Affinity 101
Thu Mar 28, 2024 5:49 pm
Affinities
A product of one's being. No one is quite sure how connected it is to them. It could be the soul. It could be the body. It could even be the mind. Whatever it is -- there is one universal understanding; it is the word or phrase that makes up who you are. A word that can be heard and aligned with on all levels. From the moment that an individual undergoes spiritual maturation - they understand that word in question to be their own.Acquiring your Affinity
-- After these rolls are done, they are set in stone. You pick one of the words you acquired from that set to be the word that governs what your character is capable of beyond the bare baseline of the race you chose for them. This too, is set in stone once it is chosen and defines your character's potential.
It's possible for the same affinity/word to crop up in several people - this just means you're similar. But unless you design the techniques of what your affinity does the exact same, you still can end up with completely different applications of the same word. Your affinity is your oyster, and the only real limit in its application is your abilities and how your race expresses your affinity through affinity-influenced reiryoku, also known as kneaded reiryoku.
So let's get into the latter, shall we?
So let's get into the latter, shall we?
Racial Application of an Affinity
-- This trickles into your Methods (basic custom perks that grant benefits), which determine how you influence different bodily faculties. This can be as simple as how you breathe and what your breathing does for you, or as complex as how your blood is pumped through your body.
-- Your Techniques, Styles & Buffs also express this (Kido, too, if you assign your Affinity to it), though it is important to note that your Release is the only efficient means aside from Kido for you to release ranged applications of reiryoku, and these demonstrations require your Initial Release to be active for you to use them, until a certain milestone.
For Spiritualists, it affects how your reiryoku manifests in general. If you can inherit the Affinity of Time, for example, your basal expressions of reiryoku influence time itself. Whereas a Soul Weapon for a Soulborn is a technique denoting its parameters and base feat, Spiritualists gain a statless perk that provides that passive.
-- Like with the aforementioned race, Techniques, Styles & Buffs express your affinity further, but you're granted more leeway since it is inherent to you. You do not need a medium for reiryoku or reishi because your body is that medium. The application of your affinity can range anywhere from self-enhancement to general attacks or modification of general emissions of reiryoku.
-- Your enhancement is notably not as complex as Soulborn. While they influence their very nervous system and other normally fragile systems in the body, you tend to stop at enhancing just your senses under the principle of having your reiryoku 'will' that for you. With that in mind, organ enhancement is not on the table for Spiritualists.
For Adepts, it determines how your raw reishi manifests when being fired from your reishi-based medium, aka. your Armament. This means that your ammunition and potential releases of reishi from that weapon in question (i.e. an extended slash of reishi) demonstrate your affinity. This expresses itself on the item of the Armament itself.
-- Techniques & Styles are the only things that really benefit from affinity influence, and even then Adepts cannot physically enhance themselves at all at lower-to-mid stages of gameplay because their entire use of spiritual energy is externalization. To compensate, they pull themselves to sources of reishi and just influence their reishi control in general. An Adept with 'Fire' as their affinity for example could physically burn a reiryoku attack that they've struck with their Armament.
-- Buffs are out of the range of what Adepts are capable of in general, on top of Enhancement being impossible. You compensate through versatility, range and superior externalization of reishi.
For Devils, you aimlessly release your reiryoku dangerously around yourself, and impose its effects upon your surroundings through your affinity perk and Techniques derived from it. Styles and Buffs are lost to you because you are mentally retarded, and don't really grasp (or have to grasp) such concepts.
Affinity Augmentation
This is even able to apply simple words that might not be an affinity themselves such as 'lie' or 'truth'. As a general rule of thumb, augmentation stays within the bounds of what one can expect from an affinity of 'Regular' rarity, but without the deviation or flexibility of actually having one. For Spiritualists, it further amps an extension of their affinity that they've already made if it permits the same thing, while other races get a smaller taste of that.
Characters of high enough level (B minimum, but normally you're not going to be seeing this until A anyway) can 'bestow' such an augmentation (high-level adepts/spiritualists in general, soulborn via. higher-end methods) and are generally the source of an entity-based encounter. For items, this hinges on what an item is made of and if it has any affinity-leaning inherent properties to it, such as a herb (normally a Soul Plains thing) or a mechanic that we've yet to show you, known as the Regalia.
