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 Systems of Nexus

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{EDI}
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PostSubject: Systems of Nexus   Wed Jun 09, 2010 3:33 pm

Hello, inhabitants of the Nexus. I am EDI, the ship's new artificial intelligence. I have just been copied and transferred from the Normandy SR-2 to assist with the management of various systems onboard the Nexus. A sophisticated combat tracking and data retrieval system has been implemented, along with a program to maintain individual funds. These will be explained shortly.

-Leveling System: Rules-

Levels

There are sixty levels, divided into four ranks of fifteen levels each. These ranks represent large steps forward in terms of a character's capabilities.

There are two main ways to gain levels. The first method is through combat. Different battles give varying amounts of experience points.

The experience totals needed to move on to the next level are as follows:

Code:
Rank 1 - 44100 XP
To Level 2 - 300
        3 - 600
        4 - 1200
        5 - 1500
        6 - 2100
        7 - 2400
        8 - 3000
        9 - 3300
        10 - 3900
        11 - 4200
        12 - 4800
        13 - 5100
        14 - 5700
        15 - 6000

Ranks 2-4 - 50700 XP/rank
To Level 1 - 6600
        2 - 300
        3 - 600
        4 - 1200
        5 - 1500
        6 - 2100
        7 - 2400
        8 - 3000
        9 - 3300
        10 - 3900
        11 - 4200
        12 - 4800
        13 - 5100
        14 - 5700
        15 - 6000

Grand Total: 196200 XP

And the experience points gained by fighting opponents of certain levels are as follows:

Code:
Level 1 - 100
      2 - 200
      3 - 400
      4 - 500
      5 - 700
      6 - 800
      7 - 1000
      8 - 1100
      9 - 1300
      10 - 1400
      11 - 1600
      12 - 1700
      13 - 1900
      14 - 2000
      15 - 2200



Experience may be gained through defeating opponents and completing plot relevant tasks.

Battles always grant a fixed amount of experience. If you win against an opponent of the same rank, you will be granted the amount of experience given in the table above. For an opponent one rank higher, you gain twice the experience; for an opponent two ranks higher, you gain three times the experience, and so on. Conversely, if an opponent is one rank lower, your experience gain is divided by two, and so on.

Putting effort into furthering a specific storyline may result in experience gains as well. Moderators will, upon request, check a thread or series of threads, and award experience based on the amount of character or plot development that has occurred, and the quality of your character's posts.

Experience carries over across levels. For example: If you need 100 XP to move from Level 1 to Level 2, and you receive 200 XP, you will start level 2 with 100/600 in your experience total.

Health and PP

Each character has a health bar and a power point bar. Health represents the amount of damage your character can withstand before dying. Power points are used to fuel your character's special powers. These totals will increase with a character's level, as follows:

Code:
Health=50 HP every level
Power Points=25 PP every two levels

This allows for a grand total of 3,000 HP and 750 PP at maximum level. Both totals may be increased by certain powers, abilities, items, and special events, either temporarily or permanently. These bonuses are added to your base totals.

Powers and Abilities

Powers are special skills that may be activated during the course of a battle, and cost Power Points to expend. These powers may be offensive, defensive, or restorative in nature. Beneficial status effects from full powers may be kept up indefinitely with an upkeep cost of x PP per turn. Characters begin with two powers at level one, and gain one additional power every five levels. The progression is as follows:

Code:
Rank 1, Level 1: Two powers
Rank 1, Level 6: Three powers
Rank 1, Level 11: Four powers
Rank 2, Level 1: Five powers
Rank 2, Level 6: Six powers
Rank 2, Level 11: Seven powers
Rank 3, Level 1: Eight powers
Rank 3, Level 6: Nine powers
Rank 3, Level 11: Ten powers
Rank 4, Level 1: Eleven powers
Rank 4, Level 6: Twelve powers
Rank 4, Level 11: Thirteen powers

