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 Level System

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Zenjuro
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Zenjuro


Posts : 9
Join date : 2014-07-05

Character sheet
Level: 1
Zex: 500
Experience:
Level System Left_bar_bleue0/50Level System Empty_bar_bleue  (0/50)

Level System Empty
PostSubject: Level System   Level System Icon_minitimeThu Oct 16, 2014 12:42 am

[The Level System]



As you know, our characters strength is judged by levels on here.



-|Experience needed for each level|-

Everyone starts at level 1.
To get to level 2, you need:
50 EXP to level 2
60 EXP to level 3
70 EXP to level 4
80 EXP to level 5

Starting at level 6, it bumps up a bit more

110 EXP to lvl 6
140 EXP to lvl 7
170 EXP to lvl 8
200 EXP to lvl 9
230 EXP to lvl 10

Starting at 10, things get worse for you adventurers!

280 EXP to lvl 11
330 EXP to lvl 12
380 EXP to lvl 13
430 EXP to lvl 14
480 EXP to lvl 15
530 EXP to lvl 16
580 EXP to lvl 17
630 EXP to lvl 18
680 EXP to lvl 19
730 EXP to lvl 20

At level 20, every level takes +70 more EXP from the last

At level 30, every level takes +100 more EXP

At level 40, +130 more EXP

At 50, +160 more

At 60, +190

70 is the MAX level, if you make it here, congratulations!


After every level up, your experience is reset to 0. However, experience that goes over your required amount will be carried over.

Example:

You are 0/50 exp to level, you gain 70 exp
You are now 20/60.

That's the basic idea.


You gain one new skill every level up, you should state what TYPE of skill the skill is when you acquire it.
For reference, see below "Magic" under the "Stat power descriptions" section.


-|Stat gains per level |-

The basic stats are chosen by you. You get 24 points to spend on your stats, but no stat can go higher than 12 for your initial stats. After the 24 is spent on your starting stats, every level up you will get:

TEN STAT POINTS

These 10 points can be spent on ANY stat that you wish. HOWEVER!
You may not add more than SIX points into one stat per level. But you can
add none to a stat.

Example:
Level up!
+6 to STR
+0 to MGC
+4 to AGI

Or in a similar way

+4 to STR
+2 to MGC
+4 to AGI

Once you reach level 10, you're allowed to spend your stats however you please, even if you throw all 10 points into one stat!

Example:

+10 STR
+0 MGC
+0 AGI


The way your characters stats go, really depend on how you build.



-|Stat power descriptions|-

Strength -

0-10 Strength: You're fairly weak, you can punch, but your hits aren't very effective.
11-30 Strength:  You're of healthy strength. Not a powerhouse, but not a weakling either. You're at an average level of strength.
31-50 Strength: You're now a bit better than average, your punches can deal some heavy damage!
51-70 Strength: You're easily above average, a punch from you would be dangerous to anyone of lesser strength. You can almost punch a tree down!
71-90 Strength: Incredible strength and durability, people should fear your mighty muscles! Trees aren't a problem to you anymore.
91-110 Strength: Super-human strength, yet you still can't take down buildings.
111-130 Strength: Advanced super-human. You can easily put dents into the strongest metals in the world and not be hurt!
131-150 Strength: You can tear apart machinery with ease, and if you put enough effort, you could maybe destroy a building!
151-170 Strength: Machines and metals are just like dirt, pathetic! In an hour or two, you could take down a decent sized structure
171-190 Strength: Reinforced buildings are your only problem now! Also, you can take loads of hits and still be perfectly fine!
191-199 Strength: Demi-God strength, you're insanely hard to kill, and you can make the earth shake with your strength.
200(+) Strength: You are basically the strongest any one can be in the strength category, you can take an ungodly amount of damage and survive, it's nearly impossible to take you down, and you can easily destroy pure steel buildings with few punches.

Special:
500(+) Strength: You are an immortal with your vitality, you could easily take on one billion soldiers and live.. Your strength can practically break through to the center of the world with a simple punch, yet you're in control, so you don't have to worry about accidentally doing that.

This is special because the 500 has to be without counting any armor/weapon bonuses. It has to be completely natural to count as 500. Seeing how in total, you only get 714 stat points by level 70, you have to think seriously about throwing 500 points into one stat.


Magic -

Magic usage is based on your fatigue. Fatigue is measured by points. To cast skills, you use fatigue points. Your fatigue points are equal to your magic stat divided by 3 (rounded DOWN). Minimum of one fatigue point.


Skills:

Minor skills: Simple easy to use, utility spells. Spells like these don't damage, and can be cast 5 times before one fatigue point is spent. You can use any amount of minor spells in one post.

Basic skills: If it includes damage, or mitigating damage, it goes under this category of spell. Also, if the skill provides a BIG stat boost, then they would go here. Specifically, anything that gives 10+ to a stat. These take 1 fatigue point. You can use any amount of basic spells in one post.

Strong skills: Each character can only have 5 strong skills, and they have to wait 5 levels in between each learning of a strong skill. The battle-changing spells, they take up 10 fatigue points to cast. Strong skills can only be obtained at LEVEL 15 OR ABOVE. In a single post, if you use a strong skill, besides MINOR skills, it's the only spell you can cast.

