Wednesday, March 5, 2014

MonBuilder March 3 - Hero Traits and Skills

Equipment Traits – A character can have as many of these as they want, each slot holds one piece of gear. As the character levels up, the power/effect of the item also increases.
Armor: A suit of armor that reduces non-magical damage a character takes (add to toughness) 1-5
Shield: A hand held shield that has a chance of absorbing an attack, negating damage. 10% - 50%
Melee Weapon: A hand held weapon that can strike targets 1 or 2 spaces away. At each level (1-5) a weapon gains a new bonus chosen by the player.
Ranged Weapon: Like a melee weapon but can effect targets in and beyond melee range.
Magic: A character has access to a school of magic that includes 5 spells, one unlocked at each character level (1-5). Can be taken 2 times, once for 2 different schools of magic.

Vehicle: The character has a mount or vehicle they are responsible for like a horse, dragon, chariot, etc. This mount cannot always accompany the character but they never lose control or command of it and it can be disabled but not destroyed.
Companion: The character has a pet or sidekick with 2 slots to attribute Augments and/or Traits. The companion may not always be able to follow the character but they never lose control of them. The companion acts on the player’s turn and may be disabled or captured but not killed.
Kit: A character has a kit of special tools. By spending Energy they can use the kit to create a specific effect once per turn. Similar to casting some spells but the effects do not improve as the character grows.
[Tool Kit: Craft or Repair an object, Potion Kit: Heal or Buff an Ally]

Weapon Bonuses
With a Weapon Trait a character is assumed to always have a chosen weapon available, even if they can’t make attacks with it at the time. As the character levels up, their weapons get stronger. At each level the weapons gains a choice of effects, improving their strength.
Increase Damage: All weapons deal a minimum of 1 damage. Melee weapons add the wielders Strength to the attack. This bonus increases the damage by +1
Increase Threat: All attacks critical on a roll of 10, dealing double damage. This bonus increases the chance of getting a critical by +1, allowing an attack to critical at a lower roll (maximum of a roll of 5)
Dual Wield: Carry a pair of weapons, one in each hand, adds an additional attack. Can be taken only once
Reach: Adds 1 space to weapons range.
Special Effect: Includes any kind of effect like elemental damage, bind, explosions, blinding, poisoning

Skills
Heros have Skills that improve their chances of successfully completing a particular action. Skills take up a slot in the same way traits do.
Normally a character has a 50/50 chance of succeeding at an attack or activity but as the difficulty of that action increases, so does their chances decrease. (Using a d10, 1 being failure, 10 being success, normally needing a 6+ to complete a task or hit a target) Each skill gives +5 / +50% to completing that action unless noted otherwise.

Unarmed: Attacking without a weapon or with fist types weapons
Melee: Attacking with a melee weapon
Ranged: Attacking with a ranged weapon
Thrown: Attacking with consumable ranged weapons like Shurikens or explosives.
Armor: A suit of armor increases the wearers defense while reducing their speed and raising the difficulty of all actions. The Armor Skill negates those penalties.
Shield: Carrying a shield increases the character’s defensive abilities in exchange for fewer offensive options. The shield skill allows a character to attack with the shield (Damage = Strength)
Ride: Increases the chance of completing all non-combat actions while riding a mount or vehicle
Cavalry: Increases the chance of completing all combat actions while riding on a mount or vehicle
Casting: Increases the chance of successfully casting a spell
Crafting: Increases the chance of creating or repairing an object.
Gathering: Increases the chance of obtaining the desired items and materials from nature, shops, libraries, etc.

Stealth: Decreases the chance of being detected while crawling, flanking, stealing or any sneaky action where they have not been detected by an enemy yet.

Expect a good amount of modification and expansion on these when Combat, Movement and Actions are released.

Tuesday, March 4, 2014

MonBuilder March 2 - Statlines

Statlnes
Life / Energy . Strength / Toughness . Mind / Will . Speed / Size

Monster Base Statlines
All monsters have stat lines that are based on their size then modified by their particular abilities. Player monsters start at Medium size and can be upgraded to Huge, increasing all their stats (Or start as small if a Slime, upgradable to Large). Their stats can be further modified by augments.

