Showing posts with label System Data. Show all posts
Showing posts with label System Data. Show all posts

Status Effects

Wednesday, September 15, 2010


Notes: When taking damage of an element is required to cure,all lesser elements with that element in it's formula count as well.Unless otherwise stated under Cures, Override or Negates,all Ailments and Boosts can be stacked.

Cures: When a character is under this condition, these effects will dispel it.
Overrides: When a character is inflicted with this condition, it will replace these conditions.
Negates: A character under this condition cannot be given these conditions.

(C) means the inflicted/inflicting Character of the player's party.
(T) means any other Target such as an ally or enemy.


Ailments
  • Immobilizing Ailments
Stun
Inflicted Message: "(C) flinched!"
Effects: • Unable to act.
Duration: 1 Turn
Cures: Duration end
Attribute(s): Physical.

Sleep
Inflicted Message: "(C) has fallen asleep."
Turn Message: "(C) is sleeping..."
Cure Message: "(C) woke up!"
Effects: • Unable to act.
• Has a 50% chance of waking up each turn.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill • Taking Damage
Negates: Tired
Attribute(s): Physical, Mental. 

Paralysis
Inflicted Message: "(C) was paralyzed."
Turn Message: "(C) is paralyzed and cannot move."
Cure Message: "(C) is able to move again."
Effects: • Unable to act.
Duration: 7 Turns
Cures: After Battle • Item • Spell/Skill
Attribute(s): Physical.

Frozen
Inflicted Message: "(C) was frozen."
Turn Message: "(C) is frozen solid."
Cure Message: "(C) thawed."
Effects: • Unable to act.
Duration: 10 Turns
Cures: After Battle • Item • Spell/Skill • Taking Fire Damage
Attribute(s): Physical, Mana.

Stone
Inflicted Message: "(C) was turned to stone."
Turn Message: "(C) is solid stone."
Cure Message: "(C) is no longer made of stone."
Effects: • Unable to act.
Duration: ~ Turns
Cures: Item • Spell/Skill
Negates: All
Attribute(s): Physical, Mana.

Faint
Inflicted Message: "(C) has fainted!"
Turn Message: N/A
Cure Message: "(C) has recovered from fainting."
Effects: • Unable to act.
Duration: ~ Turns
Cures: Item • Spell/Skill
Overrides: All
Attribute(s): Physical, Mental.
(Enemies with no Physical attribute such as a ghost, would require certain Skills/Spells performed or items used, to "banish" them. While only Physical beings such as a zombie can really "faint", as in fall to the ground, lifelessly and lose touch between it's physical body and soul.)


  • Acting Ailments
Berserk
Inflicted Message: "(C) has gone berserk!"
Turn Message: "(C) is going berserk!"
Cure Message: "(C) has calmed down."
Effects: • ATK x2.
• Automatically attacks enemies.
Duration: 12 Turns
Cures: After Battle • Item • Spell/Skill • Taking Damage
Overrides: Fear • Charm • Calm
Attribute(s): Mental, Emotional.

Confusion
Inflicted Message: "(C) was confused!"
Turn Message: "(C) is confused!"
Cure Message: "(C) is no longer confused."
Effects: • Randomly chooses targets.• Randomly chooses commands.
Duration: 8 Turns
Cures: After Battle • Item • Spell/Skill • Taking Damage
Overrides: Focus • Calm • Charm • Berserk
Attribute(s): Mental, Emotion.

Charm
Inflicted Message: "(C) was charmed by (T)!"
Turn Message: "(C) is under (T)'s charm."
Cure Message: "(C) is no longer charmed by (T)."
Effects: • Randomly attacks allies.• Targets allies who are attacking the charmer.• Supports the charmer, including buffs and healing skills/spells but not items.
Duration: Until the charmer is dead.
Cures: After Battle • Item • Spell/Skill • Taking Damage
Negates: Charm (from another target.) • Love • Berserk • Confusion
Overrides: Focus • Love • Berserk • Confusion
Attribute(s): Mental, Emotional.

