Current rules are as follows:
● Control Levels / Technique Training
Training your techniques make them work better! Technique success rate is based on dice rolls. Without training, you have a high chance of messing up a technique. Techniques have five levels of mastery. The mastery of a technique also lessens how much stamina it costs.
* Novice
* Trained
* Honed (Reduces Stamina costs -10%)
* Mastered (Reduces Stamina cost -20%)
* Perfected (Reduces Stamina cost -30%)
Critical strikes do not need to be rolled (i.e. shooting someone point blank or w/in 5 feet, or stabbing an immobile target). Positively rolled outcomes do not mean your attacks automatically hit, it just tells you whether or not you performed the technique correctly. Hit or miss is based subjectively on how the technique is being used and the dynamics of the scenario where it's used.
The rolls are named by their level (i.e. Acc-Novice). After your post, you'll see how effective your technique came out. The role levels are:
Alpha
* Magic: Attack fails, it's a dud, the spell castes but dies, and/or the accuracy is off.
* Melee: Attacker is tripped up somehow, attack is goofed, or a false start throws it off.
* Status Effect: the spell fails and/or it is casted but either misses or is ineffective.
* Weapon Projectile: Shot misses, weapon jams, and/or aim is interrupted somehow.
Beta
* Magic: Demi Caste; the spell manifests at 20% of its potential.
* Melee: Attack is unskilled and/or whiffed; a successful strike will hit at 20% of its potential.
* Status effect: Demi buff/debuff; spell effect lasts 1 post.
* Weapon Projectile: Shot misses, weapon jams, and/or aim is interrupted somehow.
Gamma
* Magic: Demi Caste; the spell manifests at 40% of its potential.
* Melee: Attack is unskilled, and/or fluffed ; a successful strike will hit at 40% of its potential.
* Status effect: Demi buff/debuff; spell effect lasts 2 post.
* Weapon Projectile: Inaccurate shot; possible damage will be 25% the gun's potential.
Delta
* Magic: Semi Caste occurs, the spell manifests at 60% of its potential.
* Melee: Attack is of intermediate skill; a successful strike will hit at 60% of its potential.
* Status effect: Semi buff/debuff; spell effect lasts 3 post.
* Weapon Projectile: Inaccurate shot; possible damage is 50% of the gun's potential.
Epsilon
* Magic: Semi Caste occurs, the spell manifests at 80% of its potential.
* Melee: Attack displays masterful skill; a successful strike will hit at 80% of its potential.
* Status effect: Semi buff/debuff; spell effect lasts 4 post.
* Weapon Projectile: Good shot; possible damage will be 75% of the gun's potential.
Zeta
* Magic: Perfect Caste occurs, the spell manifests at its full potential.
* Melee: Attack is solid and hits at its full potential.
* Status effect: Perfect buff/debuff; spell effect lasts 5 post.
* Weapon Projectile: Perfect shot; possible damage will be 100% of the gun's potential.
Omega2
* Magic: Caste breaks limits. x2 damage.
* Melee: Attack breaks limits. x2 damage.
* Status effect: Critical debuff/buff, x2 spell length
* Weapon Projectile: Automatic critical shot. x2 damage.
If you have any questions, I can address them.