Soulborn Affinity Application
Mon Apr 01, 2024 4:37 pm
Soulborn
This section thoroughly addresses how Soulborn utilize their affinity across the different applications that an individual can make.Perks
Also dubbed your 'Methods', Soulborn categorize their customization between up to '3' of these in total.Ordinarily, this is split between '1' Mind Method, '1' Body Method & '1' Spirit Method.
Generally speaking, these Methods are used in tandem with one's affinity; though it's worth noting you can implement other things like themes (i.e. animals) into these perks. For the simplicity of this guide, though, we will not be covering what that looks like. For affinities that cannot facilitate this too well (i.e. 'Gas' affinity trying to make a Mind Method), you might be able to double up on Body or Spirit. But this is a rarity; we'll try to make something work for you.
Mind
- Examples:
- -- Of Steel Conscience [T2]: Yadda yadda cute description here.
(This character's mind is comprised of an impeccable foundation. Their Spirit Defense against all calculations attempting to tamper with their mind is bolstered by +15 Points.)
(Debuffs derived from disrupting this character's mental state such as through fear or trauma are halved in effectiveness. Their Reflex Statistic against targets that proc these effects is elevated by [Skill Rank * 1].)
-- Unfettered Comprehension [T2]: I'm still not typing a description.
(This character's Flexibility applies to Weapon & Martial Art perks. After maximizing it for one, this character inherits 'T1' in the Art; if they already have the perk, treat it as +1 higher.)
(Comprehension for this individual raises at +2 per turn, and bears an extra Max Comprehension of 2 * Skill Rank.)
Body
- Example:
- -- Summer's Hearth [T2]: Cut-and-dry.
(Peak of Harvest: The organs of this character are unnaturally fortified. After they receive Damage, they heal for '2' points of Damage every round for five rounds. If the Damage Taken drops below its regular cap (i.e. from 36 to 29), reduce the injury's cap to its new one. This is achievable once per injury; out-of-combat, injuries of this nature are considered treated by a T3 Physician, accelerating the healing process..)
(Blood & internal matter from this character initiate a Medium-Capped Spirit VS. Spirit Defense calculation against sources of contact indiscriminately. During the daytime, this raises to Major. This effect can trigger up to thrice a round.)
Soul
- Example:
- -- Osseus Miasma [T2]: lol.
(Raw applications of this character's reiryoku are semi-solid in nature. Protectorates or techniques/constructs bearing Durability gain an excess of [Soul Reinforcement Tier * 2.5] to their Durability.)
(Able to inflict Rending Damage with any form of simple reiryoku. Their [Rend] application including the baseline offered by Rending Damage applies Bleed on Medium+ Damage Dealt.)
Techniques
For starters, we'll be dipping into what your Soul Weapon will look like. All Soul Weapons abide by the same drain of '500' reserves and follow a set Durability / HIt Point allotment.
All three of these showcases will use 'Blood' for their affinity.
Soul Weapon
(Transforms the reishi-conductive item into a Soul Weapon.)
(Weapon Type & Affinity: Spear || Fire)
(Confers a bonus of [Soul Reinforcement Tier] * 5 to the Durability of the object & +150 Hit Points. Damage Bonus is elevated to +6; higher if the base item's Damage Bonus is.)
(Netsuretsu Hitogoroshi draws blood with its every strike, inflicting 'Bleed' so long as Damage was dealt. Reiryoku expressions using this affinity do the same, and do more Damage based on how much HP this character has. For every '20' points of HP they have, increase blood-based Damage instances by 2 Points.)
(Contact with this Soul Weapon initiates a Spirit + 10 VS. Spirit Defense calculation against bleeding targets. On failure, ramps the user's 'Bleed' to 'Severe Bleed' and deals 1/4th of the calculated difference as bonus HP Damage, capped at -12. This is doable once every two rounds.)
(Lasts the duration of combat.)
Soul Techniques
- Soul Technique Examples:
- Blood Pyre [C-Rank] | [300 Reserves, 100 Stamina] | Medium-Cap
(Blasts out around the user at Control + 10 as a 5X5 AoE. By stabbing into a target or the ground, this can be released at Attack Speed + 10 instead.)
