|Welcome to Harper Region
With the cooling season of Autumn, Ice-types are starting to re-emerge from their hibernation as Ghost-, Normal-, and Flying-types swarm in the largest numbers they will all year. In comparison, wild Fire- and Bug-type populations are falling in number. The migration of Flying-types to the south in search of warmer weather has also started, as Istin City starts to re-freeze and Autumn marks the beginning of Cypwater Point's rainy season. Handlers and Rogues alike should be wary: Ghost-type powers are boosted during this season, at the cost of being more prone to their triggers.
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It's a box of spiders.
Total Posts: 2321
Member No. 1
Joined on 19-March 10.
Branson Faust, Rohesia Clements
| Character Aptitudes
Character Aptitudes are a way for players to measure and keep track of skill sets that are otherwise difficult to compare and define in RP. Things like skill with a sword, climbing ability, tactical thinking, and medicine that may have been learned along the road in your character’s life can be noted and referenced easily with this system so that they can be taken into account more effectively in threads and potentially net you some extra experience. Not only those kinds, but also less specific Aptitudes may be listed as the character’s occupation or past occupation, so that attempts to do things IC that can be related back and tied reasonably directly to an occupation may be met with more success. For example, a character who was previously a shepherd could have potential skill in warding off predators without a battle or at finding lost or strayed members of a group -- children, young pokemon, etc. On their profile, however, all that would be noted would be their past occupation. Aptitude Rankings
Aptitudes are all given a ranking to denote the level of skill a character holds in that field. These can be increased by development or freeforms and sometimes, though less commonly, through travels and training threads, and can be decreased by the same -- or by member request. This means that experience in using a skill counts. A sixteen year old message-runner-turned-Guardian would not have as high an endurance as a twenty four year old who had been raised or trained to Guardianship, for example. There is no limit to how many Aptitudes a character may have total, but when a character is applied for initially they may opt to make a note of no more than three Aptitudes, even if their history has potential to support more. Not all of these ‘slots’ need to be filled. They should be used as supplements to the character, not targeted goals to meet. Aptitudes for which the character has notably low skill are unlimited at starting.
- Aptitudes measure characters' skills to better employ them IC
- Aptitudes can be single skills or professional skill sets
- Aptitudes are ranked by your mod
- Aptitudes may be "trained" or improved upon IC in development, freeform, and sometimes training threads as well as travels
- Makes comparing skills between characters easier
- Can increase experience gain in fields of expertise to reflect that skill
- New characters get a maximum of three (3) average and above Aptitudes, but the player should not feel pressure to fill all slots. More can be added with little trouble over time
- Total aptitudes are unlimited
All of a character’s Aptitudes are ranked on a scale from 0-10, 0 being that the skill level of that Aptitude is abyssal (ex. 1 in swordplay means you’re more likely to cut your own neck picking up the sword than anything else) and can be used to potentially denote a disability or crippling injury’s influence. A mark of 5 would be considered of average skill, neither inept nor remarkably competent, and a rank of 10 would be complete mastery of the field.
Aptitudes that have an extremely low skill level (in the range of 0-1) are things that must be explained in a profile or via a development thread and a development thread only, with the sole exception being if the trauma itself occurs in a freeform (in which case that FF can be used). They can indicate that a character has become crippled recently, that a character has experienced trauma enough to form a mental block, or that a character has potentially been cursed or interfered with in some way by a pokemon or mage’s power.
For example, a recent loss of a dominant limb or hand may potentially drop an Aptitude in swordplay or art or music down to these levels, at least temporarily; a kidnapping or serious run-in or violation by a gang of thieves or some other sort of blackhand or a twisted pokemon might drop a character’s Aptitude in social interaction to these levels until they recover; a character who ran afoul of the mages’ guild might find themselves suddenly incapable of cooking breakfast, or unable to tell poisonous plants from edible ones, or any other strange complication.
These can almost always be improved over time, and rarely ever start out at such a low skill level. Conditions like these can happen during play or events (with player consent) and do not require the Aptitude in question to even be listed on the profile first.
Low Aptitudes are, as it says on the tin, those with a ranking of 2-3, which would be considered entirely useless and terrible respectively, as opposed to a 4, which would be merely bad or unskilled. There is no limit on how many skills you may claim for your character to be terrible at, as these would be considered flaws or drawbacks rather than benefits and are great for characterization or ending up in sticky situations.
