XP

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Contents

Overview

XP, otherwise known as Experience Points reflect the study, practice, and real world use that congeals into practical improvement in ability.

XP is divided out amongst the jobs that you practice. Because XP only exists within a job, it is more often called JP, or Job Points.

Job Points can only be gained while actively studying that job. You can see what job you are currently studying with the +job command. Providing an argument allows you to change jobs.

Gaining

The easiest method to gain JP is purely by time. Every day that you play is worth at least one JP. If you are far behind in JP, we'll give you one more, and if you're far in the lead, then we'll keep that one (You're doing ok, trust us).

If you did not switch jobs in a given day, you get one more JP.

Players can also assist one another in gaining JP while showing appreciation for good role-play. By voting for your fellow players, you accelerate their JP growth. The amount of votes needed for a JP is broken up as follows, with fractions allowed.

  1. 1
  2. 4
  3. 9
  4. 16
  5. 25

This is tabulated per day. So if one gains 4 votes in a day, they gain 2 JP in addition to any others, and the count restarts. A person can only be voted for once by any given player.

The last way to gain JP is by judged scenes. Judges, player and staff alike, are endowed with the power to give those in their scenes JP reward for good play, success, or a combination there of.

Spending

What good is JP when unspent? Not much. Every job offers certain skills and special skills to particular levels of mastery. For instance, a fire mage job may offer Firaga up to 20, which means you could spend JP from that job on Firaga until it was rated 20 or above. If you wanted to get it to 25, you'd need to join a new job that offered it at 25.

JP cannot be transferred from job to job under any condition.

XP Chart

Basic Skills - 3 per point
Subskills - 2 per 2 points
Special skills - 4+ per point
Attributes - 50 per point(can be spent from multiple jobs)

Creating a New Job

The creation of a new job is a personal sacrifice to the world. It is the ultimate departure from the beaten path, forging a new trail into the wilderness of self expression and excerise. As a result, this can be a very draining period of life in which not much is actually done, much like college.

The first step towards creating a job is to master an existing job. You must be at the end of a trail before you can depart into a new one. The job that you use as your 'primary' in this fashion also determines the basic underflavor of the new job. If you use a melee class, the new job must be melee based, though it can branch and deviate a little from there.

If you look at the existing jobs, you can see that they follow a general flow, with the lower jobs being generic, and growing more specific, and yet hybridized at times, as you move up to higher jobs. This remains true for jobs you may create.

The cost to actually create a job is 200 JP. All 200 JP are spent from the primary job, and 100 JP is gained in the new job. The actual process is instant, but this is assuming the delay in gaining the 200 JP, mastering the job, and hashing out the new job with staff as part of the IC learning time. The final cost of the job is to actually ICly create it through plot. This could be as easy as publishing a new way of thought, or as complicated as delving into the darkest dungeon to recover some artifact with the potential to unlock new depths of your soul. Staff will assist with ideas.

Commands

  • +job -- See list of unlocked jobs and current JP in each
    Also see current job.
  • +job (job name) -- Change focus to the specified job.
  • +vote (someone) -- Reward someone for good RP, allowing them to gain more JP.
  • +rpinfo (job) -- See the skill and special allotments of a job as well as the requirements and description.
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