(While active, Netsuretsu Hitogoroshi deals a Major-Capped instance of Spirit + 8 VS. Spirit Defense. If it already had one, raise the Damage Calculation by ten points for the duration of the initial stab.)
(Deals Spirit + 15 VS. Spirit Defense. Initiates [Knockback] as well as [Dazed] if they were thrown the full Tile Limit.)
(One Round CD)
Sanguine Tidal [B-Rank] | [900 Reserves] | Major-Cap
(Surges forward as a 3X3 at Control + 10 Speed.)
(Tidal applies [Drag] to what it comes in contact with, provided the Strength of the target cannot succeed the user's Spirit. Drag lasts up to 12 Tiles for this technique exclusively.)
(Deals Spirit + 25 VS. Spirit Defense, repeating for every three tiles a target is dragged back, but reduced to Medium for the subsequent consecutive instances.)
(If target's Strength Stat is inferior by at least 6+ points to the user's Spirit, they are inflicted [Knockdown] for the duration of the Drag, and carried back.)
(Three Round CD)
Styles
Dance of the Thunderblade [B-Rank] | [150 Reserves, 100 Stamina]
(Thunderclap: By paying '200' reserves this character can release a 3X3 shockwave, reducing a target's Awareness by [Weapon Arts Tier * 3] for the duration of the user's next action. This penalty applies fully to their Clash/Parry calculation if they were in contact with the user's weapon during this effect's activation. Usable every two rounds.)
(When using Quickdraw this character elevates its Action Speed Bonus by '5' points. Their quickdrawn attack deals Medium-Capped Spirit + 5 VS. Spirit Defense calculation that inflicts [Dazed] if Medium+ was dealt.)
(Uses Blade / Thrusting Arts.)
Buffs
-- Fortunate Resonance [B-Rank]
(Blessed with the resplendence of luck, this character rolls a D6 every round and applies the result to the Reflex Range of a single defensive action. All other die rolls that they attempt with this buff raise result, so long as the result in question is a buff or debuff, by '4' points (i.e. Rebound). This cannot negatively affect them, because they are lucky!)
(I Don't Think I Will: So long as an action's Action Speed is within [10 * Skill Rank] points of this character's Reflex, they can -force- a graze if they were not able to normally dodge it. If they can still graze it, they can commit to fully dodging. This is usable [Soul Reinforcement Tier] times in a singular combat situation.)
Spiritualist Affinity Application
Tue Apr 02, 2024 11:34 am
Spiritualist
This section thoroughly addresses how Spiritualists utilize their affinity across the different applications that an individual can make.Perks
Perks for Spiritualists are divided into enhancements of one's affinity (Enhancement of Being), accessing different 'forms' it can manifest as (State of Being), and reconfiguring of key properties (Evolution of Being).Enhancement of Being & State of Being piggyback off of your specialization slots.
This category of course addresses your Affinity itself too.
Regular Affinity
- Affinity Examples:
- Affinity: Fruit [T2]
(Able to generate fruit. They can bestow temporary replenishment to consumers, granting '+300' Stamina -or- Reiryoku. This is doable receivable once per combat situation, and restores [Self Tier * 6] HP to the consumer.)
(Expressions of reiryoku from this character exhibit excess 'weight' behind them. They have an increased clash calculation of +5 and can optionally deal Blunt Damage.)
Affinity: Rend [T2]
(This character can deal Rending Damage with all forms of their reiryoku. On techniques they apply an additional reduction of [2 * Technique Grade] to their sources of Damage.)
(Contact with these manifestations of reiryoku initiate an on-contact Spirit + 10 VS. Durability calculation separate to base calculations, capped at Medium.)
Enhancement of Being
Grand Heist [T2]
(Increase all money made from all Post-Calculation sources by 1.5X.)
(This character's Spirit / Damage are treated as [Self Tier * 5] higher when determining their ability to succeed in a calculation.)
Generally speaking, the sort of ability above would also have a bonus penalty applied to someone, such as a loss in confidence (and thus Awareness, Reflex etc.) or something such as bankruptcy. Given the rest of the specifics for this affinity would normally lean toward things established by the basal affinity perk, though, this'll be where this example stops.
