Brainstorm Pit (Not Useable)

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Vitality: Total HP. Each point in vitality increases your health by 3.


STR: Each rank increases total damage of a strength attack. Each point in STR increases your damage with a success roll by 1.


PER: Each rank increases total damage of a perception attack. Each point in PER increases your damage with a success roll by 1.


MAG: Each rank increases total damage of a magic attack. Each point in MAG increases your damage with a skill by 1.


WIS: Each rank increases total heal of a heal. Each point in WIS increases your heal with a skill.


PHY: Each rank increases total blockage of a strength, or perception attack.


RES: Each rank increases total blockage against a magical skill.


ACC: Ability to land hits and preform critical hits and preform skill attacks.


SPD: Affects your ability to do multiple actions, and the ability to avoid hits.


LCK: Ability to land hits, avoid hits, avoid critical hits, and avoid lowering stats.


MOV: Affects your total movement speed.


There are no counter attacks, but to describe a counter attack IC is possible.


Gain a new skill every three levels.


Actions that require SPD.
 
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Strength: (Capped at 20).

  • +1 Damage (Max 12)
  • Allows you to use +1 dice (from dice reserves) for Strength Attack. (Max 4)
  • Allows you to have +1m Melee Distance. (Max 4)

Magic: (Capped at 20).

  • +1 Damage (Max 12)
  • Allows you to use +1 dice (from dice reserves) for another spell. (Max 4)
  • Allows you to have +1m Melee Distance. (Max 4)
 
My attempts at a simple system.


S (+1.0) A (+0.9) B (+0.7) C (+0.6) D (+0.4) F (+0.2)


VIT: Affects HP value. Affects health recovery. Every 3 points in Vitality is 1 health recovery.


MYS: Affects MP Value. Affects mana recovery. Every 3 points in Mystic is 1 mana recovery.


STA: Affects AP Value. Affects action recovery.


STR: Affects total damage value.


PER: Affects total damage value.


MAG: Affects total damage value for skills.


WIS: Affects heal value for skills.


PHY: Ability to block against damage.


SPT: Ability to withstand magical attacks.


RES: Ability to withstand status effects.


EMP: Ability to withstand deducts.


ACC: Ability to land hits and critical hits.


SPD: Ability to avoid hits.


LCK: Ability to avoid critical hits, avoid hits, and land hits.


MOV: Movement speed.


Skills: https://www.rpnation.com/topic/296201-2-jrpg-skill-system/


Actions


Attack: Costs 1 AP, Attack a foe. Each additional attack costs +1 AP. A second attack is 2 AP. A third attack is 3 AP.


Move: Costs 1 AP per movement. Each additional movement costs +1 AP. A second movement is 2 AP. A third is 3 AP.


Brace: Costs all AP. All your defensive stats are timed by two.


Level 1 Skills cost 3 mana, and no AP.


Level 2 skills cost 6 mana, and no AP.


Level 3 skills cost 9 mana, and no AP.


Level 4 skills cost 12 mana, and no AP.


Level 5 skills cost 15 mana, and no AP.
 
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You can preform a multitude of actions, but on a post-by-post basis, OOC stuff is in effect.


The 2d20 System


Critical deal times two damage.


You roll dice. First die roll is for Accuracy (D20). Second die roll is for Critical (D20). Damage is determined by calculations.


Levels start at 1 to 20. Max S-Rank stat is +20. Max A-Rank is  +18. Max B-Rank is +16. Max C-Rank is +14. Max D-Rank is +12. Max F-Rank is +10.


Stats are capped at 40. You cannot boost stats above 40, regardless of bonuses.


1 S-Rank


1 A-Rank


3 B-Rank


4 C-Rank


3 D-Rank


1 F-Rank


S-Rank, means +1 Stat per level.


A-Rank, means +0.9 Stat per level.


B-Rank, means +0.8 Stat per Level.


C-Rank, means +0.7 stat per level.
D-Rank, means +0.6 Stat per level.


F-Rank, means +0.5 stat per level.


Simple Calculations.


Damage: STR + Weapon Damage - PHY - Armor Defense


Damage: PER + Weapon Damage - PHY - Armor Defense


Damage: MAG + Weapon Damage - RES - Armor Resistance


Heal: WIS + Weapon Heal


Hit Rate: ACC + Weapon Accuracy - SPD - Armor Avoid


Critical Rate: CRT + Weapon Critical - LCK - Armor Critical Avoid


VIT: Health points.


STA: AP


MYS: MP


STR: Strength Attack. Physical Damage.


