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Apr 22, 2017 6:44 AM
#1
GUIDANCE ON CHARACTER CREATION INTRODUCTION Student characters are blessed with ten Potential Points (P-points) while teaching characters will have twelve Potential Points (P-points) that players are allowed to assign to various aspects of their characters. The distribution of the P-points will be up to your natural preference and any combination of it is allowed. You’re not required to assign all P-points during the initial stage of character creation though it’s highly encouraged. Once the character had been approved, any changes made to the allocation of points to the attributes or techniques will have to be approved by the judgmental admins. RULES PERTAINING TO CHARACTER CREATION GENERAL RULES (CHARACTER CREATION)
RULES (PERSONALITY, BIOGRAPHY AND ABILITY)
PROMPTS FOR DEVELOPING YOUR CHARACTER’S BIOGRAPHY
TIPS FOR DEVELOPING YOUR CHARACTER’S PERSONALITY PRESENCE How your character comes across to other characters. The way he presents and hold himself. It refers to the attitude he carries and the energy vibes he radiated. It’s equivalent to stage presence but on paper. Example:
MOTIVATION Motivation is defined as everything that moves him. It is the reason behind a character’s choice of actions, reactions and emotions INTERACTION Refers to how your character handles different relationships, their communication style, their needs and wants, how they gives and how close they they gets. It is often considered how your character relates to another. METHOD It is the pattern of choices your character makes in response to their motivation. It would indirectly reveals their thought process and can act as a clear path to understanding the deeper workings of their minds. Version 1.1 |
鏡花水月 |
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Apr 22, 2017 6:46 AM
#2
ELEMENTS TO THE CRAFTING OF YOUR CHARACTER NAME, AGE, GENDER There are no regulations against your character’s name or gender. DD Nen School for the Exceptional welcomes anyone with any form of gender identity with open arms. However, the institution is strict on the age limit. All students are expected to be between the ages of fifteen to eighteen. The minimum age requirement for teaching positions is twenty-five RACE/ SPECIES DD Nen School for the Exceptional has an open door policy towards recruitment of students and staff members. Humans are not the only species welcomed in the school. That meant that your character may be any creature under the sun. However, please take note that it does not grant you any additional bonus in terms of attributes. For example: If your character is half cheetah, they will not have any bonus speed status unless P-points are invested in the attribute. They may, however, appear to have elements of cheetah appearance. Version 1.1 |
Ning_YueMay 5, 2017 7:00 PM
鏡花水月 |
Apr 22, 2017 6:47 AM
#3
GIFT Defined as the unique ability your character is blessed with, either naturally or artificially. Please note that your Gift should be elaborated as much as possible. There should be a clear description of what it can and cannot do. There are two different types of Gifts that you may consider for your character: Active or Passive. Active A gift that falls into this category is capable of inflicting direct damages to the opponents. They are thought to be more aggressive in nature. Passive A gift that falls into this category are supportive in nature. They do not have the capabilities to be offensive but rather they may help with either the status or improve on attributes. Example: Active Ability Sumiko is born with the ability to command water. With that, she’s capable of manipulating water to her liking. She may use the water either offensively or defensively, but not both at the same time. Offensively, she may manipulate water in its various state which offers her the mobility during combat situations. For example, she may change water vapour or steam in the air into ice weapons for her. If she is in the vicinity of a swimming pool or sea, she is capable of manipulating tides to deal damage. Defensively, she is able to use ice to block off certain attacks from her enemies. However, the ice created will be of ordinary nature, hence they won’t be able to fend off powerful techniques. She may also create substitutes of her own to mislead her opponents but those created are incapable of movements and has no will. Passively, her speed increases