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       #Post#: 2--------------------------------------------------
       The Way the Cosmos Work
       By: PerrythePlatypus Date: January 17, 2014, 2:02 pm
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       Welcome travelers of the ocean of stars! Wait... Ocean of...
       Star Ocean... That makes sense now! Clever... Well then, again,
       welcome to Cosmic Frontier! Cosmic Frontier is a forum based
       (obviously) role-playing game where the characters you create
       are only bound by your own imagination and skill. Here we will
       build not only world, but galaxy spanning adventures beyond
       fathom. Intrigued? You should be. Before all that epicness,
       however, I'll need to bring you up to speed on exactly what to
       do. So let's get started with simple cardinal rules. You'd think
       they go without saying, but here I am, saying them.
       1. Respect other players and their Characters. We're all here
       for fun, you character can hate another character or something
       like that, but leave it in character. There shall be no flame
       wars.
       2. Unless given permission by a player, you can not dictate
       their actions. This includes, but is not limited to, responses
       to your actions.
       3. We all put a bit of ourselves into our characters. As such,
       be mindful of the criticisms of other players' characters. For
       all we know, it could be an intentional flaw leading to future
       development.
       4. Your character is not omnipotent! If they are not present to
       witness an event, then they do not know it happened. Unless, of
       course, they had some kind of way of learning about it. Just
       because you can freely read posts does not mean your character
       can. That's the point I'm making. Also, characters can only be
       in one place at a time.
       5. There will be no complaining about the actions of another
       character, if they follow the rules. We all have our own
       characters to play and many will naturally conflict with one
       another. It keeps it interesting.
       #Post#: 3--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 17, 2014, 2:45 pm
       ---------------------------------------------------------
       [u]Creation
       This is where the legend begins! The steps to creating your
       character are fairly simple. While it may seem easier to post it
       all at one go, for sake of character development, and the
       changes that will involve, it'll be more convenient to manage
       this way.
       First off, under Create a Character, you need only post the name
       and physical description of your character. Posting a short bio,
       such as personality traits, a little back story, and any
       behaviors you wish others to be aware of, such as if your
       character walks with a limp, is also ideal.
       Next you would move on to Create Abilities. Here you would post
       your chosen abilities/powers. This will be the bread and butter
       of your character and largely determine how you interact with
       others. So choose wisely. Your type combination, which will be
       explained later, will be chosen here and your abilities will
       have to match the parameters.
       Afterwards, you would move on to Create Techniques. These will
       be the maneuvers your character has developed to better apply
       your abilities. When creating techniques, you will post its
       name, effect and cost. Also included will be if the technique is
       melee or ranged, physical or magical, and which type it leans
       towards. I know. I keep mentioning types. We're getting there. I
       promise!
       The final step in the creation process is creating your
       character sheet. Nothing is legal to be used in role-play unless
       it has first been approved. Your character sheet will contain
       all of your approved character details in one, convenient
       location, along with your stats, progression and key points in
       your character's story if you wish. You will then take the link
       to your character sheet and place it in your signature. You're
       allowed to hide it in the link of an image if you so choose. It
       simply needs to be in your signature. This allows players to
       know whom they are interacting with and describe and respond
       accurately.
       I'm aware that this may all seem confusing. If need be, feel
       free to look at my own postings as a template. Editing or
       modifying posts in the Create a Character, Create Abilities and
       Create Techniques are prohibited. Any posts edited for any
       reason will be discarded.
       #Post#: 4--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 17, 2014, 3:17 pm
       ---------------------------------------------------------
       [u]Experience and Progression
       Here we go. We're about to get into the thick of it. Here at
       Cosmic Frontier, your character will increase in level, thus
       expanding their abilities, as you play. Experience will be
       rewarded based on various actions, with the amount also
       differing. On each of your Character Sheets, I will create a
       post strictly for your level and experience. I will then
       edit/modify that post to reflect your growth. I know what you're
       thinking. That means fighting. Yes and no. As I'm going for a
       unique experience for everyone, and diverse characters, it will
       be entirely possible to reach max level without participating in
       a single battle. The ways of gaining experience are as follows.
       -Combat
       -Maintaining character regardless of the situation
       -Interacting with the environment during role-play
       -Creative and unique solutions to obstacles encountered
       -Small details to make the many worlds of Cosmic Frontier seem
       more alive
       -And more!