MAG: Magic attack. Magic Damage.


WIS: Magic Heal.


PHY: Physique defense. Blocks against physical.


RES: Resistance defense. Blocks against magical.


ACC: Ability to land hits, and determines attack speed.


SPD: Ability to avoid hits, and determines attack speed.


LCK: Ability to avoid crit,


CRT: Ability to crit,


MOV: Ability to move on the battlefield.






1 Stat in VIT = +3 Health.


1 stat in STA = +1 Action, or AP


1 Stat in MYS = +3 mana, or MP


1 Stat in STR = 1 Damage


1 Stat in MAG = 1 Damage


10 Stat in MAG = Grant an additional element type for normal attacks, must match stats chosen for active skills.


1 Stat in WIS = 1 Heal.


1 Stat in PHY = Block 1 Damage.


1 Stat in RES =  Block 1 damage


10 Stat in RES = 1 element type is weak against you, you're free to choose.


3 Stat in ACC = +1 Accuracy to d20 die roll.


4 Stat in ACC = +1 Action


3 Stat in SPD = -1 Accuracy to d20 die roll for enemy.


4 Stat in SPD = move 1m, if you avoid.


3 Stat in CRT = +1 Critical to d20 die roll.


4 Stat in CRT = +1 Action


3 Stat in LCK = -1 Critical to d20 die roll for enemy.


4 Stat in LCK = Move 1m, if you critically avoid.


1 stat in MOV = +1 more meter of movement per action.






Actions


Cover: Costs 1 AP, requires you to be close to an ally. You receive the attacks.


Attack: Each attack costs 2 AP.


Heal: Each heal costs 2 AP.


Use Item: Each item use costs 2 AP.


Movement: Each movement costs 1 AP.


Brace: Costs total AP. Times two your DEF and RES.


Skill: See below


Mana Recovers at the end of an engagement scenario, so manage your resources wisely.


AP Recovers every turn.






Starter Stats


(For VIT, MYS, STA, you have 5 points to distribute between them all).


VIT: 3


MYS: 3


STA: 3


(For STR, MAG, WIS, PHY, RES, you have 5 points to distribute between them all).


STR:


MAG:


WIS:


PHY:


RES:


(For ACC, SPD, CRT, LCK, MOV, you have 5 points to distribute between them all).


ACC:


SPD:
CRT:


LCK:


MOV:






Skill Types. Can use skills until they've run out. Skills don't require dice. Always round up. https://www.rpnation.com/topic/296201-2-jrpg-skill-system/


Active Skills have limitations, and do little to bonus your character stats.


See below for more information.


Passive Skills increase your character stats, according to the condition.


Level 1 Passive = +1, if condition +1


Level 2 Passive = +2, if condition +2


Level 3 Passive = +3, if condition +3


Level 4 Passive = +4, if condition +4


Level 5 Passive = +5, if condition +5


You gain skills from leveling up. You start with 1 active skills of your choice, 1 passive skill of your choice, and a unique personal skill.


Level 1: You gain an Active Skill of your choice (Lv 1), or a A passive skill of your choice (Lv 1). This is a unique personal skill that levels up with you. At Lv 7 it becomes a level 2, at Lv 11 it becomes a level 3, at level 15 it becomes a level 4, at level 19 it becomes a level 5.


Level 3: You gain an Active skill of your choice (Lv 1), or a passive skill of your choice (Lv 1).


Level 5: You gain an Active skill of your choice (lv 1), or a passive skill of your choice (lv 1)


Level 7: You gain an Active skill of your choice (Lv 2), or a passive skill of your choice (Lv 2)


Level 9: You gain an Active skill of your choice (Lv 2), or a passive skill of your choice (Lv 2)


Level 11: You gain an Active skill of your choice (Lv 3), or a passive skill of your choice (Lv 3)


Level 13: You gain an Active skill of your choice (Lv 3), or a passive skill of your choice (Lv 3)


Level 15: You gain an Active skill of your choice (Lv 4), or a passive skill of your choice (Lv 4)


Level 17: You gain an Active skill of your choice (Lv 4), or a passive skill of your choice (Lv 4)


Level 19: You gain an Active skill of your choice (Lv 5), or a passive skill of your choice (Lv 5)


Level 20: You gain an Active skill of your choice (Lv 5), or a passive skill of your choice (Lv 5)


A max of 11 skills.






Elements can affect Magic Normal Attacks and Active Skills. Bonuses are stated below. It's +2 damage, or +2 Heal, for normal actions. For skills it's down below and different. If resistant to a certain element for normal actions it's +2 resistance.


