Brainstorm Pit (Not Useable)

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JRPG

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http://www.ffcompendium.com/h/jobs.shtml


Physical Damage, Magical Damage, Augment, Deduct, Restore Statuses, Recover Mana, Inflict Statuses, Analyze (Allows for critical hits), Action Points


Lesser = +0 (No Bonus) Only applies to magic/physical damage, Minor = +1, Moderate = +2, Major = +3, Massive = 4 Only applies to magic/physical damage. Max: 13 points per character. (Feel free to create your own class)


Magic Classes


White Mage: Uses magic to heal allies. Unique specialization: Can master all white magic.


-Can heal minor, moderate, and major health to allies. 6


-Can restore minor, moderate, and major statuses. 6


-Can recover minor mana. 1


-Can deal lesser physical damage. 0


-Can deal lesser magical damage. 0


Black Mage: Uses magic to harm enemies. Unique specialization: Can master all black magic.


-Can deal minor, moderate, and major magical damage. 6


-Can inflict minor, moderate, and major statuses. 6


-Can recover minor mana. 1


-Can deal lesser physical damage. 0


Blue Mage: Learns enemy skills. Unique specialization: Can learn enemy skills.


Points are determined by the skill the player wants to learn.


-Can deal lesser magical damage. 0


-Can deal lesser physical damage. 0


Red Mage: Can cast white and black magic. Unique specialization: Can master only half of each magic.


-Can deal minor and moderate magical damage. 3


-Can deal minor and moderate physical damage. 3


-Can heal minor and moderate health to allies 3


-Can inflict minor statuses 1


-Can restore minor statuses 1


-Can recover minor mana 1


-Can augment minor 1


Time Mage: Uses magic to speed up, or slow down actions. Unique specialization: Can master all time magic.


-Can augment minor, moderate, and major. 6


-Can deduct minor, moderate, and major. 6


-Can deal minor magical damage. 1


-Can deal lesser physical damage. 0


Summoner: Summons creatures to fight in battle. Unique specialization: Can summon legendary creatures.


-Can deal minor, moderate, major, and massive magical damage. 10


-Can deal lesser physical damage. 0


-Can recover mana minor and moderate. 3


Scholar: Researches enemies for weaknesses. Unique specialization: Can find weak points/elemental types from enemies.


-Can Analyze minor, moderate, major. 6


-Can augment minor and moderate. 3


-Can deduct minor and moderate. 3


-Can deal lesser magical damage. 0


-Can deal minor physical damage. 1


Geomancer: Utilizes spells according to the environment. (Ex: If in a desert, will attack with sand magical attacks). Unique specialization: Spells can do any affinity depending on environment


-Can deal minor, moderate, and major magical damage. 6


-Can heal minor, moderate, and major health to allies. 6


-Can recover minor mana. 1


-Can deal lesser physical damage. 0


Evoker: Evokes new abilities. Unique specialization: Boosts abilities to new heights. Gains a free massive to augment.


-Can augment minor, moderate, major, and massive. 6


-Can recover minor, moderate, and major mana. 6


-Can deal lesser physical damage. 0


-Can deal minor magical damage. 1


Frontline Classes


Warrior: Utilizes an array of weaponry to deal physical damage. Unique specialization: Can wield any melee weapon with ease.


-Can deal minor, moderate, and major physical damage. 6


-Can deal lesser magical damage. 0


-Can recover minor, moderate, and major action points. 6


-Can deduct minor. 1


Paladin: Uses physical attacks, white magic, and covers allies. Unique specialization: Can cover an ally. Masters half white magic.


-Can heal minor and moderate. 3


-Can deal minor and moderate physical damage. 3


-Can recover minor and moderate action points. 3


-Can restore statuses minor and moderate. 3


-Can minor augment. 1


-Can deal lesser magical damage. 0


Dark Knight: Sacrifices HP to deal damage. Unique specialization: Can use Wretched Order, a skill that doubles attack damage at the price of 1/4th health.


-Can deal minor, moderate, and major physical damage. 6


-Can recover minor and moderate action points. 3


-Can inflict minor and moderate statuses. 3


-Can deal minor magical damage. 1


Magic Knight: Uses physical attacks, and black magic. Unique specialization: Can change physical attacks to any elemental affinity. Masters half black magic.


-Can deal minor, moderate, and major physical damage. 6


-Can deal minor, moderate, and major magical damage. 6


-Can recover minor mana. 1


Knight: Uses physical attacks, and has a high defense. Unique specialization: Chivalry, a skill which can taunt foes to attack only the Knight.


-Can deal minor physical damage. 1


-Can deal lesser magical damage. 0


-Can recover minor, moderate, and major action points. 6


-Can inflict minor, moderate, and major statuses. 6


Dragoon: Uses jump attacks to deal massive damage. Unique Specialization: Can use jump, which doubles the damage at the cost of an action.


-Can deal minor, moderate, and major physical damage. 6


-Can augment minor, moderate, and major. 6


-Can recover minor  action points. 1


-Can deal lesser magical damage. 0


Samurai: Deals high physical attack damage. Unique specialization: Does double damage, whenever the samurai counter-attacks.


-Can deal minor and moderate physical damage. 3


-Can augment minor, moderate. 3


-Can deduct minor, moderate, and major. 6


-Can recover minor action points. 1


Thief: DOT damage. Unique specialization: Can steal from enemies, granting the thief a bonus, or weakening the enemy.


-Can analyze minor, moderate, and major. 6


-Can deal minor and moderate physical damage. 3


-Can recover minor action points. 1


-Can deduct minor and moderate. 3


-Can deal lesser magical damage. 0


Ninja: DOT damage. Unique Specialization: Can master chakra magic.


-Can deal minor, moderate, and major physical damage. 6


-Can deal minor and moderate magical damage. 3


-Can recover minor and moderate action points. 3


-Can deal lesser magical damage. 0


-Can analyze minor. 1


Monk: Deals burst damage. Unique specialization: Gain a free massive on physical damage, if the monk fights with bare-handed.


-Can deal minor, moderate, major, and massive physical damage. 6


-Can deal lesser magical damage. 0


-Can recover minor, moderate, and major action points. 6


-Can augment minor. 1


Backline Classes


Gun Mage: Utilizes magical bullets to deal a barrage of elemental attacks. Unique specialization: Uses mana expenditure to choose a multitude of elements for attacks.


-Can deal minor, moderate magical damage. 3


-Can deal minor, moderate physical damage. 3


-recover minor, moderate, and major mana. 6


-Can recover minor action points. 1


Bard: Sings to cause effects. Unique Specialization: Singing can refresh an augment, or deduct, but it costs a turn.


-Can deal lesser physical damage. 0


-Can deal lesser magical damage. 0


-Can heal minor and moderate. 3


-Can augment minor and moderate. 3


-Can deduct minor and moderate. 3


-Can inflict minor and moderate statuses. 3


Gamber: Abilities are according to chance. Unique Specialization: Can choose to utilize any skill, but it requires a roll for minor, moderate, major, or massive. Note: Can roll above whatever skills Gambler started for. Example: Minor physical damage, the gamble can roll moderate, major, or massive.


-Can recover minor, moderate, and major mana. 6


-Can recover minor, moderate, and major action points. 6


-Can deal minor physical damage. 1


-Can deal lesser magical damage. 0


Gunner: Utilizes ranged attacks. Unique Specialization: Gains a free massive recover action points.


-Can deal minor, moderate, and major physical damage. 6


-Can recover minor, moderate, major, and massive action points. 6


-Can deal lesser magical damage. 0


-Can augment minor. 1


Dancer: Dances to support others. Unique specialization: Whenever you dance for a specific target, double the boost.


-Can augment minor, moderate, and major. 6


-Can heal minor, moderate, and major. 6


-Can recover minor action. 1


-Can deal lesser magical damage. 0


-Can deal lesser physical damage. 0


Alchemist: Uses items to support others. Unique specialization: Items you use on others, your, or foes will have an additional augment, deduct, status infliction, or recovery.


-Can deal lesser physical damage. 0


-Can deal lesser magical damage. 0


-Can heal minor, moderate, and major. 6


-Can inflict minor, moderate, and major statuses. 6


-Can recover minor action. 1


Beastmaster: Controls other beasts. Unique specialization: Control and use up to two beasts. You can invest 7 points per beast, or 15 points if you control only 1 beast.


Archer: Uses a bow. Unique Specialization: Aim, attack at any distance.


-Can deal minor, moderate, and major physical damage.  6


-Can deal lesser magical damage. 0


-Can inflict minor statuses. 1


-Can recover minor, moderate, and major action. 6


Hunter: Uses ranged weapons. Unique Specialization: Mark, choose a target, and on the next turn do triple damage. Note: Hunter cannot do anything, when marking.


-Can deal minor, moderate, major, and massive damage. 10


-can deal lesser magical. 0


-Can recover minor, and moderate action. 3


Unique Classes:


Generalist - Isn't good at one thing. Unique Specialization: Can choose two of any specializations from the list, as long as it doesn't control an entity.


-Can recover minor mana. 1


-Can deal minor physical damage. 1


-Can deal minor magical damage. 1


-Can heal minor . 1


-Can recover minor action point. 1


-Can augment minor. 1


-Can deduct minor. 1


-Can analyze minor. 1


-Can inflict minor statuses. 1


-Can recover minor statuses. 1


Survivalist - Physical healer. Unique specialization: Can master survivalist skillset.


-Can recover minor mana. 1


-Can deal minor and moderate magical damage. 3


-Can deal minor and moderate physical damage. 3


-Can heal minor and moderate. 3


-Can recover minor action point. 1


-Can augment minor. 1


-Can deduct minor. 1


Puppetmaster - Utilizes puppets. Unique specialization: Control up to 5 entities of your own creation, but you can only invest 3 points per entity.


Machine Maw - Utilizes a mech, or machines. Unique specialization: Control a mech, which you can invest 14 points into. However, the mech can only do physical damage,  Analyze, and Action point.


-Can recover minor, moderate, and major mana 6.


Illusionist - Utilizes illusions to trick their enemies. Unique specialization: Illusionist magic.


-Can inflict minor, moderate, and major statuses. 6


-Can deduct minor, moderate, and major. 6


-can recover minor mana. 1


-Can deal lesser physical damage. 0


-Can deal lesser magical damage. 0


Necromancer - Utilizes necromancy to summon individuals from the dead. Unique Specialization: Gain massive mana bonus. You can resurrect only one individual from the dead, but you can only invest 10 points into that dead person.


-Can recover minor, moderate, major, and massive mana. 10


Guardian - Link your soul with another individual. Unique Specialization: Soul link, bound your life with another individual. You take the damage, whenever something affects them, and you gain their augments/deducts/statuses/etc.


-Can deal minor physical damage. 1


-Can analyze minor, moderate, and major. 6


-can recover minor and moderate mana. 3


-can recover minor and moderate action. 3


-can deal lesser magical damage. 0


Manipulator - Takes control over another individual. Unique Specialization: Massive inflict statuses bonus (Note: Not free), and the ability to control others.