  • Limiting Ailments
Silence
Inflicted Message: "(C) has been silenced."
Cure Message: "(C) can speak again!"
Effects: • Cannot use Spells or Skills with Sound attribute.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill
Attribute(s): Physical, Sound.

Hate
Inflicted Message: "(C) started to hate (T)..."
Cure Message: "(C) stopped hating (T)."
Effects: • Unable to use combos with a specific ally.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Love
Attribute(s): Mental, Emotional.


  • Harmful Ailments
Bleed
Inflicted Message: "(C) started bleeding!"
Turn Message: "(C) is bleeding!"
Cure Message: "(C) stopped bleeding."
Effects: • 10% HP damage each turn.
• 10% HP damage each step outside of battle.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill
Attribute(s): Physical, Blood.

Burn

Inflicted Message: "(C) was burnt!"
Turn Message: "(C) was afflicted by the burn!"
Cure Message: "(C) has recovered from the burn."
Effects: • 6% HP damage each turn.
• 6% HP damage each step outside of battle.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill • Taking Water Damage
Overrides: Frozen
Attribute(s): Physical, Blood.

Poison
Inflicted Message: "(C) was poisoned!"
Turn Message: "(C) was afflicted by the poison!"
Cure Message: "(C) has recovered from the poison!"
Effects: • 3% HP damage each turn.
• 3% HP damage each step outside of battle.
Duration: Until HP is 1.
Cures: After Battle • Item • Spell/Skill
Negates: Blood Drain (Poisons the inflicter.)
Attribute(s): Physical, Blood.

Blood Drain
Inflicted Message: "(T) has begun drinking (C)'s blood!"
Turn Message: "(T) drank some of (C)'s blood!"
Cure Message: "(T) stopped drinking (C)'s blood."
Effects: • 6% HP damage each turn.• 6% HP recovery to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Blood Absorb
Attribute(s): Physical, Blood.

Mana Drain
Inflicted Message: "(T) has begun absorbing (C)'s mana!"
Turn Message: "(T) absorbed some of (C)'s mana!"
Cure Message: "(T) stopped absorbing (C)'s mana."
Effects: • 6% MP damage each turn.• 6% MP recovery to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Mana Absorb
Attribute(s): Mana.

Soul Drain
Inflicted Message: "(T) has begun eating (C)'s soul!"
Turn Message: "(T) ate some of (C)'s soul!"
Cure Message: "(T) stopped eating (C)'s soul."
Effects: • 6% SP damage each turn.• 6% SP recovery to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Soul Absorb
Attribute(s): Soul.

  • Stat Decreasing Ailments
Fear
Inflicted Message: "(C) is scared."
Turn Message: "(C) is trembling in fear."
Cure Message: "(C) overcame their fear!"
Effects: • ATK ½.
Duration: 5 Turns.
Cures: After Battle • Item • Spell/Skill
Overrides: Brave
Attribute(s): Mental, Emotion.

Sore
Inflicted Message: "(C) became sore from bruising."
Cure Message: "(C)'s recovered from their soreness."
Effects: • DEF ½.
Duration: 5 Turns.
Cures: After Battle • Item • Spell/Skill
Overrides: Ironskin
Attribute(s): Physical.

Dizzy
Inflicted Message: "(C) got dizzy."
Cure Message: "(C) shook off their dizziness."
Effects: • INT ½.
Duration: 5 Turns.
Cures: After Battle • Item • Spell/Skill
Overrides: Focus
Attribute(s): Physical.

Tired
Inflicted Message: "(C) became tired."
Cure Message: "(C) is no longer tired!"
Effects: • AGI ½.
• -50% Sleep Resistance.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Alert
Attribute(s): Physical.

Blind
Inflicted Message: "(C) was blinded!"
Cure Message: "(C) can see clearly again!"
Effects: • DEX ½.
Duration: ~ Turns
Cures: Item • Spell/Skill
Overrides: 20/20 Vision
Attribute(s): Physical, Sight.

