Brainstorm Pit (Not Useable)

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Classes grant a unique skill, which costs a card, but no MP/AP. They may also grant armor/weapon bonuses.


White Mage: Pray - they can restore someone else, or themselves 3 MP, or 1 HP. Can only be used per turn. Requirement: Forced to have HEAL, REC as a suit.


Black Mage: Destruction - Whenever you use a skill attack, add +1 SKA to your skill attack. Can be used for as many skills in a turn. Requirement: Forced to have SKA, EFT as a suit.


Blue Mage: Change Suit - They can change one of there suit to an opponent's skill type. Can only be used per opponent. Requirement: None.


Red Mage: Black and White - They can have four suits, but they cannot use massive skills. Requirement: SKA, HEAL.


Time Mage: Haste, or Stop - Haste grants another player the ability to utilize another skill, or attack without an AP cost. Stop increases the AP cost for a card. Can be used once per turn. Requirement: Forced to have DCT, AUG as a suit.


(FIX) Summoner: Summon - Summon ancient beasts to deal massive damage. Gain +1 to SKA as a skill type without spending any XP. Requirement: Forced to have SKA as a suit.


Scholar: Analyze - Whenever you enter a battle with foe, you can choose to deduct one stat of your choice. Can only be used per opponent. Requirement: DCT as a suit.


Geomancer: Elemental- You can utilize all elemental affinities for skills only, but you cannot learn Holy/Dark/Dia. Requirement: EMP, TER as a suit.


Evoker: Evoke - Whenever you enter a battle with an ally, you can choose to augment your ally one stat, or yourself two stats. Can only be used once per ally, and once per battle on yourself. Requirment: AUG as a suit.


Warrior: Rage - Add +1 attack to your normal attack. Can only be used once per turn. Requirement: SKA as a suit.


Paladin: Cover - You can protect one ally until your hit points are gone. Requirement: SKD as a suit.


Dark Knight: Darkness - You can augment any of your stats by two for 1 HP. Can only be used once per turn. Example: Add +1 attack, but lose 1 HP. Requirement: SKA, EMP as a suit.


Magic Knight: Elemental Change - You can change the element of your weapon for normal attacks, but you cannot learn Holy/Dark/Dia. Can only be used per turn. Requirement: EMP as a suit.


Knight: Taunt - Whenever the enemy enters the fray, you taunt them for a turn. Requirement: EFT as a suit.


Dragoon: Jump - At the cost of your total AP, jump in the air and evade any normal attacks instantly, and on your next post deal +1 damage/+1 SKA. Can be used once per turn. Requirement: SKA as a suit.


Samurai: Counter - At the cost of your total AP, counter every successful normal attack with the same number as your opponent's card. Each counter costs a card. Requirement: SKE, SKA.


Thief: Steal - At the cost of your total AP, steal all your opponent's bonus reserves. Can be used once per turn. Requirement: EFT as a suit.


Ninja: Bleed - Whenever you use a SKA, you can DOT an opponent for free; DOT rules apply. Can only have 1 bleed out at a time. Requirement: SKA as a suit.


(FIX) Monk: Unarmed - At the cost of your total AP, enter a stance. Requirement: SKA, SKE as a suit.


Gun Mage: Elemental Bullets - You can utilize your choice of elemental affinities for any suit. Example: I chose Fire, Water, and Lighting for each of my three suits. Now I can use Fire, Water, or Lighting for my normal attacks, or any suit. Requirement: EMP, TER


Bard: Sing - Discard a card of your choice in order to keep singing. Singing increases the duration of all Status Effects, and Status immunities for opponents and allies respectively. Can only be used once per turn. Requirement: EFT, REC as suits.


Gambler: Gamble - Give yourself 1 more 5 card, 1 more 1 card, and 1 more 2 card, but Discard your three 3 cards. Requirement: None.


(FIX) Gunner: Guns - Don't take a -Defend penalty when using one handed ranged weapons. Requirement: None.