-Can inflict minor, moderate, major, and massive statuses. 10


-Can deal minor and moderate physical damage. 3


-Can deal lesser magical damage. 0


Exorcist - Nullify other abilities. Unique specialization: Choose to redo an ally's skill, or undo an enemy's ability.


-Can recover minor, moderate, and major mana. 6


-Can recover minor, moderate, and major action. 6


-can deal lesser physical damage. 0


-can deal lesser magical damage. 0


-Can restore minor statuses. 1


Starter Stats


Hit Points - HP: ?/10 - Affects the amount of health.


Mana Points - MP: ?/10 - Affects the amount of mana.


Action Points - AP: ?/10 - Affects the amount of actions.


Strength - STR: ?/10 - Affects physical damage.


Magic - MAG: ?/10 - Affects magical damage.


Spirit - SPT: ?/10 - Affects magic resistance.


Evasion - EVA: ?/10 - Affects evasion, and dodge rate.


Defense - DEF: ?/10 - Affects physical resistance.


Support - SPT: ?/10 - Affects support/heal spells.


Dexterity - DEX: ?/10 - Affects ranged damage.


Vitality - VIT: ?/10 - Affects health growth.


Mystic - MYS: ?/10 Affects mana growth.


Combat Types


Deduct - Lowers stats.


Augment - Boosts stats.


Heal - Heals.


Burst - Massive Damage.


DOT - Minor damage over time.
 
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Weapon Types for Classes


Swords


Axes


Spears


Rods


Staves


Daggers


Bows


Katanas


Knuckles


Great Swords


Firearms


Tech


Armor Types for Classes


Armor


Legs


Helms


Shields


Boots


Elemental Types for Classes


Fire - Strong against Nature, Ice


Water - Strong against Fire, Earth


Lightning - Strong against Water, Wind


Earth - Strong against Wind, Nature


Wind - Strong against Lightning, Fire


Nature - Strong against Lightning, Ice


Ice - Strong against Earth, Water


Dark - Strong against Light


Dia - Normal, no strength, or weakness.


Light - Strong against Dark


Status


Unconsciousness


Paralysis - Stun opponent


Darkness - Blind vision


Sleep - Put enemy to sleep


Confusion - Confuse opponent


Silence - Prevent your enemy from using abilities


DOT - (Damage over time)


Mind - Lowers, or enhances status.
 
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Skill Types for Classes - STR (Physical Attack) MAG (Magical Attack) SPT (Magic Resistance Skills) DEF (Physical defense skills) AUG (Augment skills) DCT (Deduct Skills) EFT (Status effect skills) REC (Restore Status Effects Skills) HEAL (skills that restore health) ANA (Skills that Analyze your foe) MPR (Mana point regeneration skills) APR (Action point regeneration skills) AOE (Skills that work in an area) DOT (Allows your skills to have a damage over time effect. Thief and Ninja gain bonus on this). HOT (Allows your skills to have a heal over time effect)


You can combine skill types for a class, but only two out of the standard six skills can have this effect. Note: Only 1 skill per level can be learned, so you can only have 1 level three skill, 1 level 1 skill, etc. This depends on the skill, so heal Lv 1, 2, 3, would mean I can make 3 heals spells at level 1, 2, and 3.


Note: Only Scholar's ANA can allow allies to know weaknesses.


Each class is given six skills, from which you can craft your character. The max level of a skill is 4. The level of skill you can learn is dependent if your lesser = 0 skills, minor = lv 1 skill, moderate = lv 2 skill, major = lv 3 skill, massive = lv 4 skill. Full mastery of a magic grants your character a free skill, so full mastery characters get seven skills.


Magic Classes: (For magic classes, you can switch any skills with DEF, SPT. If you want to add a property to a skill, you need that skillset to do it. Example: I want to add a AUG to my HEAL, I'll need to have at least AUG (Lv 1) and HEAL (Lv 1).


White Mage: HEAL (Lv 1, 2, 3); REC (Lv 1, 2, 3); MPR (Lv 1). Can learn 7 skills, and of those 7, you must develop HEAL, REC, or MPR skills. You're allowed to mix properties, but only two skills per person can have mixed properties.


Black Mage: MAG (Lv 1, 2, 3); EFT (Lv 1, 2, 3); MPR (Lv 1).  Can learn 7 skills.


Blue Mage: Starts out with none, but learns skills from enemies. Can learn 10 skills.


Red Mage: STR (Lv 1, 2); MAG (Lv 1, 2); HEAL (Lv 1, 2); REC (Lv 1); EFT (Lv 1); MPR (Lv 1); AUG (Lv 1). Can learn 6 skills.


Time Mage: AUG (Lv 1, 2, 3); DCT (Lv 1, 2, 3); MAG (Lv 1). Can learn 7 skills.


Summoner: MAG (Lv 1, 2, 3, 4); MPR (Lv 1, 2). Can learn 6 skills.


Scholar: ANA (Lv 1, 2, 3); AUG (Lv 1, 2); DCT (Lv 1, 2); STR (Lv 1). Can learn 5 skills. Research is a free Lv 3 ANA/AOE skill.


Geomancer: MAG (Lv 1, 2, 3); Heal (Lv 1, 2, 3); MPR (Lv 1). Can learn 6 skills.


Evoker: AUG (Lv 1, 2, 3, 4); MPR (Lv 1, 2, 3); MAG (Lv 1). Can learn 6 skills.


Frontline Classes: (For frontline classes, you can switch any skills with DEF, SPT. Example: I replace STR (Lv 1, 2, 3) with DEF (Lv 1, 2, 3); or I replace it with SPT (Lv 1) and DEF (Lv 1, 2)).


Warrior: STR (Lv 1, 2, 3) APR (Lv 1, 2, 3) DCT (Lv 1). Can learn 6 skills.


Paladin: HEAL (Lv 1, 2) STR (Lv 1, 2) APR (Lv 1, 2) REC (Lv 1, 2) AUG (Lv 1). Can learn 5 skills. Cover is a free Lv 3 DEF/SPT skill.


Dark Knight: STR (Lv 1, 2, 3) APR (Lv 1, 2) EFT (Lv 1, 2) MAG (Lv 1). Can learn 5 skills. Wretched Order is a free Lv 4 AUG skill.


Magic Knight: STR (Lv 1, 2, 3) MAG (Lv 1, 2, 3) MPR (Lv 1). Can learn 5 skills. Elemental Change is a free Lv 4 AUG skill.


Knight: STR (Lv 1) APR (Lv 1, 2, 3) EFT (Lv 1, 2, 3). Can learn 5 skills. Taunt is a free Lv 3 DEF/AOE skill.


Dragoon: STR (Lv 1, 2, 3) AUG (Lv 1, 2, 3) APR (Lv 1). Can learn 5 skills. Jump is a free Lv 3 ATK/AOE skill, or a free Lv 4 ATK skill. This is dependent on the player.


Samurai: STR (Lv 1, 2) Aug (Lv 1, 2) DCT (Lv 1, 2, 3) APR (Lv 1). Can learn 5 skills. Counter-Attack is a free Lv 3 DEF/ATK skill.


Thief: ANA (Lv 1, 2, 3) STR (Lv 1, 2) APR (Lv 1) DCT (Lv 1, 2). Can learn 5 skills. Steal is a free Lv 3 AUG/DCT skill.


Ninja: STR (Lv 1, 2, 3) MAG (Lv 1, 2) APR (Lv 1, 2) ANA (Lv 1). Can learn 7 skills.


Monk: STR (Lv 1, 2, 3, 4) APR (Lv 1, 2, 3) AUG (Lv 1). Can learn 6 skills.


Backline Classes (You can switch any skills to DEF/SPT. See above for instructions on how).


Gun Mage: Str (Lv 1, 2) MAG (Lv 1, 2) MPR (Lv 1, 2, 3) APR (Lv 1). Can learn 5 skills. Mana Expenditure is a free Lv 2 ATK/AUG/AOE skill, or a free Lv 3 ATK/AUG skill. This is dependent on the player. Note; You must choose one, just like with Dragoon.


Bard: Heal (Lv 1, 2) AUG (Lv 1, 2) DCT (Lv 1, 2) EFT (Lv 1, 2). Can learn 5 skills. Singing is a unique Lv 4 AUG, or LV 4 DCT skill. In that it refreshes any AUG, or DCT skill. Note: You don't need to choose one, and they're interchangeable.


Gambler: MPR (Lv 1, 2, 3) APR (Lv 1, 2, 3) STR (Lv 1). Can learn 4 skills. Note: You can switch STR (Lv 1) to MAG (Lv 1), if you desire. Your other 2 skills can be any skill your character has seen, but they must roll for the level of that skill. The skill will be augmented or deducted depending on the roll.


Gunner: STR (Lv 1, 2, 3) APR (LV 1, 2, 3, 4) AUG (Lv 1). Can learn 6 skills.


Dancer: AUG (Lv 1, 2, 3) HEAL (Lv 1, 2, 3) APR (Lv 1). Can learn 5 skills. Boost is a free lv 4 AUG skill.


Alchemist: HEAL (Lv 1, 2, 3) EFT (Lv 1, 2, 3) APR (Lv 1). Can learn 5 skills. Addition is a free Lv 3 HEAL/AUG, or Lv 3 EFT/DCT, or Lv 3 HEAL/REC skill. Note: You must choose one.


Beastmaster: A single beast can know 5 skills. When using two beasts, each beast can know 2 skills. Their skills are determined by where you invest your points. You, the beastmaster, know one free lv 3 HEAL/REC skill, or free LV 2 HEAL/AOE/REC skill, depending upon beast preference.


Archer: STR (Lv 1, 2, 3) APR (Lv 1, 2, 3) EFT (Lv 1). Can learn 6 skills. Aim is a free lv 3 ATK/ANA skill.


Hunter: STR (Lv 1, 2, 3, 4) APR (Lv 1, 2). Can learn 4 skills. Mark is a free lv 4 AUG skill.


Unique Classes: (You can switch any skills to DEF, or SPT).


Generalist: MPR (Lv 1) STR (Lv 1) MAG (Lv 1) HEAL (Lv 1) APR (Lv 1) AUG (Lv 1) DCT (Lv 1) ANA (Lv 1) EFT (Lv 1) REC (Lv1). Can learn 9 skills. This amount is lessen for each added spec. Add a spec = 7 skills, add another spec = 4 skills to learn.


Survivalist: MPR (Lv 1) Str (Lv 1, 2) MAG (Lv 1, 2) HEAL (Lv 1, 2) APR (Lv 1) AUG (Lv 1) DCT (Lv 1). Can learn 7 skills.


Puppetmaster: A single entity can know 1 skill. You can have up to 5 entities up. You, the puppetmaster, know one free lv 2 HEAL/AOE/REC.


Machine Maw: MPR (Lv 1, 2, 3). Your mech can know up to 4 skills. You, yourself, can know up to 2 skills.


Illusionist: EFT (Lv 1, 2, 3) DCT (Lv 1, 2, 3) MPR (Lv 1). Can learn 7 skills.


