Post by Master Admin on Jan 4, 2016 14:03:56 GMT -6
Semblance / Aura Type / Character Class
Addressing some of the more interesting and slightly problematic issues of Roll-Playing in the RWBY universe, I have compiled a set of rules and guidelines I feel make things clear, engaging, and not overly complex for story based combat and character driven tales.
Rules for Semblances:
A Semblance is basically a super power, and as such, you are free to make any sort of semblance you like assuming you meet certain qualifiers and remain within certain restrictions, to be listed as follows:
1. Thou shalt NOT becometh an ubermensch!
This means you can't be totally indestructible or never grow tired, or can fly like a bird (without external help) or read minds like the newspaper.
2.Thou shalt haveth up to a bi-modal power ONLY!
This means, your Semblance can have two parts or two forms or two modes or even two effects, but no more, and they must also be related to one other.
3.Thou shalt explain Thine Semblance in GREAT DETAIL!
Honestly, just do not be lazy about it. if you forget to list something or explain something, fine well and good, fix it and make sure you do so, either by editing your BIO or by answering questions as they are asked. Failure to do so will result in a penalty.
And now onto the next Subject; Aura Type.
Aura is an ability that all those with a soul can use, at least with enough practice. Because Aura is the manifestation of the soul, it can appear very differently depending on who is using it. For example, the color of Aura is different from person to person. Also, a person with a strong Aura may radiate bright colors when using it.
Aura can be used in a variety of ways, having been known to enhance attacks, increase defense, heal injuries, and even unlock the aura of others.
Now then, there are going to be quite a few ways you can choose to use it. I know that it seems mighty restrictive but Aura is just too vague at this moment, however as it becomes better defined within the show, then we will also define it better here.
You may choose one of the following:
These are your current options:
Physical - This is Auras ability to boost your Body's athletic value over the norm. What this determines is how much you can lift and how far you can throw it, or how fast you can run and for how far. For example, you can use your Aura to increase some two-part combination of your speed, strength, stamina or your durability. this can/will affect both attack and defense.
Mental - This is Auras ability to affect the mind. What this means, is that you can focus yourself, extend or enhance your senses, affect the minds of others or even create illusions with your Aura.
Salvation - This is your Auras healing value. This determines how much you could heal by. Smaller amounts heal minor damage while high consumption can heal larger ones. For example, using a small amount of Aura can heal a scratch on your hand while using a LOT of Aura can heal a gash across the chest, but not without a scar, of course.
And now finally Character Classes!
Your Character will start out with a single Class, and as you play and inter act, you will be allowed to add another Class to your Character, and they can have up to three different Classes they can or will act as, latter types added either by training, practice or necessity.
Choose your first class wisely!
Blaster – High Attack, Low Defense, Moderate Criticals, Varied HP & Specials.
Details: Focusing mostly on ranged attacks, Blasters can bypass any or all defensive measures, and does double damage when scoring critical hits against targets. Blasters are all about the “BIG O” aka offense, they are best used as the tip of the spear, and are vital to maintaining consistent pressure against advisory’s in combat, both directly, and indirectly, as the threat of an attack by a blaster should give any other player pause. Focused attacks have a higher chance of Critical Hit, but Area Of Effect attacks ignore more Defense, and cause more lingering damage and other possible effects.
Blocker – Low Attack, High Defense, No Criticals, High HP & Moderate Specials.
Details: Focused mainly on protection, Blockers can either deflect or absorb most attacks with little issue, and can even reflect attacks back at the attacker, or in the case of some specials, redirect the damage to an exact target or area, and can usually handle both ranged and melee attacks equitably, they can absorb part of an attack as HP and sometimes deal double damage against targets, but can take double damage from criticals performed by targets. Blockers are BIG D, aka Defense, they are essential to protecting yourself and are best used in the Defensive roll, when properly supported, Blockers can blunt the most savage of attacks, and even be used for covering more powerful attacks by the more offensively oriented classes, they also work very well with Healers to keep yourself in the game, and their melee attacks can sometimes be devastating.
Brawler – Moderate Attack & Defense, Varied Criticals, Low HP & High Specials
Details: A flexible class that can chain melee attacks or specials automatically, by primarily doing special damage very quickly, Brawlers get a free extra turn (to be taken at the players discretion) against Targets, or when using any sort of gear that increases the chance of critical damage, and get a bonus against blockers, however they cannot use specials against them. Brawlers are the down and dirty fighters you need when things go sideways, able to take the fight to the enemy and push forward no matter the tide of battle, Brawlers are invaluable in maintaining the momentum of fight in your favor.
Healer – Low Attack & Defense, Very High Criticals, Moderate HP & Varied Specials
Details: Focused mainly on restoring points, and adding temporary protection against lingering damage, Healers are at many times at the mercy of their fellows, given their low attack and defense, however they are focused in their moves, and can sometimes block, or cause massive damage under the proper circumstances, but their strength is in identifying and exploiting critical moments to aid allies and cripple enemy’s.
Lancer – Moderate Attack, High Defense, Moderate Criticals, Low HP, High Specials
Details: Focused mainly on counterattacks, Lancers are likely the easiest class to play as, with excellent defenses, and powerful specials, their one and only drawback is their low Hit Point value, however they balance well with Leaders, Blasters & Ravagers when attacking, and are a good fit with Blockers and Brawlers when defending. They will do double critical damage when counterattacking some attacks but can also take more damage when countered by others.
Leader – Moderate Attack, Defense & Criticals, High HP, High Specials
Details: Focused mainly on supporting the other classes, Leaders get the most out of the other classes by lending the bonuses of their heightened specials to their teammates, while still being useful and adaptive on their own. A good Leader is hardly the best fighter of a group or team, but rather the one who can get the most out of their friends, and can assess the battlefield in a moment, seeing what must be done and how to do it.
Ravager – Varied Attack, Low Defense, Very High Criticals, Low HP, Varied Specials
Details: Focused on ambushes, single attacks and traps, Ravagers are vital for winning the long game, especially when you are out gunned from the start, with their insanely powerful criticals, and focused specials, Ravagers are a useful class for the more strategically minded group who enjoys surprising others. Ravager’s excel at the sneak attack, and the trap, as well as misdirection, and they can complement Brawlers in a tight contest were doing the most damage matters. They also can work well with Blasters in the opening stages, opening targets up for massive follow up attacks.