Dancer: Dancing - Discard a card of your choice to keep dancing. Dancing allows the persistence of all augments and deducts by 1 duration for opponents and allies respectively. Can only be used once per turn. Requirement: AUG, DCT as suits.


Alchemist: Mix - Combine cards to get a new number card. Example: Combine a 3 card and a 2 card to get a 5 card, but discard 3 and 2. Requirement: None.


(FIX) Minion master: Minion - Summon a minion of your choice to do battle with 2 HP, 2 AP, and 3 MP. This requires discarding a card. Minions can do a skill, attack, etc. Requirement: None.


Archer: Aim - At the cost of half your total AP, take careful aim at your opponent. Add +1 attack, for all your normal attacks that turn. Requirement: None.


Hunter: Predator- Add +1 movement. Requirement: None.


Generalist: Jack of Trades - Can equip 4 suit, but cannot use major, or massive skills. Requirement: None.


Illusionist: Decoy- You cannot be hit with normal attack, until someone attempts to hit you. Requirements: TER, EFT


Necromancer: Undead - Once your life points hit 0, you can use your MP as life points. 3 MP = 1 HP. Requirements:


Guardian: Soul Link - Link your stats with another person. When they get hit, you take the hit, but when they get healed, you take the heal. Requirements: None


Exorcist: Undo, or Redo - Undo undos an enemy normal attack, or skill. When Undoing a skill, you must pay equal MP to the skill you're undoing. When Redoing, you can redo an ally's skill, but you must pay equal MP to the skill you're redoing. Can only be used once per turn, and you must discard a card equal to the number of the skill you're undoing, or redoing. Requirements: AUG, DCT


Feel free to create your own class! GMs and Co-GMs will test it out.
 
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Characters must choose 3 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 one of there suit's to have an elemental affinity of Fire, Water, Wind, Earth, Lightning, Ice, Holy, Dark. The other suits can have an affinity for any element, or Dia (Normal). Those skills get a positive bonus, if the environment allows the bonus. Note: Monsters may be strong, or weak against certain elements. Note: Once you choose an elemental affinity, you cannot choose it again except for Dia.


Fire beats Ice and Lighting. In fire, volcanic terrain, grant bonus.


Lighting beats Wind and Water. In lightning, electrical terrain, grant bonus.


Water beats Fire and Earth. In rainy, water terrain, grant bonus.


Wind beats Earth and Fire. In windy, breezy terrain, grant bonus.


Ice beats Wind and Water. In icy, cold terrain, grant bonus.


Earth beats Ice and Lightning. In rocky, muddy terrain, grant bonus.


Holy beats dark. More effective during the day, grant bonus.


Dark beats holy. More effective during the night, grant bonus.


Dia beats none, but has no weakness.
 
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What points buy.


Status Points

  1. Poison - Unit is poisoned, loses 1 HP per post. Duration: 3, after initial post. Cost: 1 Status Point
  2. Stun - Unit cannot do anything. Duration: 1, after initial post. Cost: 3 Status Point.
  3. Berserk - Unit can only attack, not defend, or evade, or anything. Duration: 1, after initial post. Cost: 1 Status Point.
  4. Taunt - Unit can only attack you. Duration 1, after initial post. Cost: 1 Status Point.
  5. Charm - Unit uses their recovery skills on you. Duration 1, after initial post. Cost: 3 Status point.
  6. Silence - Unit cannot use skills. Duration 1, after initial post. Cost: 2 Status points.
  7. Bind - Unit cannot move. Duration: 1, after initial post. Cost: 2 Status Point.
  8. Confuse - Unit attacks themselves, or allies per post. Duration: 1, after initial post. Cost: 2 Status points.
  9. Each additional status point invested in one status effect increases the duration of the skill.
  10. I'll add more as I think of them.


Terrain Points

  1. Subject to review on case by case basis. Otherwise 1 terrain point influences 2 movement range pieces from your character. Each additional terrain point influences another 2 movement range pieces from your character. Skill is useful in that it may create traps for enemies for certain movement areas.