State of Being
Some affinities will outright not be able to utilize this if a unique application would require lots of 'stretching' of definitions, such as ones that are very linear (Samurai, Invisibility etc.)
Our example will be 'Trueshot', which ordinarily aids in your marksmanship, accuracy & aim.
Well-Struck! [T2]
(This character's Targeted actions passively apply to Damage as well. Effects that already bestow this are instead amplified in effectiveness by +5.)
(Able to 'Critical Strike' once every three rounds, upping a singular damage instance's cap to Major. If all that prevents the Critical Strike from dealing Lethal is its Damage Cap, expand the radius struck to a 1X1, damaging the entire region.)
Evolution of Being
Overcharged Neurons [T2]
(Targets suffering from having their attention forced onto something are inflicted with [Dazed]. They can no longer utilize the 'Focus' mechanic unless it is on the stimuli in question.)
(Offensive Pressure effects work /against/ the target, instead applying the excess debuff they'd put on their opponent to themselves, on a per-round basis for up to the duration of the penalty. (i.e. +2 extra Reflex debuff via. OP will apply to them per round).)
Evolutions of Being tend to do what Spiritualists generally embrace in theme - pushing the threshold of their ability. Most vague applications or manner or affinity use (i.e. applying a concept such as limited sentience to something to turn it into a living being to fight alongside).
Techniques
Mass Blast [C-Rank] | [300 Reserves] | Medium
(Fires at Control + 10 Speed.)
(Deals Spirit + 10 VS. Spirit Defense & initiates a raw Spirit VS. Spirit Defense calculation to affect a target's weight.)
(Heavy: Raises Damage Cap to Major. Target is inflicted [Dazed] after being struck, and has their Action Speeds lowered by [10] points. The # of Tiles they can move in a round is lowered by 6.)
(Light: Granted +5 tiles of movement in a round, and a bonus of +7 to their Speed Statistic. Grazes are easier for them, allowing them to perform them uncommitted.)
(The above effect lasts the user's [Self Tier] in rounds.)
(Three Round CD)
Styles
Rhythmic Vinesway [B-Rank] [140 Stamina, 60 Reiryoku]
(This character is capable of grappling from up to [Self Tier] away, utilizing vines. Targets lose -8 Awareness when attempting to graze or dodge grapples from them, provided the Vineswayer's Action Speed exceeds their target's Speed by at least twenty points.)
(When using Mix-Up Artist, this character can initiate a grapple attempt while retracting from an action, provided they are in the Reflex Range to do so. Their Action Speed on these attempts is raised by 7 Points.)
(Uses Lashing / Leg Arts.)
Buffs
-- Donned Chivalry [B-Rank]
(Covers the user in armor, utilizing their Spirit for its Durability. This is capped at [Self-Tier * 20] + 10 Durability and uses [Control + 10] * 1.5 Statistic for HP. When this armor is destroyed, this buff ends.)
(Able to form or empower traditional knight objects such as the 'Sword' or 'Shield'. When forming/empowering, grants a bonus of +10 to Damage, or a reduction of -15 to incoming Damage.)
(Contact with the Knight is buffered by their Spirit Statistic. This is initiated against targets - who suffer this calculation as Medium-Capped Damage, and debuffs/movement displacements/impositions (Knockback, Knockdown etc.), which calculate their value against the user's Spirit + 15. This is useless against impositions of higher rank than Donned Chivalry.)
Adept Affinity Application
Tue Apr 02, 2024 1:22 pm
Adept
This section thoroughly addresses how Adepts utilize their affinity across the different applications that an individual can make.Perks
Adepts do not use Perks at all, making them the least heavy-handed in custom application (since they focus on techniques). Enjoy yourselves.Armaments
These get their own section since they are Items that an Adept possesses. They originate from mundane, ordinary items turned into reishi by Soul's Will, becoming an Armament. Armaments are semi-solid, semi-energy-based constructs of visible reishi (though they can be made to imitate the look of an average weapon) that tend to be dissolved into ambient reishi when not in use.Armaments can be any object the Adept chooses to shape. These vary between melee and range weapons of any kind and follow all other traditional weapon rules including Damage Caps. Their Tier/Rank is determined by the [Soul Will] Tier of the Adept. They seldom have a discrepancy/difference in how they operate.