Tiny:      All 1
Small:    All 2
Medium: All 3
Large:    All 4
Huge:    All 5

Hero Statlines
A hero character’s stats are predefined based on their race but can be modified by Traits

Pixie           1/4 1/1 4/4 2/2
Halfling       2/3 2/2 3/3 2/2
Nekomata   3/2 3/3 2/2 2/2

Dwarf          4/2 4/4 2/2 3/3
Human        3/3 3/3 3/3 3/3
Elf              2/4 2/2 4/4 3/3

Troll           3/4 3/3 4/4 4/4
Orc            4/3 4/4 3/3 4/4
Giant         5/2 5/5 2/2 4/4

These numbers are what you use to derive the values of your Hero or Monster character. How these numbers get used will be coming in the Combat / Actions update.

Grapple: Strength + Size + Augments/Traits + Spell
Attack: Strength + Augments/Traits + Weapon + Spell
Defense: Toughness + Augments/Traits + Armor/Shield + Spell


Monday, March 3, 2014

MonBuilder March Update - Monster Augments

Monster Augments
This is how you build your monster. Some names and numbers are subject to change. Most augments come in two levels which either double their effect or add an additional effect (marked as 1x or 2x). Below is a list of augments along with their related stats and effects. This information is sufficient to flesh out a monster character concept in function and appearance. 

 A Monster character starts with 4 augment slots, these are recommended for limbs and similar augments that define the creature's overall appearance and movement. At each level (2-5) the character gets 2 more slots for augments, finally totaling in 12 augments. 

Most of the Augment labels are made ambiguous deliberately. The actual appearance and arrangement of limbs and features is entirely up to the player.

Life: Amount of damage a creature can take before being incapacitated or dying.
2x Boost Life: Life +2 / +5
Energy: Used to make special attacks, grapple and cast spells.
2x Boost Energy: Energy +2 / +5
Strength: How much normal melee damage a creature can deal, grapple strength, lifting and push/pull ability
2x Boost Strength: Strength +2 / +5
Toughness: Reduces the amount of non-magical damage a creature takes in a single attack
2x Boost Toughness: +2 / +5
Mind: Power of some special and magical attacks
2x Boost Mind: Mind +2 / +5
Will: Resistance to some special and magical effects
2x Boost Will: Will +2 / +5
Speed: Indicates walking speed or a normal movement. Crawling is half that value, running is twice that value or two moves, movement attacks are 1.5x that.
2x Boost Speed: Speed +1 / +2
Size: Relative physical size of a creature, impacts their overall stats to varying degrees all monster characters start as small or medium
2x Boost Size: Increase size which increases Life, Strength, Toughness and Speed by +1 / +2
Tiny -> Small -> Medium -> Large -> Huge

1x Extra Head/s: Creature has multiple heads (exact number doesn’t matter) making them immune to Critical Hits.
1x Extra Eyes: Creature has more than two eyes (exact number doesn’t matter) making them immune to sneak attacks
1x Breathing: Creature can breath in abnormal environments like liquid or noxious gasses
1x Transformation: Gives the creature a humanoid disguise. Combat actions forcibly break the disguise. (Must be taken during creature creation)
2x Monster Magic: Creature has access to its choice of 5 / 10 spells. A character can take the spells at any time, but once the choice is made it's permanent and the level of the spell cannot exceed the level of the character.
1x Slime Body: Creature’s body is a small amorphous mass with a solid core, its only limbs are tentacles and it can only crawl. Has the benefit of Sticky feet, Transformation, Breathing. It’s tentacle melee and grapple attacks are ranged attacks with range equal to half the creature’s speed. (Must be taken during creature creation)
2x Monster Pheromones: Boosts Ero value +1 / +3

Movement Augments
2x Flight: Creature has the ability to hover and move through the air at crawl speed / Allows a creature to fly at normal speed (otherwise not at all), bypassing terrain. Adds special Wing Attacks
1x Fins: Allows a creature to move through liquid at normal speed (otherwise at crawl/half speed). Adds special Fin Attacks
1x Scoops: Allows a creature to move through solid masses at half speed (otherwise not at all). Adds special Burrow Attacks.
1x Sticky Feet: Allows a creature to move along vertical surfaces or ceilings at normal speed (otherwise not at all). Surfaces and structures must be able to support the creature’s weight or it will collapse.

