FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:18:26 GMT -5 |
Post by ERIS on Dec 7, 2015 19:18:26 GMT -5
[googlefont=Quicksand] instruction manual
table of contents I. INTRODUCTION 1. Welcome
II. CHAMPIONS 1. Information 2. Races
III. CLASSES 1. Information 2. Class Creation
IV. LEVELING 1. Information 2. Experience 3. Leveling Chart 4. Ranks 5. God Titles
V. SPECIAL ABILITIES 1. Information 2. Ability Creation 3. Learning Abilities 4. Ability Types
VI. STAT INFORMATION 1. Basic Stats 2. Advanced Stats
VII. EQUIPMENT 1. Information 2. Enchantments
VIII. HACKSILVER 1. Information 2. Commerce
X. COMBAT GUIDE 1. Introduction 2. Expanded 3. Status Conditions 4. Dice 5. Death
XI. FAQ
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:19:18 GMT -5 |
Post by ERIS on Dec 7, 2015 19:19:18 GMT -5
[googlefont=Quicksand] instruction manual
introduction DEATH IS NOT AN END, BUT A BEGINNING. In the afterlife, a soul finds itself in a position that it could not of predicted in life. At times they are simply recycled, but in other instances, they rise up and take form, becoming champions and potentially permanent residents of the afterlife. These souls are given a comfortable life, and even a chance to ascend to godhood.
However, like all things in life, and now so in death, there is a catch. The only way to ascend is by participating in a world-spread game of battle royale dictated by Death herself. One must devour souls to advance in a cruel world full of strange monsters and other deceased souls.
In such a world, it is truly kill or be killed.
Welcome to Paradise.
After reading this easy-to-follow guide, you will have a firm grasp on all of the systems and technical aspects of the site.
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FINAL BOSS
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SOUL TRACKER
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PLAYED BY ERIS
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Dec 7, 2015 19:19:33 GMT -5 |
Post by ERIS on Dec 7, 2015 19:19:33 GMT -5
[googlefont=Quicksand] instruction manual
champions A "Champion" is an umbrella term coined by Death that refers to every soul that has been deemed worthy enough to manifest in the afterlife rather than suffer the fate that all other souls are inevitably bound to experience. The requirements to become a Champion are vague and not easily understood, as a myriad of deceased spirits – ranging from noble kings and wise spiritual leaders to ruthless warlords and cutthroat mercenaries – have found themselves on the receiving end of Death's "blessing". Even the common human is not exempt from the possibility of being chosen at the end of their mortal life. Upon manifestation in Paradise, every Champion is possessed of a corporeal body not dissimilar to the one they possessed in life and will find in their ownership two, lesser souls pulled from the depths of Tartarus. The concept of immortality is skewed in the afterlife, as those who are physically killed will immediately reincorporate themselves after a brief period of time elapses, subsequently consuming one of the souls in their possession to sustain the existence of their own. So long as they have at least one soul – their very own – Champions cannot actually die in Paradise. Needless to say, Champions that lose their final, remaining soul will be eliminated from Paradise altogether and will be sent down to Tartarus where they, too, will be recycled for usage in Death's twisted game. II. NOTABLE RACES In the afterlife, there tend to be a number of alien races alongside humans, as Paradise is a universal resting place for all life in the universe. A few notable races are listed below, but feel free to create your own - races have no statistical benefits, after all. Humans
The most common race. They usually originate from Earth, but humans have been known to develop on other planets, something that also makes them the most culturally diverse of any race. Greenskins
Greenskins are a common term for any goblinoid race. They usually have a savage and rugged way of life, making even the smaller of the kin naturally stronger than a human. What they get in strength they lose in intelligence, however, effectively making them one of the least intelligent alien races. Greenskins can be anything from goblins and orcs to ogres and trolls. AngelsAngels obviously do not come from heaven, as such a place does not exist in this universe, instead being replaced by Paradise. Angels are actually a race of winged humanoids hailing from a distant alien world. They are intelligent and space-faring, though physically frail. DemonsDemons are similar to angels, though they come from an alien world on the opposite side of the universe. Demons greatly vary in appearance, some being nothing more than small imps, and others being the large devils we often think of when the word "demon" is brought up. They are slightly more advanced than humans, but live a warlike life, often dying in battle at young ages. World EaterA World Eater is a special race. Their planet was destroyed long ago, forcing them to travel the stars in large spaceship fleets. They live a life of raiding planets, stripping them of their resources and killing or enslaving the people of the land, making them one of the most feared and vicious races in the universe. They are often very alien in nature, usually having slender insect-like bodies with elongated heads. They are mostly incapable of speech due to lack of interaction with other races, and their high-adaptability has made them forget their native language over