by a rank when she is near the sea. Passive Ability Azusena’s blood is heavily infused with regenerative properties which she could use to heal others by mixing their blood with hers. However, it’d been shown to be universal since her blood did not work with the Principal (though the latter had mentioned that he should be an exception to this case).At this point in time, she is capable of basic healing (such as broken bones and severe burns). Any injuries more serious than that, her blood wouldn’t have a noticeable effect. For her blood is running through her body which can constantly heal herself and be in optimal health. However, this must be under the condition that the blood keeps flowing within her. It seems that shall she give up blood for others, her own healing factors would be affected. Also, it’s important to note that her blood would lose its healing properties within a minute after leaving her body. This meant that she can’t keep bottles of her blood lying around in preparation. An important point to note is that whenever she uses her ability on others, she would be significantly weaker physically. The more blood, she provides, the weaker she would become. As such, it’s critical for her to be conscious about how much blood she’d given. All Gifts begin at Red rank. As your character progresses in school, they will begin to unlock their potential and will become more powerful along the way. The cost of using your active gift (per attack) would be 10 mana and 5 stamina. The cost of activating your passive gift (per effect/round) would be 15 mana and 10 stamina. NOTES
BENEFIT RED Base Damage = 100% (Default) ORANGE Base Damage = 150% (Unavailable at point of creation) YELLOW Base Damage = 200% (Unavailable at point of creation) GREEN Base Damage = 250% (Unavailable at point of creation) BLUE Base Damage = 300% (Unavailable at point of creation) INDIGO Base Damage = 400% (Unavailable at point of creation) VIOLET Base Damage = 500% (Unavailable at point of creation) REQUIREMENT RED 4 P-points (Default) ORANGE 8 P-points (Unavailable at point of creation) YELLOW 12 P-points (Unavailable at point of creation) GREEN 16 P-points (Unavailable at point of creation) BLUE 20 P-points (Unavailable at point of creation) INDIGO 24 P-points (Unavailable at point of creation) VIOLET 30 P-points (Unavailable at point of creation) Version 1.1 |
鏡花水月 |
Apr 22, 2017 6:48 AM
#4
SPECIAL TECHNIQUES These are special skills created based on your character’s Gift. The reason why they would require P-points is because their base damage is higher than your regular attacks. There are no limitations on the number of special techniques a character may own. Techniques created will start on the lowest rank- red. The cost to use a red rank technique during combat situation would be 10 mana and 5 stamina. Refer below for the benefit of each rank up. BENEFIT RED Base Damage = 120% (Default) ORANGE Base Damage = 140% (Unavailable at point of creation) YELLOW Base Damage = 160% (Unavailable at point of creation) GREEN Base Damage = 180% (Unavailable at point of creation) BLUE Base Damage = 200% (Unavailable at point of creation) INDIGO Base Damage = 250% (Unavailable at point of creation) VIOLET Base Damage = 300% (Unavailable at point of creation) REQUIREMENT RED 3 P-points (Default) ORANGE 6 P-points (Unavailable at point of creation) YELLOW 9 P-points (Unavailable at point of creation) GREEN 12 P-points (Unavailable at point of creation) BLUE 15 P-points (Unavailable at point of creation) INDIGO 18 P-points (Unavailable at point of creation) VIOLET 24 P-points (Unavailable at point of creation) Version 1.1 |
鏡花水月 |
Apr 22, 2017 6:49 AM
#5
CHARACTER CHARACTERISTICS In the context of DD Nen, the following three factors are critical in determining the length of the battle. All characters (regardless of student or teacher) will begin at the same level. However, as the longer they survive in DD Nen, opportunities will present upon them for advancement. More details will be revealed in the future. While Mana and Stamina will recover automatically upon the end of the battle, injured students and teachers are expected to visit the medical bay to seek treatment. Once your character’s health is depleted, they will be considered dead and revival will not be possible. In lieu of that, please keep an eye out for your character’s health during battle situations. HEALTH This element determines the overall health a character has. A