Attack Augments
Headbutt: A weak attack to an enemy who has been grappled. 1dmg
1x Horns: Boosts the damage of a headbutt to half the creature’s Strength
Bite: A very weak attack to a grappled enemy: 1dmg to enemies for each size smaller they are than the creature
1x Fangs: adds a poison effect to the bite attack, effect works even if the bite does no damage.
[Leech Life, Leech Energy, Paralyze]
1x Tongue: Adds a prehensile tongue that boosts grapple by +2
2x Tentacles: Boosts grapple value by +1 / +3
2x Extra Arms: Adds +1 / +2 attacks 
1x Claws: Boosts the damage of normal melee attacks by +2
1x Gullet: Allows a creature to swallow an enemy or objects at least 2 sizes smaller than itself and hold them for later retrieval.
1x Tail: Allows a Tail Whip attack and boosts Grapple by +2
1x Stinger: Adds a poison effects to normal attacks
[Drain Strength, Drain Toughness, Drain Mind, Drain Will, Slow]
2x Breath Weapon: A ranged special attack that originates from in or on the body. Base damage is half Strength +1 for size level and -1 for each space away from the target / creature gains an additional effect to the attack.
[Double Damage on hit, Fire, Ice, Acid, Lightning, Pin]

Normal attacks use the creatures Strength. A creature can normally make 1 attack per turn
Punch: Normal melee attack made with arms
Whip: Normal melee attack made with a tail
Buffet: Normal melee attack made with wings, in the air
Thrash: Normal melee attack made with fins, in the water
Smash: Normal melee attack made with scoops, under the ground

Special attacks use the creature’s energy points to cause boosted damage or special effects
Slam: Special attack made with arms
Swoop: Special attack made with wings, in the air
Wave: Special attack made with fins, in the water
Tunnel: Special attack made with scoops, under the ground

Grapple attacks do no damage but initiate a grapple
Grab: Grapple attack made with arms
Wind: Grapple attack made with tail
Snatch: Grapple attack made with wings, in the air
Dive: Grapple attack made with fins, in the water
Pit: Grapple attack made with scoops, under the ground


Body Slam: Deals bonus damage based on how much smaller a target is than the attacker. (Strength +50% per size level difference)

Friday, February 7, 2014

Monster Builder - Feb 2 [Fantasy Jobs]

Common
Peasant, Craftsman (Blacksmith, Tailor, Woodsmith, Cobbler), Cook, Farmer/Rancher, Host/Hostess, Student/Teacher, Miner/Woodsman, Hunter, Sailor/Fisherman, Smuggler, Fence, Prostitute, Slave

Uncommon
Butler/Maid, Doctor/Nurse, Priest/Nun, Shaman/Priestess, Librarian/Scholar, Musician/Dancer, Bounty Hunter, Scryer, Astronomer, Farseer, Executioner, Undertaker/Gravedigger, Inquisitor/Exorcist, Duelist/Prize Fighter

Rare
King/Queen, Prince/Princess, royalty/nobles, Merchant, Alchemist

Military
Watchman, Guardsman, Royal Guard, Bronze Knight, Silver Knight, Gold Knight, Platinum Knight, White Knight, Black Knight, Mercenary

Adventurer
Archer, Fighter, Warrior, Barbarian/Amazon, Martial Artist, Paladin, Soldier, Knight, Spy, Assassin, Ninja, Ronin, Thief, Rogue, Bandit, Ranger, Beast Master, Samurai
Sorcerer, Wizard, Witch, Warlock, Summoner, Cleric, Druid, Bard, Necromancer

This is an exhaustive list of job names for the fantasy setting. Since many names can overlap when identifying distinct professions the sum total of possible labels can create an exhaustive list. The final refined lists and definitions of Hero and NPC jobs will be usable at a glance, but since the fantasy setting has the most distinct job options compared to the Modern and Sci-Fi settings, now is a good time to gather up as many names and labels as possible.

So folks, let's see what ya'll can add to this. We're looking for a fine balance here. We don't need 10 different names for cook or chef in 10 different languages and we don't really need levels of things like nobles or students. I fully expect some overlap, but if anyone can find anything that i missed, your contributions would be MUCH appreciated.