Epic skills: Each player only gets ONE epic skill, however, when they level up they can boost the epic skill and/or change it. Epic skills can only be obtained at LEVEL 30 OR ABOVE. Epic skills take 20 fatigue points to cast, they should be even more powerful than strong skills - Blocking an Epic skill is considered suicide, unless you're prepared with a epic defensive skill or have over 200 strength. Items that block skills CANNOT be upgraded to block epic skills.


Note for people who do not use magic or do not want to get a skill costing fatigue:
Instead of magical skills, you can acquire 'techniques'.  If you have magic, you can still get techniques, but they count as a skill for anyone (magic or no magic).

Techniques are just defined abilities that someone can use. The general idea for techniques is so that non-magic users can
have something that's SIMILAR to skills. They're usually basic fighting moves just more defined, and can call upon a little extra strength or agility than the user actually has.

A good example would be a jumping uppercut slash. It's a basic attack, but when declared as a technique, it's a little stronger than normal, as it shows the user is more trained in that technique. So really, techniques are just trained fighting-moves.

And yes, they can have fancy names.



0-10 Magic: You seem to be fresh out of the magic-womb. your spells deal minor damage.
11-30 Magic: Someone's been studying! Your magic can wound fairly easily, but far from kill with a single hit.
31-50 Magic: Interesting. You can really make your spells deal some damage, yet you've got a long way to go!
51-70 Magic: Something to behold! Your spells are more extravagant than before, fearsome, almost, careful how much you cast, though!
71-90 Magic: A real magic scholar, you could cast a spell capable of killing a single man, simple, however dangerous for yourself.
91-110 Magic: You know magic like the back of your hand. You no longer fear casting death spells, but you may get tired if you cast powerful spells.
111-130 Magic: On your path to mastery! You could destroy a castle wall easily with your spells.
131-150 Magic: Small villages both love and fear you, you could probably flick your wrist and take them all out!
151-170 Magic: You're probably very well noted for your magic!
171-190 Magic: It's an honor to be in your presence! You are so talented, you can cast spells of incredible power, without tire!
191-199 Magic: You are a magic master. People praise you wherever you go, and also fear your immense power.
200(+) Magic: If you wanted, you could very well destroy the world, or repair it and give it life! Your power is unimaginable to all mortal beings.

Special:
500(+) Magic: If God had a rival other than the devil himself, it would be you. Miracles are a thing of the past at this point of magic. You could create another universe if you pleased. You have an incredible supply of magic, and with your power, even a simple fire ball could have the strength of a supreme skill. This level of magic is truly amazing power.

This is special because the 500 has to be without counting any armor/weapon bonuses. It has to be completely natural to count as 500. Seeing how in total, you only get 714 stat points by level 70, you have to think seriously about throwing 500 points into one stat.



Agility -


0-10 Agility: Your reaction time is bad, but you can still dodge if you're focused enough....maybe.
11-30 Agility: You're getting the hang of dodging and moving quick. However, you've got a long way to go!
31-50 Agility: Dodging isn't a problem for you anymore, but you're still pretty slow.
51-70 Agility: Your dodge ability is the same, but you can now run at a considerable speed.
71-90 Agility: You can run pretty freaking fast-and your reaction time is now absurd!
91-110 Agility: Your reaction timing is almost perfect! You can run great distances without tiring!
111-130 Agility: You can side-step and run in incredibly fast bursts, you're really fast!
131-150 Agility: You can dodge basically any attack, including bullets!
151-170 Agility: All your opponents can see when you move is a blur, however, your attacking could still be improved.
171-190 Agility: Your attack speed has improved greatly, you can put out plenty of hits in a single motion!
191-199 Agility: You're super fast in both speed and attack, and your dodging ability is insane!
200(+) Agility: You move with a blur, it's extremely difficult for anyone to guess your speed or movements. You're so ridiculously fast, an automobile doesn't have anything on you!

Special:
500(+) Agility: You are the element of light at this level of agility. You move at the speed of light, nothing can catch you, and when you move, you could cause a tornado. You can even move while in air you have such agility, such as jumping multiple times, almost appearing as if you can fly.

This is special because the 500 has to be without counting any armor/weapon bonuses. It has to be completely natural to count as 500. Seeing how in total, you only get 714 stat points by level 70, you have to think seriously about throwing 500 points into one stat.


-|Kami Tier|-

Kami Tier can be entered after you reach level 70.

Players who are in Kami Tier are the equivalent of gods, making them immortal.  This is the reason the following rules apply to the Kami Tier players:

Kami players can only fight against Kami players. They cannot merge with the lower-tier RP'ers, yet they can still RP in Plot-changing events.

There can only be THREE players in the Kami Tier at one time.

The alignments of the Kami players decide how the world is generally going at that time. This ranges from Pure Peace to Absolute Chaos. (Even in a state of pure peace, battles can still be fought, there's just no evil warlords - only bandits and monsters.)

If a fourth player reaches level 70 and wishes to enter the Kami Tier, they can do either of the following:
1) Spar with one of the current Kami's and win in order to enter the Kami tier. The Kami Tier fighter will be reduced to his basic stats for the duration of the fight, to make it fair.  If the Kami Tier is to lose, he/she is kicked out and the newcomer becomes a Kami.
2) A Kami Tier member chooses to step down and re-join the regular world.



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