Sick
Inflicted Message: "(C) got sick."
Cure Message: "(C)'s sickness was cured!"
Effects: • VIT ½.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Immune
Attribute(s): Physical.

Nervous
Inflicted Message: "(C) started feeling nervous."
Turn Message: "(C) was too nervous to speak."
Cure Message: "(C) no longer feels nervous."
Effects: • CHA ½.
• 25% chance of failing when casting spells.
• 30% chance of failing when using skills with sound attribute.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Calm
Attribute(s): Mental, Emotional.

Unlucky
Inflicted Message: "(C) became unlucky."
Cure Message: "(C) luck went back to normal!"
Effects: • LUK ½.
• CRIT ½.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Lucky
Attribute(s): Mana.

Curse
Inflicted Message: "(C) was cursed!"
Cure Message: "(C)'s curse was lifted!"
Effects: • All stats ½.
Duration: ~ Turns
Cures: Item • Spell/Skill • Taking Damage
Negates: Blessing
Attribute(s): Mana, Soul.

Buffs

  • Healing Buffs
Regenerate
Inflicted Message: "(C)'s health began to regenerate!"
Turn Message: "(C)'s health regenerated."
Cure Message: "(C)'s health stopped regenerating."
Effects: • 3% HP recovery each turn.• 3% HP recovery each step outside of battle.
Duration: 5 Turns
Cures: After Battle • Spell/Skill
Attribute(s): Physical, Blood.

Blood Absorb
Inflicted Message: "(C) has begun draining/drinking (T)'s blood!" (term "drain" or "drink" is dependent on usage)
Turn Message: "(C) drained/drank some of (T)'s blood!"
Cure Message: "(C) stopped draining/drinking (T)'s blood."
Effects: • 6% HP recovery each turn.• 6% HP damage to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Blood Drain
Attribute(s): Mana, Blood.

Mana Absorb
Inflicted Message: "(C) has begun absorbing (T)'s mana!"
Turn Message: "(C) absorbed some of (T)'s mana!"
Cure Message: "(C) stopped absorbing (T)'s mana."
Effects: • 6% MP recovery each turn.• 6% MP damage to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/SkillOverrides: Mana Drain
Attribute(s): Mana.

Soul Absorb
Inflicted Message: "(C) has begun eating (T)'s soul!"
Turn Message: "(C) ate some of (T)'s soul!"
Cure Message: "(C) stopped eating (T)'s soul."
Effects: • 6% SP recovery each turn.• 6% SP damage to target each turn.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Soul Drain
Attribute(s): Mana, Soul.

  • Stat Increasing Buffs
Brave
Inflicted Message: "(C) became brave!"
Cure Message: "(C)'s bravery returned to normal."
Effects: • ATK x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Fear
Attribute(s): Mental, Emotional.

Ironskin
Inflicted Message: "(C) has become more resistant to damage!"
Cure Message: "(C)'s damage resistance has gone back to normal."
Effects: • DEF x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Sore
Attribute(s): Physical.

Focus
Inflicted Message: "(C) is focused!"
Cure Message: "(C)'s focus wore off."
Effects: • INT x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Dizzy
Attribute(s): Mental.

Alert
Inflicted Message: "(C) became Alert!"
Cure Message: "(C) stopped being Alert."
Effects: • AGI x2.
• +50% Sleep Resistance.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Tired
Attribute(s): Mental.

20/20 Vision
Inflicted Message: "(C)'s vision has been enhanced!"
Cure Message: "(C)'s vision has returned to normal."
Effects: • DEX x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Blind
Attribute(s): Physical, Sight.

Calm
Inflicted Message: "(C) started to feel calmer."
Cure Message: "(C)'s temperament returned to normal."
Effects: • CHA x2.
• +25% accuracy when casting spells.
• +30% accuracy when using skills with sound attribute.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Nervous
Attribute(s): Mental, Physical, Emotional.