Status Immunity Points = Do not buy anything, they just prevent inflictions.
 
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General Overview

  1. Card System
  2. Stat System
  3. Class System
  4. Skill System
  5. Point System
  6. Weapon System
  7. Armor System
  8. Elemental System
 
How the card system works.


In a turn. One card for normal ability= NO AP. Second Card, and so on for normal ability= 1 AP.


In a turn. One card for Skill ability = NO AP. Second card, and so on for skill ability = 3 MP and 1 AP.


AP replenishes the next turn, while MP restores itself by 1 per 3 MP per turn. So if I have 6 MP but my total is 12 MP, for my next turn I'll get 4 MP, so now I'll have 10 MP.


Numbers Ace (1), 2, 3, 4, 5 cards. These are to distinguish bonuses when playing a Normal Attack, Normal Defend, Normal Evade, or Skills.


Suites are Clover, Heart, Spade, and Diamond. You put three skill types for three suits, and you leave one suit blank, unless you're a particular class.


Every person starts with 9 cards in their hand: 1 - 1 card, 2 - 2 cards, 3 - 3 cards, 2 - 4 cards, 1 - 5 card.


Here's how calculations work:


Normal Attack, Evade, Defend: Card Number + Weapon Stats + Armor Stats + Accessory Stats + Stats + Class Bonus + Bonus Reserves - X = +0 to +4 Bonus.


Skills: Card Number + Skill Stats + Class Bonus - X = +4 Bonus.


Note: Augments/Deducts/Empowers last their respective durations.


Note: A bonus gained lasts only for 1 duration, unless a skill modifies the duration.


A bonus offers something different.


For Normal attack, each bonus increases the damage by one.


For Normal defend, each bonus increases the defend by one.


For Normal evade, each bonus increase the evade by one.


For Skill Attack, each bonus increases the skill attack by one.


For Skill Defend, each bonus increases the skill defend/normal defend by one.


For Skill evade, each bonus increases the skill evade/normal evade by one.


For Heal, each bonus increases the heal by one.


For Status Recovery, every two bonuses increases the status immunity points by 1.


For Status Effect, every two bonuses increases the duration by 1.


For Augment, every two bonuses increases the duration by 1.


For Deduct, every two bonuses increases the duration by 1.


For Empower, every two bonuses increases the duration by 1.


For Terrain, every two bonuses increases the life by 1.


How to get bonuses from cards: (Note: A reserve tank can hold up to 3 bonuses, but this can be increased to 8 with stats. Note: You cannot use bonuses until your next post).


When doing a normal attack, if your card number is higher than the person's defend/evade, add bonus points to your attack.


When doing a normal defend, if your card number is higher than the person's attack, add bonus points to your reserve tank.


When doing a normal evade, if your card number is higher than the person's attack, add bonus points to your reserve tank.


For Skill Attack, if your card number is higher than the person's skill defend/evade, add bonus points to your skill attack.


For Skill Defend, if your card number is higher than the person's skill attack, add bonus points to your reserve tank.


For Skill Evade, if your card number is higher than the person's skill attack, add bonus points to your reserve tank.


For Heal, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Status Recovery, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Status Effect, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Augment, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Deduct, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Empower, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


For Terrain, if your card number is higher than three, add 1 bonus points to your reserve tank if it's a 4, or add 2 bonus points to your reserve tank if it's a 5.


Note: You can use up to 4 bonuses on the same skill, or normal attack/defend/evade.


A higher number beats a lower number, but a bonus is added according to the number. Example: 5 attack vs 1 Defend = the 5 attack does 4 HP damage against the 1 defend. 5 Defend vs 1 Attack = the defend blocks the attack fully, and the defender gains +4 bonus for their next action.


Here's how bonuses work. You have a bonus resource tank of up to 4 bonuses. A bonus duration is 1, and you can only use enough bonuses to change a card number to 5. Example you play a 3 Attack card, but your opponent plays a 3 Defend card = 0. You can use two bonuses to increase your attack to 5, but you must do so at the start.