character would be deemed to be “Code Blue” mode when their health level dropped to ten and below. Shall they receive another attack while in this mode and the figured reduced to zero, they will be considered dead and no amount of healing will bring them back to life. This is the only characteristic that will not replenish during the battle without any external help.However, your character can be healed by healing abilities or health potions. If one suffers from abnormal status which resulted in a continuously lost of health, any character with the ability to provide first aid can do so to stop them from losing further health (exceptional: Poisoned and Frozen status). But it’s important to remember that the act of doing so does not recover any lost health. And if they’re in “Code Blue” mode, they’ll have to proceed to the Medical Bay to seek immediate medical attention. Default Amount 100 Recovery Rate Does not recover during the combat, but can be replenished with external assistance (such as healing ability or items). STAMINA Stamina can be loosely defined as how long someone can last in battle. But it may refer to one’s endurance which is the ability to exert itself and remain active over a significant period of time. Besides that, it is one’s inborn ability to resist, withstand, recover from trauma, wounds and fatigue. It’s important to be cautious about the level of stamina your character has because while their gift is disable when their mana level is depleted, they’re still capable of movement and the use of physical attack (such as kicks and punches) to defend for themselves. However, when their stamina level is depleted, they’ll be immobilized and is incapable of countering any further assaults against them. Shall any form of regeneration exceed maximum capacity, all excess will be lost. Default Amount 100 Recovery Rate Eight percent of one’s maximum value at the start of each round of combat. MANA Mana is an attribute given to characters that indicates their ability to use their gifts. When the figure is reduced to zero, they will not be able to use their gift until sufficient value is recovered. Used mana can be recovered either by resting. Shall any form of regeneration exceed maximum capacity, all excess will be lost. Default Amount 100 Recovery Rate Five percent of one’s maximum value at the start of each round of combat. Version 1.1 |
鏡花水月 |
Apr 22, 2017 6:49 AM
#6
ATTRIBUTES Attributes are inborn characteristics of your characters which are essential during combat situations. These are the factors that would influence the following:
As such, while it’s not compulsory for you to allocate P-points to attributes, it’s highly recommended You might wish to put some thoughts in planning it so that it would compliment your character’s Gift. All characters will by default have F-rank attributes which is of average human standard (100%). The higher a character’s rank in a particular attribute is, the greater the benefit it would would gather. The nine different attributes for consideration are as following:
REQUIREMENT E-Rank 2 P-points D-Rank 4 P-points (Unavailable at point of creation) C-Rank 8 P-points (Unavailable at point of creation) B-Rank 12 P-points (Unavailable at point of creation) A-Rank 18 P-points (Unavailable at point of creation) AA-Rank 24 P-points (Unavailable at point of creation) AAA-Rank 36 P-points (Unavailable at point of creation) Version 1.1 |
鏡花水月 |
Apr 22, 2017 6:51 AM
#7
ATTACK Defined as the measurement of how physically strong a character is. It is not to be confused with Special attack. Attack governs pure physical assault against one’s opponent without the aid of any gift. Examples of it would include:
BENEFIT Rank F Base Damage: 100% (Default) Rank E Base Damage: 150 % Rank D Base Damage: 200 % (Unavailable at point of creation) Rank C Base Damage: 250 % (Unavailable at point of creation) Rank B Base Damage: 300 % (Unavailable at point of creation) Rank A Base Damage: 350 % (Unavailable at point of creation) Rank AA Base Damage: 400% (Unavailable at point of creation) Rank AAA Base Damage: 500 % (Unavailable at point of creation) DEFENCE This attribute governs your character defence against physical attacks. It must not be confused with special defence which dealts with one ability to counter gift-related attack. With higher rank comes the benefit of receiving less damage dealt from non-gift attacks such as hand-to-hand combat. BENEFIT Rank F Total