Lucky
Inflicted Message: "(C) became lucky!"
Cure Message: "(C)'s luck when back to normal."
Effects: • LUK x2.
• CRIT x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Unlucky
Attribute(s): Mana.

Immune
Inflicted Message: "(C) became more immune to ailments."
Cure Message: "(C)'s immunity went back to normal."
Effects: • VIT x2.
Duration: 5 Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Sick
Attribute(s): Physical.

Love
Inflicted Message: "(C) has fallen deeply in love with (T)."
Cure Message: "(C)'s infatuation with (T) wore off."
Effects: • Combos with specific target are powered up x2.
• Fury is inflicted on the character when target dies.
Duration: ~ Turns
Cures: After Battle • Item • Spell/Skill
Overrides: Hate
Attribute(s): Emotional.

Blessing
Inflicted Message: "(C) has been blessed!"
Cure Message: "(C)'s blessing wore off..."
Effects: • All stats x2.
Duration: 12 Turns
Cures: After Battle • Item • Spell/Skill
Negates: Curse • Unlucky • Nervous • Sick • Blind • Tired • Dizzy • Sore • Fear
Attribute(s): Mana, Soul.

Fury
Inflicted Message: "(C) became furious!!"
Cure Message: "(C)'s fury has ceased."
Effects: • All stats x3.
Duration: 6 Turns
Cures: After Battle • Item • Spell/Skill
Attribute(s): Mental, Emotional.
  • Alteration Buffs

Half Alter
Inflicted Message: "has been Altered!"
Cure Message: "'s Alteration has worn off."
Effects: • Changes stats depending on Alterbeing.
• Adds skills and spells known only to the Alterbeing.
(These skills/spells will be learnt upon level up in either form and will not have to be relearnt upon each alteration.)

 Duration: 1 Battle
Cures: After Battle
Overrides: Full Alter
Attribute(s): Soul.

Full Alter
Inflicted Message: "has been Altered!"
Cure Message: "'s Alteration has worn off."
Effects: • Changes stats depending on Alterbeing.
• Adds skills and spells known only to the Alterbeing.
(These skills/spells will be learnt upon level up in either form and will not have to be relearnt upon each alteration.)

Duration: 1 Battle
Cures: After Battle
Overrides: Half Alter
Attribute(s): Soul.

Aeter Euum - Project Information

Saturday, September 4, 2010

A message from the blogger:
"Though there are no official copyrights,
I ask that you please refrain from the use
and/or copying of any of the information
and images you see here, (as well as from
any other site, blog or document) I created,
in relation to the series Aeter Euum
,
for commercial purposes and the like.
I have full ownership of it's contents other
than those of the "Reference and Research"

materials I have gathered, which are tagged.
Thank you."
~Edward

Rating: Pending
Possibilities: T (Teen 13+), E (Everyone), E10+ (Everyone 10+).
Genres: Magic, Fantasy, Paranormal, Sci-Fi, Roleplaying.
Eras: Medievil, Steampunk, Gothic, Victorian.
  • Blood
  • Violence
  • Use of alcohol
  • Simulated gambling
  • Mild strong language

Development
Project Uses: RPG (Videogame), Novel, Stories, Fanart, Fanfiction, ect.
Plot Summary:
"The world and all of it's dimensions were created by the Gods;
As was the race below them, the Demi-Gods; Children of the Gods.
The universe, Stella, was free for all of the Gods' children to roam.
Upon their birth they were given powers which matched closely to that of their creators: control of their psyche, immortality and the bearing of mana.

Then on their first birthday, the Gods bestowed love and good will
to their children. However, with these traits, also came hatred and desire. Soon the Demi-Gods would corrupt and go up against the Gods in a holy war.

Soon after the Gods decided they must take drastic measures to protect not only themselves but their world. So they took an oath and perfected a divination, to become entirely moral and unswayed by sin.

Then they took away their childrens' immortality, full psyche and limited mana bearings to specially chosen people who would be influential to their time and would need said powers to bring change.

