《The Book of Secrets Vol. II The Book of Charming Storms》The Secrets of Paradox VI Capacities, Classification

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(«^») Aurora Faelina Yurriana

Today we're going over capacities and classifications. Capacities are split into several groups, Base Attributes, Derived Attributes, Saves and Skills, Weapon Capacities, and Gifts.

The base attributes are Aura, Vitality, Endurance, Resistance, Strength, Dexterity, Agility, Intellect, Wisdom, Charisma, Luck, and Skill.

Your Total Aura is derived from your base attributes.

Aura is a measure of one's connection to the tenth dimension. Vitality is a measure of one's health, and the general strength of one's body. Endurance is a measure of how much action one can perform without rest, it also measures how durable your body is. Resistance is a measure of one's physical resistance to poisons, diseases, and damage. Strength is a measure of one's physical strength. I think that should be obvious. Dexterity is a measure of one's accuracy, precision, and eye-hand coordination. Agility is a measure of one's physical speed, balance, and reflexes. Intellect is simply a measure of the power of one's mind. Wisdom is a measure of one's ability to apply the power of one's mind. Charisma is a measure of one's social capability, as well as their physical attractiveness.

The derived attributes are Blood Aura, Lunar Aura, Soul Aura, Attunement, Power, Accuracy, Stamina, Dodge, Solar Aura, Crit Range, Reaction, Speed, and Fate.

Blood Aura is derived from Vitality and Aura and is essentially how much damage you can take before going unconscious, and eventually dying. Lunar Aura is derived from Aura, Intellect, Wisdom, and Charisma and is similar to Blood Aura. Lunar Aura can be used to take damage instead of Blood Aura but is also used to fuel magic. Soul Aura is derived from Aura, Intellect, Wisdom, and Charisma, and is a measure of how powerful one's magic is. Attunement is derived from the highest of one's mental attributes plus Aura, and is a measure of how many gifts one is capable of having at any given time. Power is derived from Strength and Dexterity, and is a measure of one's natural capability to do damage with a melee weapon. Accuracy is derived from Dexterity and is a measure of one's capability to land an attack, with both ranged and melee weapons. Stamina derived from Endurance and Agility, and is a measure of how many actions one can perform within six seconds of combat. Dodge is derived from Agility, and is a measure of one's ability to completely avoid physical attacks. Solar Aura is derived from Resistance, Endurance, and one's armor. Solar Aura simply reduces incoming damage, and does not deplete. Crit Range is derived from Luck and is a measure of how often Luck plays a role in someone's life. Reaction is derived from Stamina and is how many reactive actions one may make. Speed is derived from Agility and Endurance and is how far one may move in six seconds with one use of their Stamina. Fate is one's ability to control Fate, or how much Fate favors them. This is derived from total Aura. One can spend Fate to gain temporary bonuses in times of crisis.

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Saves are one's resistance to certain effects, such as disease. They are most often used against magical effects, but may be used against other things that fit the bill.

Saves include Life Force, Constitution, Resilience, Athletics, Reflex, Mental Resilience, Mental Resistance, and Willpower.

Life Force is derived from Aura and Vitality, and is used to stave off death related effects. Constitution is derived from Vitality and Resistance and is used to stave off body damaging effects like poison and disease. Resilience is derived from Endurance and Resistance and is used to stave off body changing effects. Athletics is derived from Strength and Endurance and is used to stave off things that require extreme physical exertion. Reflex is derived from Dexterity and Agility and is used to avoid AoE effects, and anything that has to physically travel to hit. Mental Resilience is used to ‘other’ mind effects. Mental Resistance is used to stave off effects that force a creature to perform specific actions. Willpower is used against mind effects that change a creature’s will.

Skills are derived from saves.

Athletics is derived from Athletics. (Obviously)

Acrobatics, Lockpicking, Sleight of Hand, and Stealth are derived from Reflex.

Disable is derived from intellect and dexterity.

Appraise, Craft, Hacking, Investigate, Knowledge, Perception, and Search are derived from Mental Resilience.

Deception, Disguise, Negotiate, and Perform are derived from Mental Resistance.

Insight and Tame are derived from Willpower.

Weapon Capacities are a bit complex. The Skill attribute increases your ability with all weapons, as well as the cap at which training no longer helps you. Weapons also derive damage from power and accuracy depending on whether it's melee or ranged. There are many classifications of weapons, as well as sub classifications that apply to some of them.

All the weapon types are. Unarmed, small axes, axes, great axes, small maces, maces, great maces, polearms, large polearms, revolvers, side arms, SMGs, shotguns, rifles, sniper rifles, BFGs, explosives, small bows, bows, great bows, and whips. Blades have a type and subtype. Types are daggers, short swords, arming swords, longswords, greatswords, ultra greatswords. Subtypes are straight, curved, and piercing.

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Gifts are just the details on what your gifts do and their maximum capabilities in every area.

Now onto Classifications. Classifications are just a way of organizing any given person's abilities in the context of war. I recently learned that Alexandria’s system is based on The Von’s classification system, which is what we'll be using today since I'm familiar with it.

It goes Stormtamer, Ace, Hunter, Priestess, Tank, Specialist, Face, Seeker, Shadow, Runner

Stormtamers are extremely powerful aces, but are usually focused on combat. Aces are people who can perform all jobs fairly well. Hunters are just people with focus on combat. Priestesses are, well, priestesses. There are such things as priests but they're very uncommon in Alexandrian society. Priestesses have a focus on healing, and combat support. They can usually fight in their own right but won't be as good at it as a Hunter. Tanks are people with a focus on defense. Specialists are people with highly specific roles, usually through their magic choices. They often don't fall into the other roles. Faces are essentially spies. Seekers are people who are good at getting information. Shadows are people who are highly trained in stealth. Runners are simply just messengers.

These are terms often used in the military, and are titles given to people who perform certain jobs.

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