Gameplay Concepts
Contents
Stats
Intelligence
Standard int state, Measure of one's ability to solve problems mentally. Has two substats, Cunning and Knowledge. Requires at least 2 points invested, one for each substat.
Cunning
Cunning is sort of one's instinctual intelligence. It represents the ability to figure out a short-term solution with no thought.
Knowledge
Knowledge is largely learned intelligence. It's largely used for more large scale things that take time to deduce or design.
Speed
How well a unit can move. Has two substats, Agility and Flexibility. Requires at least 2 points invested, one for each substat.
Agility
Agility is how fast a unit can go.
Flexibility
How well a character can maneuver.
Magic
MAGIC/MANA is a defining trait of most people as they all have the natural power for it and know smatterings of how it works (unless they’re just stupid). It is divided into two traits:
Talent
Talent: This is how much natural ability a person wields. Duh. Certain races may have it better. It’s for when your magic needs instinct and the like. Might make you more energetic as a consequence of a high talent stat.
(Instinct? Natural? We'll work on it)
Learning
Learning: How much your character knows about magic theory. This means they know how they can use the rules for magic in their favor. Between the two of them, they go hand in hand.
(Training?)
Chakra
CHAKRA is how healthy a body is. It is tied to Passive and Aggressive traits.
Passive
Passive: This is how healthy and robust a person is. With a higher passive CHAKRA you’re able to shrug off disease and take stronger blows.
Aggressive
Aggressive: How strong a person is; how much damage they can dish out with their fists or weapons is decided by this trait.
Conviction
CONVICTION is poorly worded at this stage. But it also holds sway over your memories and substance of your personality. Psychic powers also use this as a governing stat.
Charisma
Force of Personality/Charisma: This is how much power your personality holds sway. A person with high Charisma could waltz into a room and turn heads and maybe convince everyone they owned the place.
Self-Awareness
Memory: Needs a better name, but this is how much grasp a person has on themselves. Self-awareness and all of that.
Ectoplasm
ECTOPLASM is the stupidest name by far.
Willpower
Willpower: This is how strong someone’s will is against other influences.
Bonds?
Bond: BONDS BONDS BONDS. BONDS. How easily someone makes BONDS and gains miscellaneous power from those BONDS depending on how strong these BONDS are.
Tier
Tier 0
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City.
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.
Traits Available at Tier 0
Physical
- Size
- Weight
Mental
- NONE
Combat
- NONE
Tier 1
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a 'prologue' idea.
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.
Traits Available at Tier 1
Physical
Mental
Combat
- NONE
Tier 2
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.
Traits Available at Tier 2
Physical
Mental
Combat
Tier 3
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.
Traits Available at Tier 3
Physical
Mental
- Psychic (Starting Only)
Combat
- Telekinesis (Starting Only)
Tier 4
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they've been through have made them very resolute, requiring three Very High in Defining Traits.
Traits Available at Tier 4
Physical
Mental
Combat
Tier 5
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story. One Tier 5 antagonist can be threatening, more loses the effect. One Tier 5 ally or PC can be compelling, more tends to be boring. As always, there are exceptions, of course.
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.
Traits Available at Tier 5
Physical
Mental
Combat
Note: Role and Playing Favorites
If a DM does decide to let a character (especially PC) make this transition, make sure the transition objectively it makes sense. Tier 5 characters are usually there because they want ultimate power; a character who just wants to settle down and live on a farm when this is over rarely would have any justification for doing it (although let's face it, it would be interesting in the cases it does). In general, if a PC is going to make this transition, it will probably be obvious from their personality in the beginning, even if the character (or even the player) isn't aware of it.
Note: Great Power Standard, Great Responsibility Optional
This should be super-obvious, but Tier has nothing to do with importance to the story. Any character who is Tier 5 is not automatically the focus no matter what side they're on; in fact, they usually become less important.
For a comparison, think of the role Dr. Manhattan ultimately played in Watchmen, when compared to Rorschach (as a protagonist) or Ozymandias (as an antagonist). Also, spoiler alert.
Note: Tiering Up
In general, going up a tier is more than just a change in stats, it's a dramatic event that touches and changes the character's very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.
- Tier 1 to Tier 2 is not that big of an affair, as Tier 2 is largely 'knows how to fight.' DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.
- Tier 2 to Tier 3, however, is generally a defining moment in a character's growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.
- Tier 3 to Tier 4 is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than specifically character driven, because let's face it, DMs are asses.
- Tier 4 to Tier 5 is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They've sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it's not really recommended for characters to go through this, especially multiple ones.