The Gods also created a system known as the Eternal Drym;
Giving mortals: virtues, sins, morals and alignment.
Also the birth of an overseer who acted on the Gods' will, known as the Drym.
This being tied together the entire existence, bringing order and maintenance.
Lastly, they created the Triad, a dimensional gate invisible to mortals,
which sealed the outer dimensions from Terra to ensure the safety of all.

In the present, humans and other mortal races live in co-existence and marvel
at the thought of bearing mana, using magic, dimensional travel, or meeting the Gods and the Drym. All thought to be fairytales, though those who were born with mana bearings were real, just rare and unrecognized, as were all of the other stories.

Mana bearings are symbols singed into the flesh at birth, most of the time no one is sure what these markings mean, unless they've studied ancient texts such as those who study at the Arcane Historical Society. To the public, these symbols are thought of as mere birth defects or markings. However, these children were bound to an affinity, an element and a dimensional gate.

These mana bearers are to bring peace and order to the world, by aid of the Drym. Some call them heroes, sacred chosen ones, messiahs, reborn Gods or Demi-Gods. No one is sure of their true meaning. Except one, they have the power of magic and the power to alter themselves upon will, once they have fulfilled their destinies.

Each mana bearer has a unique destiny to fulfill; A descent, a weakness to overcome that was given throughout their life; And an ascent, or the strength to overcome said weakness in the end. Most often than not mana bearers lead a troublesome life riddled with challenges to teach them lessons and extend their strength in order to control their powers and furthermore unlock the potential needed to tap into their alterbeing. An alterbeing is a part of oneself that is made up of one's innermost desire, virtues and sins altogether; This inner self is a mana bearer's lifelong quest.

When one has unlocked the understanding that they must overcome their descent, whether they have the strength yet to or not, they will be gifted the ability to alter half of themselves. (Such as attaining wings, claws, fangs or apparel with enhanced strength of their affinity.) When they have fully overcome their descent and reached ascension they will be able to alter fully into the being of full strength.

A mana bearer's alterbeing is not a separate existence; Instead their own self, enhanced in the ways of a Demi-God. A bringer of justice and punishment, or perhaps of mercy and sanctuary. Whatever their choice, the Drym will guide their actions to solve the problems of the world for whatever arises..."

Stat Descriptions

Thursday, August 12, 2010

  • Gauges
HP : Health - Hitpoints and Blood spell cost.
MP : Mana - Magicpoints and Mana spell cost.
SP : Spirit - Skillpoints and Psyche spell cost.
ALT : Alter - Allows Alter command when at least half or full.
CT : Character Turn - Allows turn to be taken during battle.
EXP : Experience - Increases Level when full.
  • Stats
ATK : Attack - Increases Physical damage.
DEF : Defense - Decreases Physical damage taken.
INT : Intelligence - Increases Mana and Psyche damage.
RES : Resistance - Decreases Mana and Psyche damage taken.
(RES is not to be confused with Elemental and Status Effect "Resistances".)
AGI : Agility - Increases the rate that the CT Gauge fills.
DEX : Dexterity - Increases chance of a successful hit.
CHA : Charisma - Increases chance of being defended by an ally.
EVA : Evasion - Increases chance of dodging an attack.
LUK : Luck - Increases chance of finding rare loot after battle.
CRI : Critical - Increases chance of landing a critical hit.
VIT : Vitality - Increases chance of preventing status ailments.
AFF : Affinity - Increases elemental damage and gives elemental attacks.
(Every 1 AFF = +1% element Spell/Skill damage
)
(
Every 10 AFF = +1% chance a spell can be used without the specific terrain affinity, as long as the character is in the party; any other character can be the caster.)

Attribute List

Physic: Anything made of physical matter must have 1 or more Physic ATT.
Targets with 0 Physic ATT are considered "Formless".
They cannot be hit by Physic attacks or skills.
They are resistant to Frozen, Burn, Poison, Blood Drain, Blood Absorb, Sore, Ironskin, Tired, Blind, Sick, Immune and Stone.