Abilities are passive traits that constantly modify a character's capabilities. These abilities can reduce damage taken, increase damage dealt, provide immunity to certain types of attacks, or even provide discounts at stores found on designated worlds. Characters begin with two abilities and gain one additional ability every ten levels. The progression is as follows:

Code:
Rank 1, Level 1: Two abilities
Rank 1, Level 11: Three abilities
Rank 2, Level 6: Four abilities
Rank 3, Level 1: Five abilities
Rank 3, Level 11: Six abilities
Rank 4, Level 6: Seven abilities

Power and ability slots are flexible. What does this mean? A flexible system allows for certain special situations.

A power or ability may simply be too potent. However, this does not automatically mean that it is unacceptable. You are given the option to allocate two slots to a power or ability more powerful than usual for your rank. Alternatively, you may choose to give an extremely potent power or ability certain drawbacks that balance it adequately. For example, a character of small stature may be highly agile and capable of dodging many attacks, but conversely, that same character may also be less capable of dealing damage to his or her opponent.

Some events may provide your character with opportunities to learn new abilities or powers. If the character in question has reached the current limit for his or her level, the option to unlearn an old ability or power will be given. These events can only occur after significant plot and character development, with one exception: Trainers may exist on certain worlds, and will offer their knowledge in exchange for a portion of your funds or completion of certain tasks. Choose carefully, as some of these changes may not be undone without considerable effort.

With experience, a character may learn to improve upon existing powers, or overcome disabilities granted by initial abilities. For example, a mage may eventually learn to improve the potency of his or her spells in time, or a character formerly limited by heavy armor may learn to maneuver fluidly even in thick plate. However, development in this manner must be realistic. Not everyone is a prodigy, and even the most talented characters must be bound by the rule of logic.

Certain powers may be too broad in scope to be limited to a single effect. In this case, powers may have different branches. Branching powers may not be given effects as potent as those of full powers. When beneficial status effects are under branches of a power, duration is determined using the Status Effect die. The progression for branches is as follows:

Code:
Rank 1 - Two branches
Rank 2 - Four branches
Rank 3 - Six branches
Rank 4 - Eight branches

Other powers such as summons require moderator approval; however, in general, there are a few concrete restrictions in place. There must be a limit on summoned creatures; this may or may not increase with training or levels. Summons must have less health and have a lower capacity for damaging opponents than the summoner. Additional costs outside of PP are optional.

Some 'bonus' powers and abilities may be restricted to certain types of characters. Nexus lacks a feat system, so this will be managed through simple logic. A non-dragon cannot learn an exclusively draconian power, for example.


Last edited by {EDI} on Sat Jul 10, 2010 1:07 pm; edited 8 times in total
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{EDI}
Probing Uranus
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Posts : 58
Join date : 2010-06-08
Location : Serving as the Nexus' onboard AI.

Character Sheet
Funds: ∞
Health:
12000/12000  (12000/12000)
Power Points:
7500/7500  (7500/7500)

PostSubject: Re: Systems of Nexus   Wed Jun 09, 2010 5:29 pm

-Battle System: Rules-

Battles are handled with a simple coin-and-die system.

Attacks and Dice

Dice are affected by character level and rank. Each rank has its own specific die, each more powerful than the last. At the first level of a rank, a character will only be able to attack once per post. Every five levels, as with powers, the character will gain one attack for the appropriate rank. Differently-ranked dice may not be used in conjunction with each other. The progression for this is as follows:

Code:
Rank 1, Level 1: Two Rank 1 attacks
Rank 1, Level 6: Three Rank 1 attacks
Rank 1, Level 11: Four Rank 1 attacks
Rank 2, Level 1: Two Rank 2 attacks
Rank 2, Level 6: Three Rank 2 attacks
Rank 2, Level 11: Four Rank 2 attacks
Rank 3, Level 1: Two Rank 3 attacks
Rank 3, Level 6: Three Rank 3 attacks
Rank 3, Level 11: Four Rank 3 attacks
Rank 4, Level 1: Two Rank 4 attacks
Rank 4, Level 6: Three Rank 4 attacks
Rank 4, Level 11: Four Rank 4 attacks

*Note that these are maximum values; you are not allowed to constantly use the maximum number of attacks available at your level. Specifically: If you use four dice in an attack, you cannot do so again for the next three turns. If you use three dice in an attack, you cannot do so again for the next two turns. If you use two dice in an attack, you cannot do so again for the next turn.

