(1) JRPG Stat System

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JRPG

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Vitality- Influence your health points. Start with 0. Add 1 health per rank up. Capped at 15.


Mystic-Influence your mana points. Start with 0. Add 1 mana per rank up. Capped at 30.


Stamina-Influences your action points. Start with 0. Add 1 action per rank up. You need actions to do multiple things. It's restored at the start of your turn. Each die counts as an action. Capped at 15. A die requires 1 action, and a combine die requires 1 action per die in the combination.


Strength - Influences your Physical Attack. Roll a 1d10. 3m range/6 or above is a successful attack. 18 or above is a crit. Crits deal triple damage. Each rank in strength offers a separate bonus. Capped at 5 levels.

  1. +1 1d10 Strength Die. (Max 5)
  2. +1 Die combine (Can combine two dice) (Max 2)
  3. +1 additional number, 5 or above is a successful attack. 15, or above is a crit. (Max 3)

Perception - Influences your ranged Attack. Roll a 1d10. 10m range/6 or above is a successful attack. 18 or above is a crit. Each rank in dexterity offers a separate bonus. Capped at 5 levels. Requires 1 inventory slot to hold ammo.

  1. +1 1d10 perception die. (Max 3)
  2. +1 Die Combine (Can combine two dice) (Max 2)
  3. +10m Range (Max 3)
  4. +1 additional number, 5 or above is a successful attack. 15 or above is a crit. (Max 2)

Physique - Influences your Physical Defend against Physical attacks, or ranged attacks. Roll a 1d10. 6 or above is a successful defend. 18 or above can defend against critical attacks. Can cover for nearby allies. Each rank in Physique offers a separate bonus. Capped at 5 levels.

  1. +1 1d10 Physique Die. (Max 5)
  2. +1 Die Combine (Can Combine two Dice) (Max 2)
  3. +1 additional number, 5 or above is a successful defend. 15, or above is a crit defend. (Max 3)

Dexterity - Influences your Physical Evade against physical attacks, or ranged attacks. Roll a 1d10. 6 or above is a successful evade. 18 or above can evade against crits.  A successful evade dodges one attack, and allows your character to move 1m for free, for each successful evade. Each rank in Dexterity offers a separate bonus. Capped at 5 levels.

  1. +1 1d10 evade die. (max 3)
  2. +1 Die Combine (Max 2)
  3. When you successfully dodge, move +1m. (Max 3)
  4. +1 additional number, 5 or above is a successful evade. 15 or above, evades against crits. (Max 2)

Counter - Influences your ability to counter in the same turn. Roll a 1d10. 6 or above is a successful counter. You can counter attacks. A counter allows you to inflict the damage on your opponent, but if you miss a counter, you take the full brunt of the damage. 18 or above allows you to counter critical attacks. Each rank in counter offers a separate bonus. Each successful counter requires an additional action point. Example: First counter costs the same, second counter costs +1 action point, third counter costs +2 action points. Capped at 5 levels.

  1. +1 1d10 counter die. (Max 5)
  2. +1 Die Combine (Max 2)
  3. +1 additional number, 5 or above is a successful counter. 15 or above, can counter against crits. (Max 3)

Movement - Influences your movement. Start with 4m per second. Each rank offers a separate bonus. Capped at 5 levels.

  1. +1m (Max 5)
  2. Expert Climber, +2m movement when climbing. (Max 2)
  3. Expert Swimmer, +2m movement in water. (Max 2)
  4. Expert jumper, +2m movement when jumping across ledges. (Max 1)

Mana Recovery - Influences your mana recovery. Roll a 1d10. A roll of 6 or above, means your character gets +1 mana. A crit mana recovery is a 18, or above. A critical mana recovery restores 3 mana points. Each rank offers a separate bonus. Capped at 5 levels.

  1. +1 1d10 Mana Recovery die. (Max 2)
  2. +1 Die Combine. (Max 2)
  3. +1 additional number. A roll of 5 or above, means your character gets +1 mana. A roll of 15, or above crits. (Max 1)
  4. +2 Mana Points (Max 5)

Inventory - Influences the amount of items you carry on your person. Start with 3. Capped at 5 levels.