  1.  
 
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Four Suits for Techniques/Magic/Etc.


Skill Types

  1. Healing
  2. Status Recovery
  3. Augments
  4. Deducts
  5. Empowers
  6. Status Effects
  7. Terrain Change
  8. Skill Attack
  9. Skill Defend
  10. Skill Evade



Magic Techniques

  1. White Magic - Healing, Status Recovery, Augments
  2. Black Magic - Destructive spells, Status Effects, and Terrain.
  3. Red Magic - Healing, Status Recovery, Destructive Spells, and Status Effects
  4. Blue Magic - Learning Skills.
  5. Time Magic - Augments, Deducts, and Status Effects.
  6. Geomancy -
  7. Summoning
  8. Chakra
  9. Alchemy
  10. Survival
  11. Illusion
  12. Necromancy



Battle Techniques

  1. Fighter
  2. Paladin
  3. Dark Knight
  4. Knight
  5. Dragoon
  6. Samurai
  7. Thievery
  8. Monk
  9. Gunner
  10. Archer
  11. Hunter
  12. Guardian



Unique Techniques

  1. Analyze
  2. Evoke
  3. Magic Knight
  4. Gun Mage
  5. Gamble
  6. Sing
  7. Dance
  8. Beastmaster
  9. Generalist
  10. Puppetmaster
  11. Manipulator
  12. Exorcist
  13. Machine Maw



Clover-Put a Skill Type here.


Heart-Put a Skill Type here.


Spade-Put a Skill Type here.


Diamond-Put a Skill Type here.


Note: One of the suits won't have a skill type.


Numbers 0, 1, 2, 3, 4 for cards.


Note: You can only have 1 number of a suit type. Example only one clover 0 card, only one 1 clover card, etc.


Everyone has a hand of 9 of one 0 card, two 1 cards, three 2 cards, two three cards, and 1 four card.


In order to gain new cards, you must use all the cards in your hand.


Individuals can play as many cards that = their Action points.


Normal Movements.


Attack - Attack your foe.


Defend - Defend against your foe.


Evade - Evade against your foe.


Clover-Skill Attack.


I use a 4 Clover Skill attack, the enemy has to use a skill defend of 4, or skill evade of 4, but if they don't have a skill defend of 4 card, they can reduce the damage with lower defend cards.


A skill defend card can block a normal attack up to +1. A 3 skill defend beats a 4 attack.


A bonus can increase a card by +1 for each bonus. This is capped at 5, so I can only add +1 bonus to a 4, but I can add +2 bonus to a 3.


Skill Attack - The number on the card indicates the damage of the skill +3.


Skill Defend - The number of the card indicates the defense against a skill attack +2.


Skill Evade - The number of the card indicates the evade against a skill attack +2.


Status Effect - The number of the card indicates what status you can inflict on your opponent.


Status Recovery - The number of the card indicates what status effect you can heal.


Augments - The number of the cards indicates what bonus you can grant to your bonus tank.


Deducts - The number of the card indicates what bonus you can subtract to a foe's bonus tank.


Empower - The number of card indicates what bonus you can give to your bonus tank.


Terrain Change - The number of card indicates the life of the terrain.


Heal - The number on the card indicates the health healed of the skill. No bonus.


Example:


Clover - Skill Evade


Heart - Skill Attack


Diamond - Terrain Change


Spade - None.
 
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Action Points = The number of cards you can use. If I have 7 Action points, I can play a three and a four card, or three two cards, and one one card. Restored every post.


Hit Points = My life.


Mana Points = The points distinguishing to the skill.


Bonus Tank = The amount of bonuses you can store.


Speed = The movement you can do in a turn. Cost half action points to move.


STR = Attack.


INT = Skills.


DEX = Evade.


PHY = Defend.


Mana Points can be used to do these things.


Increase Duration


Multi Target.


Increase Range.


Damage over Time.


Heal over time.