Fire beats earth, but is weak to water.


Wind beats water, but is weak to earth.


Water beats water, but is weak to wind.


Earth beats wind, but is weak to fire.


Dark beats light during the night, but cannot beat light during the day.


Light beats dark during the day, but cannot beat dark during the night.
 
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Burst Attack (A single enemy)


Targets: 1


Range: Can be Modified


Duration: Initial Post.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter Technique, Status Effect.


Lv 1: +3 Damage + All of Primary Attribute, when attacking, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: +6 Damage + All of Primary Attribute, when attacking, 1 Target. Cost: 6 Mana, 1 Action.


Lv 3: +9 Damage + All of Primary Attribute, when attacking, 1 Target. Cost: 9 Mana. 1 Action.


Lv 4: +12 Damage + All of Primary Attribute, when attacking, 1 target. Cost: 12 Mana, 1 Action.


Lv 5: +15 Damage + All of Primary Attribute, when attacking, 1 target. Cost: 15 mana, 1 action.


Bonus: +2 Damage


Removal: -2 Damage


Area Attack (Targets multiple enemies)


Targets: Radius.


Range: Can be Modified


Duration: Initial Post.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter Technique, Status Effect.


Lv 1: +1 Damage + All of Primary Attribute, All Targets in a close area, 3m radius. Cost: 3 mana, 1 action.


Lv 2: +2 Damage + All of Primary Attribute, All Targets in a close area, 5m radius. Cost: 6 mana. 1 action.


Lv 3: +3 Damage + All of Primary Attribute, All Targets in a close area, 7m radius. Cost: 9 mana. 1 Action.


Lv 4: +4 Damage + All of Primary Attribute, All Targets in a close area, 9m radius. Cost: 12 mana. 1 Action.


Lv 5: +5 Damage + All of Primary Attribute, All Targets in a close area, 10m radius. Cost: 15 mana. 1 Action.


Bonus: +1 Damage and 1m radius.


Removal: -1 Damage and -1m radius.


Damage Over Time Attack (Duration 3, after initial post. Can break through Status Immunity)


Targets: 1.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter and Status Restore Technique, Status Effect.


Lv 1: 2 damage + half primary attribute, 1 target. Cost: 3 mana, 1 action.


Lv 2: 4 damage + half primary attribute, 1 target. Cost: 6 mana, 1 action.


Lv 3: 6 damage + half primary attribute, 1 target. Cost: 9 mana, 1 action.


Lv 3: 8 damage + half primary attribute, 1 target. Cost: 12 mana, 1 action.


Lv 3: 10 damage + half primary attribute, 1 target. Cost: 15 mana, 1 action.


Bonus: +1 Duration


Removal: -1 Duration


 



Damage Over Time Area (Duration 3, after initial post. Cannot break through Status Immunity)


Targets: Radius.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter and Status Restore Technique, Status Effect.


Lv 1: 1 damage + half primary attribute, 3m radius. Cost: 3 mana, 1 action.


Lv 2: 2 damage + half primary attribute, 5m radius. Cost: 6 mana, 1 action.


Lv 3: 3 damage + half primary attribute, 7m radius. Cost: 9 mana, 1 action.


Lv 3: 4 damage + half primary attribute, 9m radius. Cost: 12 mana, 1 action.


Lv 3: 5 damage + half primary attribute, 10m radius. Cost: 15 mana, 1 action.


Bonus: +1 Duration


Removal: -1 Duration



 




Magical Defend (Can Cover singular allies. Can defend against Terrain Attacks).



Targets: 1 + 1 (ally)


Range: Can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.



Lv 1: Blocks a Lv 1 Attack. Cost: 3 mana, 1 action. Blocks up to 3 damage + primary attribute worth of attacks for both yourself and an ally.


Lv 2: Blocks a Lv 2 Attack. Cost: 6 mana, 1 action. Blocks up to 6 damage + primary attribute worth of attacks for both yourself and an ally.


Lv 3: Blocks a Lv 3 Attack. Cost: 9 mana, 1 action. Blocks up to 9 damage + primary attribute worth of  attacks for both yourself and an ally.


Lv 3: Blocks a Lv 4 Attack. Cost: 12 mana, 1 action. Blocks up to 12 damage + primary attribute worth of attacks for both yourself and an ally.


Lv 3: Blocks a Lv 5 Attack. Cost: 15 mana, 1 action. Blocks up to 15 damage + primary attribute worth of attacks for both yourself and an ally.


Bonus: +1 more ally.