Psyche: Any spiritual or psychic matter must have 1 or more Psyche ATT.
Targets with 0 Psyche ATT are considered "Soulless".
They cannot use Spirit cost spells, skills or attacks which consume SP.
They also are not effected by Psyche or Emotion attacks, spells and skills.
They are resistant to Love, Hate, Soul Drain and Soul Absorb.

Blood: Any being which has blood in it's veins must have 1 or more Blood ATT.
Targets with 0 Blood ATT are considered "Bloodless".
They cannot use Blood cost spells, skills or attacks which consume HP.
They are resistant to Blood Drain, Blood Absorb and Poison.

Mana: Any being which bears mana in it's veins must have 1 or more Mana ATT.
Anyone who has 0 Mana ATT is not a mana bearer, or main character.
They cannot use Mana cost spells, skills or attacks which consume MP.
They are resistant to Mana Drain and Mana Absorb.

Metal: Anything made from metal must have 1 or more Metal ATT.
They're more resistant to Physic, but weak against Mana.
Instead of Sore, they can be inflicted with Rust.

Wood: Anything made from wood must have 1 or more Wood ATT.
They're less resistant to Physic, but strong against Mana.
They take x2 damage from the Burn ailment.
Instead of Poison, they can be inflicted with Rot.

Sight: Anything which can see, must have 1 or more Sight ATT.
Targets with 0 Sight ATT are considered "Blind".
They have 0 DEX, unless supported by other traits, skills, spells, items or equipment.
They are resistant to Blind and 20/20 Vision.

Sound: Anything which can hear or speak, must have 1 or more Sound ATT.
Targets with 0 Sound ATT are considered "Mute" and/or "Deaf".
They cannot use skills, spells or attacks which require Sound ATT.
They are not effected by Sound items, attacks, spells and skills.
They are resistant to Silence.

Scent: Anything which can smell, must have 1 or more Scent ATT.
Targets with 0 Scent ATT are uneffected by Scent items, attacks, spells and skills.

Emotion: Anything which can feel, must have 1 or more Emotion ATT.
Targets with 0 Emotion ATT are considered "Emotionless".
They are not effected by Emotion items, attacks, spells and skills.
They are resistant to Charm, Berserk, Confusion, Love, Hate, Fear, Nervous, Brave, Calm and Fury.

Element Table

Notes:


Elemental Resistance
The element table's numbers represent RES or Resistance.
0 means 0%, no resistance, meaning the damage taken would be by 100%.
50 means 1/2, half resistance, meaning it would take only 50% damage.
100 is full resistance, taking 0% of the damage.
All numbers in between count as well.

Elemental Absorbency
Numbers which are absorbent (meaning they recover instead of damage);
Are colored green, and the number represents how much of the damage is absorbed.

Major Elements: Fire, Water, Wind, Earth, Light, Dark.

Lesser Elements:
Fire+Water = Steam
Fire+Wind = Heat
Fire+Earth = Magma
Fire+Dark = Unholy
Fire+Light = Thunder
Water+Light = Holy
Water+Earth = Marsh
Water+Wind = Ice
Water+Dark = Poison
Earth+Wind = Sand
Earth+Dark = Mineral
Earth+Light = Plant
Wind+Dark = Gravity
Wind+Light = Ether
Dark+Light = Plasma

Relationship Points

See related posts: Relationship Points F.A.Q.

Notes:
The following relationships describes a relationship between 2 characters.
Meaning, the title is given to both characters for their pairing, not per character.


Married
Required RP: 100
Events:
"Marriage Event" (#?-?)
"A couple who have been legally married, for better or worse.
They most likely live together and possibly have a family and/or children."

Engaged
Required RP: 90
Events: "Engagement Event"
(#?-?)
"A couple who are in love and have been long enough to make a commitment;
most commonly a vow or bond of trust, unlike the types who break up easily.
Depending on traditions, one would buy an engagement ring or show some other type of declaration of love. Those who are engaged most often plan to be married soon."

