Traits F.A.Q.

Sunday, September 12, 2010

See related posts: Traits

What are Traits?

Traits are special bonuses and penalties given to all playable characters. As one would assume, they can be genetic features, such as one would get from their parents. However, a trait can also be a feature that was obtained through self improvement and other events. In any case, the trait system allows customization to the specific character's build when it comes to battle. This is not to go without saying that all traits are good, in fact as stated before, they can be penalizing.

Different Trait Types
There are 3 categories of trait types: Physical, Mental and Magical.
(Such as: Body/Mind/Soul, HP/MP/SP, ect.)

Here is a list of characteristic categories and their subcategories:


Physical : Ability
Physical : Appearance
Physical : Bloodline

Mental : Ability
Mental : Persona
Mental : Phobia

Magical : Bearing
Magical : Blessing
Magical : Curse

Using Trait Points
Each character has their own Trait points or TP; a max amount of points used to equip traits. As they level up their max TP slowly increases, though the most max TP will increase from Potential events. (See Unlocking Potential below.)

Most characters start out with at least 10 TP at level 1, but that's not to say they'll have all points to equip traits of the player's choosing. In fact each major character has at least 1 descent, a negative trait or weakness which is locked. (See Locked Traits below.) These locked traits disallow use of the points they take up, until they've been unlocked and can be unequipped.


Equipping Traits
As mentioned above, you receive a certain amount of TP used to equip characteristics. Each trait costs a certain amount of TP to equip; although there are some which cost 0 CP, or are simply added onto another. (ex. Symptoms of an illness, ect.)

You won't always be able to fill your max TP (a perfect 10/10), but you'll eventually come to a point where you've used up all of the TP possible for the traits you're able to equip. For example, let's say you have 10 TP and only 2 traits which costs 9 TP and 4 TP. You'll have to choose between the 9 and 4 TP traits, but you won't be able to equip both.

"Descents" Locked Traits
When equipping traits, you may notice that some are unequippable.
These are called "Descents" and are usually natural (automatically added as soon as you recruit/play as a character.); although rare, some may acquire locked traits in the course of story or event. (Curses, ect.)
Though those are usually able to be lifted through another means.

"Ascents" Unlocking Potential
In most cases, each main character (mana bearer) comes with 2-3 locked traits; these are their Descents, their weaknesses that they must overcome as they progress through the story. As you proceed you'll eventually unlock them via special story events, known as Unlocking Potential or Potential events. Each time you unlock more of a character's potential you will receive a greater reward, leading to unlocking an ultimate trait which opposes their descent; an Ascent, which is their strength.

Here are some examples of rewards you can receive from unlocking potential:
  • Unlocking a descent or bad characteristic, so it can be unequipped. (Such as those which lower stats, the stats will be brought up and it will give more TP to the user.).
  • A permanent stat boost may occur if the event was significant in some way towards the character's ability. (ex. Str, Cha, ect.)
  • Ascents may be unlocked. Opposite of Descents, which are negative locked characteristics; they are positive locked characteristics.
  • You may unlock the "Alter Half" battle command. (When the Alter Gauge reaches 1/2, you may use the Alter command to alter into half form. Giving new stats, spells and skills to the user temporarily which last until the end of battle once used.)
  • You may unlock the "Alter Full" battle command. (When the Alter Gauge reaches 100%, you may use the Alter command to alter into full form. Giving the most stats, spells and skills temporarily. *As well as the previous set from Alter Half. Once again, it lasts until the end of battle once used.)

Natural v.s. Acquirable
Every character usually starts out with at least 1 natural trait. Natural means they're automatically given and equipped from the start, though some may be unequipped (if they're not locked); while Acquirable means the trait must be learnt from either an event or storyline event.

For example, by running in a race and winning you may learn to be more agile or swift, ect. On the other hand if you do an good deed (or even an evil deed) you may also gain some sort of trait reward for y0ur efforts. However, not all acquirable traits will be difficult to earn. In some cases they're as simple as a short dialogue event.

-TEMPLATE- Item Template

Saturday, September 11, 2010

Key Item Template

Item Name

Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)

Equipment Template

Item Name

Description: "..."
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)
Learn?: Y/N | Skills: Name (# pts.) | Spells: Name (# pts.) | Traits: Name (# pts.)

