Brave Galaxy is set in a world loosely based on Hiro Mashima’s Fairy Tail and Eden’s Zero. It is a PG-13 or so rated space fantasy RP, and uses a combination of character statistics, which can be acquired via roleplaying and events, and creative freedom to help direct players’ characters. While there is a main storyline, which can be found in the events section, characters are free to interact with others and their environment however they see fit.
Explore the galaxy. Overcome the obstacles in your path. Shape the future of humanity.
Magic Magic, a power that, in its many forms, has existed far longer than human innovation. It has inevitably, however, been adopted, controlled, and shaped by humanity, from the wild power of Earthland to the refined nature of today.
Magic OOCly, and on character profiles, consists of the following - Name: Type: Tier: Rank: Description:
Name - This is, quite simply, what a character calls their magic. Note that ICly their magic does not necessarily have to be literal magic, it could a power gifted to them by a higher power of some sort or techniques they developed because of intense training. OOCly, however, these all function as the same.
Type - This is what the character's magic would be classified as, or its "scientific" name. IF your character is an elemental mage, their magic type would be "Elemental Manipulation - Element" or something of the like. Likewise, if they are a summoner, takeover mage, or requip mage, you would put these classifications. If you character's magic is a bit more unique, it will be up to you to come up with a description, although you can certainly ask staff or experienced members for help.
Tier - The tier system determines how many different magics a character can have, along with how versatile each of these magics are.
Tier 1 is the most versatile tier of magic, and many specific systems are limited to this. However, characters with Tier 1 magic are limited in that they can only have a singular magic, and they also gain TP the slowest.
Tier 2 mages are allowed to have two magics, however, each of these are somewhat less versatile than Tier 1 is. For the most part, Tier 2 magics tend to stick to the main magic systems, although some exceptions may apply. They gain TP faster than Tier 1 although slower than Tier 3.
Tier 3 mages are allowed to have three magics. These magics are limited in their application, however due to the sheer amount of techniques one can have choosing this option and the thematic differences they can have this option is still PvP viable. Tier 3 gains TP the fastest.
Rank - A character's magic rank is determined by their stat in magic. The rank itself determines how strong one's techniques and cantrips can be -- more on those two things later.
Description - The magic description is the most important part of making a character's magic, as it tells in detail what a character's magic can do and what it can ever do. This is looked at when determining if a new technique created by a character is allowed and fits thematically with a character's magic. Along with that, if there are certain quirks to your character's magic, they should be mentioned here. As previously mentioned, a Tier 1 magic description will have a lot of versatility, a Tier 2 some versatility, and Tier 3 less. A character's magic description should be at least a solid paragraph in length, but don't be afraid to ask to ask staff for help on elaborating if you're having trouble.
Techniques, Cantrips, and Aesthetic Spells Techniques - Techniques are magic spells that have been allotted TP, or technique points, to be used. They represent spells other than basic attacks or defenses and usually have durations, while they always have cooldowns. They are usually heavily used for combat, and can cause major effects in a battle if a high rank.
Cantrips - Cantrips are magic spells that are basic in nature, and do not have TP allotted to them. While they can and often do have impacts in battle, cantrips represent basic attacks, such as a simple fireball shot at someone that just does damage; basic defenses that can block magical or physical attacks; or minor utilitarian spells. The amount of cantrips a character can have is based on their magic rank and tier, while the rank of said cantrips is based on one's magic rank. Cantrips do not have cooldowns, however they can only be used a limited amount of times per post.
Tier 1 mages start with 1 cantrip and get an additional one at ranks 3, 5, 7, 9, and 10.
Tier 2 mages start with no cantrips but get one for both their magics at ranks 2, 5, and 9.
Tier 3 mages start with no cantrips but get one for all three of their magics at ranks 4 and 8.
A cantrip's rank is equal to a character's magic rank divided by two and rounded down.
Aesthetic Spells - Aesthetic spells can have little effect on battle, however they are assumed abilities of mages based on their magic descriptions. Examples of this would be a fire mage's ability to conjure fire for light or to start a fire, or a darkness mage's ability to darken a room to a natural degree. Other applications for this type of magic would be levitating small objects, summoning small and harmless objects, or anything that is considered "magical" but wouldn't warrant a full blown technique or cantrip dedicated to it.
Reputation System Reputation, or REP, are points that are gained from threads, missions, arcs, and RP based events. They are determined by the amount of influence a character has on the setting or characters (both PC and NPC) in a particular thread. REP determines the rank of a character while inside an organization, although does not necessarily correlate to them not being well known if a character does not have a lot of REP, as things such as being a founding member of an organization or related to some leader are not factored into REP. Every character starts out with 0 REP, and gains it by RPing. Note that a certain SP earned is also required to rank up, however theoretically such is usually achieved before or around getting the required REP.
Reya's Notes: The next section could primarily be for mission moderators and the like.
