Character Creation:

The Duality Wars

 

Step 6: Racial Traits - Meisters - Bonds

Unique Racial Traits

Each race has a unique racial traits. For example, Dragoons have Stigmatas, Gladius have Steel, Humans have Circuits, and so on. Each one does a unique feature, and can be attached to attack moves and special moves if you want to make them more devastating - if you have them.

You get unique racial traits with the Special Stat. The more points you place, the more Stigmatas, or Steel, or Circuits you will have. You can click Races above, or to the left, to read a little more about what each one does, but essentially they are boosters that can be attached to moves, or be used alone, to do damage.

Essentially, as you will learned in Step 5, you will be making your own attack moves/special moves. You can boost them to do more damage with your Stigmatas/Circuits/Steel to do way more damage. However, they are also designed to work completely stand alone and buff your characters.

Example Of Useage:

There will also be a few moves in the Races that you can opt to pick if you want. I will explain in detail below:

Like attack moves and spiritual moves, Unique Racial Trait moves are limited. Lets say you have all 9 Stigmata/Circuits/Tails/Steel. There will be a list of moves in your bio that you can use. There will be a 1 Circuit Move, a 3 Circuit Move, 5 Circuit Move, 7 Circuit Move, and a 9 Circuit Move. Each time you use a Special Point, it is 'used' up that session until you rest. Much like using up any other Stat Point. Since the Special Stat is tied into the Racial Traits, that is essentially 1 Special, 3 Special, 5 Special, 7 Special and 9 Special.

So if you use a 3 Circuit (3 Special Points) move, you only have 7 Circuits (7 Special Points) left. So you can then pull off a 7 Circuit (7 Special Point) move, or a 5 Circuit (5 Special Point Move) move and perhaps two 1 Circuit (1 Special Point) moves. Or maybe you want to reserve your energy and pull off one devastating one 9 Circuit (Special Point) Move.

Just remember, when first choosing your stats, you can only go to 7 on the Special Stat. The examples listed above are when you are maxed out.

Stamina can be used to recharge the Special Points to get back Racial Trait Moves. So you can reuse things like the Circuit Moves again.

Combing With Attack Moves/Special Moves:

If you choose to make your own attack moves/special moves that have Racial Traits (Circuits for example) involved, you can combine them with your own moves, then you can use Stamina to recharge those like you would a normal move.

Basically, it involves listing how many Circuits/Steel/So On are involved in the move (just remember Racial Trait = Special). Instead of using the listed moves, you are using the Special Stat in another way. The attack moves/special moves that include Racial Traits are charged the same way normal attack moves/special moves are, they just eat up Special Points, too.

 

So feel free to play around, either making your own or picking what is in the races. There will not be more moves made as the RPG goes on - what is there is there.


Meisters:

Meisters mostly have to do with Gladius, the race of alien swords.

Gladius are humanoid swords that are very strong but lack any type of mana and are resistant to Tech (Intelligence Stat especially is bad for Gladius). They are receptive to Spiritual Powers.

Meisters are people who can weild them and grant Gladius half their attack/special moves and get half the Gladius attack/special moves, and can use the Gladius in place of a weapon that would go in an item slot. They can also channel spirit and mana through the Gladius, if they have that.

You need to look carefully through the various Classes to see which ones are Meister friendly and which ones are Gladius friendly and hook them up.

Meisters and Gladius that share nearly similar Moral centers are more in tune.

Basically, the premise and neatness is that you gain extra moves and special moves. You can even tap the other person's Stamina Points if they let you, to restore your used moves - since even though you have extra moves, you are still limited by your own Stats. (See Step 5).

This only works if you are in full alignment and perfectly compatible. What factors into that? What makes a good Meister for a Gladius?

1) Sharing moral centers. The closer you are in moral alignments, the better. If one if you is Good and the other is Bad, then you are not not going to be able to share Stamina. You can only be one Moral Center off from the other person.

2) If your classes are compatible. And this goes for the Gladius as well as the Meister. If you have a Tech-Runner Gladius, then you cannot share half the moves, but a quarter of the moves since the Gladius is already a little crippled. But if the Meister is something that is a little strained as well, the same is true. If you are both strained, then there will be no sharing of any moves. (aka, a Tech Runner Meister and Tech Runner Gladius).