generations. A World Eater is notorious for being hellishly hard to bring down, as they can breath in the vacuum of space, underwater, and can live until their head is severed. It is not recommended to start as a World Eater as the odds will be against you in Paradise. ParasiteParasites are the most varied of any race. They have no definite form and appear as many different things, though one thing is common in all of them: they need to attach themselves to another race to survive. For this reason, Parasites never have colonies of their own and their homeworld is unknown, if one even exists. They sometimes make their way to Paradise upon death, but often quickly die if they are unable to attach themselves to another soul quickly enough. When they do accomplish this, they often take total control of the host body, or form a symbiotic relationship with it if the soul has a strong enough will. Parasites are not recommended to beginners, as the odds will be against you in Paradise. BionicsBionics were a race of humans who abandoned their humanity in technological pursuit. They found a way to live without their bodies, moving their brains and hearts into mechanical husks. Of course, as one might imagine, this poses a complication when they ascend to paradise. They are often left as nothing but a beating heart and brain, and quickly die. However, some of these Bionics were able to be saved, being transplanted into Paradisian machines and robots. Unfortunately, this is at great cost; they completely lose their free will and are forced to serve Death. They are used as her common troops and law enforcers, and are strictly an NPC race.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:26:25 GMT -5 |
Post by ERIS on Dec 7, 2015 19:26:25 GMT -5
[googlefont=Quicksand] instruction manual
classes Similar to what you'd find in a typical RPG, classes are a special title or role that your character fills which usually come with an established set of abilities and characteristics that make them unique. Here on Paradise, however, you as the player are given complete control over what class your Champion is meant to fill; whether it be something traditional like the Warrior or Rogue, or something even more flamboyant and dramatic such as a Psionic Lord or a Superstar. It is entirely up to you. The only restrictions regarding classes, mechanically speaking, regards the category that your chosen classes will fall under. There are three different varieties of class category, each possessing their own unique benefits that give the Champion an edge over the others to some extent. Every class, regardless of what it may be, bestows the Champion with a free Perk that does not fall under a specific category, which provides them with a slight bonus or enhancement that further boosts their odds of survival in the afterlife. II. CLASS CATEGORIES Every class will fall into one of three categories; there are no exceptions to this rule. However, the player will have complete control over what category their chosen class falls under. Once this is done, the choice can never be unmade. Choose wisely: CombatRelying on a brute force approach, raw offense and peerless defense are what Combat classes capitalizes on. Of all the three categories, these are the brawniest in terms of pure physical power, relying on heavy strikes and enhanced defensive skills in favor of parlor tricks or sleight-of-hand. Combat classes begin with an additional 100 Hacksilver to spend at their leisure, as well as 4 extra Skill Points to distribute among their primary scores. TechniqueMasters of speed, stealth, and subtlety, these are the strengths of the Technique classes. Above all else, they are prepared: this category places high emphasis on maintaining a perfect balance of natural skill and learned abilities in order to make quick work of their targets. Their reliance on tricks manifests itself in their starting bonus, as they are the only category to begin with a Perk – and not just that, but two of them. These may be created at the player's discretion, unlike any other Perks that are purchasable. MagicalDespite their frail statures, the Magical classes more than compensate for this with their unparalleled understanding and mastery over the arcane forces around them, raining down matchless power over their foes. Their greater intellect allows them to learn a much broader variety of special abilities than any other category and at a more rapid speed, and also imparts a permanent 5 point bonus to their starting Mana pool.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:30:25 GMT -5 |
Post by ERIS on Dec 7, 2015 19:30:25 GMT -5
[googlefont=Quicksand] instruction manual
leveling The term "leveling" refers to a Champion's development in mind and body, and is accomplished by participating in social threads and combat encounters. Levels – numerical values that depict your character's total growth and the power they have accrued – are gained through the acquisition of Experience, which in turn can be achieved numerous ways. When a sufficient number of levels have been reached, a Champion will undergo various stages of apotheosis and ascend through the ranks of divinity. Level is at times referred to as LV. II. EXPERIENCE Experience points, henceforth referred to as "EXP" for short, is the general reward for participation here in Paradise, and largely goes towards increasing your Champion's overall strength. It should go without saying that those who earn more EXP are likely to accomplish far greater things. - Every post that is made in-character earns you 20 EXP.