Later I'll post a detailed list for Hero player characters.

Tuesday, January 14, 2014

MONSTER BUILDER January

Promo Characters

With input from fans I'm going to put together a set of example characters to use for explanations, demonstration and promotion.

Fantasy - Modern - Sci-Fi
For right now, I'm focusing on Fantasy as that is the origin and largest section for elements and expanded mechanics.

----------

Character Stats

Life: Health, HP, how many points of damage a character can sustain before they pass out or die.
Energy: Spirit, MP, how many points a character has to use on special attacks, actions, abilities, magic spells, etc. Also part of ero-battles
Strength: Power, how strong a character is, impacting their ability to manipulate heavy objects and deal melee damage.
Toughness: Durability, how difficult a character is to damage without the use of armor. Alternatively, how nimble a character may be at dodging damage.
Mind: Power, mental or spiritual strength used with some special actions and spells. Spell damage and/or duration
Will: Focus, mental or spiritual ability to resist psychic or magical effects or resist high stress. Used in some spells
Speed: movement, how many spaces on a grid a character can move in one turn and the methods of movement they have available, like flying or swimming

Size: physical bulk, height and/or weight. Tiny (fairy or rodent), Small (domestic dog or cat), Medium (most player races, dwarf, elf, human, etc), Large (giants, elephants), Huge (full grown dragons, whales)

----------

Fantasy Races
Halflings - Small size penalizing physical stats (life, strength, toughness, speed), can easily fit into spaces that medium sized characters can't. Bonus to avoiding attacks and being spotted
Pixies - Small size penalizing physical stats, their frail form penalizes physical stats further and their magical nature gives a bonus to magical stats
Nekomata - Small size with a penalty to magical stats.

Human - Average / medium / unmodified stats
Elves - Penalty to physical abilities (Life, strength, toughness), bonus to magical abilities (Energy, mind, will)
Dwarves - Penalty to magical stats (energy, mind, will), Bonus to physical stats (life, strength, toughness)

Giant - Large size with bonus to physical stats (life, strength, toughness, speed), can't fit inside most structures built for medium sized characters. Penalty to avoiding attacks and being spotted. Bonus to physical stats, penalty to magical stats
Orc - Large size with bonus to physical stats, has trouble fitting into some medium sized structures and using medium sized equipment
Troll - Large size with bonus to magical stats

-----------

Fantasy Hero Jobs

Commoner
Peasant, Butcher, Baker, Farmer, Rancher, Potter, Painter, Tailor, Clothier, etc
No value in game terms, no useful training or combat skills. Most common NPCs

Elite
Librarian, Merchant, Noble, Royal
Has access to wealth and/or power. Can provide useful services to characters in-game

Specialists
Student/Teacher, Butler/Maid, Host/Waitress, Priest/Nun, Doctor/Nurse, Dancer/Musician
Has some special training or connections to useful people or places that can be used in game.

Adventurers
Strength - Warrior, Fighter, Samurai, Ronin, Archer, Ranger, Knight, Barbarian
Toughness - Paladin, Ninja, Thief, Guardsman, Amazon, Rogue
Mind - Wizard, Sorcerer, Illusionist, Alchemist
Will - Cleric, Druid, Summoner, Bard
Have special abilities usable in Combat, may include special connections or access.

----------

Fantasy Beasts
This is a working list, creating a totally exhaustive critter list is not going to be a priority in MonBuilder. Rather a number of favorite or most appropriate entries will be selected and detailed. There is no end of sources of inspiration for creatures and it will be up to the players to devise them at length.

Plants
Alarune, Roper, Treant, Dryad, Nymph, Mandrake
Eternals
Angel, Devil, Demon, Oni, Imp, Djinn, Genie
Undead
Mummy, Dullahan, Ghost, Skeleton, Vampire, Zombie, Lich
Giant Bugs
Arachne, Jurogumo, Giant Snail, Giant Slug, King Hornet, Queen Bee, Scorpina
Water
Echidna, Scylla, Merfolk, Kappa
Air
Harpy, Siren, Tengu, Fairy
Constructs
Golem, Gargoyle, Mimic, Pot Monster
Elementals
Titans, Yukionna, Efreet
Humanoid
Cyclops, Giant, Goblin, Kobold
Animal
Sphinx, Centaur, Nightmare, Cockatrice, Lamia, Medusa, Kitsune, Lizardman, Holstaur, Minotaur, Tanuki, Vorpal Bunny, Werewolf
Slime
Ooze, Pudding, Slime