       It basically boils down to being impressive with the rewards
       scaling with the situation. Combat is the most reliable way but
       there is a five level cap. Facing an enemy more than three
       levels higher or lower than you will yield no experience. Beyond
       combat, there is the opportunity to gain experience in higher
       amounts. Granted it will not be the same each time. For example,
       if your character is a stealthy, assassin type and is captured
       by the enemy, if they manage to escape without their captors
       being aware, using a combination of guile, their abilities and
       creativity, a hefty sum of experience may be rewarded. If they
       are captured again and escape once more, there will be
       diminished returns.
       #Post#: 5--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 17, 2014, 5:13 pm
       ---------------------------------------------------------
       [u]Stats
       Stats are fairly simple. All characters begin with a value of 10
       points in every stat when starting at level 1. In addition, you
       also have a base value of 525 health. When leveling, you receive
       9 stat points to place however you see fit.
       Power: Affects attacks and techniques with a physical
       designation. Each point added to this stat increases health by
       5.
       Focus: Affects attacks and techniques with a magical
       designation. Each point added to this stat increases health by
       3.
       Guard: Affects damage reduction towards attacks and techniques
       with a physical designation. Each point added to this stat
       increases health by 10.
       Barrier: Affects damage reduction towards attacks and techniques
       with a magical designation. Each point added to this stat
       increases health by 10.
       Launch: Affects the speed of all attacks and techniques. Each
       point added to this stat increases health by 2.
       Dodge: Affects the speed at which you can evade all attacks and
       techniques. Each point added to this stat increases health by 2.
       Health: This one is self explanatory, but I didn't want it to
       feel left out. Determines the amount of damage you can sustain
       before succumbing to defeat.
       There you have it. Place your stats wisely in order to suit your
       character. All stats are important. I strongly urge that you do
       not place them all into your chosen offensive stat and Launch.
       It seems like a nice tactic, fast and powerful attacks, but it
       is easily broken. Once broken, you'll be easily defeated.
       #Post#: 6--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 17, 2014, 7:58 pm
       ---------------------------------------------------------
       Combat
       Okay using the above descriptions, you have a good idea of what
       the stats do and how to apply them in battle. Now to just give
       the foundation of how they work.
       If your Dodge is 50% or less than the Launch of an incoming
       attack, should you attempt to dodge, you take the full brunt of
       the attack.
       If your Launch is 75% or less than the Launch of an incoming
       attack, you are unable to counterattack.
       If you counterattack, your opposing offensive stat, must be 100%
       of the power of the incoming attack in order to cancel it out.
       If your offensive stat is more than the power of the incoming
       attack, the attack is overpowered and your opponent suffers the
       damage. The counterattack can only be dodged, it cannot be
       countered. If you cannot dodge it, you are hit. If the initial
       attack was Melee, the damage is automatically taken.
       So yes, if your Dodge is less than 50% of the attack's Launch
       and your Launch is 75% less than the Launch, you take the hit.
       It's an automatic hit and the player can say it connects in
       their post without giving you a turn.
       Each turn you are allowed two actions. You can use these actions
       however you see fit, but, typically, one action will be used to
       respond to your opponent's action. Your character is considered
       to have taken an action when a technique is used or an attack is
       launched.
       At the bottom of your posts, during combat, you will list your
       two actions. This information should include the power of your
       actions, such as attacking power or defensive power. In
       addition, you are to list the changes in your stats and health.
       This affords us all some creative story telling to display grand
       feats. For example, if your character was in a losing battle,
       you can create more tension by having them look around the
       environment and, perhaps, blast a ball of energy into the water
       in order to create a cloud of mist to conceal their movements
       and appear behind the opponent to attack. Sure, you could have
       just said you circled around to attack, but that sounds better.
       Since the back attack is the real threat, we won't hold that
       blast in the water as an action. However, if you were trying to
       use the water to say the opponent's vision was impaired, thus
       giving you increased Launch, it will be considered an action.
       Likewise, if you have a technique that increases a stat in the
       process, such as Launch, then finding a creative way of saying
       why your Launch was increased, as opposed to just becoming
       faster, will possible leader to greater rewards.
       It all sounds very simple. It's meant to. Combat is easy to
       grasp but will prove difficult to master.
       #Post#: 7--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 18, 2014, 12:54 am
       ---------------------------------------------------------
       Ability Types
       Cosmic Frontier will take a rather delicate balance as far as
       abilities and combat go. I'm attempting to find it just right in
       order to still make cooperative combat as well as singles combat
       equally rewarding. That brings us to the "Types" I keep
       mentioning. There are four ability types here. They are as
       follows:
       Herculean: The name would suggest this is all about brute power.