Necromancer: MPR (Lv 1, 2, 3, 4). Can learn 1 skill. Resurrect is a free Lv 3 REC/AUG that brings any once-organic material back to life. However, the new life is weakened, and can only learn up to 4 skills. Necromancer can only have one resurrected enemy at a time.


Guardian: STR (Lv 1) ANA (LV 1, 2, 3) MPR (Lv 1, 2) APR (Lv 1, 2). Can learn 5 skills. Soul Link is a free unique skill that acts as an AUG/DEF/REC/SPT for the person linked by the guardian.


Manipulator: EFT (Lv 1, 2, 3, 4) STR (Lv 1, 2). Note: You can replace STR (LV 1, 2) with MAG (Lv 1, 2). Can learn 5 skills. Manipulate is a free unique skill that controls one opponent until the end of its duration. It's a Lv 4 EFT.


Exorcist: MPR (Lv 1, 2, 3) APR (Lv 1, 2, 3) REC (Lv 1). Can learn 5 skills. Undo is a free unique skill that undos an enemy action. Redo is a free unique skill that redos an ally's action. Both skills are interchangeable, but you can only select 1 in a battle scenario.
 
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Elemental Types for Classes


Fire - Strong against Nature, Ice


Water - Strong against Fire, Earth


Lightning - Strong against Water, Wind


Earth - Strong against Wind, Nature


Wind - Strong against Lightning, Fire


Nature - Strong against Lightning, Ice


Ice - Strong against Earth, Water


Dark - Strong against Light


Dia - Normal, no strength, or weakness. No bonus.


Light - Strong against Dark


Elemental Affinities for Classes. Your elemental affinity determines the description for your skills, if you choose to utilize an elemental affinity. You have three elements, which you can split between your character's total amount of abilities. An element offers a boost in power when against another element that is weakened by the element. Example: Water against fire; therefore, water is stronger. You cannot add the elemental effects to special, unique abilities. Example: If you chose Dragoon, meaning you'll have a free Lv 4 STR Jump, you cannot add the Nature elemental affinity to the skill.


Any skills without an elemental affinity will be considered Dia (Normal), meaning they'll offer no bonuses. The importance of elemental affinities is to offer descriptive elemental attacks. A character's natural affinity will also increase a character's efficiency in stats. Therefore, if there's a tie in levels, an elemental affinity can change the aspects of the ability's level. If your character has a dark, or light elemental affinity, they'll gain a bonus, but depending on the time, their bonus will work. During night, dark beats light, while during day Light beats dark.


Geomancer is the only class that can utilize all elements, except Light/Dark/Dia. Therefore, they don't need to choose three elements. Magic Knight's skills are all Dia, but the magic knight's free to use his Lv 4 Aug to choose any element. These are the only two classes currently with this exception.


Bonuses only are taken into effect, if the ability is successful against an element.


Fire - When using a fire spell, you feel angry and violent. Gain 1 Attack, or Magic Die.


Water - When using


Lightning - When using a lightning spell, you feel


Earth - When using a earth spell, you feel stoic and stern. Gain 1 


Wind - When using a wind spell, you feel carefree and relaxed. Gain 1 Spirit, or Defense Die


Nature - When using a nature spell, you feel nature's warmth in the form of health regeneration. Restore X Health.


Ice - When using a ice spell, you feel your resolve hardened in the form of defense. Gain 1 Defense, or Spirit die.


Dark - Strong against Light


Dia - Normal, no strength, or weakness. No bonus.


Light - Strong against Dark
 
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Starter Stats Conversion (10 points per character)


1 HP = 10 MP = 1 Strength = 1 Magic = 1 Spirit = 1 Defense = 1 Evasion = 1 Dexterity = 1 AP = 1 point


Strength affects your physical attack dice roll.


Magic affects your magical attack dice.


Defense affects your physical defense dice roll.


Spirit affects your magical defense dice.


Evasion affects your dodge dice. Can be used to dodge Ranged, Physical, Magic types.


Dexterity affects your ranged attack dice roll.


HP is your total health.


MP is your total mana.


AP is your total action points.


There's a cap of 20 HP, 200 MP, 20 AP, 10 Strength, 10 Magic, 10 Spirit, 10 Defense, 10 Evasion, and 10 Dexterity.


Magic Classes: You, the player, get three points to distribute in either Strength, Magic, Spirit, Defense, Evasion, or Dexterity. Example: I'm a white mage, and I put three points into Spirit, so I can have a high magical defense.


White Mage: HP 4, MP 30, 3 AP


Black Mage: HP 4, MP 30, 3 AP


Blue Mage: HP 5, MP 20, 3 AP


Red Mage: HP 4, MP 30, 3 AP


Time Mage: HP 4, MP 30, 3 AP


Summoner: HP 3, MP 40, 3 AP


Scholar: HP 5, MP 20, 3 AP


Geomancer: HP 4, MP 30, 3 AP


Evoker: HP 3, MP 40, 3 AP


Frontline Classes


Warrior: HP 6, MP 0, 4 AP


Paladin: HP 6, MP 10, 3 AP


Dark Knight: HP 6, MP 10, 3 AP


Magic Knight: HP 5, MP 20, 3 AP


Knight: HP 7, MP 0, 3 AP


Dragoon: HP 6, MP 0, 4 AP


Samurai: HP 7, MP 0, 3 AP


Thief: HP 4, MP 0, 6 AP


Ninja: HP 4, MP 10, 5 AP


Monk: HP 5, MP 0, 5 AP


Backline Classes


Gun Mage: HP 3, MP 30, AP 4


Bard: HP 4, MP 0, AP 6


Gamber: HP 4, MP 30, AP 3


Gunner: HP 4, MP 0, AP 6


Dancer: HP 5, MP 0, AP 5


Alchemist: HP 4, MP 0, AP 6


Beastmaster: HP 3, MP 20, AP 3; 1 Single Beast HP 4, MP ?, AP ?; Two Beasts HP 2, MP ?, AP ?


Archer: HP 4, MP 0, AP 6


Hunter: HP 3, MP 0, AP 7


Unique Classes:


Generalist: HP 4, MP 30, AP 3


Survivalist: HP 5, MP 20, AP 3


Puppetmaster: HP 3, MP 20, AP 3; 1 Entity HP 1, MP ?, AP ?


Machine Maw: HP 2, MP 30, AP 3; Mech HP 7, MP 0, AP ?


Illusionist: HP 4, MP 30, AP 3


Necromancer: HP 2, MP 30, AP 3; 1 Undead HP 5, MP ?, AP ?


Guardian: HP 7, MP 0, AP 3


Manipulator: HP 3, MP 0, AP 4; 1 Controlled HP 5, MP ?, AP ?


Exorcist: HP 3, MP 40, AP 3
 
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Skills for Classes


Note to self: Get rid of APR/MPR.


Mana is used for magical abilities, while AP is used for physical abilities. 27 x 3 = 81


APR and MPR skills work like this:


Lv 1 Skill restores AP, but it costs a turn.


A Lv 1 Skill requires 2 AP, or 20 Mana.


A Lv 2 Skill requires 4 AP, or 40 Mana.


A Lv 3 Skill requires 8 AP, or 80 mana.


A Lv 4 skill requires 16 AP, or 160 mana.


A Lv 1 STR requires 2 AP, and it will deal 1 damage + Strength Bonus.


A Lv 2 STR requires 4 AP, and it will deal 3 damage + Strength Bonus.


A Lv 3 STR requires 8 AP, and it will deal 7 damage + Strength Bonus.


A Lv 4 STR requires 16 AP, and it will deal 15 damage + Strength Bonus.


STR Skill


Damage Formula:


A Lv 1 STR requires 2 AP, and it will deal 1 damage + {min[Strength Bonus - (enemy defense bonus + enemy evasion defense bonus)]=0}


A Lv 2 STR requires 4 AP, and it will deal 3 damage + {min[Strength Bonus - (enemy defense bonus + enemy evasion defense bonus)]=0}


A Lv 3 STR requires 8 AP, and it will deal 7 damage + {min[Strength Bonus - (enemy defense bonus + enemy evasion defense bonus)]=0}


A Lv 4 STR requires 16 AP, and it will deal 15 damage + {min[Strength Bonus - (enemy defense bonus + enemy evasion defense bonus)]=0}


Duration:


Initial Post


Secondary Effect:


Can add AOE, which divides the attack according to the number of enemies hit. Can add DOT, which causes the duration to be 3 posts, and the damage is split in 3 posts. For Thieves/Ninjas, they get +1 damage tick at the end of the final post for Lv 1, + 2 for Lv 2, + 3 for Lv 3, +4 for Lv 4. Can add EFT, AUG, ANA, APR, MPR. EFT, and MAG. EFT allows for a status effect, AUG allows for a augment after the attack is completed, ANA allows for analysis after the attack, APR allows for minor APR after an attack, MPR allows for minor MPR after an attack. APR = Half the AP of the skill. MPR = Half the MP of the skill. MAG allows you to decide to deal magic


Prevention: (Note: Prevention of a STR skill, also prevents the secondary effects upon oneself).


DEF Skill - Requires an Equal level - 1 level to fully block an STR Skill.


STR Skill - Requires an Equal level to block a STR skill. Note: If this option is chosen, both players will lose 1 health point.


Rolling Defense and Evasion dice + defense/evasion bonus.


DEF Skill


Formula:


A Lv 1 DEF requires 2 AP, and it will block up to a Lv 2 STR skill, if defense bonus is at least 2.


A Lv 2 DEF requires 4 AP, and it will block up to a Lv 3 STR skill, if defense bonus is at least 4.


A Lv 3 DEF requires 8 AP, and it will block up to a Lv 4 STR skill, if defense bonus is at least 6.


Duration:


Initial Post


Secondary Effect:


Can add AOE, AUG, REC, ANA, APR, MPR, HEAL, SPT


A Lv 1 MAG requires 3 AP, and it will deal 3 damage + Magic Bonus - Enemy's Spirit Bonus - (1/2)(Enemy's evasion bonus).


A Lv 1 SPT requires 3 AP, and it will block a Lv 1 MAG
 
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Equipment Types for Classes


Right Hand


Left Hand


Head Armor


Torso Armor


Leg Armor


Glove Armor


Boot Armor


Robe


Accessory 1


Accessory 2


Accessory 3
 
Skills for Classes Part 2


Level: 1, 2, 3, or 4.


Components: STR (Physical Attack), MAG (Magical Attack), REC (Restore Status), SPT (Magical Defense), EFT (Status Effect), DEF (Physical Defense), AUG (Augment), DCT (Deduction), EMP (Empower), HEAL (Restore Health), ANA (Analyze). 


Secondary Components: This depends on the primary component.


Elemental Affinity: The skill's elemental affinity.


Casting Time: Initial Post Always


Range: Short (1-3 Distance), Medium (4-7 Distance), Far (8-10 Distance)


Duration: Initial Post, 2 Posts, 3 Posts, etc.


Prevention: Methods to prevent the skill.


Description:


Effect:
 
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Default: All classes start with their unique skill, and 1 learned skill. The rest of their skills are learnt by upgrading their character.