Committed

Required RP: 80
Events: "Commitment Event"
(#?-?)
"A commitment is a partnership, more than just being in love, going on a date or being called a couple; it is before engagement, if any, and for those who plan marriage and possibly engagement in the future. Those who are committed are henceforth 'taken', and unlike casual dating couples who break up easily;
if they were to cheat, it would be as bad as cheating on a future wife or husband."

Couple

Required RP: 70
Events: N/A

"When two people decide to become a couple, after falling in love and making it publicly known and official. They would be happy to show public affection such as hugging, kissing, holding hands and probably go on dates. Basically, they decided to act on their love but are not fully committed to a future together."

Love
Required RP: 60
Events: "
Confession Event" (#?-?)
"When a person confesses love for another and the feelings are mutual; or when two people confess their love at the same time. Yet while they may be in love, whether they become a couple or act on these feelings publicly may be obstructed by another accordance. Basically, the feelings are known but it is unknown to others and so it is unofficial."

Crush
Required RP: 50 RP
Events: "Crush Event" (#?-?)

"A person who is in love with another, yet who is unable to tell them or hasn't yet.
The other person either doesn't know, doesn't love them back or is also unable to
confront them about the situation. It is an unknown love."

FP "Friendship points"

Best Friend
Requirements: 20 RP & "Bestfriends Event"
"When two people get along so well they always enjoy being together;
though they fight, they are very compatible or at the least spend a great
deal of time together and value their friendship the most of all."

Friendship
Requirements: 10 RP & "Friendship Event"
"When two people have accepted the term of being called friends.
They accept eachothers' differences and spend time together;
they're able to talk casually and hang around the same group.
Friendship is a lasting bond which requires care, admiration
and respect. Though some friends are closer than others."
Alliance
Requirements: 06 RP & "Alliance Event"
"When a bond of trust has been made, preferably in battle or during a dire situation; they know the other will be there to back them up or aid them. So, from their experiences together, they've formed an alliance. They are proud to call each other allies and willingly fight along the one another, most often for the same cause or simply to protect each other. However, although they can do this, they have not yet called the other "friend", so they are not as sincere deep within their heart. "

One-sided Friendship
Requirements: 05 RP
"When one person thinks of the other as a friend and will persistently, carelessly or unknowingly be friendly with them; while the other one either dislikes them or simply refuses to share a friendly bond. They may be incompatible, have issues or simply dislike the other."

Acquaintance
Requirements: 03 RP & "Meeting Event"
"When two people have met and greeted one another. Since they have been introduced, they do know each other; yet they may still not know about each other. Still, they are on generally good, or neutral terms."

Awkward Silence
Requirements: 01 RP
"This is the most awkward sort of relationship where both people are unable to open up to one another, or even have trouble speaking casually. They probably don't spend time together, and perhaps even if they did it would be quiet and uneasy for them. Most often they have little to nothing in common or some form of dislike."

Stranger
Requirements: 00 RP
"When two people have not yet been acquainted. They may have seen each other, but since they still have not made any interaction, they don't know each other. Most cases they haven't even seen one another, whether their paths have crossed or not."

Disliked
Requirements: -01 RP
"When someone just plainly dislikes another person, for reasons of difference, moral values or mistreatment. Perhaps even just their personality is unlikable to the other. In any case, although they don't hate them nor wish to harm them (unless provoked with a reason or irritant) they would rather not be around them and do not get along. well, or even try to."

Enemy
Requirements: -10 RP
"When two people are faced with a hateful bond formed from some sort of conflict; be it different ideals, plans, past actions, betrayals and the like or even just conflicting relations with others, there will be some form of fighting when the two are brought together. Most commonly there are arguments, fights, tricks and foiling of plans but then there may be violence and attempt to kill."
Hated
Requirements: -06 RP
"When two people hate each other bitterly, perhaps having been enemies for a long time. This is no simple rivalry or conflict of ideals; but a personal hatred and disgust. They would attempt to hurt or kill each other on sight."