- At the conclusion of any thread, an additional 10 EXP is rewarded for every 100 words that player has posted throughout its duration.
- Killing another Champion or an NPC unit will net the victor a sum of EXP determined by staff.
III. LEVELING CHART 2nd Level
| 100 EXP
| +2 SP
| 3rd Level
| 220 EXP
| +3 SP
| 4th Level
| 340 EXP
| +2 SP
| 5th Level
| 460 EXP
| +2 SP
| 6th Level
| 580 EXP
| +3 SP
| 7th Level
| 700 EXP
| +2 SP
| 8th Level
| 820 EXP
| +2 SP
| 9th Level
| 940 EXP
| +2 SP
| 10th Level
| 1,050 EXP
| +5 SP, RANK UP
| 11th Level
| 1,170 EXP
| +2 SP
| 12th Level
| 1,290 EXP
| +2 SP
| 13th Level
| 1,410 EXP
| +3 SP
| 14th Level
| 1,530 EXP
| +2 SP
| 15th Level
| 1,650 EXP
| +3 SP
| 16th Level
| 1,770 EXP
| +2 SP
| 17th Level
| 1,890 EXP
| +2 SP
| 18th Level
| 2,010 EXP
| +3 SP
| 19th Level
| 2,130 EXP
| +2 SP
| 20th Level
| 2,400 EXP
| +4 SP RANK UP
| 21st Level
| 2,560 EXP
| +2 SP
| 22nd Level
| 2,720 EXP
| +2 SP
| 23rd Level
| 2,880 EXP
| +3 SP
| 24th Level
| 3,040 EXP
| +2 SP
| 25th Level
| 3,200 EXP
| +2 SP
| 26th Level
| 3,360 EXP
| +2 SP
| 27th Level
| 3,520 EXP
| +4 SP
| 28th Level
| 3,680 EXP
| +2 SP
| 29th Level
| 3,840 EXP
| +2 SP
| 30th Level
| 4,000 EXP
| +5 SP RANK UP
| 31st Level
| 4,200 EXP
| +2 SP
| 32nd Level
| 4,400 EXP
| +2 SP
| 33rd Level
| 4,600 EXP
| +4 SP
| 34th Level
| 4,800 EXP
| +2 SP
| 35th Level
| 5,000 EXP
| +2 SP
| 36th Level
| 5,200 EXP
| +4 SP
| 37th Level
| 5,400 EXP
| +2 SP
| 38th Level
| 5,600 EXP
| +2 SP
| 39th Level
| 5,800 EXP
| +2 SP
| 40th Level
| 6,000 EXP
| +4 SP RANK UP
| 41st Level
| 6,300 EXP
| +2 SP
| 42nd Level
| 6,600 EXP
| +2 SP
| 43rd Level
| 6,900 EXP
| +2 SP
| 44th Level
| 7,200 EXP
| +4 SP
| 45th Level
| 7,500 EXP
| +2 SP
| 46th Level
| 8,000 EXP
| +2 SP
| 47th Level
| 8,500 EXP
| +2 SP
| 48th Level
| 9,000 EXP
| +4 SP
| 49th Level
| 9,500 EXP
| +2 SP
| 50th Level
| 10,000 EXP
| +6 SP RANK UP
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IV. RANKS In tandem with a Champion's level, they are also categorized by a series of Ranks. These are a universal measurement of power that determines what your character is capable of doing, rather than a reflection of their actual power rating as their numerical level suggests. All of Death's Champions will be marked and monitored on the Global Ranking Board. In finer detail, Ranks determine what kind of special abilities they are able to learn and the variety of equipment that is available to them; this will be explained in later sections. But most importantly, Ranks place a limit on how high their respective skills can be before they reach their score cap. These caps cannot be bypassed except by way of temporary enhancements granted through special abilities. The caps for each rank are listed below. Rank I - 18 Rank II - 36 Rank III - 54 Rank IV - 72 Rank V - 90 V. GOD TITLES Upon reaching Rank V and Level 50, a Champion will be granted the right to ascend to the echelons of godhood. By way of divine intervention, a qualifying character will be given a challenge that they must pass for them to be granted their rightful place in the Pantheon. Upon successful apotheosis, your character will earn a title with basis in mythology or religion, along with an additional Class to reflect their new, godly identity. In addition, they are granted exclusive permission to break one of their skill scores beyond its established cap, with the exclusion of Agility.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:31:06 GMT -5 |