Gaining Reputation Meaningful interaction* with a PC: 1 REP Meaningful interaction with a PC character hasn't met yet**: 2 REP Meaningful interaction with an NPC: 1 REP Action or series of actions that change the environment*** on an establishment level: 3 REP Action or series of actions that change the environment on a settlement level: 5 REP Action or series of actions that change the environment on a city level: 10 REP Action or series of actions that change the environment on a regional level: 25 REP Action or series of actions that change the environment on a planet level: 50 REP
*A meaningful interaction is defined as interaction between two or more characters that takes up at least a page throughout the entire thread. Note that this doesn't necessarily have to be a continuous page, especially in regards to events. For NPCs, including companions, this limit is extended to at least two pages. **For Legacy Characters that have met on FTG, count first BG thread together as this. ***Environment refers to both the literal physical environment of a thread and the PCs and NPCs within the thread.
Reya's Notes Pt. II: Theoretically, every thread a character has should award at least 1 REP, if not more. Average would probably be somewhere around 5-7 REP, depending on the amount of characters.
Power: Power measures a character's physical strength in terms of how much they can push, pull, lift, carry, and other physical exertions. It also determines how hard a character's physical blows are, both armed and unarmed, although the former also accounts weapon class. This includes the range of thrown weapons, although aiming such is not covered under Power.
Endurance: Endurance measures a character's capacity to perform activities, both magical and non-magical, over a period of time. With higher Endurance, a character is able to act to the best of their abilities for a longer period of time, or even at all. Essential for other stats to work correctly.
Toughness: Toughness measures a character's ability to withstand both physical and magical blows, along with a character's ability to resist various effects. It is the directly "defensive" stat, and is comparable to a character's health pool. A character with low Toughness likely wouldn't be considered healthy, whereas a character with high Toughness would be practically immune to standard illnesses and the like.
Speed: Speed measures a character's ability to move and dodge quickly. It determines how quickly a character is able to react to attacks and other "flight or fight" scenarios, along with a character's raw speed. That being said, Speed does not effect a character's ability to observe more nuanced details, only those directly impacting them at any moment.
Accuracy: Accuracy measures a character's ability to aim and observe situations, along with their capacity to operate various vehicles successfully. With higher Accuracy, a character is able to exploit weak points in enemies, both in martial and ranged combat, and pick up on more nuanced details of things, along with being able to operate ranged weapons to their maximum range precisely and ability to operate higher class vehicles competently.
Magic: To be discussed later. Probably would be similar to FTG's magic system. See first post in this thread for my thoughts on it.
Endurance - Further Look Option A - Little change, Endurance remains similar to what it was on FTG. Endurance is key to using all other stats, and without a correlating Endurance, ie 50 Power for 50ish Endurance, using a stat to its full extent will quickly tire out a character. Endurance impacts Power, Speed, and Magic more than it does Accuracy and Toughness (these two being the more "passive" stats), however it still affects all stats. Correlation for Toughness and Accuracy would be something more like 25 Endurance for 50 of either stat. Note that if a character has 50 points in two or more stats, they'll still only need 50 Endurance to use both stats properly.
Variant I: Players choose two stats that would count as "passive" instead of the stats being automatically assigned. This would allow for greater customization with the two stats requiring less Endurance to use to their full extent hence making them "focus" stats of sorts.
Numbers subject to change. This option can be combined with all except D.
Option B - Endurance affects durations and cooldowns. At a certain value, say 40 SP into Endurance, a character can either opt to have their magical techniques all upped by 1 post duration (if they have a duration) or lowered by 1 post of cooldown (again, if they have one). This progression continues every chosen increment of Endurance, although the base of durations and cooldowns is still determined by the rank of technique. Downside is that this would only affect characters with magic, and those without it might see Endurance even more as a "mage only" stat.
Variant I: Endurance not only affects the durations and cooldowns, but at higher levels also the amount of times a spell can be used in a post (in the event that its cooldown is lowered to the point that it can be used every post).
Again, numbers subject to change.
Option C - Endurance is the sole determiner in durations and cooldowns. Not going to elaborate further because I'll be honest, I really dislike this option. Also pretty self-explanatory except for the hard numbers.
Option D - We get rid of Endurance. How long a character can perform physical actions (actions dependent on Power, Speed, Accuracy, and/or Toughness) is determined by their stat number in each stat. How long a character can use magic is dependent on both a character's magic stat and the rank of spell they're using (a character only using their max rank spells will get more tired than a character using less powerful ones with the same magic stat). This option would get rid of any dumpiness of Endurance entirely, and allow progression to be sped up without need for a sixth stat to put points into. Main concern comes in with magic.
Variant I: We create a stat to compensate for the purely magical side of Endurance. The stat would scale faster than other stats, and only magic users would need to put SP into it. Could balance the OPness of Magic.
Variant II: We do something similar to buying TP on FTG, except with a "Magic Endurance" currency or something similar. Probably would be bought with credits or AP.
Variant III: We scale the SP curve of Magic accordingly to account for the loss for Endurance when dealing with SP.
Variant IV: Similar to Variant I, however we instead split Magic into two stats, one determining the raw power (rank of techs) of a magic, the other determining how long a mage can use their magic without tiring. Again, could balance the OPness of Magic.
Option E - No change, Endurance is the same as it was on FTG.