  1. +1 (Max 6)

Spirit - Influences your special defense (Can only be used on yourself) against magical attacks. Roll a 1d10 die. Capped at 5 levels. A roll of 6, or above fully blocks against a Lv 1 magical attack. A roll of 18, or above fully blocks against a Lv 2 magical attack. A roll of 30, or above full blocks against a Lv 3 magical attack. Each die costs 4 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 5, or above fully blocks against a Lv 1 magical attack. A roll of 15, or above fully blocks against a Lv 2 magical attack. A roll of 25, or above fully blocks against a Lv 3 magical attack. (Max 2)
  2. +1 1d10 spirit die (Max 5)
  3. +1 die combine (max 2)
  4. Lower the cost of mana by 1. (Max 1)

Resistance- Influences your special defense (Can only be used on yourself) against status effects. Roll a 1d10 die. Capped at 5 levels. A roll of 6, or above fully blocks against a Lv 1 status effect. A roll of 18, or above fully blocks against a Lv 2 status effect. A roll of 30, or above full blocks against a Lv 3 status effect. Each die costs 4 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 5, or above fully blocks against a Lv 1 status effect. A roll of 15, or above fully blocks against a Lv 2 status effect. A roll of 25, or above fully blocks against a Lv 3 status effect. (Max 2)
  2. +1 1d10 resistance die (Max 5)
  3. +1 die combine (max 2)
  4. Lower the cost of mana by 1. (Max 1)

Empower - Influences your special defense (Can only be used on yourself) against deducts. Roll a 1d10 die. Capped at 5 levels. A roll of 6, or above fully blocks against a Lv 1 deduct. A roll of 18, or above fully blocks against a Lv 2 deduct. A roll of 30, or above full blocks against a Lv 3 deduct.. Each die costs 4 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 5, or above fully blocks against a Lv 1 deduct. A roll of 15, or above fully blocks against a Lv 2 deduct. A roll of 25, or above fully blocks against a Lv 3 deduct. (Max 2)
  2. +1 1d10 empower die (Max 5)
  3. +1 die combine (max 2)
  4. Lower the cost of mana by 1. (Max 1)

Intelligence - Your ability to memorize your skills. Start with 3. Capped at 5 levels.

  1. +1 (Max 6)

Skill - Influences your skill power for a particular skill. Add 1 rank up. There's a max of 3 to put in each skill.

  1. Magical Attack Technique - A powerful magical attack.
  2. Magical Defend Technique - A powerful magical defend.
  3. Status Restore Technique - Ability to restore status.
  4. Status Effect Technique - Ability to inflict Status.
  5. Terrain Technique - Ability to manipulate terrain.
  6. Magical Heal Technique - A powerful magical heal.
  7. Augment Technique - Ability to power up.
  8. Deduct Technique - Ability to power down.
  9. Analyze - ability to analyze/steal.
 
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How to Increase Stats


When purchasing a new stat bonus, you need to pay additional XP.


For the first stat bonus, it's 10 XP. Second stat bonus is 15 XP. Third stat bonus is 20 XP. Fourth Stat bonus is 25 XP. And fifth stat bonus is 30 XP. Sixth stat bonus is 35 XP, etc. However, the sixth stat bonus requires an item bonus.


Skills must be purchased in succession, so you cannot buy a Lv 3 skill, until you've a Lv 1 and 2 skills for the respective technique.


Note: You can only have a total of 3 skills at the start, but you're free to discard skills for newer ones. It costs 10 XP to forget a skill.


When purchasing new skills, it costs 10 XP for the first skill level, 20 XP for the second skill level, and 40 XP for the third skill level.


1 mana points costs 10 XP.


1 health point costs 20 XP.


1 action point costs 20 XP.


How to get XP.

  1. Ten In-Character Post = 1 XP. (No cap, but only quality roleplay posts count)
  2. One page of IC Roleplay = 10 XP. (No cap, but only quality roleplay posts count)
  3. One hundred Out-of-Character Post = 1 XP. (Capped at 10 per month)
  4. Chapter Completion = 20 XP. (Capped at 1 per month)
  5. Boss Defeated = 5 XP. (No cap, but these take a while)
  6. Sidequest Completion = 5 XP. (No cap, but these take a while)
  7. Character Goal Completed = 5 XP. (No cap, but these take a while)
  8. Monthly XP Bonus = 10 XP (Capped at once per month)
  9. Lore Submission = 1 XP (No cap, but only quality lore submissions count.)



Note: A boss, side quest, and character goal can be completed at the same time. The best way to gain XP is to make quality roleplay posts!
 
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If you want to go beyond the cap of 5 strength, or Lv 3 skills, you need to purchase special items from inventory store, and spend additional XP for upgrades. This will be an IC effect as well.
 
Limit Break is a special ability. Explanation: Whenever someone gets a Limit Break, I'll explain it.
 
How to build particular archetypes.


Tank: I recommend Physique and Vitality.


Damage: I recommend Perception and Strength, because you can attack multiple times. They act as DPS, since their actions refresh.


Mage: I recommend magic and mana recovery. With those two stats, your character will be bursting a huge amount of damage. However, they'll be weaker than most, when their mana runs out.
 
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