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COTBS WORLD RULES
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(Ability Rules Crux)
#1 D Unconscious Incompetent
#2 C Conscious Incompetent
#3 B Conscious Competent
#4 A Unconscious Competent
D:UI
You don't know what you don't know
C:CI
You know what you don't know
B:CC
You know that you know
A:UC
You can do it without thinking
*There is no 0%, 50% or 100%.
*A=99% - 76%
B=74% - 51%
C=49% - 26%
D=24% - 01%
*The system is relative. It is used only to determine
close calls and contests.
(Main Categories For Character Stats)
Physical -Fitness
Mental -Intelligence Quotinent
Emotional -Emotional Quotinent
Spritual -Inner Peace
Social -Status and Standing
*Main Rules Apply
(Magic Grouping)
Main Categories:
RUNE -Physically imposed magic
SUMMON -Calling from other planes
ELEMENTALISME -Calling from same plane
PSYCHE -Mind to mind or existence influence
ENERGY -Direct creation
MATTER -Modifying reality
:Sub Categories:
RUNE: Structure of Magic
(Upgrade/Unblock/Streamline, Degrade/Block/Hinder)
Theoretically permanant spells in matter form etched upon desired target.
The Runes act as a catalyst for conveying the desired effect.
i.e. Runes drawn upon the air disperses with the wind almost immediately.
3 Actions- Draw, Layer, Trigger.
SUMMON: Spirit-Call
(Sub-Categories According To Planes)
Transporting a creature which has some ties with the spellcaster.
This is a combined spell involving the summoner and the summoned.
Summoned creatures who die in the summoned plane are unharmed in their own.
Summoned creatures are slightly weaker after the transportation.
i.e. A Water Spirit disperses herself to complete her duty, but has
disintegrated only in the plane she has been called to.
3 Actions- Summon, Control, Unsummon/Banish.
ELEMENTALISME: Spirit-Control
(Water, Fire, Organic, Inorganic, Wind)
Ordering a spirit of the native plane to assist the spellcaster.
Any spirit or elemental, greater of lesser, may be called.
Summoned creatures can be harmed, as this is their native plane of existence.
i.e. An Elemental slain by an opposing creature is permanently dead.
3 Actions- Call, Control, Dismiss.
PSYCHE: Structures of the Mind
(Influence, Far-Seeing, Construct, Illusion, Mind-Probing)
Skills dealing with influence to the mind or plane of existence.
Psychic spells require great concentration, as it is a mind discipline.
i.e. A mathmetician must have peace and quiet to concentrate on equations.
3 Actions- Open Link/Channel, Expand/Contract/Maintain Link/Channel,
Close Link/Channel.
ENERGY: Creation
(Water, Fire/Light, Wind, Cosmos)
Direct creation of existences on the native plane with magical energy.
Energy spent is channeled through the spellcaster to the intended target.
i.e. A caster sends a fireball speeding towards his enemy through his hands.
2 Actions- Create, Destroy.
MATTER: Manipulation
(Water, Fire/Light, Organic, Inorganic, Wind)
Manipulation of existing objects with magical energy.
Energy spent is channeled through the spellcaster to the intended target.
i.e. A caster turns the clouds above dark and starts a rain.
3 Actions- Tap, Channel, Unleash.
Combined Sub Categories:
RUNE + SUMMON = MELDING
Temporary binding of spellcaster's form with a summoned creature,
regardless of level of control over creature.
SUMMON / ELEMENTALISM + ENERGY = INVOCATION
Calling upon greater being to aid spellcaster in energy or matter spells.
ELEMENTALISM + PSYCHE = NATURE's WRATH
Causing nature to turn upon specific entities or actions.
*Sub Categories Flexible
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