Post by ERIS on Dec 7, 2015 19:31:06 GMT -5
[googlefont=Quicksand] instruction manual
special abilities Special Abilities, often colloquially referred to as "Spells" for the sake of brevity, are amazing and spectacular feats that require the expenditure of Mana points, or "MP", to execute. While many of these have the potential to be magical in their very nature, any skill or technique that requires MP to activate or utilize are all treated as a special ability, and each and every last one has the potential to turn an encounter in your Champion's favor. II. ABILITY CREATION Here at Paradise: Limbo, we allow users to create Champions with fully original attacks and spells at their disposal. Fully customized Abilities must follow a set of creation guidelines and requires your best personal judgement when they are made; deliberate attempts to make truly unbeatable combinations are frowned upon here. Unless your Ability is proven to be too broken for practical use, staff members will definitely go the extra mile to iron out any wrinkles they may have in the event an Ability is denied for whatever reason. To avoid the dreadful situation of entrapment in a loop of constant denial, please remember the following guidelines: - Special Abilities cannot inflict damage exceeding your Champion's Special score.
- Special Abilities must cost at least 1MP to activate. Nothing is free, after all.
- A "snare" effect generally adds 2–5MP to its total cost.
- "Stun" effects are pricier and will add around 5–10MP to the total cost.
- Any other status condition, such as "life leech", "blind", or "silence", will typically add their numerical values to the Ability's final Mana cost.
- A good formula for balanced mana cost is damage/2+Status Condition cost.
Special Abilities all have a Rank attached to them, similar to how a Champion's status in Paradise is measured by Rank. This indicates the range of power that Ability projects. As a rule of thumb, Abilities with lower Ranks will be significantly weaker than those with higher Ranks; this will be taken into account when a Champion's Abilities are being judged. Your Champion cannot possess Abilities with a Rank higher than their own. III. LEARNING ABILITIES Special Abilities are not purchased in shops and markets like most items a Champion uses. Instead, these are learned naturally over time through the level-up process. Each category of Class learns Abilities at varying intervals, with Magical Classes acquiring the most amount of Abilities in the shortest possible period of time, whereas Combat Classes do not learn very many and do so in much slower increments. At certain levels, a Champion gains one Ability Point to spend as they choose. These can be used to learn an entirely new Special Ability altogether, or to increase the Rank of an existing one and therefore boost its power.