Monday, October 7, 2013

Character: Morene Mouse

Ancillary character to Fuzzy MOA

Morene Mouse is MOAs land lady and next door neighbor in their small apartment complex. As a land lady she's firm and fair, always sweet and will readily beat people with a broom or pinch them in the tenders to keep them in line. As a neighbor she is quirky and is equal parts sweet and irritating. She's very short so she's frequently seen on ladders or with grabbers and MOA is happy to help her when he can. She's always active and busy, rarely sitting down for anything. Usually she can be found working around the apartments, washing windows and on special occasion tending to her custom grill. She only seems to relax when she's at home or having a drink on the patio.

MOA likes her as a land lady because she's mostly pleasant and sassy. He's the type of guy who likes to be helpful and she's always happy to give him something to do. As much as he likes her she causes him no end of consternation. She is always letting herself into his apartment to wake him up or chastise him about work or nosing around in his personal life. However she also tidies his place periodically, leaves him useful notes and brings him healthy meals. For MOA her nosiness and niceness tend to break even so he rarely complains but grumbles constantly. When he does she pinches him or smacks him with a broom or gives him a flirtatious brush and he shuts up. No matter how irritated or gruf he gets she usually dismisses it and keeps on smiling. She's no dragon lady and has not been known to get visibly angry or aggressive, unless she's grilling or drunk, then her demeanor changes drastically.

She has several children who do not live with her. The kids come by to visit pretty regularly which usually has nothing to do with MOA. Though sometimes he finds himself the target of minor pranks and sometimes gets coerced into playing with them or helping to teach them a thing or two. It is unclear just how many children she has but they are all elementary school age. They all live with their father who Morene only talks about when she's blind drunk. 


Even though she freely let herself into MOAs apartment for snooping and wake up calls, it wasn’t until she snuck into his room trying to peep on him that their encounters became more intimate. He had already been losing sleep listening to her on the other side of his wall. Her flirting and wardrobe kept his lip zipped up until then, but finding her spying on him while in the shower was the last straw. He bawls her out for his frustration and takes it out on her buxom body, "helping" her with her own persistent problem. After that she started making less noise but randomly appearing more often. 
She prefers not to actively date anymore or husband hunt and keeps a collection of quirky toys and media to keep herself entertained. She likes dressing for comfort and attention and lounges around her apartment naked or in a fluffy robe.

She enjoys monster movies and scary things that get her blood pumping. So she enjoys it when MOA is irritated and gets gruff with her, chasing her or sneaking up on her. She enjoys playing the frightened dams
el which is just fine with MonMOA. They end up being just right for each other in a lot of ways and totally wrong in others. But after a few late night encounters he starts sneaking into her apartment as well which leads to some surprising situations. 



Wardrobe
Morene keeps a wide variety of outfits, costumes and negliges but most don't fit her properly. She makes modifications as needed but some still end up looking cartoonish on her. 

Grill
She loves to grill so much that when she had a heavy duty covered grill and smoker custom built in her back yard. When she gets around charcoal and her grill set she gets a crazy look in her eye and starts talking like a woman possessed. She fires it up at least twice a week and feeds the tenants and local folks she likes. She also drinks heavily while grilling and gets loud and rambunctious, laughing at nothing and chasing people away with an oversized grill fork. She loves grilling so much she cooks in any but the most extreme weather. 

Monster Movies
Ms. Mouse has been a fan of monster movies ever since she was a child and keeps a ton of novelties and memorabilia in her apartment. She always has one playing in the background with the lights down. This is a favorite time for MOA to sneak up on her for a scare which they both enjoy more than they should.


Tuesday, December 4, 2012

STORY: Cross (working title)

Narrative Concept - Comic / Animated series

A super future setting featuring space travel, cyborgs, mecha and AI. Emphasis on military combat action, drama and schoolyard yucks.

