The System
Innate System: The System is innate, and presents itself in a fashion that gives the life-form the greatest ease of understanding while presenting as much information as possible. Thus the System tends to be very subtle in it's workings.
Stats: it measures the stats of creatures and items, in their innumerous inclinations, and natural abilities. in the fashion of a static number 0-∞,
Skills: Category(1-6):Topic(1-6): Skill (1-6): Skill Level (1-6): Specialty (1-6) all learned abilities.
Black King of Experience: A number used for a source of progress, no current uses, but it's increases are constant. so long as they are successful, and measured by Time, Difficulty, Reward, Risk(losses if unsuccessful), and class relation.
White King of Luck: A Balancing Force used by Creatures. This ensures good, and bad luck balances out for life, along with being used for certain abilities.
Magic: The Basis, of a lot of extraordinary abilities life and thing possesses, a basis for a lot of the abilities down below.
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Structure Magic Pertinent to Wizards, Magi, Priests', and Champions.
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Bjorn Observes Everything, Thackus Observes Magic and Science
Leveling: The Most major use of experience, this allows people to improve their stats, skills, heal themselves, and gain perks whenever they accrue enough experience.
Perks: Randomly Generated means to create an improvement based on their base capabilities 6 are offered each time. Be it improving a specific skill, or a new ability altogether.
Ayrmith's Guidance: Ayrmith guided the slimes, nearly destroying their minds as a result.
The Sixteen Classes Offered Every Creature...
Each class possesses a natural Stat focus, and many have abilities related to them, even if they themselves are not exclusive with the abilities.
Priest: Intimidation and revolution
-By Faith in, and powers granted from the Diety they serve.
-Faith in Ideals: The Priests path of power is through ideals working under ideals set forth by the Gods.
--Dadacar's Ideal: Conflict, War for violent conflict, and Confrontation for nonviolent Conflict.
--Thackus's Ideal: Virtue, The path of life to get to the Afterlife.
-Soulfire: Priest's Can burn souls to create soulfire.
--Humilis and Pax's Ideal: Compassion, care for others.
Transmuter: Intelligence and Charisma
-Transmutation Magic: Allows the transmutation of substances to another, water to rock, wood to dams.
-Spell-lists and replicable tricks in transmutation magic.
Bards: A subclass of Transmuters meant to spread joy to the masses.
Sorcerer: Random Stat increases/The Source
-The Source: Superpower mutations that can happen in creatures that possess special mitochondria
-The Source's Mandate: Mandates all living creatures, aside from Firebirds have mitochondria
-Can use the Words of Power, to a lesser degree compared to the Wizards.
Farmer: Encumbrance and Farming
-Mutation: When a creature has enough luck, and desires to be different it changes in some random way.
-Mutation-Ordering: This stabilizes mutations in intent, or stopping it based on several factors; Sentient's Faith, Happiness, Thriving populations.
-Genes: Slows Mutation down, and makes mutations of minor scale more likely than major variants.
-Genetic Modification: Where Mutation is self-driven and erratic change, this is guided change to another they care for allowing for great and frightening lifeforms to emerge under the guidance of another.
Wizard: Intelligence or Wisdom/Words of Power
-Source of Power: Words of Power: The Source for the Words of Power
-By study, and learning. Through spells that require Words of Power
Words of Power: All Thackus Acts, gain a corresponding Word of Power with it.
-Draconians: create mini-draconians who serve for a bit, before living in the wild.
-Electricity: lightning bolts
-Fire: Firebolts
-Water: provide potable water
-Canines:
-Coral:
-Superpowers in Mitochondria:
-Imbue life with Mitochondria:
-Create emotions in all creatures:
-Corrupted Archive: Teleports Target to the Archive.
-Old Speech:
-Thackus Sought Knowledge of Magic and Science: Spell of Omnilegence
-Paradise: Random Beneficial Boon
-Medicinal Plants: Create Random medicinal plant
Subclass: Witch more alchemy focused, with less spells.
Magus: Strength & Intelligence
-By study, and learning. Through spells that require verbal, somatic, and/or material components
-Can Use Wizard Incanatations, but don't have natural affinity for them.
-Dark Ritual of Darkness: Those with access to the scroll can learn to manifest control over darkness, at ever-increasing degrees along with their level.
Gambler: Luck and Gambling
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Betting: Allows people to stake anything they possess including their very souls on any endeavor facilitated by a Gambler.
Monk: Wisdom, Meditation
-Qi: life energy in all creatures accessed through will and meditation.
-Monks Specialize in the humble Labors: they can gain great skill in simple jobs.
-Coatls Evolve Through the Qi.
-Monk's Insight: When they meditate they receive visions on new innovations for their craft.
Trickster: Luck and Deception
-Duplication: The Name itself doesn't do what the ability does any real justice they are able to select future selves. This seems to happen in three major ways one setting themselves up for a path of success in some endeavor, Two seeing major events that will happen in the future, or 3 creating clones of themselves potentially allowing duplicate items to emerge with those clones. As such Tricksters are very good at dealing with extremely risky endeavors.
Lawbringer: Wisdom and the rites and duties of a Judge
-Penance: The Ability of Control over Wrongdoers so long as they are proven of their crimes in some fashion.
Ayrsmith: Dexterity and Gravity Magic
-Gravity Magic: Magic designed to sustain the chessboard and prevent its decay, possesses an alternative gravity, affecting objects near it, than standard objects, present in chessium.
-Sub-System World(Controlled by Tempest): Access to worlds that allow things and people to improve by adventuring.
-System Information Path: Allow to see the code of the system.
Champion: Strength & Wisdom
-by Faith in, and powers granted by the Diety they serve.
Shifter: Change
Druid: Nature, Charisma
-Nature Magic: Allows the user to manipulate plants, animals, and non-sentient life in some form.
Elemental Lord: Charisma and Management
-The Primary Elements: Light, Darkness, Creation, Destruction, Fire, Water, Earth, Air, Nature
-Elemental Evolution: An Exclusive variant to slimes, makes slimes elementally aligned, and not a part of the normal mutation/evolution path.
-Elemental Cultivation: cultivating increases their elemental energy, gaining resistance to their element, manifesting their element, the pace is based on how much focus and amount of the element is present near them.
-Elemental Evolution Path: Guides life to becoming more elementally aligned the path being; Minor, Greater, Major, Pure, True Elemental; requires elemental energy.
-Elemental Gateways: This allows people to use their respective elements to teleport to other sources of it.
-His cultivation increases his charisma, and can compel creatures or cultivators to follow him.
Earthen Defender: Defense and Force Field Magic
-Forcefield Magic: A Repulsive force, a reaction between moondust, and chessium used to keep the moons in balance.
-Force Field Items: Defenders can use moon dust to create special items utilizing force in special ways, it is currently being underutilized due to the Dangers of the World.
Monster A Class of unknown make, it is foreign to all things, and exists only in the subsystems.
White Rook | Priest | Transmuter | Black Rook |
White Knight | Sorcerer | Farmer | Black Knight |
White Bishop | Wizard | Magus | Black Bishop |
White Queen | Gambler | Monk | Black Queen |
White King | Trickster | Lawbringer | Black King |
White Bishop | Ayrsmith | Champion | Black Bishop |
White Knight | Shifter | Druid | Black Knight |
White Rook | Lord | Defender | Black Rook |
This message was last edited by a game editor at 18:47, Sun 03 July 2022.