JRPG
Member Title
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.
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.
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.
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.
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.
Movement - Influences your movement. Start with 4m per second. Each rank offers a separate bonus. Capped at 5 levels.
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.
Inventory - Influences the amount of items you carry on your person. Start with 3. Capped at 5 levels.
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.
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.
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.
Intelligence - Your ability to memorize your skills. Start with 3. Capped at 5 levels.
Skill - Influences your skill power for a particular skill. Add 1 rank up. There's a max of 3 to put in each skill.
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 1d10 Strength Die. (Max 5)
- +1 Die combine (Can combine two dice) (Max 2)
- +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 1d10 perception die. (Max 3)
- +1 Die Combine (Can combine two dice) (Max 2)
- +10m Range (Max 3)
- +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 1d10 Physique Die. (Max 5)
- +1 Die Combine (Can Combine two Dice) (Max 2)
- +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 1d10 evade die. (max 3)
- +1 Die Combine (Max 2)
- When you successfully dodge, move +1m. (Max 3)
- +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 1d10 counter die. (Max 5)
- +1 Die Combine (Max 2)
- +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.
- +1m (Max 5)
- Expert Climber, +2m movement when climbing. (Max 2)
- Expert Swimmer, +2m movement in water. (Max 2)
- 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 1d10 Mana Recovery die. (Max 2)
- +1 Die Combine. (Max 2)
- +1 additional number. A roll of 5 or above, means your character gets +1 mana. A roll of 15, or above crits. (Max 1)
- +2 Mana Points (Max 5)
Inventory - Influences the amount of items you carry on your person. Start with 3. Capped at 5 levels.
- +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 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)
- +1 1d10 spirit die (Max 5)
- +1 die combine (max 2)
- 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 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)
- +1 1d10 resistance die (Max 5)
- +1 die combine (max 2)
- 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 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)
- +1 1d10 empower die (Max 5)
- +1 die combine (max 2)
- Lower the cost of mana by 1. (Max 1)
Intelligence - Your ability to memorize your skills. Start with 3. Capped at 5 levels.
- +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.
- Magical Attack Technique - A powerful magical attack.
- Magical Defend Technique - A powerful magical defend.
- Status Restore Technique - Ability to restore status.
- Status Effect Technique - Ability to inflict Status.
- Terrain Technique - Ability to manipulate terrain.
- Magical Heal Technique - A powerful magical heal.
- Augment Technique - Ability to power up.
- Deduct Technique - Ability to power down.
- Analyze - ability to analyze/steal.
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