       That is not entirely accurate. The Herculean type is inherently
       more of a tank. As they defend against attacks, they gain
       Shields. The Herculean style allows you to hold up to 5 shields
       at a time. If you have specialized in the Herculean style more
       than the other three, each shield provides a damage reduction
       bonus of 10%. This means at max shields, they reduce damage
       received by 50%. Using abilities with the Herculean type
       requires you to deplete shields. Abilities that deal with
       physical prowess, such as super strength, invulnerability,
       enhanced stamina, etc all fall under the Herculean type. You
       will need to delve into this area to obtain abilities such as
       these.
       Conjurer: Conjurers provide overwhelming force, sacrificing
       their own health for big attacks. Conjurers are able to call
       forth other means of attack, other than fighting directly. If
       you want a character that can control the elements, alternates
       between an endless supply of weapons that magically appear, or
       pretty much anything else that manifests something to attack
       with, you'll need to dabble as a Conjurer. Those specializing in
       Conjurer are in a constant state of Desperation. For each
       missing % of health, Desperation increases the damage of attacks
       using the Conjurer type by an equal amount. Desperation takes
       into account missing health before a Conjurer type attack is
       used. This makes Conjurers more dangerous and powerful the
       closer to defeat they become, gaining up to a 99% damage bonus.
       Dominator: Dominators are a tricky bunch. Preferring not to
       fight, they instead enlist others to fight on their behalf. They
       adopt a philosophy of mind over matter. If you wish a character
       that has an army of robots, summons demons, travels with animals
       or control the minds of others, this is right up your alley.
       Each assistant called forth uses 5% of the Dominators current
       health and remain until destroyed. The stats of each assistant
       mirror the Dominators at the time control was gained. Those
       choosing to specialize gain an entire bag of goodies. They are
       able to dismiss assistants and regain whatever health they had
       remaining or transfer it to others. They are also able to
       transfer any negative effects to their assistants from
       themselves. Assistants that are dismissed pass on all negative
       effects to the recipient of their remaining health. This comes
       at a price. Being the leader of a small army, the specialized
       Dominator is not prepared for direct assault. As such, they
       receive 10% additional damage from all sources.
       Relentless: The Relentless assault their opponents with no end
       in sight. They prefer quantity of attacks as opposed to quality,
       seeking a weakness or attempting to create one in their enemy.
       If you wish to have a character with super speed, teleportation
       or anything of the sort, you may way to get familiar with the
       Relentless type. Relentless gain Momentum as they battle. For
       each avoided attack, and each attack with the Relentless type
       that causes damage, a charge of Momentum is gained, up to a
       maximum of three. Momentum charges are depleted in order to use
       Relentless type attacks (meaning an attack must first be evaded)
       and, at max charges, the Relentless enters a state of being
       Unstoppable, gaining an extra action per turn, using Relentless
       attacks, as long as the Unstoppable effect is maintained.
       There you have your various types. They sound fun. Don't they?
       But wait! There's more! Notice the mention of specializing? As
       you progress in levels, you will gain points to increase your
       rank in each area. As you unlock more types, you're able to mix
       the aspects of the different fields for more advanced abilities.
       For example, I once conceived an ability that allowed a
       character to move between any shadow they knew the exact
       location of, cause the shadow itself to attack and, perhaps the
       most deadly aspect, whatever actions they performed on a shadow
       caused the body that cast it to receive the same effects. If I
       were to apply that ability here, I would need ranks in Conjurer,
       Dominator and Relentless. Herculean would not be needed.
       Whenever I stepped through the shadows to attack, it would be
       considered Relentless. If I stepped through the shadows to avoid
       an incoming melee attack and, in my place, spikes would erupt
       from the shadow, that would use Relentless and Conjurer. If I
       took control of the person's shadow and caused it to fight them,
       that would use all three. Feel free to mix and experiment to
       create the character of your choosing.
       #Post#: 8--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 18, 2014, 12:47 pm
       ---------------------------------------------------------
       Ranks
       Hang in there. We're almost done. There are certain perks that
       are gained as your character increases in power. I'll go over
       them quickly now. Each type has 5 ranks you can progress
       through. The order and how far you progress is entirely up to
       you. You gain an Ability Point at each even level in order to
       increase your prowess in the four types. Given that you begin
       with one point as default and the level cap is 20, this will
       ultimately give you 11 points to decide how to rank up. However,
       only one type may be taken to the maximum rank.