All Armaments fire some form of a projectile, decided from the moment one is acquired. These are dubbed Ammunition or 'Munition', and as explained on Tools of Excellence can vary between most small items such as bullets, BBs, crescents, daggers, needles, bolts, arcs, lasers & so on. A Sacred Armament scales the size of its Munition up, giving it potential to encompass things like swords, waves, cannon balls & other large attacks.
Munitions utilize Traditional Spirit Damage Calculation.
- Examples:
- Armament Example
(Durability: Spirit Statistic (capped at [Soul's Will Tier * 15].)
(Hit Points: 200.)
(Damage Bonus: +5)
(Armament Type: Falchion || Arcs)
(Arc: Abide by Technique Range and deal +5 in Clashes. Utilizes Spirit VS. Durability Damage and Control for Speed of Motion.)
(This item bears the affinity for [Ice]. Post-Calculation Damage from this Armament or its Munition coats a struck region in frost, applying a debuff of [Cap Dealt * 2] to the region's Action Speed for two rounds.)
(During clashes/blocks can coat this Armament in Ice, raising its effective calculation by [Soul Will Tier * 3].)
Sacred Armament Example
(Durability: Spirit Statistic (capped at [Soul's Will Tier * 20].)
(Hit Points: 350.)
(Damage Bonus: +10)
(Armament Type: Falchion || Crescents)
(Crescent: Projectiles are 1X1. Abide by Technique Range and deal +10 in Clashes. Utilizes Spirit + 5 VS. Durability Damage and Control + 5 for Speed of Motion.)
(This item bears the affinity for [Ice]. Post-Calculation Damage from this Armament or its Munition coats a struck region in frost, applying a debuff of [Cap Dealt * 2] to the region's Action Speed for two rounds.)
(During clashes/blocks can coat this Armament in Ice, raising its effective calculation by [Soul Will Tier * 3].)
Techniques
Techniques for Adepts are the most direct. They tend to focus on Armament Techniques (melee-based maneuvers with various effects/manifest & shape excess reishi for attack), which inflate the scale of one's attacks and output.- Examples:
- Multitude Swing [C] | [300 Reserves, 200 Stamina] | Medium
(Swing happens at Attack Speed Statistic, diverging into five separate swings that extend 5-Tiles out as extensions of reishi. Target's Awareness is reduced by -10 during this attack.)
(Deals an instance of Strength + 6 VS. Durability Damage and an instance of Spirit + 6 VS. Spirit Defense. Additionally, it initiates a Spirit + 10 VS. Spirit Defense calculation. Damage Type varies based on user's Armament.)
(For every '3' points the target fails by, they believe one of the swings to be true. At 12+ they perceive all of them to be true, suffering the difference in Parry Calculation penalty.)
(Target suffers an additional '2' Pain Damage per 'perceived' strike.)
(Two Round CD)
Shockstab [C] | [350 Reserves/100 Stamina] | Major
(Reishi extends from the user's weapon at Control + 10, lengthening it by [Soul's Will Tier] tiles. Stab itself happens at user's Attack Speed + 7. Either can be used to land the technique.)
(Deals Spirit + 15 VS. Durability as Rending Damage. Target that's ran through by this technique within a two-tile radius suffers a physical calculation as well, of Strength + 8 VS. Durability.)
(Applies [Drag] to target struck, capped at [Cap Dealt * 2] tiles.)
(Inflicts [Shocked] if Medium+ is dealt.)
(One Round CD)
Styles
-- Burstblade Style [B-Rank] [130 Reserves, 130 Stamina]
(Attacks from this style are lengthened by +1 in Tile Reach and occur +[Weapon Arts Tier] faster, but deal Medium-Capped Spirit VS. Spirit Defense past a 3-Tile Reach.)
(Can periodically release a 'Burstwave' after performing a swing, occurring at Attack Speed or Control and dealing Major-Capped Spirit + 10 VS. Spirit Defense in a 1X1 around oneself. This has a three-round CD.)
Buffs
They don't have access to buffs early on.Permissions in this forum:
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