Combat system for characters will focus on Dice.


Options in Combat are below.


Physical Attack (Use your weapon to attack for physical damage) - All classes get one d10 die to roll for attack. The number on the d10 determines the value of the die, but not the value of the attack. In response to a regular attack, the opponent must roll a d10 for defend. The higher number wins, and if there's a tie the defend die wins.


Magical Attack (Use a weapon to attack for magical damage. Note: Weapon requires magical properties) - All classes get one d10 die to roll for magical attack. Prevention is rolling a higher, or tie with a d10 magical defense die.


Use Ability (Use an ability)


Use Item (Use an item)


Move (Move)


Flee (Leave the battlefield)
 
Stats Version 2.0


Combat Classes = 6 Skills; Range Classes =7 Skills; Magic Classes = 8 Skills


Hit Points - HP: ?/20 - Affects the amount of health. Capped at 20. Everyone uses HP.


Mana Points - MP: ?/200 - Affects the amount of mana. Capped at 200. Everyone uses MP.


Action Points - AP: ?/20 - Affects the amount of actions. Capped at 20. Everyone uses AP.


Strength - STR: ?/15 - Affects physical damage. Capped at 15.


Intelligence - INT: ?/15 - Affects magical damage. Capped at 15.


Wisdom - WIS: ?/5 - Affects the ability to learn new skills. Capped at 15.


Spirit - SPT: ?/15 - Affects magic resistance. Capped at 15.


Physique - PHY: ?/15 - Affects physical resistance. Capped at 15.


Evasion - EVA: ?/15 - Affects dodge rate. Capped at 15.


Mystic - MYS: ?/15 Affects mana recovery. Capped at 15.


Vitality - VIT: ?/15 Affects AP recovery. Capped at 15.


Speed - SPD: ?/15 Affects movement. Capped at 15.


Stat Conversion Rates 1 Hit Points = 20 Mana = 1 Action points = 1 Point of Everything else besides wisdom = 100 XP. 1 point of wisdom = 300 XP.


XP is awarded by completing certain scenarios.


-Completion of an Arc = 50 XP.


-Every IC posts awards everyone with 1 XP. All IC posts need a minimum of five lines, and dialogue isn't counted as part of the lines.


-Every OOC post awards everyone with 0.01 XP.


-Every successful lore submission awards everyone with 5 XP.


The growth of characters are slow, and no one's expected to be ultra powerful for the first few arcs. Time skips are in place. Age limitations: 16 - 35.  


Hit points are necessary to prevent one's self from becoming unconscious. No bonus.


Mana points are necessary for utilizing skills. No bonus.


Action points are necessary for utilizing actions. No Bonus


Strength affects your physical attack skills and actions. Every 3 points in STR grants your character a bonus. A bonus consists of additional physical attack die. Every STR point grants your character +1 physical damage. (STR affects skills/actions)


Intelligence affects your magical attack skills. Every 3 points in INT grants your character a bonus. A bonus consists of an additional magical attack die. Every INT points grant your character +1 spell damage. (INT only affects skills)


Spirit affects your magical resistance. Every 3 points in SPT grants your a character a bonus. A bonus consists of an additional magical resistance die. Every SPT points grants your character +1 magical resistance. (SPT affects skills/actions)


Evasion affects dodge rate. Every 3 points in EVA grants your character an additional normal evasion die. Every EVA point grants your character +1 dodge rate


Physique affects physical resistance. Every 3 points in PHY grants your character an additional physical resistance die. Every PHY point grants your character +1 physical resistance.


Wisdom affects the ability to learn new skills. Every 1 point in WIS grants your character a new skill.


Mystic affects mana recovery. Every point gives your character +10 mana per turn.


Vitality affects your AP recovery. Each point grants your character +1 AP per turn.


Speed affects your movement. Each point grants your character +1 movement.


Depending on the Class you choose, your character will start with these stats.


Starter Class Version 1


Total XP = 2000 (You have 300 XP to spend on your character).


Hit Points = 6 HP


Mana Points = 20 MP


Action points = 4 AP


STR = 2 ; +2 Physical Damage.


INT = 0 ; +0 Spell Damage


SPT = 1; +1 Spell Resistance


EVA = 0, +0 Dodge rate.


PHY = 2; +2 defense level.


MYS= 0, +0 mana per post.


WIS = 0, +0 skills.


VIT = 2, +2 AP per post.


Speed = 2, +2 movement.


Start Class Version 2


Total XP = 2000 (You have 300 XP to spend on your character).


Hit Points = 4 HP.


Mana Points = 80 MP


Action Points = 3 AP


STR = 0, +0 Physical damage.


INT = 2, +2 Spell damage.


SPT = 2, +2 spell resistance


EVA = 1, +1 dodge rate.


PHY = 0, +0 physical resistance.


MYS = 1, +10 mana per post.


VIT = 1, +1 AP per post.


Speed = 2, +2 movement.


Starter Class Version 3


Total XP = 2000


Hit Points = 4 HP (You have 300 XP to spend on your character).


Mana points = 20 MP


Action Points = 5 AP.


STR = 2, +2 physical damage.


INT = 0, +0 magical damage.


SPT = 0, +0 magical resistance.


Eva = 2, +2 dodge rage.


PHY = 0, +0 physical resistance.


MYS = 0, +0 mana per post


VIT = 3, +3 AP per post


Speed = 3, +3 movement.


Make your own Starter Class. 2300 XP to spend. You cannot use points on WIS, and there's a cap of 3 for everything, but HP, AP, and MP.
 
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Potential New Skill System (Think of how it'll work).


Skill Level - Levels up as you utilize your skills. Everyone can utilize different skills, but the more you use the skill, the more adept you become with that skill.


Example: Cure Lv. 1 -> Cure Lv. 9. Once you master cure, you learn Cura, or you gain bonus points.


Sword Mastery Lv. 1 -> Sword Mastery Lv. 9


Dual Mastery Lv. 1 -> Etc.


Characters get pre-determined stats according to which skills they choose for their character?
 
Potential Dice System and how it works.


FATE dice system.


Roll 4d6, or 4d3. 1 = (-), 2 = (-), 3 = 0, 4 = 0, 5 = (+), 6 = (+). Add up all 4 rolls. If it's -4, massive failure. -3, major failure, -2, moderate failure, -1, minor failure. 0, lesser success. +1, minor success. +2, moderate success. +3, major success. +4, massive success.


Attack = Roll 4d6. Requires a 0, for an attack to work. If less than 0, the attack will be a fumble, and it will give your opponent a +advantage depending on the negative amount your character has. Attacks go in first. Counts Magical Attacks, Physical Attacks.


Defend = Roll 4d6. Requires a 0, for a defend to block damage. If less than a 0, the defense will leave an opening, which gives your opponent a +advantage depending on the negative amount your character has. Defend is always in retaliation of Attack. Counts Physical and Magical resistance.


Evade = Roll 4d6. Requires a 0, to evade some sort of damage. If less than a 0, the evade will fumble, allowing the attack to be more direct. A +advantage to your opponent is given based on the negative amount your character has. Evade is always in retaliation of attack. Counts Physical and Magical evasion.


For Skills, see below.


Roll 4d4. 1 = 0. 2 = 0. 3 = 0. 4 =+.


Augment = Roll 4d4 to empower an ally. 0, means the augments original effects are present. Anything above a 0 grants a positive.


Status Recovery = 0, means it will cure the intended status effect. Anything above a 0 grants a bonus to status recovery.


Heal = 0, means it will heal the intended amount of health. Anything above a 0 grants a bonus to healing.


Skill Attack = 0, means it will do the intended damage. Anything above a 0 grants a bonus to the skill attack.


Empower = 0, means you'll empower your character. Anything above a 0 grants a bonus to empower.


Ability point recover = 0, means partial regeneration. Anything above a 0 grants a bonus to regeneration.


Mana point recover = 0, means partial regeneration. Anything above a 0 grants a bonus to regeneration.


Roll 4d3 1 =0, 2= 0, 3= +


Skill Defend =0, means it will block a portion of the skill attack. One plus, cancels any bonuses for the Skill attack. Two plus means the skill attack is fully defended. (Costs MP)


Skill Evade = 0, means it will evade a portion of the skill attack. One plus, cancels any bonuses for the Skill attack. Two plus, means the skill attack is fully evaded. (Costs MP)


Roll 4d4. 1 = -,  2 = 0. 3 = 0. 4 =+.


Deduct = Roll 4d4 to deduct an enemy's resources. 0, means the deduction works. Anything greater than 0 will increase the deduction rate. Anything less than a 0, will lead to failure.


Analyze = Roll 4d4 to detect your enemy's weaknesses. 0, means you analyze a weakness. Anything greater than 0 means you can see an additional weakness. Anything less than a 0, will lead to a failure.


Status Effect = 0, means it will inflict the status change. Anything above a 0 grants a bonus, and anything less than 0 leads to failure.


If the skill fails, you're refunded half your mana, and you're refunded all your action points for the skill.


Options for normal Attack.


Attack -> Prevent with Defense, or Evasion, or both.


Options for skills. Status Effect can prevent the utilization of skills too, depending on their target.


Augment (Ally) <->  Deduct.


Status Recovery (Yourself/Ally) <-> Status Effect.


Heal (Yourself/Ally)


Skill Attack (Enemy) <-> Skill Defend/Skill Attack.


Empower (Yourself) <-> Deduct


Skill Defend (Yourself) <-> Skill Attack


Ability Point Recovery (Yourself)


Mana Point Recovery (Yourself)


Deduct (Enemy) <-> Augment


Analyze (Enemy)


Status Effect (Enemy) <-> Status Recovery


Secondary Effects for Skills. Levels for Skills.


The utilization of additional mana points, or action points can grant bonuses.


Let's keep stats like this: 2 HP = 3 MP = 1 AP, or 100 XP for 1 AP, 3 MP, 2 HP. 50 XP for 1 HP.


You can only add one secondary effect per skill.


AOE (Area of Effect) =  3 Mana points per additional target. +1 AP per additional target. Damage is split, or bonus is split and rounded up.


HOT (Heal over time) = 3 Mana points per additional post. +1 AP per additional post. Spells heal into parts and round up. Add 1/4th the heal.


DOT (Damage over time) = 3 Mana points per additional post. +1 AP per additional post. Splits damage into parts and round up. Add 1/4th the dmg.


RNG (Range) = 3 Mana points per additional movement. +1 AP per additional movement.


DUR (Duration) = 3 Mana points per additional post length. +1 AP per additional post length.


Status Effects can include taunts, poisons, stuns, stone, etc.


In order to use 2+ skills you need to add combo as an effect. Note: you can still use the above second effects.


CMB (Combo) = 3 Mana points plus skill cost. +1 AP points plus skill cost. Use more than one skill on the same turn.


Normal Attack = 1 AP. For additional attacks add +1 AP. It's wise to not use all your attacks in a single turn, since you'll lack defense, or evade options.


Normal Defend = 1 AP. For additional defend add +1 AP.


Normal Evade = 1 AP. For additional Evades add +1 AP.