Battles are done in a 3 by 6 grid, with a line separating the battlefield.


XXX | XXX


XXX | XXX


XXX | XXX


Melee Techniques/Attacks can only attack in 1 X, so if I was melee I could only attack here. My character is 0, areas I could attack is X.


XXX


X0X


XXX


Magic Techniques/Attacks can only attack in 1 X, but if you add mana to the range, they can stretch farther.
 
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http://www.catchyourhare.com/diceroller/ <---- Use the dF option.


HP (Hit Points): Your character's hit points. Melee: 6 HP; Range: 4 HP; Mage: 4 HP.


MP (Mana Points): Your character's resource points to do techniques. Every 3 mana points restores 1 mana point for next post. Melee: 3 MP, Range: 3 MP; Mage: 7 MP.


AP (Action Points): Your character's action points to do actions. Action points restored automatically. Melee: 3 AP, Range : 5 AP, Mage: 3 AP


BNS (Bonus Tank): Your character's bonus tank. Everyone starts with 3. Melee: 3 BNS, Range: 3 BNS, Mage: 3 BNS


STR (Strength): Your character's normal damage attacking in the same zone, and normal defense. Melee: 1 STR, Range: 0 STR, Mage: 0 STR


INT (Intelligence): Your character's ability to use lesser, minor, moderate, major, and massive skills. Melee: 1 INT, Range: 1 INT, Mage: 2 INT.


DEX (Dexterity): Your character's normal damage attacking more than a zone away, and normal evade. Melee: 0


Fudge Dice. (+) = Bonus, (-) = Loss, (Blank) = 0, or nothing.


-4 = Fail


-3 = Fail


-2 = Fail


-1 = Fail


0 = Success


+1 = Success


+2 = Success


+3 = Success


+4 = Success


Actions and their AP/MP cost.


Normal Attack = 1 AP Cost, 0 MP Cost.


Move one zone= 1 AP Cost, 0 MP Cost.


Normal Evade = 1 AP Cost, 0 MP Cost.


Normal Defend = 1 AP Cost, 0 MP cost.


Skill Attack = 1~5 AP Cost, 3~15 MP.

  1. 1 AP/ 3 MP - Lesser Skill. Roll and add +2 Bonus.
  2. 2 AP/ 6 MP - Minor Skill. Roll and add +3 Bonus.
  3. 3 AP/ 9 MP - Moderate Skill. Roll and add +4 Bonus.
  4. 4 AP / 12 MP - Major Skill. Roll and add +5 Bonus.
  5. 5 AP / 15 MP - Massive Skill. Roll and add +6 bonus.

Skill Defend = 1~5 AP Cost, 3~15 MP. (Can block against normal attacks)

  1. 1 AP/ 3 MP - Lesser Skill. Roll and add +1 Bonus.
  2. 2 AP/ 6 MP - Minor Skill. Roll and add +2 Bonus.
  3. 3 AP/ 9 MP - Moderate Skill. Roll and add +3 Bonus.
  4. 4 AP / 12 MP - Major Skill. Roll and add +4 Bonus.
  5. 5 AP / 15 MP - Massive Skill. Roll and add +5 bonus.

Skill Evade = 1~5 AP Cost, 3~15 MP. (Can evade against normal attacks)

  1. 1 AP/ 3 MP - Lesser Skill. Roll and add +1 Bonus.
  2. 2 AP/ 6 MP - Minor Skill. Roll and add +2 Bonus.
  3. 3 AP/ 9 MP - Moderate Skill. Roll and add +3 Bonus.
  4. 4 AP / 12 MP - Major Skill. Roll and add +4 Bonus.
  5. 5 AP / 15 MP - Massive Skill. Roll and add +5 bonus

Status Recovery = 1~5 AP Cost, 3~15 MP.