So make sure you pick what is best. There may even be races introduced later on that make poor Meisters for Gladius and so on. So be sure to check the Races tab before you go committing. If you do not care about sharing move sets and what not, and just want your characters to be close, then do so. Just know one cannot reach their full potential.


Bonds:

Bonds are like the Meister/Gladius thing but are between other races. Dragoons are no longer mechanical beings; they now transform into real dragons. They can still share half their move set with their partner and vice versa under the right circumstances.

Dragoons work a little different now. Dragoons with the Transformation Stat maxed out are able to do more things. If their partner has a high Transformation Sta, they can do even more things as well. The higher the better. I will list below the various states of being.

 

Dragoons Alone:

1) A Dragoon with a maxed out Transformation Stat is able to make a bond link with a Dragon of their element. This essentially means they can call the dragon for aid. They can also slowly transform into said dragon during their transformation phase if they wish, once they are bonded. Each Kingdom has their own dragon.

2) Later on, when they get the Minor Elements and Moral Elements, they can make Bonds with the Dragons they are connected to as well. This is separate from the bonds with people.

 

Dragoons Bonding With Others:

The higher the Dragoon's Transformation Stat, the more likely they are able to bond with someone. It does not matter if they are not a Transformation Warrior. However, there are a few things to keep in mind.

1) Dragoons need to find people with high Transformation Stat as well. The partner will be more in synch with the Dragoon if they are close in Transformation. To even achieve a bond, ONE of them must be 6. Either the Dragoon, or the person they are bonding with.

2) To exchange half their move set with each other, the Dragoon needs to have at least a 6 in Transformation and their partner a 5.

3) Assuming Point 2 occurs, if a Dragoon bonds with someone who is a radically different Moral Center then themselves, then they can lose control of the bond and become enslaved. Hopefully a Morally Good person would not enslave a Morally Bad Dragoon but it is possibly in this twisted world, since once you see the Alignments, they might not mean what you think. Dragoons work better with those of a similiar Moral Center and are better intune.

Like Meisters, the best bonds occur when you are Moral Center away.

The ritual, once a Dragoon begins to bond with someone, is one of intimacy - not necessarily sex, though that can help, but the act of touching, getting close so their bodies are familiarized with each other. Once this is done, the Dragoon and their partner, whoever it may be, can share half their moves/special attacks with one another, as well as their Stamina. But only if they meet the criteria in points 1 - 3 above.

If a Dragoon or a Gladius takes the Transformation Warrior Class, they are able to take more than one partner with time.

Essentially, they have to find others with the Transformation Stat maxed out and over time, when they get bonus points, they can ask it be applied to the Bond Pool that becomes opened after they get their first Bond Partner (if they are maxed out). Once it reaches 5, they can pick another. The GM applys the points to the bond pool. To Max out the Transformation Stat, you must use mods.


Spirit / Tech Alignment:

Spirit and Tech are naturally at odds with each other. You can put 7 in each but you will simply end up canceling each other as far as mods go. It will mean that you have the utmost protection against both, but not the chance to pick the most mods in Step 3.

Spirit against Tech conflict with each and have a threshhold (as you might have noticed in Step 2). It's not just if you want to be a Tech-Runner Meister or Tech-Runner Gladius. The threshhold is 3 in each other's category, which is below normal. In fact, the lower you are in the opposing category, the more effective your abilities will be - though if you want some Spirit Mods while being a Tech Runner, try to keep it at 3.

For example, if you want to be a Tech-Runner, you have to meet the criteria for one of the three classes. (Ignoring the Steam Punk one) It is unwise to have much Spirit in the two that are not Steam-Punk Runners.

To a degree, there is a conflict between Mages and Tech, but less so. Magik cannot work in heavy Tech areas and faulters. Since Magik is deprieved from Mana and life, it is important. However, Magik can get around it for a time unlike Spirit that completely shuts down Tech when it comes in contact.

You will see some classes that buck the trends and use the opposite of each other's abilities. Bullet Mages or Steam Punk Runners. That is because they fall within the rules.

The only thing to keep in mind about the alignments is when it comes to picking races that might be weaker or strong with certain ones. But I will guide you with that.


 

 

 
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