Brainstorm Pit (Not Usable)

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JRPG

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Group/Guild Stuff


Group/Guild: 2~5 Units at the start. Additional units can be added. A minimum of two characters are necessary for this system to work.


Units contain stats, and units can only preform a certain amount of actions. They can multi-task, but typically, a post should convey several actions.


The objective of the roleplay is war with other guilds/groups, and to improve one's Castle.






Units: Warrior, Mage, Archer,


Lord: Leader of Guild. Weapon: Any.


Great Lord: Upgraded Job. Weapon: Any.


Tactician: Weapon: Sword, Any Magic.


Grandmaster: Upgraded job. Weapon: Sword, Any Magic.


Cavalier: Weapon: Sword, Lance.


Paladin: Upgraded Job 1. Weapon: Sword, Lance.


Great Knight: Upgraded Job 1. Weapon: Sword, Lance, Axe.


Knight: Weapon: Lance


General: Upgraded Job 1. Weapon: Lance, Axe


Great Knight: Upgraded Job 1. Weapon: Sword, Lance, Axe.


Sword Hand: Weapon: Sword


Sword master: Upgraded Job 1. Weapon: Sword


Assassin: Upgraded Job 1. Weapon: Sword, Bow


Thief: Weapon: Sword


Trickster: Upgraded Job 1. Weapon: Sword, Staff


Assassin: Upgraded Job 1. Weapon: Sword, Bow


Barbarian: Weapon: Axe.


Berserker: Upgraded Job 1. Weapon: Axe.


Warrior: Upgraded Job 1. Weapon: Axe, Bow.


Fighter: Weapon: Axe.


Hero: Upgraded Job 1. Weapon: Sword, Axe.


Warrior: Upgraded Job 1. Weapon: Axe, Bow.


Mercenary: Weapon: Sword.


Hero: Upgraded Job 1. Weapon: Sword, Axe.


Bow Knight: Upgraded Job 1. Weapon: Bow, Sword.


Archer: Weapon: Bow.


Sniper: upgraded job 1. Weapon: Bow.


Bow Knight: Upgraded Job 1. Weapon: Bow, Sword.


Magi: Weapon: Dark, or Light magic.


Sorcerer: Upgraded job 1. Weapon: Dark, or Light Magic.


Dark, or White Knight: Upgraded job 1. Weapon: Dark, or Light magic; and sword.


Mage: Weapon: Fire, Lightning, or Ice magic.


Sage: Weapon: Upgraded job 1. Weapon: Fire, Lightning, or Ice; and Staff.


Magic Knight: Upgraded Job 1. Weapon: Fire, Lightning, or Ice; and Sword.


Cleric: Weapon: Staff


War Cleric: Upgraded Job 1. Weapon: Staff and Axe.


Sage: Upgraded Job 1. Weapon: Fire, Lightning, or Ice; and Staff.


Monk: Weapon: Fist.


War Monk: Upgraded Job 1. Weapon: Fist and Staff.


Magi Monk: Upgraded job 1. Weapon: Fist and Fire, Lightning, or Ice.


Troubadour: Weapon: Staff.


War Cleric: Upgraded Job 1. Weapon: Staff and Axe.


Valkyrie: Upgraded Job 1. Weapon: Staff and Fire, Lightning, or Ice.


Pegasus Knight: Weapon: Lance.


Falcon Knight: Upgraded job 1. Weapon: Lance and Staff.


Dark Flier: Upgraded Job 1. Weapon: Lance and Fire, Lighting, or Ice.


Weapon Types and their Categories


Bludgeon: Hammer, Mace, Staff, Fist Etc.


Slashing: Sword, Axe, Katana Etc.


Piercing: Lance, Bow, Spear, Etc.


Piercing beats Slashing


Slashing beats Bludgeon


Bludgeon beats Piercing


Fire Magic: Lava, Flame Etc.


Lightning Magic: Thunder, Air, Etc.


Ice Magic: Ice, Water, Etc.


Fire beats Lightning


Lightning beats Ice


Ice beats fire


Dark Magic: Darkness.


Light Magic: Light.


Dark beats Light during the night


Light beats Dark during the day


Heal Magic: No Bonus.


Armored Units (Armored)


Ground Mount Units (Ground Mounts)


Flying Mount Units (Flying Mounts)


Beast Units (Beast Form)


Class Types


Sword Hand:


Weapons (Use any weapon but let me know) Units can only use one to two weapon type. They can use two to three weapon types, when they are the next job.


First Job


1~2 Weapon


Second Job


2~3 Weapons






2d100 Will be used to determine combat.


Max Level 20.


VIT: Vitality, or HP.


MOV: Movement (Set in Stone, cannot change)


STR: Affects Bludgeon, Pierce, and Slash weapons.


MAG: Affects Fire, Ice, Lighting, Dark, and


WIS: Affects Heal Magic.


S/M/W: Your character's STR = MAG = WIS. However, your character may not have access to all weapon types for this to be effective.


PHY: Affects defense against Bludgeon, Pierce, and Slash.


RES: Affects resistance against Fire, Ice, Lightning, Dark, and Light.


SPD: Affects ability to avoid hits and if SPD is higher by 5, you can double attack.


ACC: Affects ability to land hits and to activate skills.


CRT: Affects ability to land crits.


LCK: Affects ability to avoid crits.