| Combat | Technique
| Magical | RANK I
| Free
| Free | Free | 2nd Level
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| +1 Ability Point
| 3rd Level |
| +1 Ability Point |
| 4th Level |
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| +1 Ability Point
| 5th Level | +1 Ability Point
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| 6th Level |
| +1 Ability Point | +1 Ability Point
| 7th Level |
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| 8th Level |
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| +1 Ability Point | 9th Level |
| +1 Ability Point
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| RANK II
| +1 Ability Point |
| +1 Ability Point | 11th Level |
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| 12th Level |
| +1 Ability Point
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| 13th Level |
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| +1 Ability Point
| 14th Level |
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| 15th Level | +1 Ability Point | +1 Ability Point
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| 16th Level |
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| +1 Ability Point
| 17th Level |
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| 18th Level |
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| 19th Level |
| +1 Ability Point | +1 Ability Point
| RANK III
| +1 Ability Point |
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| 21st Level |
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| 22nd Level |
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| +1 Ability Point
| 23rd Level |
| +1 Ability Point |
| 24th Level
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| 25th Level
| +1 Ability Point
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| +1 Ability Point
| 26th Level |
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| 27th Level |
| +1 Ability Point
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| 28th Level |
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| 29th Level
| +1 Ability Point
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| +1 Ability Point
| RANK IV
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| 31st Level |
| +1 Ability Point |
| 32nd Level |
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| 33rd Level | +1 Ability Point
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| +1 Ability Point
| 34th Level |
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| 35th Level |
| +1 Ability Point |
| 36th Level |
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| 37th Level | +1 Ability Point
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| +1 Ability Point
| 38th Level |
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| 39th Level |
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| RANK V
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| +1 Ability Point |
| 41st Level | +1 Ability Point
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| +1 Ability Point
| 42nd Level |
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| 43rd Level |
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| 44th Level |
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| 45th Level | +1 Ability Point
| +1 Ability Point
| +1 Ability Point
| 46th Level |
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| 47th Level |
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| 48th Level
| +1 Ability Point
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| 49th Level
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| 50th Level
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| +1 Ability Point
| +1 Ability Point |
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:31:48 GMT -5 |
Post by ERIS on Dec 7, 2015 19:31:48 GMT -5
[googlefont=Quicksand] Basic Stats, also sometimes known as Skills, are primary factors in both basic combat functions and determining Advanced Stats. An explanation of each is explained below. Power (POW)Measures a character’s physical abilities, and plays a major role in how much damage their basic attacks will inflict on enemies. Defense (DEF)Represents a character’s physical endurance, and is crucial for mitigating any damage that is received in battle. When calculating damage, one subtracts half of their Defense value from the opponent’s Power score. Agility (AGT)Determines a character’s mobility on the battlefield and general acts of dexterity. Plays a valuable role in determining the character’s Dodge Rate. Special (SPC)Indicative of a character’s intellect and their aptitude for the magical arts. Upon activating a character’s abilities, one may spend twice that ability’s Mana cost to add their Special score onto that ability’s damage for that turn. Characters are not permitted to have abilities that inflict more than their Special score plus five in damage. II. ADVANCED STATS Advanced Stats, or sometimes known as Advanced Skills, are a special