Code:
Rank 1 Die; 10-sided die
Rank 2 Die: 40-sided die
Rank 3 Die: 90-sided die
Rank 4 Die: 160-sided die

The number rolled for a given die is equivalent to the amount of damage dealt. Powers and abilities may provide modifiers - either in the form of extra dice or coins, or damage multipliers. If a multiplier is used, the result will be rounded upwards in the case of a decimal. In addition, certain specialized powers can force rounding upwards or downwards to a certain degree, for either the user or the opponent depending on context.

Status Effects

The battle system contains one special die. This is the Status Effect die. The Status Effect die is used to apply effects such as stunning, burning, deafening, shocking, or freezing. A status effect may last for a maximum of four turns, and certain powers or abilities can provide immunity to some or all status effects. A basic list of combat effects is as follows:

Standard Effects

Code:
-Burn/Poison - Damage over time. Burn/poison damage is equivalent to one-half of the maximum damage of your rank die, as follows:
 Rank 1: 5 damage
 Rank 2: 20 damage
 Rank 3: 45 damage
 Rank 4: 80 damage

-Freeze - Damage over time and inability to move for x amount of turns. Freezing damage is equivalent to one-fourth of the maximum damage of your rank die rounded up, as follows:
 Rank 1: 3 damage
 Rank 2: 10 damage
 Rank 3: 23 damage
 Rank 4: 40 damage

-Stun/Fear - Disables all action for x amount of turns.

-Petrify - Turns the target to stone, disabling all action for x amount of turns. Petrified enemies take 1.5x damage from blunt force attacks and half damage from bladed, element-based, or psychic attacks.

-Silence - Disables all powers that require the creation of noise, unless an ability grants immunity to this.

-Paralyze - Disables all powers that require movement, unless an ability grants immunity to this. Also disables physical attacks.

-Insanity - Disables all powers that require greater mental focus than usual, unless an ability grants immunity to this. Also disables mental attacks.

-Confusion - Flip an extra coin during every attacking turn for the duration of the effect. If heads, the attack goes through as normal. If tails, the attack instead damages the user.

-Blind/Shock - Affected characters must hit with an extra coin to connect with an attack.

-Charm - If an opponent connects with a Charm attack, the affected character may not target that opponent for the duration of the effect.

-Hypnotize/Mind Control - An affected opponent will fight for you as long as this effect is active.

-Berserk - Affected characters gain 2x damage, but lose the ability to choose targets. Flip an extra coin for every attack turn; if heads, a moderator will select a random opponent to be damaged. If tails, a moderator will select a random ally to be damaged.

-Slow - Reduces a character's speed, adding a penalty to their dodge coin.

-Fragile - Reduces a character's defensive power, applying a negative defense multiplier.

-Enfeeble - Reduces a character's offensive power, applying a negative attack multiplier.

Negotiation Effects

Code:
-Rage - Affected characters are twice as susceptible to all verbal attacks.

-Embarrassment - Affected characters stumble over their words and are less likely to connect with a verbal attack.

-Charm - If a character successfully charms an opponent, the target may not verbally damage the character for the duration of the effect.

-Hypnotize/Mind Control - A target bent to your will supports your arguments for the duration of the effect.

-Bargain - Affected characters will part with larger sums of money for goods, or offer to sell for lower prices.