In far off non-specific future the method of choice for military training and simulation uses miniature scale replicas of soldiers and vehicles and puts them in a replica battlefield. These mini-troops are controlled remotely by their builders and used as avatars/surrogates/player characters/personas/drones/toys/dolls/models/etc. to interact with each other and objects inside the simulation space. This story focuses on a military academy space station and research base. The students, staff and AI are all responsible for building and maintaining their own replicas and use them to complete simulations and tests with and against each other in a 4 year curriculum. New designs and technology are tested here on the small scale before being produced and tested in full scale and all students are encouraged to study, work and develop their own unique ideas.

In this time, cyberization is commonplace but expensive. Many people cannot afford to have their bodies modified with prosthetic limbs or complex organs. However, digitization of the human brain is also common and much more cost effective. The dead and the dying are sometimes saved through copying their neural net to a data core (crystal data storage device). After that they cease being legally human and become products under the custody of the state and may be used or sold as Artificial Intelligence. This story focuses around one AI who must come to grips with his new existence without flesh or death. He and the other AIs at the academy interact with the students using their own remote controlled avatars inside the simulation field.

The students are from all walks of life and are able to study and practice every form of military service. They are there to study and learn to think creatively and learn the strategies and tactics and equipment that will keep them alive in actual military service. Even with their avatars there is no replacement for real world training so the students receive a truncated variation of what a career of service might be like during their 4 year attendance. As with any school there are lessons, tests, teachers, cliques, parties, vacations and struggling for exams. The better a student performs in their studies the more promotions and replicas they receive for use in the simulation zone.

This concept tries to adhere to logic in terms of science and technology but for the sake of fun and entertainment a lot of stuff is let go, so just roll with it. And this is all based on scaling so there's lots of room to play around with in terms of designs. This concept combines a lot of ideas, visuals and terms from many other well known sources (Ghost In The Shell, HALO, STRAIN, and more)


BUILD YOUR OWN Mini-TROOP (name?)
All "avatars" are built from a stock skeleton "frame". Builders have limited room for modification to adjust for height and build. Depending on how much money the builder wants to spend they can then cover the frame in several body "shells". Plastic molded bodies are the cheapest and most common but give a clearly unrealistic look to the figure. The military academy uses a special fabrication system to cover the frame in a composite skin to ballistic gel. This gives the figure a more realistic look and feel but can complicate repairs or replacing parts. The most expensive kits feature a nano-polymer shell that can be modified electronically to take any shape and is considered the most life like and the best choice for having unique faces and moving mouths or body shapes. The academy uses nano-polymer for their head parts for more advanced students to give their avatars their own faces.

The builder then chooses a kit to apply their choice of clothing and equipment to their avatar. There are many kits available on the civilian market with special kits issued to to groups like the academy or police forces. Most kits feature mock plastic "dummy" replicas but the academy uses miniatures made of real materials and in accurate configurations. The students are responsible for assembly and application of these coverings using their own hands as well as their avatar's.

Avatar weapon kits are mostly dummy shells but for builders who participate in combat simulations they use mini laser "blasters". These are made to look like the real current energy weapons of the time and can be modified to alter performance. The academy uses a more advanced set of tools and kits that allows for superior realism to their full scale counterparts. Larger weapons like launchers, missiles, rockets or grenades are simulated at the academy with the equivalent of firecrackers, pistol bullets or even rifle ammo. These are not normally allowed at civilian competitions or used by private builders as they can do permanent damage to their expensive replicas. The academy uses such live-ammo weapons in simulations for greater realism and to teach the students more about maintaining and repairing their replicas.

An average finished "mini-troop" stands at approximately 4-5 inches tall and comes with a uniform, armor (including helmet), a Primary Weapon, a Secondary Weapon and a Melee Weapon. Academy mini-troops feature specific color coded and role based equipment and uniforms to identify their team, rank and job.

For the Academy AIs, this is their only body and only way of interacting with the real world outside of a terminal or hologram projector.


CUSTOMIZE YOUR Mini-TROOP WEAPONS
Most civilian kits feature dummy weapons but the academy uses special replica blasters. The technology of the day sees a mix of solid and energy munitions but for the sake of efficiency and safety the Academy uses mostly laser replicas and excludes plasma, arc and incendiary weapons entirely. Many of the replica vehicles use chemical explosive rounds and no-lo power guided munitions while some of the largest feature miniaturized magnetic 'railgun' cannons.