Most Aptitudes will fall into some variant of the average gamut, which runs from a 4 (just being bad at something) to a 6 (being talented or just plain good at something). These are the range a new skill will tend to start in unless shown otherwise in a development thread or freeform, and are the easiest rankings to move between. A mark of 5 is a true neutral in skill level.
These cover marks of 7-8 and denote high levels of skill in the Aptitude in question. A 7 would be someone of journeyman status in a trade, good at what they do but not yet the master, or a person who excelled or had a large amount of experience and practice with something. An 8 on the other hand would be someone who could be considered to be an expert in their field, a very very highly skilled individual where that Aptitude is concerned. At these marks, a character who has an Aptitude in a craft may craft items and tools relating to it. A character/player with a mark of 8 may open a “shop” in that trade IC or in the Market forum and ply their craft. In order to create an item or tool, raw materials must be purchased and for special items or items beyond the basic, a Development Post/Freeform must be written.
Master AptitudesClaiming and Earning Aptitudes
Mastery Aptitudes run from 9-10, where 9 would be considered having mastered the Aptitude and a 10 would be a legendary level of skill. A 9 may extremely rarely be earned through an exceptional profile explanation, but a 10 can only be achieved through extensive work in Development Posts, Freeforms, Training Threads, and Travels. A character with a skill level of 10 no longer needs to write-and-roll to craft anything but the most unique items and equipment concerning trade Aptitudes (unless the player wants to, of course), and may be sought out or talked about for their skills regardless of the field the Aptitude is in. When you’re that good at something, word gets around. This, as always, is good and bad because it can attract unwanted attention also from those who would take advantage of it -- and your character -- if they can, but near to any venture you attempt involving your perfect 10 Aptitude will succeed.Main Points
- Aptitudes rank from 0-10, 0 being the worst and 10 being the best
- Abyssal (0-1) - rare, often relating to a crippling injury; must be explained heavily in history or explored widely in Development/occur in Freeform
- Low (2-3) - indicative that the character is incredibly bad at that skill
- Average (4-6) - most common; these run from simply not-so-good to being gifted or practiced
- High (7-8) - could be a journeyman or an expert in an occupation Aptitude, or could simply be highly skilled; also allows player characters to begin to craft items
- Master (9-10) - rare, reflecting long years of experience coupled with very high skills up to being legendarily adept at the occupation or skill and confers crafting bonuses
Characters can start with a few Aptitudes, intended to reflect any notable past experiences that stand out, while others must be worked on IC after acceptance in order to have them added to the profile as significant factors in play.
Up to three Aptitudes may be claimed when your character is first apped, regardless of the total potential Aptitudes their history can represent. The admin who checks your application and gives your pokemon choices will judge the skill level of each Aptitude based on your character’s history, age, and the application quality and writing.
It is not necessary to claim the maximum number, and is better for the player and staff both if the player only selects the most important and strongly represented Aptitudes for consideration rather than stretching the app.
That said, a player may claim an unlimited number of starting Aptitudes that are considered Low but not Abyssal, since these would be considered flaws. It is not necessary to have an Aptitude already on the profile in order to work on its skill level, so these should not be used to ‘reserve’ Aptitudes for future use so much as aspects of the character itself given a little more concrete, comparable definition.
Abyssal Aptitudes and Master Aptitudes are assigned solely at Admin discretion based on the profile/travels/development post/other relevant thread. For example, if your character loses a limb at the very end of their history, they may be awarded an Abyssal score for relevant Aptitudes to reflect this. An old injury, as discussed above, would not be considered as such since the character would have had time to adjust and adapt back to mostly-normal function. Likewise, a Master score would by and large by only awarded if there was extensive and concentrated attention paid to that Aptitude (or profession!).
- 3 average or above level Aptitudes max at application
- Admin will give you ratings on them based on the character application, especially the history
- Unlimited number of low aptitudes can be claimed at application
- An Aptitude doesn't have to be on the profile for a player to begin developing it -- do not pick Aptitudes just to 'reserve' them
- Abyssal and Master Aptitudes are hard to attain and very rare and are given only at Admin discretion at the nomination of the updater.