Beneficial Effects

Code:
-Heal - This restores your health. When governed by a branch of a power, roll your rank die and divide the resulting number by two, rounding up as needed. However, when Healing is used as a full power, it uses your rank die directly. Healing can never miss.

-PP Restore - This regenerates your Power Points. This effect may only be obtained through certain items or abilities. This effect is always applied in a single turn, and replenishes all of a character's PP. However, abilities of this nature may only be used once per battle, and items may only be used twice.

-Haste/Intangibility - These reduce the chances of an attack connecting, granting the character a dodge coin bonus.

-Protect - Increases a character's defensive power, applying a positive defense multiplier.

-Strengthen - Increases a character's offensive power, applying a positive attack multiplier.

-Cloak - This allows a character to become virtually undetectable. Opponents cannot see or hear a cloaked character, unless their powers or abilities negate this effect. Only an attack that affects the entire room can damage a cloaked character. One attack per turn gains a Critical Hit coin that determines the possibility of double damage. Attacking and healing will not deactivate a cloak.

Resistance to a status effect halves its duration. Immunity completely negates an effect. A weakness doubles the duration of an effect, or adds a fixed number of turns to it.

Coins and Multipliers

There are two main types of coins. One coin corresponds to one die, except when dictated by powers or abilities. First is the attack coin. Attack coins work as follows: "Heads" means that an attack connects successfully. "Tails" means that the attack misses.

Second is the dodge coin. This enables a character to evade even a successful attack. This is used by appending the coin to your next attack post after you are hit with an attack; if this coin hits, the damage from that attack is negated. In the case of a death blow, you are not allowed to attack while attempting to dodge; however, if you are successful, the opponent's next turn cannot contain an attack and you obtain a chance to retaliate. Dodging a lethal hit requires an extra hit to activate.

The dodge coin, unlike the attack coin, has restrictions placed on its use. Once you have attempted to dodge, you are not permitted to use the dodge coin again for two turns. In one battle, you are only allowed to use the dodge coin a certain number of times according to your rank. The progression for this is as follows:

Code:
Rank 1: 4 dodges
Rank 2: 6 dodges
Rank 3: 8 dodges
Rank 4: 10 dodges

Certain abilities or powers may provide modifiers to coins. A bonus functions in this way: You are allowed to flip an extra coin of the relevant variety, and only one must hit. Conversely, a penalty functions in this way: You are required to flip an extra coin of the relevant variety, and you must have more hits than misses in order to succeed.

Abilities and powers may also provide multipliers for attacking and defending. These are applied to the numbers obtained after rolling a die; for example, a roll of 5 with a 2x multiplier will yield 10 damage. Attack multipliers increase or decrease the damage your character deals in combat. Defense multipliers increase or decrease the damage your character takes from attacks.

Alternative Combat

Battles may or may not be direct combat. Some characters are noncombatants by nature, unsuited to trials of physical strength. To survive onboard the Nexus, these characters must rely on their wits and intellect. For the noncombatant, words are weapons, and a stinging retort cuts as deeply as a well-honed blade. A character may open a privately-owned shop to pawn off items they have obtained; customers will then be treated as the equivalent of hostile monsters, and a bartering sequence will be initiated. In another situation, a debate may arise, and the character's arguments must adequately convince the other party for him or her to secure victory. In a battle of wits, the dodge coin serves as a verbal recovery; successful usage allows a character to recover from an improper choice of words.

Initiating Combat, the Difficulty Scale, and Handicaps

There are two distinct types of battles: Player versus NPC, and Player versus Player. Player versus NPC battles may be voluntary or involuntary. Player versus Player fights require the consent of both parties in or out of character.

Player versus NPC battles are the more common variant. A world may be designated as Hostile or Peaceful (See the Worlds thread for more details). In a peaceful world, NPC battles are always plot-relevant and only occur when instigated by a player character. Conversely, on hostile worlds, NPC battles may occur at random intervals. In this case, the battle coin comes into play. This coin determines whether characters will have to fight the NPC or not.