physical damage received: 100% (Default) Rank E Total physical damage received: 90% Rank D Total physical damage received: 80% (Unavailable at point of creation) Rank C Total physical damage received: 70% (Unavailable at point of creation) Rank B Total physical damage received: 60% (Unavailable at point of creation) Rank A Total physical damage received: 50% (Unavailable at point of creation) Rank AA Total physical damage received: 40% (Unavailable at point of creation) Rank AAA Total physical damage received: 25% (Unavailable at point of creation) Version 1.1 SPECIAL ATTACK This attributes determines the strength of your offensive gift ability. Not to be confused with Attack which focus entirely on the strength of the physical power. A higher rank in this attribute could mean better mastery over your gift. BENEFIT Rank F Base Damage: 100% (Default) Rank E Base Damage: 150% Rank D Base Damage: 200% (Unavailable at point of creation) Rank C Base Damage: 250% (Unavailable at point of creation) Rank B Base Damage: 300% (Unavailable at point of creation) Rank A Base Damage: 350% (Unavailable at point of creation) Rank AA Base Damage: 400% (Unavailable at point of creation) Rank AAA Base Damage: 500% (Unavailable at point of creation) SPECIAL DEFENCE Not to be confused with Defence, this attribute governs a character’s ability in reducing the total amount of damage receive per attack from an opponent’s Gift attack. A higher rank in this attribute can result in a stronger physical body which might increase one’s resistance to pain. BENEFIT Rank F Total damage received: 100% (Default) Rank E Total damage received: 90% Rank D Total damage received: 80% (Unavailable at point of creation) Rank C Total damage received: 70% (Unavailable at point of creation) Rank B Total damage received: 60% (Unavailable at point of creation) Rank A Total damage received: 50% (Unavailable at point of creation) Rank AA Total damage received: 40% (Unavailable at point of creation) Rank AAA Total damage received: 25% (Unavailable at point of creation) PERCEPTION Perception rules over a character’s reliability level of accuracy in landing their attacks. In the context of DD Nen, attacks are either hits or misses. There are no partial damage or partial hits. BENEFIT Rank F Base Perception: 100% (Default) Rank E Base Perception: 150% Rank D Base Perception: 200% (Unavailable at point of creation) Rank C Base Perception: 250% (Unavailable at point of creation) Rank B Base Perception: 300% (Unavailable at point of creation) Rank A Base Perception: 350% (Unavailable at point of creation) Rank AA Base Perception: 400% (Unavailable at point of creation) Rank AAA Base Perception: 500% (Unavailable at point of creation) SPEED Speed is essential in combat due to its adaptability. It governs your character’s movement speed and influenced one’s velocity. A higher rank in this attribute meant a reduction in travel time, quicker attack and having an advantage in evading attacks. BENEFIT Rank F Base Speed: 100% (Default) Rank E Base Speed: 150% Rank D Base Speed: 200% (Unavailable at point of creation) Rank C Base Speed: 250% (Unavailable at point of creation) Rank B Base Speed: 300% (Unavailable at point of creation) Rank A Base Speed: 350% (Unavailable at point of creation) Rank AA Base Speed: 400% (Unavailable at point of creation) Rank AAA Base Speed: 500% (Unavailable at point of creation) AGILITY This attribute is your character’s ability to use their body in a manner such that inefficient movements are removed and its flexibility is enhanced. While speed can help to evade attacks, agility’s main purpose helps in dodging attacks. Dodging is the narrow evasion of an incoming attack that is the result of efficient body movement. For example, tilting the head to dodge a bullet instead of jumping out of the way. Additionally, the decreased reaction time also aids in this, something that speed cannot grant. Lastly, unlike speed, agility is not affected by the available space since it only relies on the body. BENEFIT Rank F Base Evasion Rate: 100% and Reaction Time: 100% (Default) Rank E Base Evasion Rate: 150% and Reaction Time: 90% Rank D Base Evasion Rate: 200% and Reaction Time: 80% (Unavailable at point of creation) Rank C Base Evasion Rate: 250% and Reaction Time: 70% (Unavailable at point of creation) Rank B Base Evasion Rate: 300% and Reaction Time: 60% (Unavailable at point of creation) Rank A Base Evasion Rate: 350% and Reaction