Types of Aptitudes and on Gaining New Aptitudes
Aptitudes with a degree of specificity must be chosen from the lists provided in the following post, such as climbing, herb lore, and so on. Each of these skills may be found under the appropriate heading, sorted by class or filed under Other & Occupational for those that do not have a strong tie to any particular character type. Although they are listed by class, any character can have an Aptitude in any field -- this is for organization and easy reference only. Aptitudes that are not on the list of choose-able skills can be added to the list if two individual players request that the same (or similar) Aptitude be added.
There are also Occupational Aptitudes, which are far more elastic and can be stretched to include any type of skill, general or situation-specific, that would reasonably fall under that umbrella. These can be any profession or trade from the list in the post below, which includes a number of general medieval trades and jobs, or can be self-defined if they are not on the list with staff approval -- we know there can be some peculiar or fandom-/setting-specific trades out there that aren't on any simplified survey list!
Aside from the Aptitudes a character might choose to start off with, any new Aptitude may be added to a character's repertoire and gain a skill rating through the same means that they can be improved upon -- development threads, freeform threads, training threads (in the case of Martial Aptitudes), and Travel threads. In some cases, most notably new Occupational Aptitudes, an NPC must grant them to you. Examples of these would include things like Guardian Rankings or Order specializations, or if a character begin to study or learn a new trade from another character or NPC master.
On that point, it should also be noted that a player character can teach or aid another player character in honing a new specific Aptitude or, if they have Mastery of an Occupational Aptitude they may take another character as an apprentice to teach them the job/pastime and associated skills so that they can begin to learn it.
All new Aptitudes (excluding those that are an expansion of the character's history -- we're talking skills or occupations your character is just learning now in the present time) will begin in the Average Range, 4-6 based on your writing and staff discretion.
- Aptitudes must be chosen from the following lists for simplicity's sake
- New Aptitudes can be added to these lists if two (2) players request it
- Occupational Aptitudes are much broader than single-skill Aptitudes and can include any skill set under the umbrella of that occupation, and some occupations can have specialisations noted
- Occupational Aptitudes must be grounded in the character's history or through an IC NPC hiring your character for a new trade
- Single Skill Aptitudes can start to be developed by the player alone in any type of IC thread
- Single Skill Aptitudes do not necessarily need grounding in a character's past, nor NPC interference
- Player characters can teach other player characters new Aptitudes or help them develop them; if the other player is a Master of an occupation, they can take on another player character as an apprentice
- New Aptitudes that are not expansions on a character's already written history begin in the average range, based on the writing and staff's discretion
Improving and Hindering AptitudesTrade Aptitudes and the Crafting of Goods
Any Aptitude may have its skill rate increased or decreased (player choice) by working on that Aptitude in character. Martial skills can potentially be worked on in training threads, but all other fields should be worked with in development threads or freeforms. Travels can also be used to affect Aptitudes.
Aptitude development threads, it should be noted, do not have to be consistent with your character’s current age and timeline in travels and around the site. This means that if your character’s history involves a skill that you did not or were not able to choose for consideration as an Aptitude upon application, you can play and expand on it in a development or freeform thread to get a rating on it from the mod or to improve it in your official character profile.
Aptitudes are not unlike character levels in that the farther you get from the ‘base’ of 5, the more difficult it becomes to gain or drop a skill level marker. For example, a character who was of low average skill, 4, at something could move that rating up to a 5, the true neutral, with fair ease in the space of one development post/ff thread or as part of their Travels. On the other hand, a character who was completely useless at something, 2, would have a very difficult time increasing that rate to become terrible at it -- a funny sounding scenario, but true nonetheless. Likewise, a character working to gain a degree of Mastery would have to work much much harder than one attempting to just get to a good average rating of 6 at it.
The fallout of this is also partially a safety measure -- it makes it very difficult to drop a skill too low too fast. You could become worse at something by neglect if you wanted, for example, but it would take a whole lot more effort and focused work to make it a severe lack of skill or Abyssal.
- Aptitude ratings can be increased or decreased by working on them IC.