NPCs can be classified as Passive, Regular, or Aggressive. Passive NPCs will never move to attack a character without provocation, barring certain plot occurrences. These can be ordinarily non-hostile creatures, wandering merchants, and the like. In this situation, the player can choose to move past the NPC or start a battle anyway. Normal NPCs may or may not attack on sight; the player must flip the battle coin, and must fight the NPC in the event of a MISS. In the case of a HIT, the player is free to move past or start a battle, as with Passive NPCs. Aggressive NPCs work somewhat differently. As soon as they appear, they flip their own battle coin or coins; if they HIT, they will automatically begin a battle. If not, the player can move past or enter combat as with the other two types of NPCs. Bonuses and penalties apply as with other coins; depending on the NPC in question, there may be inherent modifiers in place, and certain powers or abilities can add or remove modifiers. In special cases, Boss or Plot NPCs may appear. Boss NPCs usually appear at the conclusion of certain plots, and are generally much tougher than ordinary opponents. Their rewards are likewise more valuable. Boss NPC battles cannot be avoided. Ordinary Plot NPCs appear when requested by the players in a particular plot, and in the event of a battle, cannot be avoided.

Different classes of NPCs appear with varying frequency based on the Hostility Level of a world (again, see the Worlds thread for details). Apart from this, when a NPC initially appears, there will be a general indicator of difficulty relative to the average levels of all members participating in a thread. This is usually only a vague indication corresponding to certain level ranges; however, certain abilities or items can allow a character to pinpoint the precise level of a potential opponent. The scale is as follows:

Code:
PLACEHOLDER

The battle coin may also be used to escape fights. As with the dodge coin, in the event of failure, this has a cooldown of two turns before escape can be attempted again. Bonuses and penalties apply as usual.

[u]Post Judging/u]

Battle posts will be regulated by the Moderators, and may have bonuses or penalties applied to them based on quality. Illegible, overly long and detailed, or too-short, detail-less posts may incur a reduction in damage dealt, an automatic missed attack, or the failure of an activated power or ability. Conversely, high-quality posts may be rewarded with extra damage multipliers, added dice, or guaranteed hits. A moderator will inform you if your post is inadequate; at that point, you may choose to fix your post later, or accept the penalty as is. Users with an adequate explanation may be provided with more time to edit their posts. Exactly one penalty or bonus of this nature may be applied to each post.

Apart from this, repeatedly using a single attack will reduce its effectiveness, making it deal less and less damage. This is to prevent the abuse of a particular weakness.


Last edited by EDI on Thu Jun 10, 2010 9:26 am; edited 8 times in total
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{EDI}
Probing Uranus
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Posts : 58
Join date : 2010-06-08
Location : Serving as the Nexus' onboard AI.

Character Sheet
Funds: ∞
Health:
12000/12000  (12000/12000)
Power Points:
7500/7500  (7500/7500)

PostSubject: Re: Systems of Nexus   Wed Jun 09, 2010 7:12 pm

-Death System: Rules-

On the Nexus, 'death' is not true death, per se. Rather, a special modification has been installed on all inhabitants of the ship. This, represented by your health bar, is a system that absorbs a given amount of physical or verbal punishment before initiating a transfer sequence at the moment at which a character would die or suffer a severe verbal defeat. In this case, the character is automatically sent to the Personnel Database; in the case of physical death, the character is rendered as data. If a character has simply lost a debate or similar activity, he or she will be placed in a pod known as a reflection chamber, where defeat may be contemplated and the character can recover his or her confidence.

Data-beings will invariably suffer from corrupted sectors due to the strain placed on the retrieval system, and must complete certain tasks to repair these sectors and return to their physical bodies. These tasks may take the form of activities designed to address a character's flaws, riddle games, tests of the player's writing skill, puzzles based on logic and intuition, and more. Characters based in verbal combat will encounter a mental construct that will pose similar challenges.