set of secondary statistics that serve as important combat functions. They are figured through your champion's basic stats with a few easy to use equations. An explanation of each Advanced Stat is below. Health (HP)A measurement of your character’s vitality, their energy to fight. Taking damage depletes this number, and restorative abilities and items may increase it. When a character’s health falls to zero, they have been killed. A character’s Health score is determined by adding their Power and Defense scores together. Mana (MP)A pool of resource points that can be spent to activate a character’s abilities, and also plays a role in how many times they are able to cast specific abilities during an encounter. Depleting the Mana pool prevents a character from activating abilities or performing a Special Evade. A character’s total Mana pool is twice their Special score. Dodge Rate (DR)A character’s aptitude and capacity for performing evasive maneuvers. This score is determined by the character’s full Agility score. In order to successfully avoid an attack, one must roll a die to determine if they are able to evade damage, and must land on a number equal to or lower than their Dodge Rate to successfully avoid harm. Rank I characters must roll 1d20; Rank II characters will roll 1d40, Rank III characters roll 1d60, Rank IV characters roll 1d80, and Rank V characters roll 1d100. Example: a Rank I character with a Dodge Rate of 8 must roll 1d20 and land on an 8 or lower in order to successfully evade the attack. Special Evade (SE)A secret dodge mechanic that may be utilized as a last resort evasion when your character’s Dodge Rate cannot properly get them out of harm’s way. To perform a Special Evade, one must pay a sum of Mana equal to half of their character’s Special score, rounded down, then adds this value to their Dodge Rate. Special Evades may only be performed once per thread. Critical Strike (CS)An attack that inflicts far more damage than it would under normal circumstances. Each time your character performs an attack, a die is rolled to determine whether or not that character will land a Critical Strike. The odds of inflicting one are equivalent to a quarter of your character’s Power score, rounded down, and the results of the die roll must be equal to or lower than this value in order for a Critical Strike to take effect. A successful roll will increase the damage inflicted by twice its original amount. Rank I characters must roll 1d20; Rank II characters will roll 1d40, Rank III characters roll 1d60, Rank IV characters roll 1d80, and Rank V characters roll 1d100.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:32:16 GMT -5 |
Post by ERIS on Dec 7, 2015 19:32:16 GMT -5
[googlefont=Quicksand] instruction manual
equipment Equipment is a general term used in Paradise to refer to any sort of weapon, armor, or just basic clothing that your champion utilizes. It is what earned Hacksilver is primarily used on, and for good reason, as each piece of equipment increases your character's stats by a certain amount. To find out more about equipment and to make purchases, check out the SHOPS. II. ENCHANTMENTS Enchantments refer to embedding your equipment with magical properties, something that can be done in a similar way to purchasing or upgrading equipment. Doing so grants the equipment special properties and effects, usually passive in nature, that enhances your character in ways beyond standard statistical increases. Enchantments, much like Special Abilities, have Ability Types and must be categorized into one in order to be usable.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 19:32:40 GMT -5 |
Post by ERIS on Dec 7, 2015 19:32:40 GMT -5
[googlefont=Quicksand] instruction manual
hacksilver Hacksilver, sometimes referred to as HCKSLVR, is the general currency used in the afterlife. It is used from common purchases such as groceries to gambling. It was not issued by Death herself but has been a system that has been in places for countless eons to replicate the systems used in the living world. Hacksilver takes the form of small coin-shaped pieces of silver with rough unsymmetrical edges. HCKSLVR is earned through a variety of methods, as listed below: - Each post nets your champion 10 Hacksilver.
- Completing quests and dungeons nets your champion a preset amount of Hacksilver.
- In some areas, gambling games can be played to attempt to increase your gains.
- Plot events often net a large amount of Hacksilver.
II. COMMERCE As mentioned before, Hacksilver can be used in a variety of ways in Paradise. The most common ways that your champion will be spending Hacksilver is in the Equipment Shops; which allows your character's power to increase through skill boosts, enchantments, and special perks. Players can sell their unused equipment in either the TRASH SHOP or by using the SCRATCHLIST system, and they can even set up shops using purchased equipment with the MARKET system.