Power - Emitter
The strength of the weapons emitter increases the frequency of the beam varying damage and color. The Academy and civilian players use low power red lasers for their replicas by default but test and include more powerful lasers on their spacecraft replicas. The more powerful the laser the more power it consumes, requiring more frequent battery changes. Students receive special kits periodically as rewards to boost the power of their favorite avatar weapon. Actual damage is calculated by the Academy's computers as well as the effect, but it is a popular method of identification among senior students.
[Red = 1, Green = 2, Blue = 3]

Speed - Capacitor
The capacitor takes energy from the battery and modulates it for use in firing. The bigger the capacitor the longer it takes to fill (slower rate of fire) but the bigger the shot (more damage). A smaller capacitor allows for a more rapid rate of fire and more individual shots but it will cause the unit to overheat faster.
[Small, Standard, Large]

Range - Gain 'lens'
The range of a laser is effectively infinite and at a constant speed inside the battle zone. The type of material used as a gain medium (erroneously but popularly called the lens) will impact the intensity of the beam. The computer monitors the laser strike and calculates stats and probabilities then determines the effect. Special kits are sometimes issued to students as rewards for marksmanship. With greater intensity the beam becomes brighter and more noticeable, challenging the player to be more conservative and precise or allowing them to be more obvious and distracting.
[Level 1, 2, 3]

Capacity - Battery
The traditional magazine is replaced by a swappable battery. The bigger the battery the more shots can be made, but the heavier it becomes. There are 4 sizes of batteries for these A=Pistol or small weapons, B=Rifle or average weapons, C=Heavy Infantry Weapons, D=Vehicle mounted or otherwise unmovable. Civilians have access to higher quality batteries in the same sizes but for the sake of efficiency the Academy uses all the same type/brand.
[A =1, B =2, C =3, D=4+]

Attachment - Barrel
A laser blaster gains no advantage from a longer barrel except maybe to hide the emitter. However there are plenty of attachments available that require an appropriate mounting point to use. Also, sighting in a longer barrel becomes easier and easier to adjust while aiming, but it makes the weapon more cumbersome in tight spaces or while running.
[Bayonet, Grip, Launcher, Light, Bipod]

Stability - Stock + Grip
A laser blaster has no recoil and an avatars hands don't shake the way a person's do. However while moving a properly fitted grip assembly will allow a user to aim and fire more quickly and accurately. Though a full size stock makes the replica heavier and more cumbersome in tight quarters.
[Short Grip, Long Grip, no grip, Short Stock, Long Stock, no stock]

Accuracy - Optics
A laser blast is straight as can be and will cross the map but a good optic may still be required to see your target and line up that shot. Advanced optics kits are specialized rewards that require sufficient training with one's avatar to receive, construct and use.
[Iron, Reflex, Scope, Finder]

Cooling - Air
All avatar replica blasters are air cooled and as such suffer similar cooling and overheating effects as their full size counterparts.

Shell - Body
The physical appearance of the blaster is irrelevant when calculating stats and only serves as an aesthetic choice.

BUILD YOUR OWN Mini-VEHICLES
The academy features scale replicas of most every vehicle and weapon system known and in use (meaning not yet obsolete or otherwise top secret classified). Larger vehicles like space craft are built by staff and entire classes (scaled down doesn't automatically mean small or simple). Smaller vehicles like tanks, jets or mechs are built by teams of students training to be crew for that vehicle. While particulars like size, appearance, payload and armor can be customized and original designs can be built from scratch all vehicles fall into one classification or another and are scrutinized to real world T&D standards.

Space Vehicles
Interceptor - A small 1-2 person space craft intended to combat other interceptors first then to attack larger space craft en masse.
Destroyer - A small 1-3 person space craft intended to combat larger space craft directly with heavy weapons.
Shuttle - A small craft designed to ferry people and cargo between space craft. Equip little to no weaponry or defenses.
Drop Ship - A medium sized craft designed to carry people, vehicles and cargo between space craft and  a planet's surface. Equips moderate weapons and shielding.
Carrier - A massive vessel that transports every planetary combat asset as well as Interceptors and Destroyers and acts as the core of a fleet. Features considerable armor and armaments for self defense.
Dreadnought - A huge vessel designed for space to space and space to surface combat. Features heavy armor and the most powerful weapons in any fleet and is capable of precision ground strikes from orbit.
Cruiser - A large high speed space craft designed mostly for transport but is equipped to combat larger or smaller space craft in hit and run combat.
S Drone - An unmanned support weapon system that can be deployed by smaller craft or launched in droves by larger craft. Tend to feature low-medium power weapons and little to no armor.