Calculations


CRT x (1.5) = Critical Rate


LCK x (1.5) = Critical Avoid Rate


SPD times 3 = Avoid Rate.


ACC times 3 = Hit Rate and Skill Rate


HIT RATE = ACC x 3 - SPD x 3


CRIT RATE = CRT - LCK


DAMAGE = STR, MAG - PHY, RES


HEAL = WIS






8 Stats to Rank


Depending on class, class will have starter stats.


There's S, A, B, C, D, F


You can choose 1 stat to be S-Rank, which means you'll always gain a point every level up. Not necessary.


You can choose 1 Stat to be A-Rank, which means you'll gain a point 80 percent of the time. You must roll a d100.


You can choose 2 Stats to be B-Rank, which means you'll gain a point 60 percent of the time. You must roll a d100.


You can choose 2 Stats to be C-Rank, which means you'll gain a point 50 percent of the time. You must roll a d100.


You can choose 1 Stat to be D-Rank, which means you'll gain a point 30 percent of the time. You must roll a d100.


You can choose 1 Stat to be F-Rank, which means you'll gain a point 10 percent of the time. You must roll a d100.


6 Skills to learn. You can gain passive, or active skills for units. You can have a max of 4 active, or 4 passive. All units start with 2 skills. The Lord may have 8 skills, and they start with 3 skills.


Example Skills:


When equipped with a Bludgeon weapon, gain +5 damage, etc.


When initiating a battle, gain +10 avoid rate.


A skill requires a roll of d100.


Max amount of rolls per character: Varies depending on skill, but without skills it's 4, due to double attacks.
 
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Potential Unit Types and MOV types.


Note: There's many more combinations. For basic units just choose 1, or 2 weapon types. If you choose 1 weapon type, you can start with a B rank. If you choose 2 weapon type, you must start with a C rank on both.


For second jobs, if you choose 2 weapon types, you can have an A-rank and a B- rank. If you choose 3 weapon types, you can have a B- Rank, B-Rank, and C- Rank.


For Third Jobs, if you stuck with 2 weapon types, you can have an S-Rank and a B-Rank. If you choose 3 Weapons types, you can have an A-Rank, B-Rank, and C-Rank.


Slow MOB = 2~3 (A status effect may cause this)


Basic MOV = 4~5 (Most units start here)


Fast MOV = 6~7 (Some units start here)


Mount MOV = 8~9 (Mount units start here)


Bludgeon

  • Bludgeon, Slash
  • Bludgeon, Fire
  • Bludgeon, Ice
  • Bludgeon, Lightning
  • Bludgeon, Heal
  • Bludgeon, Pierce
  • Bludgeon, Dark
  • Bludgeon, Light
  • Bludgeon, Other

Slash

  • Slash, Bludgeon
  • Slash, Fire
  • Slash, Ice
  • Slash, Lightning
  • Slash, Heal
  • Slash, Pierce
  • Slash, Dark
  • Slash, Light
  • Slash, Other



Pierce

  • Pierce, Bludgeon
  • Pierce, Slash
  • Pierce, Fire
  • Pierce, Ice
  • Pierce, Lightning
  • Pierce, Dark
  • Pierce, Light
  • Pierce, Heal
  • Pierce Other
 
FOR JRPG STAT SYSTEM








Stat Growths instead of Choosing Stats to grow.


Max Level 20.


VIT Growth Rate: Each level up grants you +3 health. Every 3 VIT grants you a token to select a PHY, RES, EMP, or SPT trait.


STA Growth Rate: Each level up grants you +1 Action. Every 3 STA grants you a token to select a STR, or PER trait.


MYS Growth Rate: Each level up grants you +3 Mana. Every 3 MYS grants you a token to select a MR, SPT, RES, or EMP trait.


STR: Every 1 point grants +1 physical damage. Every 3 STR grants you a token to select a STR, or PHY trait.


PER: Every 1 point grants +1 ranged damage. Every 3 PER grants you a token to select a PER, or DEX trait.


MAG: Every 1 point grants +1 magic damage. Every 3 MAG grants you a token to select a MR, SPT, RES, or EMP trait.


WIS: Every 1 point grants +1 heal. Every 3 WIS grants you a token to select a MR, SPT, RES, or EMP trait.


MR: Every 1 point grants +1 Mana Recovery. Every 3 MR grants you a token to select a MR, SPT, RES, or EMP trait.


PHY: Every 1 point grants +1 Physical/Ranged resistance. Every 3 PHY grants you a token to select a PHY, or STR trait.


SPT: Every 1 point grants +1 Magical resistance. Every 3 SPT grants you a token to select a SPT, or RES Trait.


ACC: Every 1 point grants +3 accuracy to magical or physical attacks. Every 3 ACC grants you a token to select a DEX, or MOV trait.


SPD: Every 1 point grants +3 avoid to magical or physical attacks. Every 3 SPD grants you a token to select a DEX, or MOV trait.



LCK: Every 1 point grants +1 critical avoid to magical, or physical attacks. Every 3 LCK grants you a token to select a PHY


CRT: Every 1 point grants +1 critical to magical, or physical attacks. Critical deal double damage.


RES: Every 1 point grants +3 avoid to status effects. Every 3 RES grants you a token to select a EMP, or RES trait.


EMP: Every 1 point grants +3 avoid to deducts. Every 3 EMP grants you a token to select
 
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