- Development threads are the best way, Freeforms are second best, and travels are third due to pacing
- Only martial skills can be worked on in training threads
- The farther from a rating of 5 you are, the harder it gets to gain or lose a rating level
- Raising your rating will necessitate that you gain a separate amount of aptitude experience. This is scaled similarly to character level. For example, if you want to move from a rating of 5 to 6, you will need (5) exp. in that aptitude. From rate 6 to 7, you will need (10) exp., and from rate 7 to 8, you will need (15) exp. and so on. This works in reverse as well: 5 -> 4 = (5) exp., 4 -> 3 = (10) exp.
- Note that when being graded, it is possible not to earn any aptitude experience if the mod thinks that there wasn't sufficient focus or progress made to warrant it!
Characters who have an Aptitude for professions that create goods or who know about a particular field/craftwork (think an Aptitude in, say, Herb Lore, or Blacksmithing) can, indeed, create their own items. These can range from the ever humble potion all the way up to custom armor and weaponry, limited only by your imagination and skill level. To craft an item, depending on its complexity, quantity, quality, and your skill rating, you may need to write a development thread or post.Character Experience
In order to craft things, a character first needs to obtain some Raw Materials. These are things that can be found in every city across the region, but not necessarily at their best or most varietal in the General Stores. To make purchasing these simpler, we have given price ranges for general types of items, and the item's specific type, quality, and availability can cause it to range anywhere within that range. For example, if you're purchasing Silver Ore, you would find yourself at the higher end of the price range for the various Metal Ores. For things that are exceedingly rare, such as magecraft items (spellsteel (sometimes called magesteel), charms for crafting anything above a super potion, etc) there is a separate, and much wider price range. Your best chance to haggle for the best price is to go, not to the General Store, but to the city's own marketplace and ask around or browse the vendors. This can be done with or without mod involvement -- in development, freeform, or training threads alike, and the appropriate gold will be subtracted and materials added by the mod at the end. For prices, simply use common sense -- gold is more expensive than silver is more expensive than iron or steel ingots, basic healing herbs are less expensive than quality medicinal herbs are less expensive than rare or mage-grown herbs, a charm to dissolve in a max potion is more expensive than one for a hyper potion, smelling salts for a revive are less expensive than those needed for a max revive, and so on.
The other aspect to crafting is the success rate. In the following post, along with Aptitude lists and the pricing guide for Raw Materials, there will be a list of item tiers. Each tier is marked by minimum level of skill to craft the goods of that tier or those of comparable effect/rarity/complexity. The higher your level above that threshold, the better your chances. If you are two skill ratings above the threshold for a tier, you do not need to write a post or thread to craft five or fewer of the item at a time, only the raw materials. Otherwise, you would write a post about the process and be graded on it, as well as potentially increase your skill rating for what would be on par with a "wow" training post.
For a tier whose threshold you are at, your minimum success rate is 20% and can be normally maximized at 70% -- just like travels posts' character experience ratings, although these are based on quality and effectiveness (and sometimes creativity, depending) similar to training posts. A thread that has a wow factor can shift this chance up another 10-20%, maxing out at 90%. For every skill rating you are above the threshold, this chance range shifts up 10%, so if you were one rating above the threshold, it would be a 30-80% regular, up to 100% "wow" chances.
Characters with a Master level of 9 automatically have a minimum of 80% regardless of the item, and those with a level of 10 are assumed always to be successful except for unique, exceedingly rare, and very magical goods which fall above the tiers' comparable levels. Special items like these are expensive to make, and are strictly pass/fail at the grading mod's discretion -- but standards for these special items are high, so shoot for a "wow" thread.
- Craft professions can create IC items for use on pokemon or for characters' use
- Crafting requires raw materials
- Success is determined by your Aptitude rating, your writing, and how difficult the item you're making is to craft
Learning a new Aptitude and gaining Character Experience for it is justified as the player character learning new trades, and not simply gaining experience for the expansion for an established portion of the character's past. Character Experience gains are as follows:
Learning a brand new Aptitude: 4 exp.
Moving from Abyssal to Low: 10 exp.
Moving from Low to Average: 3 exp.
Moving from Average to High: 3 exp.
Moving from High to Master: 10 exp.
All of the movement changing rates are true only in the forward direction, and are halved when going in the reverse.
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