# Levels

Abilities and skills will give 6 levels at first. D, C, B, A, S, SS, the 6 levels will be used at first as the level of power, a higher level can defeat a lower level on a similar ability When making comparisons of levels between similarly different abilities or effects, the branch level of that ability prevails. Abilities from bloodlines, modifications, and titles have their ability level determined at the time of their purchase and are not automatically upgraded or downgraded unless otherwise noted.

Example: If a bloodline provides immunity to toxins at level C, and a higher level bloodline does not provide greater immunity to toxins, then this is a level C immunity to toxins ability.

Immunity: An immunity ability is only immune to abilities below its branched level as a source.

Example 1: C-rank immunity to mental abilities.

Then it is only immune to unbranched, D- and C-ranked psychic effects. It is not immune to B-rank or higher effects.

Example 2: D-rank immunity to psychic abilities.

Since the Mind immunity ability is also immune to Emotional Abnormality points, then if there is an A-rank ability that causes Fear points, then the Fear points it causes are still in effect, as the source is of a higher rank.

Example 3: D-rank immunity to attribute damage.

At this point, the character takes a D-rank toxin, the effect of which is 1 point of toxin damage and 1 point of attribute damage per round. Since you are immune to attribute damage, at this point, although you are not immune to the toxin, you would only take toxin damage and not attribute damage.

Regarding contradictory abilities.

Abilities that are completely contradictory to each other and are determined to be superior or inferior by branch level. Shields (the defensive side) take precedence at the same level, and higher-level spears (the attacking side) can break through lower-level shields.

Some examples for the shield side are as follows.

Detection - Detection in a counter-detection confrontation

Poisoned - Poisoned immune side in the Poisoned counter

Contradictory abilities must be complete tit-for-tat (e.g. invisibility/counter invisibility etc., ignore armor defense/immunity to weapon breakage effects, etc.)

Abilities that are not completely contradictory, such as armor-breaking values for weapons and anti-breaking values for defenses, are excluded, on the grounds that the armor-breaking value of a weapon is not only against the anti-breaking value of defense but also against the defense of the defense itself and its natural defense value (i.e. not completely contradictory).


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