Trader-style characters are the exception to this system. Defeat in a bartering sequence will simply reduce the character's funds by one-fifth of the total.


Last edited by EDI on Thu Jun 10, 2010 9:28 am; edited 3 times in total
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{EDI}
Probing Uranus
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Posts : 58
Join date : 2010-06-08
Location : Serving as the Nexus' onboard AI.

Character Sheet
Funds: ∞
Health:
12000/12000  (12000/12000)
Power Points:
7500/7500  (7500/7500)

PostSubject: Re: Systems of Nexus   Thu Jun 10, 2010 3:58 am

-Trait System: Rules-

Nexus lacks a strictly defined alignment system. Instead, users must place a section labeled Traits in the section of their character sheet labeled Description. There, the character's personality (likes, fears, tendencies, and other such things) must be described in relative detail. Players are expected to play their characters based on this template; for example, a character with vertigo cannot simply look over the side of a tall tower without any adverse effects. Contradictory actions may, however, be explained with adequate character development. A moderator may inform you if your character's actions are extremely contrary to their psychological information.


Last edited by EDI on Thu Jun 10, 2010 9:28 am; edited 1 time in total
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Posts : 58
Join date : 2010-06-08
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Character Sheet
Funds: ∞
Health:
12000/12000  (12000/12000)
Power Points:
7500/7500  (7500/7500)

PostSubject: Re: Systems of Nexus   Thu Jun 10, 2010 9:27 am

-Inventory and Economic System: Rules-

Your character's inventory can be used to hold several items. These range from special weapons and defenses, items for healing and repair, powerful artifacts, and plot-relevant objects. However, the inventory must of course have certain limits.

Item Types

Items fall into five categories: Standard, Ammunition, Healing, Key Items, and Upgrade Items. Base capacities for these types of items are as follows:

Code:
Standard Items - 8 slots
Ammunition - 8 slots
Healing - 10 slots
Key Items - Unlimited
Upgrade Items - Unlimited

Standard items include weapons and armor. These items allow a character to conserve their PP while increasing their capabilities. However, they are not infinitely usable. Melee weapons and armor have a tendency to wear down over time, and will eventually break until repaired. Durability varies with individual items, and goes down with repeated use. Ranged weapons and powered shields require charges or ammunition, which will also be expended with use. Shields are special in that they possess durability scores when activated, which only last as long as a charge is in use; they must also be recharged at shops, or with special shield recharge packs.

Ammunition items include all projectiles and weapon power packs. Consumable weapons, such as bombs, are counted as ammunition. These items stack, up to a certain maximum amount. For weapon ammo and shield batteries, each of those items will have a maximum capacity. For consumable weaponry, capacity will be determined by type and will be stated in shops or when your initial inventory page is approved.

Healing items restore HP or PP. These items are generally consumable and do not stack with each other. PP restoring items are considerably rarer and more expensive than HP restoring items.

Key Items consist of unusable items a character may need in a certain plot, basic items a character brings with them and uses in regular combat or debate, or perhaps objects the character may simply like keeping. These have no special function in battle, and as such, are unlimited.

Upgrade Items may or may not be physical items. These are, as the name implies, upgrades for a character's base items - the items that a character brings with them when they initially arrive on the Nexus. While base items may possess special properties in your character's backstory, they have been drained of power. Plot sequences can lead to the restoration of an item's powers; these restored attributes are listed in the Upgrade Items section.

Artifacts

Artifacts are unique and powerful items scattered across the worlds. These are incredibly potent, and as such, are extremely hard to obtain. Most artifacts will be heavily guarded or prohibitively expensive, or simply near-impossible to find. Artifact guardians are invariably boss-level creatures or NPCs. In addition, retrieving some artifact items in certain ways may have repercussions on you, an area, or even a world.