Stats:
HP:
0000 SP:0000 MP:0000
ATK:000 DEF:000
INT:000 MDEF:000
AGI:
000 DEX:000
CHA:
000 EVA:000

Attributes:
Physic:00 • Psyche:00
Blood:
00 • Mana:00
Metal:
00 • Wood:00
Sight:
00 • Sound:00

Affinities:
Fire:00 • Water:00
Earth:
00 • Wind:00
Light:
00 • Dark:00
Lesser Affinities:
Steam:00 • Heat:00 Magma:00
Holy:00 Unholy:00
Thunder:00 Ice:00
Marsh:00 Poison:00
Mineral:00 • Plant:00Snow:00 Sand:00
Ether:00Gravity:00

Equippable to: ☑ = Y / ☒ = N

Name, Class, etc.


Consumable Template

Item Name

Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)
Learn?: Y/N | Skills: Name (# pts.) | Spells: Name (# pts.) | Traits: Name (# pts.)

Stats:
HP:
0000 SP:0000 MP:0000
ATK:000 DEF:000
INT:000 MDEF:000
AGI:
000 DEX:000
CHA:
000 EVA:000

Material Template

Item Name
Description: "..."
Usable?: Y/N | Uses: #
Effects: ...
Rarity: Common Uncommon Rare Ultra Rare
Weight: 000 lbs. (00 kg) | Length: 000 ??. (00 ??)

-TEMPLATE- Beastiary Profile

Monday, September 6, 2010

See related posts: Diet & Behavior Descriptions

-General Data-

Name: ...
Born Genders: Both Genders Male Only Female Only
Born Nature: Feral Domestic Adaptive
Type: Sacred Common Animal Beast Mythical
Species: God(dess) Demi-God Angel Demon
Half-Human Human Elf Goblin Giant
Mammal Aquatic Avian Amphibian Reptilian
Undead Spirit Dragon Fae
SubSpecies: Ex. God(ess) of "subject", Fallen Angel, Arch Angel, ect.
Speed: Laggard Slow Average Fast Agile
Habitat(s): Dungeon Town Plain Forest Jungle Sea Sky Desert Mountain Volcano Tundra Swampland

-Appearance Data-

Adult Size: Pixie Small Medium Large Behemoth
Body Covering: Short Hair Long Hair Wool
Flesh Hide Scale Feather
Stone Wood Mineral Metal Bacteria
Ether Mana
Movement: Ex. Walking upright, Flying, Crawling, ect.
Physical Traits: Ex. Whiskers, Thin Pupils, Claws, ect.

-Behavioral Data-

Behavior: Cowardly Friendly Passive Adaptive Aggressive Lusty
Diet: EthervoreManavore Carnivore Piscivore Man-Eater
Herbivore Folifore Frugifore Graminivore Granivore Nectarivore
Palynivore Omnivore Hematophagy Osteophagy Oophagy
Feeding: Consume Filter Deposit Fluid Bulk Cannibalism Self-Cannibalism

-Battle Data-

Affinity: Fire Water Wind Earth Light Dark
Steam Heat

Stats:
HP:00 SP:00 MP:00
ATK:00 DEF:00
INT:00 MDEF:00
AGI:
00 DEX:00
CHA:
00 EVA:00

Strengths:
Weaknesses:
Spells:
Skills:

Item Listing (TOP)

Saturday, September 4, 2010

(Click on a section to go there.)

+Key Items

-Tools (ex. pickaxe, bomb, arrow)
-Containers (ex. canteen, jewelry box, satchel, tool bag)
-Story-related (ex. key, note, statue)
+Equipment
-Weapons (ex. long sword, staff)
-Shields (ex. wooden shield, pot lid)
-Armor (ex. bronze plate, tailcoat)
-Helmets (ex. bronze helmet, beret)
-Accessories (ex. gloves, brooch, scarf)
+Consumables
-Special Use (ex. teleporting, encounter rate)
-Food
-Medicine
+Materials
-Wood (ex. oak, cherry)
-Plants (ex. tulip, rose hips, mandrake)
-Minerals (ex. ruby, iron ore)
-Papers (ex. parchment, note paper)
-Pens (ex. quill pen, fountain pen)
-Containers (ex. medicine bowl, empty bottle)

Aeter Euum - Project Information

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..."