Air Vehicles
VTOL - A transport craft designed to carry troops or small amounts of cargo to and from precise locations quickly. Features light armor and ground support weapons.
Fighter - A high speed craft designed to combat other aircraft. Has limited ground attack ability and light armor.
Bomber - A ground support aircraft designed to attack ground targets with precision and power quickly and efficiently.
A Drone - An unmanned reconnaissance craft used to remotely survey an area or deliver a single light payload. Can equip light weaponry including air to surface missiles.
Sky Carrier - Similar to its aquatic cousin it is designed to carry and service aircraft in situations where a sea carrier or friendly base is not available. Features heavy ground attack and air defense systems.

Water Vehicles
Sea Carrier - A large transport craft that acts as the core of a naval fleet. It carries and supports many aircraft which act as its primary form of attack and defense. The carrier acts as a mobile base where friendly air support would otherwise be unavailable.
Battleship - A medium sized high speed craft armed to destroy or defend other surface ships. Loaded with heavy anti-air armaments and limited anti-sub and ground support weaponry.
Submarine - A submersible vehicle designed to combat other ships and offer limited ground support.
Lander - An amphibious craft designed to ferry troops, vehicles and cargo between ships and shore where a VTOL would be unavailable or inefficient.
W Drone - A medium sized unmanned submersible ship loaded with multi-purpose missiles meant primarily for ground support. Always accompanies sea carriers.

Ground Vehicles
Air Bike - Mostly used by civilians to carry 1 or 2 people quickly with almost no other capacity. Military versions have been fitted with guns or launchers for high speed attacks.Jeep - A general purpose ground vehicle designed to carry 2-6 people and may be equipped with mounted weapons. Features little to no armor but is relatively fast and maneuverable on the ground.
APC - A thickly armored troop transport with light to medium armaments designed for superior protection of passengers. Can also act as a mobile base and is more suited to urban combat than a larger tank. May also be amphibious.
Tank - A heavily armed and armored vehicle designed to combat any and all other ground vehicles, infantry and installations with brute force.
Artillery - A vehicle fitted to a heavy long range weapon system intended to strike hard targets such as armor or bases as well as water craft. Can also be used to cause large area destruction against infantry. Tends to have little to no armor and may be unmanned. Mobile Artillery does not suffer from counter measures like guided systems such as missiles do.
Anti-Air - A vehicle loaded with weapons designed to combat aircraft and dropships from a distance. Tend to have little to no armor and may be unmanned.
Behemoth - A ground based equivalent to a carrier. Acts as a mobile command center and can carry and support multiple other smaller vehicles including tanks and mechs. Features multiple self defense weapons and heavy artillery.
G Drone - An unmanned recon and support machine that is designed mostly for bomb disposal and infantry combat in urban settings.

Personal Transport
Flight Pack - A device designed to transport a single person higher and farther than they could jump or to soften a landing (no parachutes). Various designs feature varying levels of control and fuel supply.
EVA Suit - A necessity even for a cyborg to survive in the vacuum of space. Features maneuvering thrusters and a high frequency transponder.
Dive Suit - A heavy suit designed for operating in deep or dangerous water. Originally intended for research, salvage and mining it has little to no combat ability but appears on subs and some other water craft and may be used as a survival suit.

Mechs
Powered Armor - The heaviest level of personal armor that a soldier can wear. Can also potentially carry heavier weapons and equipment than the wearer would otherwise be able to.
Ground Assault - A 1-2 person 2-4 legged weapons platform designed to be more agile or maneuverable than a tank with superior firepower and comparable defense. May include Jump Jets or an amphibious system.
Space Assault - A 1-2 person humanoid weapon system designed to combat multiple targets simultaneously and to fight using high G maneuvers in a debris strewn environment as well as boarding enemy vessels with artificial gravity.