  1. 1 AP / 3 MP - Lesser skill. Cleanses a status point. Roll to determine how many status immunity points are given.
  2. 2 AP/ 6 MP - Minor Skill. Cleanses 2 status points. Roll to determine how many status immunity points are given.
  3. 3 AP/ 9 MP - Moderate Skill. Cleanses 3 status point. Roll to determine how many status immunity points are given.
  4. 4 AP / 12 MP - Major Skill. Cleanses 4 Status points. Roll to determine how many status immunity points are given.
  5. 5 AP / 15 MP - Massive Skill. Cleanses 5 Status points. Roll to determine how many status immunity points are given.

Status Effect = 1~5 AP Cost, 3~15 MP.

  1. 1 AP / 3 MP - Lesser skill. inflicts a status point. Roll to determine the duration.
  2. 2 AP/ 6 MP - Minor Skill. inflicts 2 status points. Roll to determine the duration.
  3. 3 AP/ 9 MP - Moderate Skill. inflicts 3 status point. Roll to determine the duration.
  4. 4 AP / 12 MP - Major Skill. inflicts 4 Status points. Roll to determine the duration.
  5. 5 AP / 15 MP - Massive Skill. inflicts 5 Status points. Roll to determine the duration.

Terrain = 1~5 AP Cost, 3~15 MP.

  1. 1 AP / 3 MP - Lesser skill. Use 1 terrain point. Roll to determine life of terrain.
  2. 2 AP/ 6 MP - Minor Skill. Use 2 terrain point. Roll to determine life of terrain.
  3. 3 AP/ 9 MP - Moderate Skill. Use 3 terrain point. Roll to determine life of terrain.
  4. 4 AP / 12 MP - Major Skill. Use 4 terrain point. Roll to determine life of terrain.
  5. 5 AP / 15 MP - Massive Skill. Use 5 terrain point. Roll to determine life of terrain.

Heal = 1~5 AP Cost, 3~15 MP.

  1. 1 AP/ 3 MP - Lesser Skill. Roll and add +1 Bonus.
  2. 2 AP/ 6 MP - Minor Skill. Roll and add +2 Bonus.
  3. 3 AP/ 9 MP - Moderate Skill. Roll and add +3 Bonus.
  4. 4 AP / 12 MP - Major Skill. Roll and add +4 Bonus.
  5. 5 AP / 15 MP - Massive Skill. Roll and add +5 bonus

Augment = 1~5 AP Cost, 3~15 MP.

  1. 1 AP/ 3 MP - Lesser Skill. Add a bonus. Roll to determine the duration.
  2. 2 AP/ 6 MP - Minor Skill. Add 2 bonus. Roll to determine the duration.
  3. 3 AP/ 9 MP - Moderate Skill. Add 3 bonus. Roll to determine the duration.
  4. 4 AP / 12 MP - Major Skill. Add 4 bonus. Roll to determine the duration.
  5. 5 AP / 15 MP - Massive Skill. Add 5 bonus. Roll to determine the duration.

Deduct = 1~5 AP Cost, 3~15 MP.

  1. 1 AP/ 3 MP - Lesser Skill. Subtract number. Roll to determine the duration.
  2. 2 AP/ 6 MP - Minor Skill. Subtract 2. Roll to determine the duration.
  3. 3 AP/ 9 MP - Moderate Skill. Subtract 3. Roll to determine the duration.
  4. 4 AP / 12 MP - Major Skill. Subtract 4. Roll to determine the duration.
  5. 5 AP / 15 MP - Massive Skill. Subtract 5. Roll to determine the duration.



Increase Range = 1 MP Cost.


Increase Targets = 1 MP Cost.


Increase Duration = 1 MP cost.


Skill Types


SKA


SKE


SKD


Status Recovery


Status Effect


Terrain


Heal


Augment, adds specific bonuses to actions.


Deduct, subtracts from specific actions.
 
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Normal Melee Vs. Range


Normal Melee gains a bonus, but must attack in the same zone.


Range can attack at 2 zones away, but no bonus.


Technique Melee Vs. Technique Range


Technique Melee gains a bonus, but must attack in the same zone.


Technique range can attack at 2 zones away, but no bonus.
 