3 MP = Initial cost of spell.


1 AP = Initial cost of action.


Base Stats


Mages get 7 Skills, Melee/Range get 6 skills.


Melee Tank/Warrior(Get 300 XP to spend) 1900. Close Normal Attack = 2 Movement distance.


HP: 8


MP: 6


AP: 4


SPD: 3


STR: 0


PHY: 0


DEX: 0


INT: 0


SPT: 0


Mage (Get 300 XP to spend) 1900. All Skills = 4 movement distance.


HP: 4


MP: 12


AP: 4


SPD: 3


STR: 0


PHY: 0


DEX: 0


INT: 0


SPT: 0


Range (Get 300 XP to spend) 1900. Far Normal attack = 3 movement distance, or add +1 SPD if you're a melee class with these stats.


HP: 6


MP: 6


AP: 5


SPD: 3


STR: 0


PHY: 0


DEX: 0


INT: 0


SPT: 0


Hit Points: 6 (Costs 50 XP per rank up; Capped at 26)


Mana Points: 9 (Costs 100 XP per 3 MP. You cannot buy MP Individual. Capped at 39).


Ability Points: 3 (Costs 100 XP per 1 AP; Capped at 13).


SPD (Movement per AP while in combat): 2 (Costs 300 XP per movement; Capped at 7).


STR (Strength, for each point add a + bonus to physical attack): 0 (Costs 100 XP per rank up; Capped at 8 )


PHY (Physique, for each point add a + bonus to defense): 0 (Costs 100 XP per rank up; Capped at 5)


DEX (Dexterity, for each point add a +bonus to evasion): 0 (Costs 100 XP per rank up; Capped at 5)


INT (Intelligence, for each point learn a new skill): 0 (Costs 300 XP per rank up; Capped at 5)


SPT (Spirit, for each point add a + bonus to a skill type of your choice for a single skill): (Costs 50 XP per rank up; Capped at 1 for each unique skill).


Skills/Spells


For Skills. You must have 1 Lesser Skill, 1 Minor Skill, 1 Moderate Skill, 1 Major Skill, and 1 Massive Skill.


You choose out of the skill types. Four skill types determine which skills you can utilize for combat.


Example: I choose status effect, attack, defense, and heal. I cannot use any of the other skill choices.


Any spells/skills require mana points and action points.


Skills require 2 action points min.


You're free to create your own skills, under these guidelines down below.


(Same for Heal; Except add a Status condition immunity point for each new rank of heal. Example Lesser = 1, Minor = 2). Lesser Skill Attack = Base MP amount 3, base AP amount 1. Same dice rolls so 4d4. Skill Damage 3.


Lesser Skill Attack = Base MP amount 5, base AP amount 1.Adds one dice rolls so 5d4. Skill Damage 3.


Lesser Skill Attack = Base MP amount 7, base AP amount 1. Adds two dice rolls, so 6d4. Skill Damage 3.


Minor Skill Attack = Base MP amount 9, base AP amount 2. Same dice rolls so 4d4. Skill damage 7.


Minor Skill Attack = Base MP amount 11, base AP amount 2.Adds one dice rolls so 5d4. Skill damage 7.


Minor Skill Attack = Base MP amount 13, base AP amount 2. Adds two dice rolls, so 6d4. Skill damage 7.


Moderate Skill Attack = Base MP amount 15, base AP amount 3. Same dice rolls so 4d4. Skill damage 12.


Moderate Skill Attack = Base MP amount 17, base AP amount 3.Adds one dice rolls so 5d4. Skill Damage 12.


Moderate Skill Attack = Base MP amount 19, base AP amount 3. Adds two dice rolls, so 6d4. Skill damage 12.


Major Skill Attack = Base MP amount 21, base AP amount 4. Same dice rolls so 4d4. Skill damage 18.


Major Skill Attack = Base MP amount 23, base AP amount 4.Adds one dice rolls so 5d4. Skill damage 18.


Major Skill Attack = Base MP amount 25, base AP amount 4. Adds two dice rolls, so 6d4. Skill damage 18.


Massive Skill Attack = Base MP amount 27, base AP amount 5. Same dice rolls so 4d4. Skill damage 25.


Massive Skill Attack = Base MP amount 29, base AP amount 5. Adds one dice rolls so 5d4. Skill damage 25.


Massive Skill Attack = Base MP amount 31, base AP amount 5. Adds two dice rolls, so 6d4 Skill damage 25.


(Same for Skill Evade/Replace all dies with d3). Lesser Skill Defend = Base MP amount 3, base AP amount 1. Same dice rolls so 4d5. Blocks up to 2 Skill damage.


Lesser Skill Defend = Base MP amount 5, base AP amount 1.Adds one dice rolls so 5d5. Blocks up to 2 Skill damage.


Lesser Skill Defend = Base MP amount 7, base AP amount 1. Adds two dice rolls, so 6d5. Blocks up to 2 Skill damage.


Minor Skill Defend= Base MP amount 9, base AP amount 2. Same dice rolls so 4d5. Blocks up to 5 skill damage.


Minor Skill Defend = Base MP amount 11, base AP amount 2.Adds one dice rolls so 5d5. Blocks up to 5 skill damage.


Minor Skill Defend = Base MP amount 13, base AP amount 2. Adds two dice rolls, so 6d5. Blocks up to 5 skill damage.


Moderate Skill Defend= Base MP amount 15, base AP amount 3. Same dice rolls so 4d5. Blocks up to 8 Skill damage.


Moderate Skill Defend= Base MP amount 17, base AP amount 3.Adds one dice rolls so 5d5. Blocks up to 8 Skill damage.


Moderate Skill Defend= Base MP amount 19, base AP amount 3. Adds two dice rolls, so 6d5. Blocks up to 8 Skill damage.


Major Skill Defend = Base MP amount 21, base AP amount 4. Same dice rolls so 4d5.  Blocks up to 11 skill damage.


Major Skill Defend = Base MP amount 23, base AP amount 4.Adds one dice rolls so 5d5. Blocks up to 11 skill damage.


Major Skill Defend = Base MP amount 25, base AP amount 4. Adds two dice rolls, so 6d5. Blocks up to 11 skill damage.


Massive Skill Defend = Base MP amount 27, base AP amount 5. Same dice rolls so 4d5. Blocks up to 14 Skill damage.


Massive Skill Defend = Base MP amount 29, base AP amount 5. Adds one dice rolls so 5d5. Blocks up to 14 Skill damage.


Massive Skill Defend = Base MP amount 31, base AP amount 5. Adds two dice rolls, so 6d5. Blocks up to 14 Skill damage.


Ability Point recovery. 0 = (One half recovery, and rounded up). One plus = (2/3rds recovery, and rounded up). Two plus = (Full recovery). Everyone does an ability point recovery at the start of each new post for only that character doing the post. The ratio recovery is determined off Max AP/MP.


Mana Point Recovery. 0 = (1/4th recovery, and rounded up). One plus = (1/3rd recovery, and rounded up). Two plus = (1/2nd recovery, and rounded up). The ratio recovery is determined off Max AP/MP.


(Same for Empower) Lesser Augment = Base MP amount 3, base AP amount 1. Same dice rolls so 4d4 for all.. Adds a lesser bonus, or a simple positive. Duration = 1.


Lesser Augment = Base MP amount 5, base AP amount 1.Same dice rolls so 4d4 for all. Adds a lesser bonus, or a simple positive. Duration = 2.


Lesser Augment = Base MP amount 7, base AP amount 1. Same dice rolls so 4d4 for all. Adds a lesser bonus, or a simple positive. Duration = 3.


Minor Augment= Base MP amount 9, base AP amount 2. Same dice rolls so 4d4. Adds a minor bonus, or two positives. Duration = 1.


Minor Augment = Base MP amount 11, base AP amount 2.Same dice rolls so 4d4 for all. Adds a minor bonus, or two positives. Duration = 2.


Minor Augment = Base MP amount 13, base AP amount 2. Same dice rolls so 4d4 for all. Adds a minor bonus, or two positives. Duration = 3


Moderate Augment = Base MP amount 15, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate bonus, or three positives. Duration = 1.


Moderate Augment= Base MP amount 17, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate bonus, or three positives. Duration = 2.


Moderate Augment = Base MP amount 19, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate bonus, or three positives. Duration = 3


Major Augment = Base MP amount 21, base AP amount 4. Same dice rolls so 4d4. Adds a major bonus, or four positives. Duration = 1.


Major Augment = Base MP amount 23, base AP amount 4. Same dice rolls so 4d4 for all. Adds a major bonus, or four positives. Duration = 2.


Major Augment = Base MP amount 25, base AP amount 4. Same dice rolls so 4d4 for all. Adds a major bonus, or four positives. Duration = 3


Massive Augment = Base MP amount 27, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive bonus, or five positives. Duration = 1.


Massive Augment = Base MP amount 29, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive bonus, or five positives. Duration = 2.


Massive Augment = Base MP amount 31, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive bonus, or five positives. Duration = 3


A positive allows a character to add the positive to any skill during the duration. However, once they use the positive it's gone.


Lesser Deduct= Base MP amount 3, base AP amount 1. Same dice rolls so 4d4 for all. Adds a lesser detriment, or a simple negative.Duration = 1.


Lesser Deduct= Base MP amount 5, base AP amount 1.Same dice rolls so 4d4 for all.Adds a lesser detriment, or a simple negative.Duration = 2.


Lesser Deduct = Base MP amount 7, base AP amount 1. Same dice rolls so 4d4 for all.Adds a lesser detriment, or a simple negative. Duration = 3.


Minor Deduct= Base MP amount 9, base AP amount 2. Same dice rolls so 4d4. Adds a minor detriment, or two negatives. Duration = 1.


Minor Deduct = Base MP amount 11, base AP amount 2.Same dice rolls so 4d4 for all. Adds a minor detriment, or two negatives. Duration = 2.


Minor Deduct= Base MP amount 13, base AP amount 2. Same dice rolls so 4d4 for all. Adds a minor detriment, or two negatives. Duration = 3


Moderate Deduct = Base MP amount 15, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate detriment, or three negatives. Duration = 1.


Moderate Deduct= Base MP amount 17, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate detriment, or three negatives. Duration = 2.


Moderate Deduct= Base MP amount 19, base AP amount 3. Same dice rolls so 4d4 for all. Adds a moderate detriment, or three negatives. Duration = 3


Major Deduct = Base MP amount 21, base AP amount 4. Same dice rolls so 4d4. Adds a major detriment, or four negatives. Duration = 1.


Major Deduct = Base MP amount 23, base AP amount 4. Same dice rolls so 4d4 for all. Adds a major detriment, or four negatives. Duration = 2.


Major Deduct = Base MP amount 25, base AP amount 4. Same dice rolls so 4d4 for all. Adds a major detriment, or four negatives. Duration = 3


Massive Deduct = Base MP amount 27, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive detriment, or five negatives. Duration = 1.


Massive Deduct = Base MP amount 29, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive detriment, or five negatives. Duration = 2.


