JRPG
Member Title
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.
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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