Information on Normal Attack.

  • A negative number nullifies your attack, meaning your attack deals no damage, or there was a mess up.
  • A zero, or positive signifies that your attack is successful, and it will deal damage after defense calculations are in place.

Information on Normal Defend/Evade

  • A negative number nullifies your defense, meaning your defend will block no damage, or there was a mess up.
  • A zero, or positive signifies your defense is successful, and it will block damage after attack calculations.
 
Your Stamina, Mana, and Will are necessary to determine if you can actually utilize the skill. Your Strength, Dexterity, Speed, Perception, Mystic, Spirit, Etc. determine if you can use the skill too.


Character's start with 10 points, and they can get more.


Strength - Strong Actions.


Stamina - Endurance to do Strong Actions.


Dexterity - Agility Actions.


Stamina - Endurance to do Agility Actions.


Speed - Movement Actions.


Stamina - Endurance to do Movement Actions.


Perception - Perception Actions.


Stamina - Endurance to do Observing and Accuracy Actions.


Manipulation - Manipulation Actions.


Mana - Endurance to do Enhance Actions.


Conjuration - Conjuration Actions.


Mana - Endurance to do Transmutation actions.


Restoration - Restoration Actions.


Mana - Endurance to do Conjuration Actions.


Spirit - Awareness Actions.


Mana - Endurance to do Magical Awareness Actions.


Charisma - Social Actions.


Will - Endurance to do Social Actions.


Intelligence - Reason Actions.


Will - Endurance to do Thought Actions.


Persuasion - Negotiation Actions.


Will - Endurance to negotiation actions.


Luck - Fortune Actions.


Will - Endurance to do Fortune Actions.


Any Skill Name (Min: 1; Max: 25)

  1. 1 Points, Lesser.
  2. 2 Points, Minor.
  3. 3 Points, Moderate.
  4. 4 Points, Major.
  5. 5 Points, Massive.



Lesser = Extremely Weak Potency


Minor = Weak Potency


Moderate = Normal Potency


Major = Strong Potency


Massive = Extremely Strong Potency
 
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Stats should affect the RP limitations, so individuals in heavy armor who want to dodge need points in dexterity, strength, and speed.
 
latest
 
Ys Characters


Radiant Historia Characters


Baten Kaitos Characters


Skies of Arcadia Characters


Suidoken Characters


Final Fantasy characters


Grandia characters


Brave Story characters


Tales of ____ characters


Mabinogi Characters


Golden Sun Characters
 
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https://www.rpnation.com/topic/295298-stat-system/ For Information on the Stat System


How skills work, and what affects what. You can mix techniques.


Stamina: 100/100


Mana: 100/100


Will: 100/100


Strong Actions (Expend Endurance)


-Includes Battle Techniques


Battle Techniques - Require Endurance


Magic Techniques - Require Mana
 
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I've been working on my own RPG system for about a year or so, heavily based on the number 12 (guess which die gets used exclusively?). The attribute scores are:

  1. Agility
  2. Appearance
  3. Charm
  4. Courage
  5. Faith
  6. Intellect
  7. Magic
  8. Precision
  9. Speed
  10. Stamina
  11. Strength
  12. Wisdom

Strength - Stat that determines the damage a character deals with each hit

Accuracy - Stat that determines the accuracy of attacks

Special - Stat that determines the power and likelihood of secondary effects of attacks.

Fortitude - Subtracts damage inflicted by individual attacks.

Constitution - Stat that determines the hp pool of a character.

Resilience - Stat that prevents status effects, offensive secondary effects and "saves against" ongoing effects.

Evasion - Stat that reduces your chances of being hit.
 
also like the SPECIAL system from the Fallout series. It's an acronym representing the 7 attributes in the system: Strength, Perception, Endurance, Charisma, Intelligence, Agility, & Luck. It a fun, balanced system, & it's based on the GURPS system.
 
According to the points in Strength/Dexterity/Mind will determine your character's effects in the world.


Example:


Strength Subsets
 
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