       [table]
       [tr]
       [td][/td]
       [td]Herculean[/td]
       [td]Conjurer[/td]
       [td]Dominator [/td]
       [td]Relentless[/td]
       [/tr]
       [tr]
       [td]Rank 2[/td]
       [td]Reflect: When attacks have been successfully defended, the
       difference is reflected back to the attacker.[/td]
       [td]Passively gains 15% damage increase.[/td]
       [td]Can call forth 2 Assistants.[/td]
       [td]While Unstoppable, using a Relentless attack or technique
       no longer depletes Momentum unless the attack fails.[/td]
       [/tr]
       [tr]
       [td]Rank 3[/td]
       [td]Stagger: After three successful attacks, the next attack
       will stun the target.[/td]
       [td]Berserk: When below 50% health, attacks gain an additional
       15% damage increase.[/td]
       [td]3 Assistants.
       Can sacrifice an Assistant to negate an attack.[/td]
       [td]While Unstoppable, able to deplete 1 Momentum to dodge an
       attack. [/td]
       [/tr]
       [tr]
       [td]Rank 4[/td]
       [td]Passively converts 10% of defensive stats to respective
       offensive stats.[/td]
       [td]Each third successful attack deals double damage.[/td]
       [td]4 Assistants.
       5% of damage dealt by Assistants heals the Dominator.[/td]
       [td]While Unstoppable, can deplete all Momentum to create
       temporary copy of character, lasting two turns.[/td]
       [/tr]
       [tr]
       [td]Master Rank[/td]
       [td]Deplete 5 Shields to recover 15% max health.[/td]
       [td]Successful attacks return half of their health costs.[/td]
       [td]5 Assistants.
       If 5 Assistants are present in battle, should 3 of them attack
       and damage as opponent in the same turn, the Dominator is able
       to escape the battle on that turn.[/td]
       [td]While Unstoppable, can deplete all Momentum to gain an
       immediate second turn. Their next turn, however, is
       skipped.[/td]
       [/tr]
       [/table]
       It should be noted that these effects only apply when the type
       is in play. For example, if a Master Rank Herculean lands three
       attacks that use the Conjurer type, the Stagger effect will not
       take effect. The attacks and techniques must also truly fall
       into the category of the types. They can't simply be labeled as
       such to gain their effects.
       #Post#: 9--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 18, 2014, 1:14 pm
       ---------------------------------------------------------
       Leveling
       Leveling itself is fairly simple. In addition to the stat points
       to place each time you level up and Ability Points at each even
       level, you are also able to gain additional Slots. Slots are
       required to be able to obtain new techniques. By default, you
       begin with 6 available slots. You then gain one additional slot
       at each odd level. At max level, lv20, that gives you 15 slots
       total. I will give a brief explanation of the different types of
       techniques.
       Trait: These techniques are always in effect. While their
       effects are not as potent as other techniques, Traits will give
       your characters a definitive field in general role-play and
       especially in combat. A character can only have a maximum of 5
       Traits.
       Special: These techniques are those that do not cause direct
       damage. Instead, they have powerful effects to dictate the flow
       of battle. Specials often assist allies or can have no effect on
       their own, but work in conjunction with other abilities.
       Active: These techniques must be activated and cause direct
       damage. While not at potent as Specials, Actives are capable of
       having additional effects.
       Ultimate: The granddaddy of them all. The Ultimate is the
       defining characteristic of your character. Only one Ultimate is
       allowed per character and it is not gained until lv5. Ultimates
       are how your character will display their true strength. As
       such, whether in role-play scenarios or combat, using an
       Ultimate more than once will incur penalties to rewards that
       increase the more times it is used.
       #Post#: 10--------------------------------------------------
       Re: The Way the Cosmos Work
       By: PerrythePlatypus Date: January 18, 2014, 8:10 pm
       ---------------------------------------------------------
       Role-Play
       These are not so much as rules, as it is to let you know just to
       what extent you can go with things. Our stories will span
       galaxies. Just how many remain entirely up to us. You can create
       any kind of character you want, creating new races as well as
       their home planet. If you see a race and planet you like from a
       player, you must ask that player for permission if you wish to
       use them. As they are the originator of the race and planet, you
       must follow their rules and limitations. That is to say, you
       have free reign over the actions of your character, but if, for
       example, the race had an aversion to sunlight, then you would
       also have this weakness. If the originator declares themselves
       some important person on their planet, you must also play it as
       such. Continuity is the name of the game.
       As players achieve some amount of fame, forge alliances and even
       gain followers, they will be permitted to create their own
       planet. Whether this is their home world, a world they have
       conquered or a newly discovered planet is all up to them. It
       will serve as the base of operations for their team. As of now,
       there won't be any bonuses aside from being able to call allies
       when teaming up. This will change after I see exactly how we all
       play. The rules will also be updated and evolve as our
       experiences do. For now, this is all you need to know. So let's
       begin the epic saga that is The Cosmic Frontier!
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