Massive Deduct = Base MP amount 31, base AP amount 5. Same dice rolls so 4d4 for all. Adds a massive detriment, or five negatives. Duration = 3


A negative allows a character to add a negative to any action done by the other player during the duration. However, once they use the negative it's gone.


Lesser Status Effect= Base MP amount 3, base AP amount 1. Same dice rolls so 4d4 for all. Inflict a Status condition on your foe. Duration = 1.


Lesser Status Effect= Base MP amount 5, base AP amount 1.Same dice rolls so 4d4 for all. Inflict a Status condition on your foe. Duration = 2.


Lesser Status Effect = Base MP amount 7, base AP amount 1. Same dice rolls so 4d4 for all. Inflict a Status condition on your foe. Duration = 3.


Minor Status Effect= Base MP amount 9, base AP amount 2. Same dice rolls so 4d4. Inflict two Status condition on your foe. Duration = 1.


Minor Status Effect = Base MP amount 11, base AP amount 2.Same dice rolls so 4d4 for all. Inflict two Status condition on your foe. Duration = 2.


Minor Status Effect= Base MP amount 13, base AP amount 2. Same dice rolls so 4d4 for all. Inflict two Status condition on your foe. Duration = 3


Moderate Status Effect = Base MP amount 15, base AP amount 3. Same dice rolls so 4d4 for all. Inflict three status conditions on your foe. Duration = 1.


Moderate Status Effect= Base MP amount 17, base AP amount 3. Same dice rolls so 4d4 for all. Inflict three status conditions on your foe. Duration = 2.


Moderate Status Effect= Base MP amount 19, base AP amount 3. Same dice rolls so 4d4 for all. Inflict three status conditions on your foe. Duration = 3.


Major Status Effect = Base MP amount 21, base AP amount 4. Same dice rolls so 4d4. Inflict four status conditions on your foe. Duration = 1.


Major Status Effect = Base MP amount 23, base AP amount 4. Same dice rolls so 4d4 for all. inflict four status conditions on your foe. Duration = 2.


Major Status Effect= Base MP amount 25, base AP amount 4. Same dice rolls so 4d4 for all. Inflict four status conditions on your foe. Duration = 3.


Massive Status Effect = Base MP amount 27, base AP amount 5. Same dice rolls so 4d4 for all. Inflict five status conditions on your foe. Duration = 1.


Massive Status Effect = Base MP amount 29, base AP amount 5. Same dice rolls so 4d4 for all. Inflict five status conditions on your foe.  Duration = 2.


Massive Status Effect= Base MP amount 31, base AP amount 5. Same dice rolls so 4d4 for all. Inflict five status conditions on your foe.  Duration = 3.


Allowable Status Conditions. Stun = Prevents the person from doing any action. Costs 4 Status conditions. Silence = Prevents the person from using skills. Costs 3 Status conditions.  Sleep = Prevent the person from acting until they're hit. Costs 2 Status conditions. Darkness = Prevent the person from using normal attacks. Costs 2 status conditions.


Taunt = Force the person to attack you. Cost 1 Status condition. Charm = Person attacks for you. Costs 5 Status conditions. Poison = Take damage over time. Cost 1 Status condition. More to be added.


Lesser Status Recovery = Base MP amount 3, base AP amount 1. Same dice rolls so 4d4. Recover one status condition and grant the character a status condition immunity point.


Lesser Status Recovery = Base MP amount 5, base AP amount 1.Adds one dice rolls so 5d4. Recover one status condition and grant the character a status condition immunity point.


Lesser Status Recovery = Base MP amount 7, base AP amount 1. Adds two dice rolls, so 6d4. Recover one status condition and grant the character a status condition immunity point.


Minor Status Recovery= Base MP amount 9, base AP amount 2. Same dice rolls so 4d4. Recover two status conditions and grant the character a status condition immunity point.


Minor Status Recovery = Base MP amount 11, base AP amount 2.Adds one dice rolls so 5d4. Recover two status conditions and grant the character a status condition immunity point.


Minor Status Recovery= Base MP amount 13, base AP amount 2. Adds two dice rolls, so 6d4. Recover two status conditions and grant the character a status condition immunity point.


Moderate Status Recovery = Base MP amount 15, base AP amount 3. Same dice rolls so 4d4. Recover three status conditions and grant the character two status condition immunity point.


Moderate Status Recovery = Base MP amount 17, base AP amount 3.Adds one dice rolls so 5d4. Recover three status conditions and grant the character two status condition immunity point.


Moderate Status Recovery= Base MP amount 19, base AP amount 3. Adds two dice rolls, so 6d4. Recover three status conditions and grant the character two status condition immunity point.


Major Skill Status Recovery = Base MP amount 21, base AP amount 4. Same dice rolls so 4d4. Recover four status conditions and grant the character one status condition immunity point.


Major Skill Status Recovery = Base MP amount 23, base AP amount 4.Adds one dice rolls so 5d4. Recover four status conditions and grant the character one status condition immunity point.


Major Skill Status Recovery= Base MP amount 25, base AP amount 4. Adds two dice rolls, so 6d4. Recover four status conditions and grant the character one status condition immunity point.


Massive Skill Status Recovery = Base MP amount 27, base AP amount 5. Same dice rolls so 4d4. Recover five status conditions and grant the character two status condition immunity point.


Massive Skill Status Recovery = Base MP amount 29, base AP amount 5. Adds one dice rolls so 5d4. Recover five status conditions and grant the character two status condition immunity point.


Massive Skill Status Recovery= Base MP amount 31, base AP amount 5. Adds two dice rolls, so 6d4. Recover five status conditions and grant the character two status condition immunity point.


Status condition immunity points basically mean that a person must spend status effect points on your immunity points first, before affecting you again. Note: Depending on the + bonus, you can add more status condition immunity points. A single + grants 1 Status recovery. Two positives grant 1 Status recovery and 1 Condition immunity point. More positives = 1 Status recovery, or 1 condition immunity. Status condition immunity points work against deducts too.


Analyze works the same as deduct, so we'll ignore it.
 
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Characters must choose 1 Lesser Skill, 1 Minor Skill, 1 Moderate Skill, 1 Major Skill, 1 massive Skill. The remaining skills can be any choice.


Characters must choose 4 Skill Types out of Skill Attack, Skill Defend, Skill Evade, Status Effect, Status Recovery, Augment, Deduct, Empower, Heal.


It's recommended to have at least a skill defend, or evade, in order to prevent one's self from being heavily damaged.


Characters must choose at least three elemental affinities out of Fire, Water, Wind, Earth, Lightning, Ice, Holy, or Dark. Three of your characters' skills must have an elemental affinity attached to them. Those skills get a positive bonus, if the environment allows the bonus. Note: Monsters may be strong, or weak against certain elements.


Fire beats Ice and Lighting.


Lighting beats Wind and Water.


Water beats Fire and Earth.


Wind beats Earth and Fire.


Ice beats Wind and Water.


Earth beats Ice and Lightning.


Holy beats dark. More effective during the day.


Dark beats holy. More effective during the night.


Dia beats none, but has no weakness.
 
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The Random system, once I begin working on it, will focus on social elements. Examples: Bartering, Pickpocketing, etc.


IC Class doesn't determine one's ability to do social elements, but rather the way you want your character to be shaped in the story.


If you want to negotiate your way, or sneak your way out of a fight, there's always that possibility.
 
Skills that have no impact on the combat system, but may determine the attire of your character. The combat system doesn't add this stuff as modifiers, since it'll make it more confusing than it needs to be for the RP. I advocate for fun, well-written posts, rather than dice-crunching.


Choose 3 out of the things listed below, as a means of determining how your character solves particular issues generally. Note: This isn't a means of taking away freedom. You're free to use intelligence, even though it's not a primary solution for your character.



Strength



A measure of how physically strong a character is. Useful for moving objects, or breaking down doors.



Constitution



Your character's resilience, stamina, and endurance. Useful for outrunning, or surviving poison.



Defense aka Resistance, Fortitude, Resilience, ...



Your character's ability to take damage.



Dexterity aka Agility, Reflexes, Quickness, ...



A measure of how agile a character is.



Intelligence aka Intellect, Mind, Knowledge, ...



A measure of a character's problem-solving ability.

Attractiveness


A measure of a character's beauty.



Charisma aka Presence, Charm, Social, ...



A measure of a character's social skills.



Wisdom aka Spirit, Wits, Psyche, Sense, ...



A measure of a character's common sense and/or spirituality. How righteous is your character?



Willpower aka Sanity, Personality, Ego, Resolve, ...



A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity.



Perception aka Alertness, Awareness, Cautiousness, ...



A measure of a character's openness to their surroundings.



Luck aka Fate, Chance, ...



Sometimes a particular outcome seems interesting. Will you take the chance?


 


---------------------------


 


Courteous = A measure of your character's kindness.


Risk-taking = A measure of your character's boldness.


Ambitious = A measure of your character's desires.


Curious = A measure of your character's curiosity.


Self-Controlled = A measure of your character's mannerisms.


Nurturing = A measure of your character's tenderness.
Trusting = A measure of your character's gullibility.
Honest = A measure of your character's honesty.
Loyal = A measure of your character's loyalty.


Affectionate = A measure of your character's tenderness.
Romantic: Occasionally
Flirty: Usually
Sympathetic: Typically
Altruistic: Usually
Optimistic: Generally
Observant: Sometimes
Logical: Often
Social: Usually shy
Emotions: Very stable



 


 
 
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I'll allow players to choose options that are entirely random, and may deviate from the story's original purposes.
 
Other Skill Options.


Might = One's physical strength. You enjoy solving problems with your brute strength.


Agility = One's twitch-like nature. You enjoy solving problems by reacting quickly.


Dexterity = One's flexibility, and nimbleness. You enjoy solving problems with nimbleness, and elegance.


Vitality = One's life. You enjoy experience the problem.


Intellect = Intelligence. You enjoy problem solving with your mind.


Awareness = One's ability to observe the finer detail. You enjoy observing the problems in finer detail.


Will = One's ability to persist. You'll continue through a problem no matter how many fails.


Charisma = One's influence in social manners. You enjoy solving a problem with the aid of others, or through your charm.
 
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Ways to Solve Problems. Feel free to use this list as a means of deciding your character's actions. Sometimes you may need to combine multiple methods to deal with a problem. You're free to create your own, but I'm listing these methods, so there isn't always a desire to do combat outright.


Brute = Solve problems with force.


Diplomatic = Solve problems with negotiation and persuasion.


Intellect = Solve problems with logic and rational thoughts.


Charm = Solve problems with your charisma/social conventions.


Unpredictable = Solves problems spontaneously, and without a care.


Honorable = Solve problems with dignity and a desire to improve one's reputation.


Scoundrel = Solve problems through manipulation and harm.


Militant = Solve problems with laws.


Barbaric = Solve problems in an unusual, uncivilized manner.


Captivating = Solve problems through distraction.


Reputation = Solve problems with your status.


Dexterity = Solve problems with nimble and quick actions.


Example: I choose to solve a problem with intellect, brute, and honorable. I think rationally on how to use my brute strength to break down a door without causing harm to myself, so I'm able to preserve my repuation as a cautious, careful man.
 
