of a person's health and fitness. Vital people are tougher, can go longer without rest, and heal more quickly. As a Character's vitality increases, they gain access to skills and powers which boost stamina, reduce damage taken, improve their healing rate and may even grant regeneration. Vitality based special abilities can also prevent certain types of damage, such as broken bones or bleeding. |
agi | Agility | Agility is a measure of a person's reflexes and speed. Agile people are faster, better able to dodge, and have better hand-eye coordination. As a character's agility increases, they gain access to skills and powers which boost movement, improve evasion, increase accuracy and may even grant or improve specialist skills like stealth and slight of hand. Agility based special abilities and attacks rely on coordination and timing to produce results better than what brute force alone would be capable of, such as disabling attacks and improving critical hits. |
int | Intelligence | Intelligence is a measure of a person's cleverness and speed of thought. Intelligent people think faster, have higher mana capacity and find learning new skills easier. As a character's intelligence increases they gain access to skills and powers that boost mana capacity, improve initiative, make spells more powerful and may even grant 'meta-skills' that affect other skills and skill use in general. Intelligence based special abilities and attacks generally rely on mana so can be thought of as 'natural' spells, like Mana Shield (which absorbs physical blows by diverting HP damage to MP). |
wis | Wisdom | Wisdom is a measure of a person's willpower and decision making ability. Wise people make better decisions, regenerate mana more quickly, and are more difficult to sway with deceptive arguments or mind-altering spells. As a character's wisdom increases they gain access to skills and powers that boost mana regeneration, grant insight into themselves and others, allow them to project confidence and may even allow them to generate a mystical aura (effects of aura vary based on individual). Wisdom based special abilities allow the user to make better choices by allowing them to pierce deceptions and illusions, or grant extreme recovery speeds for other abilities. |
luk | Luck | Luck is a measure of a person's fortune. Lucky people find that the world tends to work in their favor. Luck is the most esoteric of the attributes and does not generally grant special skills and abilities when raised. However, scholars are aware that a number of secret skills and magics rely on a high level of luck - though access to these is also limited by situations and have other requirements. Because the lucky do not often find themselves being questioned extensively by scholars, little else is known about 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
Every Character has a Race. For humans, this race is generally human, though occasionally they come up as novan, elite human, elite novan, or for those who are not native to Diaspora, outsider. Demihumans and monsters also have races, with a far more diverse set of names, qualifiers and accompanying differences.
A person cannot change their race - at least, not directly. They may use permanent transmutation magic or advanced scientific means to change themselves into something different, which will change their race, but they cannot alter who and what they are simply by changing something in their Character's status screen (unlike Class, below).
Every race has a description, a few passive or active abilities, and a few attribute modifiers. For example, humans get the Adaptable quality, and a +5 to Luck. Elite Humans get Adaptable, Fast Learner, and +5 to all physical attributes (Strength, Vitality and Agility). Novans and Elite Novans are similar, except they have the Fast Learner quality instead of Adaptable, and get an additional +5 to Intelligence and Wisdom on top of the normal human bonuses.
Note that not all races are equal or balanced. Some races are simply better than others - chimera are as intelligent and wise as humans but also breath fire, have poison stingers, and are stronger, tougher and more agile than even elite humans. This does not make humans any less capable, and chimera have not replaced humans as the dominant race of Diaspora, so obviously there are balancing factors at work - but they are not mechanical, nor are they part of Diaspora's theme.
There is no definitive list of races in Diaspora - there are hundreds of different demihuman races (possibly one for each of the realms, since it seems that particular demihuman races are much more common on certain minor realms). Their classifications are listed on the main page. There are also hundreds (if not thousands) of monster races. If you want a good overview of those, pick up the 3.5 set of monster manuals (volumes 1-5) for a good starting point.
Classes
A Character's class is the job that they perform.
Classes are generally based on the person's job or title. Classes give bonuses and skills appropriate to the job (Game Play skills and Chore skills for children, Perception and Toughness skills for Guards, etc.). Skills gained through jobs may be kept even after changing jobs, but static bonuses from having a job (bonus damage to undead from the Zombie Slayer job, for example) only apply while that is your job. If a person keeps a skill when not using a class, that skill counts towards their maximum. Changing classes is mostly a matter of intent - when you no longer want to be a Child, you can choose to be something else. Getting access to the best classes is mostly a matter of completing quests that offer Classes as rewards, but normal classes can be acquired through simple effort or even by signing up with the appropriate guild.
Example classes:
Class Name | Requirements | Description | |
---|---|---|---|
Abilities | |||
Child | Race: Any Human or Demihuman, Starting Class | Children in Diaspora are generally well protected by their communities from the dangers of the world. They are encouraged to learn, play and grow stronger. The children of the seven great cities are generally taught in schools, while in the lesser realms education may be somewhat ad-hoc. But even those growing up on the frontiers usually have access to books and learn the basics of literacy, math and the skill system. | |
Curiosity - Children are innately curious and full of wonder in the world. Increase experience gains for skills by 25%. Training times for intelligence and wisdom are also reduced by 25%. | |||
Innocence - Children are less susceptible to certain kinds of danger. Monsters of significantly higher level will often ignore children as 'unthreatening' or even protect them from other dangers. | |||
Just Run (Active) - Children are taught from an early age that the best defense is to get away and keep away. While the child is running from something they consider dangerous, their movement speed is increased by 50% and evasion increases by 25%. | |||
Merchant | Wisdom 25, Luck 10, 1000 Xan, Quest: Shopping for shops | Merchants are the normal source of items and equipment in Diaspora. While it is possible to go directly to the source when you want to buy something, like going to a blacksmith for a sword or a farmer for produce, it is quite possible that they won't have what you want on hand. A merchant almost certainly will, as long as they have a store of the correct type. More importantly, they will have many different kinds of things, and as much of it as you need! | |
Sell - When someone comes into your shop and wishes to buy something, and the item is both available in the city you are in (offered for sale by a tradesperson or other owner) and of a type appropriate to your shop (potions for item shops, weapons for equipment shops, etc.), then you may offer that item as part of your shop's wares. The customer may then buy that item from you (negotiation skills apply) and you take a percentage of the money from the transaction as the item is sent directly from where it is currently stored to the customer's inventory. | |||
Buy - When someone comes into your shop and wishes to sell something, you may purchase it yourself or opt to have it placed in your town's general items pool. The customers may then sell that item to you (negotiation skills apply) and you either take the item or a percentage of the sale in cash while paying for the item from the town's wealth pool. | |||
Negotiate (Active) - A good merchant always gets the best deal he can while leaving the customer satisfied. This skill increases your profit margins. Opposed by the customer's negotiate skill. | |||
Adventurer | Quest: Looking for Group! | Adventurers in Diaspora are generally most interested in one of three things - fame, fortune or experience. No matter what their preferences, they generally found out very quickly that specialization is important and find a better class. | |
Curiosity - Adventurers are far too curious for their own good. Increase experience gains for skills by 25%. Training times for intelligence and wisdom are also reduced by 25%. | |||
Let's go to the Inn (Active) - Adventurers have a knack for finding adventure almost anywhere. Whenever an Adventurer does not have an active quest, they may go looking and find a new quest very quickly. These quests may not be level appropriate. Increased skill level makes them somewhat more level appropriate. | |||
Just Run (Active) - Adventurers learn very quickly that the best defense is to get away and keep away. While the adventurer is running from something they consider dangerous, their movement speed is increased by 50% and evasion increases by 25%. |
Skills
For now, skills are adequately covered on the main page.
Inventory
For now, inventory is adequately covered on the main page.