Character Sheet and Stats
Character Sheet:
Ideal One (Tier):Name.
Skill One (Tier):Name (Type):
Skill Two (Tier): Name (Type).
Skill Three (Tier):Name (Type).
Skill Four (Tier):Name (Type).
Ideal Two (Tier):Name.
Skill One (Tier): Name (Type).
Skill Two (Tier):Name (Type).
Skill Three (Tier): Name (Type).
Skill Four (Tier):Name (Type).
Ideal Three (Tier):Name.
Skill One (Tier): Name (Type).
Skill Two (Tier): Name (Type).
Skill Three (Tier): Name (Type).
Skill Four (Tier): Name (Type).
Pinnacle Skill (Tier): Name (Type).
Ideal One Name (Name of effect):
Ideal Two Name (Name of effect):
Ideal Three Name (Name of effect):
Measurements:
Generally, skill's costs, cooldowns etc will be laid out as such:
Mana cost:
Cooldown:
Range:
Damage:
Damage over time:
Simply remove any that aren't applicable.
Damage and Mana Costs:
Trivial.
Low.
Moderate.
High.
Extreme.
Buffs/Debuffs:
Trivial.
Minor.
Moderate.
Major.
Extreme.
Distances, Durations and Cooldowns:
Immediate (not applicable for Durations i.e. durations this short wouldn’t have a duration).
Short.
Medium (range). Moderate (duration and cooldown).
Long.
Extreme.
Damage is generally aspected to one type or another i.e. Physical or Magic, and from there, subaspected in some cases e.g. burn damage, bleed damage, crush damage, slash damage. These types of damage don't usually make too much of a difference, except in some niche circumstances. Bleed will be more effective vs a creature of flesh and blood than a golem, for example.
Ideal Tiers:
Classic: This Ideal has been manifested. Manifest all Skills under it to rank up.
Complete: This Ideal has had all Skills manifested. Uplift all Skills under it to rank up.
Consummate: This Ideal has had all Skills uplifted once. Uplift all Skills under it to rank up.
Exemplary: This Ideal has had all Skills uplifted twice. Uplift all Skills under it to rank up.
Supreme: This Ideal has had all Skills uplifted three times. Uplift all Skills under it to rank up.
Skill Types:
Types of Skills:
Active: Skills that are activated for a single mana cost.
Passive: Skills that are always active. They don’t usually cost mana, except for the rare passive skills with an active component.
Channelled: Skills that have an on-going mana cost to keep using. The cost often escalates depending on how long it is used for.
Ritual: Skills that generally have very high mana cost, as well as a cost in other materials, for a permanent effect. They generally have very long cooldowns. They can summon items or familiars, and can also create spell effects.
Conjuration: Skills that allow an item to be conjured at will. They are constant until dispelled, like a channelled Skill, but have a once off mana cost like a ritual.
Summons: Skills that have a once off mana cost to summon a familiar or item for a set duration.
Surge: Skills that have a very high mana cost and very long cooldown. They are a subset of Active Skills. Idealists often don’t have enough mana to cast surge skills until higher ranks without very expensive and rare potions.
Sensory: A subcategory of either active or passive Skills, allowing an Idealist greater than normal senses.
Movement: A subcategory of skill that allows for some adaptation of movement.
Teleport: A rare skill that allows for instantaneous transportation.
Portal: A extremely rare skill that allows instantaneous transit between two points. They are a subset of teleport.
Aura: Passive skills that grant the caster's aura an effect.
Control: Passively allows user to control or manipulate certain objects, elements or concepts “telepathically.”
Domain: A fixed area of effect skill that provides buffs, debuffs, or other effects within it its area.
Cycle: A skill that has modular components. These skills trade off a higher mana cost or cooldown for greater flexibility. Occasionally they can be passive. Uplifts to these skills can either add new cycles, or change existing cycles effects. For example:
Skill One (Healing): Goddess' Benevolence (Active (Cycle)).
Goddess' Touch:
Mana Cost: High.
Cooldown: High.
Grant extreme heal to ally via physical contact.
Goddess' Breath:
Mana Cost: High.
Cooldown: High.
Grant moderate heal to allies in a cone in front of the caster.
Pinnacle: These skills are perhaps the most important of any Idealist with a fall's skillset. They are a single skill, and can be of any skill type. Each of the Idealists three Ideals contributes an effect or aspect to their Pinnacle. See above for example.
Generalities:
Most Idealists with a fall will end up with 1-2 Ritual skills. Bear in mind Rituals can also summon weapons.
Most Idealists with a fall will usually manifest at least one Sensory skill, and at least one Movement skill.
Most Idealists with a fall will manifest at least one Channeled skill.
Passive skills are a little rarer than active skills, though not hugely so.
Surge, Domain, and Portal skills are all extremely rare.
Cycles and Teleports are both quite rare.
Auras are uncommon, verging on rare.
Idealists sometimes don’t have the means to get the materials for their rituals until higher Ideals, as they are usually prohibitively expensive or rare. This is especially the case for very rare familiars or exceedingly powerful weapons.