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Roleplayers are allowed to dictate the momentum of the RP, and the aspects that appear due to prior actions. Everyone's character will impact the story in a unique way.


For this system to work, I'll need roleplayers to be vocal about what they want in a roleplay. How do they want to handle a situation? Think rationally, before attacking one's foe with force, or attack straight on, while fighting for honor by never hitting a weaponless foe.


In-development
 
Another Potential System if DICE ARE TOO BORING!


Every character gets a unique skill which they can utilize once per combat scenario.


Cards. Everyone starts with a hand of 7 cards of their choice. Characters must choose 3 Skill Types out of Skill Attack, Skill Defend, Skill Evade, Status Effect, Status Recovery, Augment, Deduct, Empower, Heal.


In order to gain cards, they must kill an enemy, and choose three cards of their choice. Note: You cannot have more than 1 Suit of a number. Example: You have four 3 cards. Therefore, you have a Clover 3, Diamond 3, Spade 3, and Heart 3. You cannot have three heart 3, because there's only one heart 3.


Example


Clover - Skill Evade. Use a suit of this card to evade a skill attack.


Diamond - Status Effect. Use a suit of this card to put a status on your opponent.


Spade - Skill Attack. Use a suit of this card to damage your opponent.


Heart - None. Cannot use skills with this card.


The max amount of cards a person can hold per hand is 7. Otherwise, you'll have to discard cards.


Cards don't cost anything, unless you add secondary effects to the cards.


In order to do AoE moves, DOT, elemental affinities, etc. You'll need to expedite mana/action points.


Character movement requires action points/use item.


We'll be using numbers 1-5


Ace (1 card), 2 Card, 3 Card, 4 Card, 5 Card = Attack, Defend, Evade.


After the end of each post, characters will add a card to their hand, but the suit/number will be predetermined by the GM for each draw. Note: You're only allowed 1 ace max, two 2 cards, three 3 cards, 2 four cards, and one five card in a hand.


If you place a normal attack, and your opponent does a normal defend, a clash occurs. Attacks will deal 1 damage.


You can play as many cards as you like per post, but remember the draw rate is 1 card per person's post while in a combat scenario. For each normal action you do minus 1 AP. Unlike mana, AP replenishes by half your total AP each turn. Example: I have 4 AP. I use 2 AP, so next time I post, I get 2 AP, so now I have 4 AP.


You can only play one skill card per turn, but you can play a retaliation card, such as Skill Defend as well. If you want to play more skill cards, add +3 mana, +1 ap to your next card.


Hit Points: 6 (Costs 100 XP per rank up; Capped at 26)


Mana Points: 9 (Costs 100 XP per 3 MP. You cannot buy MP Individual. Capped at 39).


Ability Points: 3 (Costs 100 XP per 1 AP; Capped at 13).


SPD (Movement per AP while in combat): 2 (Costs 300 XP per movement; Capped at 7).


STR (Strength, for each point add a + 1 to physical attack): 0 (Costs 100 XP per rank up; Capped at 5 )


PHY (Physique, for each point add a + 1 to defense): 0 (Costs 100 XP per rank up; Capped at 5)


DEX (Dexterity, for each point add a + 1 to evasion): 0 (Costs 100 XP per rank up; Capped at 5) Example: +5 evasion, means I get +5 whenever I do a normal evade.


INT (Intelligence, for each point, add a max card to your hand): 0 (Costs 300 XP per rank up; Capped at 5) Example: Max Hand = 7, but I have 1 INT, so my max hand = 8.


SPT (Spirit, for each point add a + 1 to a skill type of your choice for a single skill): (Costs 50 XP per rank up; Capped at 5 for each unique skill). Example: Your skills are allowed do the next rank damage. Lesser -> Minor.


Expedite a certain amount of MP/AP to empower your attack to new levels.


How to decide who wins in attack vs. defend vs. evade. Higher number wins. Due to this system warriors may want to keep normal attacks, while mages may want to keep particular suit cards.


Example: I place down a 5 attack card, and my opponent places down a 3 defend card. I'll do 2 damage to my opponent, but if my opponent places down a  5 defend, and I place a 3 attack, my opponent will have a +2 bonus for their next action.


When using a skill, numbers factor in bonuses. If you place down a 5 skill card, but your opponent places down a 1 skill card. Your 5 skill card will grant a +4 bonus, which is converted according to the skill.


And that's the card system! WOOO!


Monsters will have a particular AI/Skill that'll rely on different strategies, so players can fight against those mobs without waiting for GM approval.
 
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For Characters in the Dice system, you can choose what base you'd like to start with.


Hit Points:  (Costs 100 XP per rank up; Capped at 26)


Mana Points:  (Costs 100 XP per 3 MP. You cannot buy MP Individually. Capped at 39).


Ability Points:  (Costs 100 XP per 1 AP; Capped at 13).


SPD (Movement per AP while in combat):  (Costs 300 XP per movement; Capped at 7).


STR (Strength, for each point add a + 1 to equip certain stuff): 0 (Costs 100 XP per rank up; Capped at 7 )


PHY (Physique, for each point add a + 1 to equip certain sutff): 0 (Costs 100 XP per rank up; Capped at 7)


DEX (Dexterity, for each point add a + 1 to equip certain stuff): 0 (Costs 100 XP per rank up; Capped at 7)


INT (Intelligence, for each point, add +1 to equip certain stuff): 0 (Costs 100 XP per rank up; capped at 7).


BNS (Bonus, for each point, add +1 to your bonus reserves): 0 (Costs 300 XP per rank up; Capped at 5) Example: Starting bonus reserves = 3. I have two points in BNS, so now I have bonus reserves = 5.


SPT (Spirit, for each point add a + 1 to a skill type of your choice for a single skill): (Costs 100 XP per rank up; Capped at 4 for each unique skill type). Example: Each rank allows you to use the next level in skill. type. Example: I have 2 SPT points in SKD, so I can do Moderate Defend skills.


Each Character is given 1500 XP points to spend. There are


Example Character (Total Points = 2000).


HP = 7 (700 XP) Soft Caps for character creation only. HP: (Min - 400 XP, Max - 700 XP)


MP = 3 (100 XP) MP: (Min - 100 XP, Max - 600 XP)


AP = 3 (300 XP) AP: (Min - 300 XP, Max - 600 XP)


SPD = 2 (600 XP) SPD: (Min - 300 XP, Max - 900 XP)


STR = 1 (100 XP) STR: (Min- 0 XP, Max - 200 XP)


PHY = 1 (100 XP) PHY: (Min - 0 XP, Max - 200 XP)


DEX = 0 (0 XP) DEX: (Min - 0 XP, Max - 200 XP)


INT = 0 (0 XP) (Min - 0 XP, Max - 200 XP)


BNS = 0 (0 XP) (Min - 0 XP, Max - 300 XP)


SPT = 1 - Defend (100 XP) (Min - 0 XP, Max - 100 XP per unique skill type)


Ways to earn XP. Rewards will be added at the end of each month.


-Every IC post grants everyone 1 XP. Note: IC posts must have 5 lines minimum of text, not counting dialogue.


-Every Arc completion grants everyone 15 XP.


-Every Side story/Objective/Character development/Goal completion grants everyone 5 XP.


-Every 100 OOC posts grants everyone 1 XP. Note: I will not count spam.


-Every successful lore submission grants everyone 5 XP.


For AOE. +3 mana per target added. Add +1 damage per added target, and then split it according to the number of targets; round up. Example: Lesser Skill Attack on 3 targets. 2 Damage + 3 damage = 5 damage, or 2 damage per target. Can also be used to add targets for defensive purposes, add +1 defense, etc.


For DOT. +3 mana,  Add +2 damage, and then split it for 3 durations; round up. Example Lesser Skill Attack on 3 tick duration. 2 Damage + 6 damage = 8 damage, or 3 damage per post/tick.


For HOT. Same as DOT, but replace it with +heal.


RNG (Range) - Applies only to mages/ranged classes/select melee throw weapons. +1 mana per movement. If your initial skill range is one movement away, then by adding RNG, you can hit at two movements away with your skill.


DUR (Duration). +2 mana per duration.


Note: Some secondary effects can only be applied to some primary effects.


All skills require a suit specific card.


Skill Attack, or (SKA). Accepts: AOE, DOT, RNG.


Skill Defend, or (SKD). Accepts: AOE, RNG.


Skill Evade, or (SKE). Accepts: AOE, RNG.


Heal, or (HEAL). Accepts: AOE, HOT, RNG.


Status Effect, or (EFT). Accepts: AOE, RNG, DUR.


Status Recovery, or (REC). Accepts: AOE, RNG.


Augment, or (AUG). Accepts: AOE, RNG, DUR.


Deduct, or (DCT). Accepts: AOE, RNG, DUR.


Empower, or (EMP). Accepts: DUR.


Description of Skill Types


Skill Attack: Attack your foe with a skill.


Damage Formula: See Above; will post here, later.


Duration: Initial Post.


Secondary Effect: AOE, DOT, RNG.


Prevention: SKE, SKD. And some EFT, DCT can prevent, or limit SKA.


Skill Defend: Defend against a skill attack.


Damage Formula: See above; will post here, later.


Duration: initial post.


Secondary Effect: AOE, RNG.


Prevention: Some EFT, DCT can prevent, or limit SKA.


Skill Evade: Evade against a skill attack.


Damage Formula: See above; will post here, later.


Duration: initial post.


Secondary Effect: AOE, RNG.


Prevention: Some EFT, DCT can prevent, or limit SKA.


Heal: Heal an ally.


Damage Formula: See above; will post here, later.


Duration: initial post.


Secondary Effect: AOE, HOT, RNG.


Prevention: Some EFT, DCT can prevent, or limit HEAL.


Status Effect: Place a status condition on a foe.


Damage Formula: See above; will post here, later.


Duration: Depends on skill level.


Secondary Effect: AOE, RNG, DUR.


Prevention: REC, HEAL can prevent, or limit EFT.


Status Recovery: Restore an ally to normal status.


Damage Formula: See above, will post here, later.


Duration: Initial post.


Secondary Effect: AOE, RNG.


Prevention: Impossible to prevent, but DCT skills can limit the REC stats.


Augment: Empower an ally.


Damage Formula: See above, will post here, later.


Duration: Depends on skill level.


Secondary Effect: AOE, RNG, DUR.


Prevention: Some EFT, DCT can prevent, or limit AUG.


Deduct: Remove an enemy's stats.


Damage Formula: See above, will post here, later.


Duration: Depends on skill level.


Secondary Effect: AOE, RNG, DUR.


Prevention: Some EFT can prevent, or limit DCT.


Empower: Empower your own character.


Damage Formula: See above, will post here, later.


Duration: Depends on skill level.


Secondary Effect: DUR.


Prevention: Some EFT, DCT can prevent, or limit EMP.


Terrain: Manipulate the terrain.


Damage Formula: See above, will post here, later.


Duration: Depends on skill level.


Secondary Effect: RNG.