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 20:06:35 GMT -5 |
Post by ERIS on Dec 7, 2015 20:06:35 GMT -5
[googlefont=Quicksand] instruction manual
combat guide It may have revealed itself to you throughout the course of your reading this manual, but Paradise: Limbo relies heavily on a numbers and statistics-based form of combat, very much like a traditional RPG would. Encounters between other player characters and NPCs are specifically formulated for ease of learning and smoothness of operation. We highly recommend that you take the time to understand how our statistics systems work before continuing further. If, at any point in time, you feel as though this explanation leaves you more confused than before, or if something hasn't been properly clarified or elucidated upon, feel free to PM a staff member and we will be happy to explain for you. II. EXPANDED This particular section of the manual focuses predominately on how our site's battle system operates using the established statistical parameters. A better outlook on these mechanics can be found under the guide VI: Stat Information. An encounter first begins between either two player characters or a staff-controlled NPC. When the challenge is issued, the battle officially starts. The first attack is determined largely through the roleplay setting, and will ultimately fall under similar logic when determining the encounter's initiator. A character who ambushes another character will gain initiative and be allowed to deliver the first strike –– but bear in mind that doing so does not provide any substantial bonuses other than landing first on the turn order that will soon follow. This is the first turn. Each participant's turn is composed of a single, successful action that contributes to the progression and eventual conclusion of the encounter. [ will be edited later ] Player 1, who had the first strike of the battle, makes his move. First, he rolls for Critical Strike by inserting a dice into his post and rolling for the variable 1-100, then he makes his post. Player 1 does not have to roll for a dodge, as they were not attacked yet. It is important to clearly state any Special Abilities or otherwise that you made in your post. If a Critical Strike was made, Player 1 would have to edit his post to state so. After Player 1 has posted, Player 2 then makes her move. This is where things might get a little confusing, so try take careful note of this section. First, Player 2 rolls for her dodge, which is done by rolling a dX based on your character's rank (see the Statistics section for more info). It is best to post simply with a roll at this point. Then, after her roll was made, whenever her character successfully dodged or not, she edits her post and makes her move. She then rolls for Critical Strike and makes her move. Turn one ends. Repeat these steps until one combatant is reduced to zero HP, or otherwise ends the battle. It should be noted that if both parties agree, battles can take place with purely statistical posts with a sentence of fluff material. However, regardless, it is highly advised to include your stats - or at least your HP/MP - at the bottom of each post in a combat thread.III. DICE AND YOU The usage of dice rolls on any text-based roleplaying forum can be an intimidating experience, but they offer a level of randomized fairness that cannot be found elsewhere. With a bit of practice and know-how, even our installed vDice plugin may prove to be an enjoyable experience in the later phases of your time here. The plugin is extremely simple to use: just create a brand new post, and then click the icon of a six-sided die at the furthest right-hand spot on the bar above the posting box (you can't miss it). Alternatively, you may use the following codes: Critical Strike: roll range="1-100" Dodge Rate (Rank I): roll range="1-20" Be sure to add brackets when using these codes. IV. STATUS CONDITIONS Status Conditions are predetermined here in Paradise, though you are welcome to suggest more to be added to the list by staff. They each have a special effect exclusive to them and are worthy looking into to enhance your character's utility and damage output. This is to make it easier to write abilities and for staff to judge them. - stun
immobilizes the target and prevents them from making actions, and reduces dodge rate to 0. - snare
immobilizes the target and reduces dodge rate to 0. - bleed
inflicts damage per post, weakens healing. - burn
inflicts flat damage over time, per post. - fear
lowers the target's power/agility. - rage
forces the target to attack. - confusion
adds a chance (varies by ability) that the target will hurt itself. - cripple
lowers the target's dodge rate. - sleep
immobilizes the target and prevents them from making actions, and reduces dodge rate to 0, but ends the effect when they are hit. - freeze
lowers agility/dodge rate. - piercing
ignores defense. - gore
probability of losing a limb. - poison
inflicts damage every turn, increases per turn. - electrocution
inflicts random damage with every action. - stealth
cannot be seen, increases dodge rate.
V. DEATH When your character dies, they lose a soul and re-spawn back in Asphol City. This is not usually a big issue, besides for being a traveling inconvenience. However, when a champion runs out of souls, they are then themselves returned to the life stream and cease to exist as they once have. At this point, they are out of the game. 1-100·1-20qrtyINKx
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FINAL BOSS
APPLICATION
SOUL TRACKER
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PLAYED BY ERIS
USER IS ONLINE
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Dec 7, 2015 20:08:24 GMT -5 |
Post by ERIS on Dec 7, 2015 20:08:24 GMT -5
[googlefont=Quicksand] I. UPON REACHING GODHOOD, WHY CAN'T MY CHAMPION BREAK THEIR AGILITY CAP? For the sake of balancing reasons, 100 agility, and therefore 100% dodge rate, is simply not something we want to see on this site outside of NPC characters, who even then have to follow certain regulations. II. WHAT ARE BOUND ITEMS? Bound items are items that can never be removed. This effect can be added on yourself, which also allows you to add one free enchantment onto it. Bound equipment is usually characterized by parts of a person's body and is not recommended for most characters.
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