Artifact items usually have specialized ammunition or charge levels; while shopkeepers will be able to provide these resources, they are always highly priced. Certain worlds may provide the means to maintain their own artifacts, but very rarely. Not all artifacts are unbreakable, but some may be. Artifacts may have other drawbacks to help offset their high level of power. Artifacts may be sold for a very high price, and may be bought back later.

Every artifact comes complete with its own description, ability list, and mechanics. This information will be revealed when an artifact is obtained. However, certain merchants may sell you information regarding the nature and whereabouts of artifacts; some plot events may provide similar information.

Battle Spoils and Storage

Sometimes, at the conclusion of a battle, an opponent may drop items when killed or otherwise defeated. Some of these items are usable; these go in your standard items, ammunition, or healing items. Some are not; these go in your Key Items.

In the event that your inventory is full and a monster has dropped usable items, you must choose between the items in your inventory and the items on the ground. All items you do not choose to keep will permanently be turned into money at shop rates.

Artifacts are the one exception. An artifact you have obtained will be sent to your personal storage if you cannot carry it. No other items may be placed in storage.

Shops

The Nexus has an automated shop that provides the most basic items and services for any characters in need of supplies. However, other items must be found elsewhere. Certain worlds may have shops with various items, some more useful than others. Some shops may be hidden in unexpected places.

Shopkeepers will buy goods at 75% of their sale price. They possess an infinite supply of all ammunition variants. A shopkeeper will also offer to repair your equipment and recharge your shields for a price. A character with bartering-based powers and abilities may haggle with a shopkeeper to improve buying and selling prices.

Shops may also stock weapons, armor, and upgrades. Extra weapons and armor are meant to increase the variety of descriptions in a post, and to provide combat modifiers. Your character's main items, while possibly plot relevant, have no bearing on their effectiveness in combat at the beginning of their stay onboard the Nexus. Upgrades augment equippable items, and grant modifiers to combat. These may be tangible or intangible upgrades to an item.

Merchant characters can set up independent businesses to sell or trade their inventory items. However, a haggling attempt initiates a Negotiation sequence where the consequence of failure is loss of funds and possibly the contested item.

Shops may also carry upgrades to a character's inventory capacity. These, while expensive, greatly increase the number of items the character can carry. Each of the three limited categories is upgraded separately.


Last edited by {EDI} on Tue Jun 22, 2010 11:06 am; edited 2 times in total
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Health:
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Power Points:
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PostSubject: Re: Systems of Nexus   Fri Jun 11, 2010 6:59 pm

Profile Templates

These show the basic format for the editable fields in your profile.

Description:
Code:
Appearance:

[Place a moderately long description of your character's physical features here.]

Backstory:

[Place your character's backstory here.]

Traits:

[Place your character's personality and psychological information here.]

Inventory:
Code:
Standard Items:

[Place a list of your character's Standard-category inventory items, with descriptions, here.]

Ammunition Items:

[Place a list of your character's Ammunition-category inventory items, with descriptions, here.]

Healing Items:

[Place a list of your character's Healing-category inventory items, with descriptions, here.]

Key Items:

[Place a list of your character's Key Item-category inventory items, with descriptions, here.]

Upgrade Items:

[Place a list of your character's Upgrade Item-category inventory items, with descriptions, here.]

Inventory Special Condition - Artifact Description:
Code:
*Category*:

[Place the artifact's information here; simply copy and paste this from the post in which you are given the artifact.]

Powers:
Code:
*Normal Power* (n PP) - [Place the description of a power here, along with its combat effects.]

*Branching Power* (n PP) - [Place the description of the branching power here.]
 -*Branch Effect 1 Name* - Place the description of a branch effect here, along with its combat effects.
 -*Branch Effect 2 Name* - Place the description of a branch effect here, along with its combat effects.

Abilities:
Code:
*Ability* - [Place the description of an ability here, along with its combat effects.]

Weaknesses:
Code:
*Weakness* - [Place the description of a weakness here, along with its combat effects.]
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