Prevention: Normal Attacks, SKA, and some EFT.
 
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Ranged Skills/Magic Skills = Better range! Note: A number can only be boosted to +4. Example: I place a 2 attack, opponent does a 1 defend. 2-1 = +1 for me. I can only add 3 stats to it. 5-1 = +4 attack, or 4 normal damage.


Whenever you kill an enemy, you get 1 card of your choice suit/number on top of the draw at the end of the post. Note: You cannot discard cards.


Each starting hand for a combat scenario has: 2 - 2 Cards, 3 - 3 Cards, 2 - 4 Cards. You can only have up to 4 - 3 cards in your hand, 3 - 4 cards in your hand, and 1 - 5 card in your hand. However, you can have up to 1 - 1 cards, and 3 - 2 Cards in your hand. When you have INT up, you're free to choose any card 1, 2, 3, 4, 5 and any suit to add to your hand. The max cards in hand, if someone has full INT = 12.


Lesser = Cost 1 card, no other resources. 

  1. SKA = 1 Skill Damage
  2. SKD = Block 1 Skill Damage
  3. SKE = Evade 1 Skill Damage
  4. Augment = Add a Stat.
  5. Deduct = Subtract a stat.
  6. Empower = Add a stat.
  7. Status Effect = Inflict a 1 point worth of statuses on your foe.
  8. Status Recover = Recover 1 point worth of statuses.
  9. Heal = Recover 1 Health.
  10. Terrain = 1 Terrain point.



Minor= Cost 1 Card, 3 MP, 1 AP

  1. SKA = 3 Skill damage.
  2. SKD = Block 2 Skill damage/1 Normal damage.
  3. SKE = Evade 2 Skill damage/1 Normal damage.
  4. Augment = Add two stats.
  5. Deduct = Subtract two stats.
  6. Empower = Add two stats.
  7. Status Effect = Inflict 2 points worth of statuses on your foe.
  8. Status Recover = Recover 2 point worth of statuses.
  9. Heal = Recover 3 Health.
  10. Terrain = 2 Terrain points.



Bonus 1 (Can be added to Lesser/Minor/Moderate/Major/Massive)= Cost +2 MP.

  1. SKA = +1 Skill damage boost.
  2. SKD = +1 Block skill damage boost.
  3. SKE = +1 Evade skill damage boost.
  4. Augment = Add Stats for +1 duration.
  5. Deduct = Subtract stats for +1 duration.
  6. Empower = Add stats for +1 duration.
  7. Status Effect = Inflict points worth of statuses on your foe that lasts +1 duration.
  8. Status Recover =  grant +1 status immunity and +1 status immunity duration, or +1 additional health.
  9. Heal = Recover +1 Additional health, or grant +1 Status immunity.
  10. Terrain = +1 Life on Terrain.



Bonus 2 (Can be added to Lesser/Minor/Moderate/Major/Massive)= Cost +4 MP

  1. SKA = +2 Skill damage boost.
  2. SKD = +2 Block skill damage boost.
  3. SKE = +2 Evade skill damage boost.
  4. Augment = Add stats for +2 duration.
  5. Deduct = Subtract stats for +2 duration.
  6. Empower = Add stats for +2 duration.
  7. Status Effect = Inflict points worth of statuses on your foe that lasts +2 duration.
  8. Status Recover = grant  +2 Status immunity and +2 status immunity duration, or +2 additional health.
  9. Heal = Recover +2 Additional health, or grant +2 status immunity.
  10. Terrain = +2 Life on Terrain.



Moderate = Cost 1 Card, 9 MP, 2 AP

  1. SKA = 8 Skill damage.
  2. SKD = Block 5 Skill damage/2 Normal damage.
  3. SKE = Evade 5 Skill damage/2 Normal damage.
  4. Augment = Add three stats.
  5. Deduct = Subtract three stats.
  6. Empower = Add three stats.
  7. Status Effect = Inflict 3 points worth of Statuses on your foe.
  8. Status Recover = Recover 3 points worth of statuses.
  9. Heal = Recover 7 health.
  10. Terrain = 3 Terrain points.



Major = Cost 1 Card, 15 MP, 3 AP

  1. SKA = 13 Skill damage.
  2. SKD = Block 8 Skill damage/3 Normal damage.
  3. SKE = Evade 8 Skill damage/3 Normal damage.
  4. Augment = Add four stats.
  5. Deduct = Subtract four stats.
  6. Empower = Add four stats.
  7. Status Effect = Inflict 4 points worth of statuses on your foe.
  8. Status Recover = Recover 4 points worth of statuses.
  9. Heal = Recover 11 Health.
  10. Terrain = 4 Terrain points.



Massive = Cost 1 Card, 21 MP, 4 AP

  1. SKA = 18 Skill damage.
  2. SKD = Block 11 Skill damage/Max Normal damage.
  3. SKE = Evade 11 Skill damage/Max normal damage.
  4. Augment = Add five stats.
  5. Deduct = Subtract five stats.
  6. Empower = Add five stats.
  7. Status Effect = Inflict 5 points worth of statuses on your foe.
  8. Status Recover = Recover 5 points worth of statuses.
  9. Heal = Recover 15 health.
  10. Terrain = 5 Terrain points.
 
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Weapon Types for Classes (Feel free to offer suggestions, if your weapon isn't listed in here). There is no ammo system to avoid complexity. Note: These weapons are made to fit the archetype and to balance the issues between movement ranges.


PHY/STR/DEX/MAG/ETC. Requirements out of 10? No. You get 10 points to spend on your weapon/armor.


1 Movement Range Weapons


Orb, Book, tome, etc.: Requirements: 1 MAG per hand, so 2 MAG for both hands. +3 MP.


Unarmed: Requirements: unsure.


Sword, Mace, Axe, etc.: Requirements: 1 STR per hand, so 2 STR for both hands. +1 attack.


2 Movement Range Weapons


All weapons will have bonuses depending on what you rank up.


The cost determines if you can utilize the weapon or not. Example: I have 1 PHY due to character creation, so I can only equip weapons and armor with the cost of 1 PHY.


PHY = Defense


DEX = Evade/Movement Range


INT = MP


STR = Attack


You have PHY/STR/DEX/INT points to spend on for weapons.


Unarmed Weapons (one hand) Initial Cost: 1 DEX, or 1 STR.

  1. 1 Movement Range, no requirement.
  2. +1 evade per DEX. Capped at 7.
  3. -1 Defend, -1 evade, or -1 attack.



Unarmed (Both hands) Initial Cost: 1 STR, or 1 DEX.

  1. 1 movement, no requirement.
  2. +1 attack per STR. Capped at 7.
  3. +1 evade per DEX. capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Light Throwing Melee Weapons (Both hands) Dagger, Knives, Kunai, Shurikens, etc. Initial Cost: 1 DEX.

  1. 1 Movement range melee, no requirement.
  2. 3 Movement range ranged, requires 1 DEX.
  3. +1 Attack per STR. Capped at 7.
  4. +1 Evade per DEX. Capped at 7.
  5. -2 Defend, -2 Evade, or -2 Attack.



Melee Weapons (One handed) Sword, Mace, Axe, etc. Initial Cost: 1 STR.

  1. 1 Movement range melee, no requirement.
  2. +1 Attack per STR. Capped at 7.
  3. -1 Defend, -1 evade, or -1 attack.



Melee Weapons (Two-handed)  Spear, Longsword, Quarterstaff, etc. Initial Cost: 1 STR.

  1. 2 Movement range melee, requires 1 STR.
  2. +1 attack per STR. Capped at 7.
  3. +1 Defend per PHY. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Melee Weapons (Dual Wield) Two katanas, one axe/one sword, etc. Initial Cost: 1 STR.

  1. 1 movement range melee, no requirement.
  2. +1 Attack per STR. Capped at 7.
  3. +1 evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Ranged Weapons (One handed) Guns, etc. Initial Cost: 1 DEX.

  1. 3 movement range, requires 1 DEX.
  2. +1 Attack per STR. Capped at 7.
  3. -1 Defend, -1 evade, or -1 attack.



Ranged Weapons (Dual Wield) Dual Guns, etc. Initial Cost: 1 DEX.

  1. 3 Movement range, requires 1 DEX.
  2. +1 Attack per STR. Capped at 7.
  3. +1 Evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Ranged Weapons (Two handed) Bow, Crossbow, Rifle, Javelin, Etc. Initial Cost: 2 DEX.

  1. 4 Movement range, requires 2 DEX.
  2. +1 Attack per STR. Capped at 7.
  3. +1 Evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Magical Weapons (One-handed) Wand, orbs, books, etc. Initial Cost: 1 INT.

  1. 1 Movement range, requires none.
  2. +3 MP per INT. Capped at 7.
  3. -1 Defend, -1 evade, or -1 attack.



Magical Weapons (Dual Wield) Dual wands, orbs, books, etc. Initial Cost: 1 INT

  1. 1 movement range, requires none.
  2. +3 MP per int. Capped at 7.
  3. +1 evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Magical Weapons (Two Handed) Staves, etc. Initial Cost: 1 INT

  1. 2 Movement range, requires 1 INT.
  2. +3 MP per int. Capped at 7.
  3. +1 Defend per PHY. Capped at 7.
  4. -1 Defend, -1 evade, or -1 attack.



Shield-Type Weapons (One Hand), etc. Cost: 1 PHY

  1. 1 movement range.
  2. +1 Defend per PHY. Capped at 7.
  3. -1 Defend, -1 Evade, or -1 Attack.



Shield-Type weapons (Dual Wield), etc. Initial Cost: 1 PHY

  1. 1 Movement range.
  2. +1 Defend per PHY. Capped at 7.
  3. +1 Evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



Shield-Type Weapons (Two Handed), Etc. Initial Cost: 1 PHY

  1. 1 Movement range.
  2. +1 Defend per PHY. Capped at 7.
  3. +1 Evade per DEX. Capped at 7.
  4. -2 Defend, -2 Evade, or -2 Attack.



You're free to make your own unique weapon/armor type.


Note: Created weapons will be subjected to Gm/Co-Gm for balancing.


Note: You can only have two weapons on hand at a time, they will fit in your left hand and right hand slots.
 
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Armor Types for Classes. For simplicity, we'll assume people are wearing these armor types. Note: You cannot have a mix of armor types. We're going to assume your armor is a majority of cloth, leather, chain, or plate.


You have PHY/STR/DEX/INT to spend.


Cloth Initial Cost: 1 INT

  1. +3 MP per int. Capped at 7.
  2. +1 evade per DEX. Capped at 7.
  3. -2 Defend, -2 Evade, or -2 Attack



Leather Initial Cost: 1 DEX

  1. +1 evade per DEX. Capped at 7.
  2. +1 defend per PHY. Capped at 7.
  3. -2 Defend, -2 Evade, or -2 Attack.



Plate Initial Cost: 1 PHY, or 1 STR.

  1. +1 defend per PHY. Capped at 7.
  2. +1 evade per DEX. Capped at 7.
  3. -2 Defend, -2 Evade, or -2 Attack.
 
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