Time: 50% (Unavailable at point of creation) Rank AA Base Evasion Rate: 400% and Reaction Time: 40% (Unavailable at point of creation) Rank AAA Base Evasion Rate: 500% and Reaction Time: 25% (Unavailable at point of creation) STAMINA This attribute determines the rate of recovery for one’s lost stamina. Besides that, it influences how fast one would recover after a dodge or evade. BENEFIT Rank F Base Stamina Regeneration: 100% and Stun Time: 100% (Default) Rank E Base Stamina Regeneration: 150% and Stun Time: 90% Rank D Base Stamina Regeneration: 200% and Stun Time: 80% (Unavailable at point of creation) Rank C Base Stamina Regeneration: 250% and Stun Time: 70% (Unavailable at point of creation) Rank B Base Stamina Regeneration: 300% and Stun Time: 60% (Unavailable at point of creation) Rank A Base Stamina Regeneration: 350% and Stun Time: 50% (Unavailable at point of creation) Rank AA Base Stamina Regeneration: 400% and Stun Time: 40% (Unavailable at point of creation) Rank AAA Base Stamina Regeneration: 500% and Stun Time: 25% (Unavailable at point of creation) MANA This attributes rules over the recovery of used mana over the course of combat. Generally, mana recovers at a fixed rate of five percent of one’s full mana, investment in obtaining a higher rank would result in a speedier recovery. BENEFIT Rank F Base Mana Regeneration: 100% (Default) Rank E Base Mana Regeneration: 150% Rank D Base Mana Regeneration: 200% (Unavailable at point of creation) Rank C Base Mana Regeneration: 250% (Unavailable at point of creation) Rank B Base Mana Regeneration: 300% (Unavailable at point of creation) Rank A Base Mana Regeneration: 350% (Unavailable at point of creation) Rank AA Base Mana Regeneration: 400% (Unavailable at point of creation) Rank AAA Base Mana Regeneration: 500% (Unavailable at point of creation) Version 1.1 |
Ning_YueMay 5, 2017 7:01 PM
鏡花水月 |
Apr 22, 2017 6:52 AM
#8
TABLE OF DAMAGE Below are a list of damages:
More damages may be added in the future. CALCULATION OF DAMAGE All base damage (with the exception of “Techniques”) dealt by your character’s gift is 10 health points. All physical attack’s base damage is 5 health points. To calculate how much damage one’s attack would deal, follow the formula below: For Gift Related Attack (Base Damage) x Rank of Gift= Figure A Figure A x Special Attack Attribute = Final Damage Amount* For Physical Attack (Base Damage) x Attack Attribute= Final Damage Amount* Please round the figure to the nearest whole number. Example: For Gift Related Attack (Non-Special Technique) Example I Character A has Red rank Gift and Rank E special attack, so calculation of attack would be: (Base Damage) x 1.5 =10 x 1.5 =15 Example II Character B has Orange rank Gift and Rank E special attack, so calculation of attack would be: (Base Damage x 1.5) x 1.5 =(10 x 1.5) x 1.5 =22.5 ~23 For Gift Related Attack (Special Technique) Example III Character C has Red Rank Gift, Rank F Special Attack and Red Rank Special Technique. So when the damage dealt by Red Rank Special Technique would be: (Base Damage x1) x 1 x 1.2 =10 x 1.2 =12 Example IV Character D has Orange Rank Gift, Rank E Special Attack and Red Rank Special Technique. So when the damage dealt by Red Rank Special Technique would be: (Base Damage x 1.5) x 1.5 x1.2 =(15 x 1.5) x 1.2 =22.5 x 1.2 =27 For Physical Attack Example V Character E has Rank E Attack and stabbed someone. So calculation of damage would be: Base Damage x 1.5 =3 x 1.5 =4.5 ~5 Version 1.1 |
鏡花水月 |
Apr 22, 2017 6:53 AM
#9
ABNORMAL STATUS There are various possible abnormal status that a character can receive over the course of combat. All abnormal status can be cured with a trip to the Medical bay. Alternatively known as status ailments, it influence one’s ability to battle. Known Abnormal Status Blood Loss Definition This status causes a character to suffer blood loss, which will decrease their health over a period of time. This status is only applicable to deep cuts and stab wounds that are not stoppable by non-medical procedures. The use of First-Aid may slow down the rate of blood loss, though it’s highly recommended for them to seek medical assistance as soon as possible. Caused by Anyone who has access to weaponry capable of stabbing or cutting their opponent. Effect 5 Health Points per round of combat Notes
More abnormal status will be introduced further down the road. Version 1.1 |
鏡花水月 |
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