Removal: Cannot cover allies.


 


Magical Area Defend (Can Cover all allies in a radius. Can defend against Area Effects, or absorbs the area effect).



Targets: Radius


Range: Can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.


Lv 1: Absorbs Lv 1 Area, but receives the effects. Cost: 3 mana, 1 action. 3m radius. Blocks up to 1 damage + primary attribute worth of  attacks for both yourself and allies.


Lv 2: Absorbs Lv 2 Area, but receives the effects. Cost: 6 mana, 1 action. 5m radius. Blocks up to 2 damage + primary attribute worth of attacks for both yourself and allies.


Lv 3: Absorbs Lv 3 Area, but receives the effects. Cost: 9 mana, 1 action. 7m radius. Blocks up to 3 damage + primary attribute worth of  attacks for both yourself and allies.


Lv 4: Absorbs Lv 4 Area, but receives the effects. Cost: 12 mana, 1 action. 7m radius. Blocks up to 4 damage + primary attribute worth of  attacks for both yourself and allies.


Lv 5: Absorbs Lv 5 Area, but receives the effects. Cost: 15 mana, 1 action. 7m radius. Blocks up to 5 damage + primary attribute worth of  attacks for both yourself and allies.


Bonus: Do not receive any effects.


Removal: Receive double the effects.


 




Magical Evade/Teleport (Move a certain amount of meters. Can evade/teleport against terrain attacks).



Targets: 1.


Range: Can cast on allies, can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.



Lv 1: Evades a Lv 1 Attack, move 3m. Cost: 3 mana, 1 action. Blocks up to 3 damage + primary attribute worth of attacks.


Lv 1: Evades a Lv 2 Attack, move 5m. Cost: 6 mana, 1 action. Blocks up to 6 damage + primary attribute worth of attacks.


Lv 1: Evades a Lv 3 Attack, move 7m. Cost: 9 mana, 1 action. Blocks up to 9 damage + primary attribute worth of attacks.


Lv 1: Evades a Lv 4 Attack, move 9m. Cost: 12 mana, 1 action. Blocks up to 12 damage + primary attribute worth of attacks.


Lv 1: Evades a Lv 5 Attack, move 10m. Cost: 15 mana, 1 action. Blocks up to 15 damage + primary attribute worth of attacks.


Bonus: Move +3m.


Removal: Move -3m.


 


Magical Burst Heal



Targets: 1


Range: Can be modified.


Duration: Initial post


Effect: See below.


Prevention: Status Effect.



Lv 1: 3 Heal, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: 6 Heal, 1 Target. Cost: 6 Mana, 2 Action.


Lv 3: 9 Heal, 1 Target. Cost: 9 Mana. 3 Action.


Bonus: +2 Heal.


Removal: -2 Heal.


.


Magical Area Heal (Targets multiple allies)


Targets: Radius


Range: Can be modified.


Duration: Initial post


Effect: See below.


Prevention: Status Effect.


Lv 1: 2 Heal, All Targets in a close area, 3m radius. Cost: 4 mana, 1 action.


Lv 2: 4 Heal, All Targets in a close area, 5m radius. Cost: 8 mana. 2 action.


Lv 3: 6 Heal, All Targets in a close area, 7m radius. Cost: 12 mana. 3 Action.


Bonus: +1 Heal and +1m radius


Removal: -1 Heal and -1m radius


Magical Heal Over Time (Duration 3, after initial post)


Targets: 1


Range: Can be modified.


Duration: Always 3


Effect: See below.


Prevention: Status Effect.


Lv 1: 1 Heal, 1 target. Cost: 2 mana, 1 action.


Lv 2: 2 Heal, 1 target. Cost: 4 mana, 2 action.


Lv 3: 3 Heal, 1 target. Cost: 6 mana, 3 action.


Bonus: +1 Heal


Removal: -1 Heal


Magical Heal Over Time Area (Duration 3, after initial post.


Targets: Radius.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Status Effect.


Lv 1: 1 heal, 3m radius. Cost: 3 mana, 1 action.


Lv 2: 2 heal, 5m radius. Cost: 6 mana, 2 action.


Lv 3: 3 heal, 7m radius. Cost: 9 mana, 3 action.


Bonus: +1 Heal and 1m Radius.


Removal: -1 Heal and 1m Radius.


 



Status Effect (A single enemy. Duration is always 3, after initial post. Can break through status immunity.)


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Resistance Die


Lv 1: Lv 1 Status Effect. Cost: 3 mana, 1 Action.


Lv 2: Lv 2 Status Effect. Cost: 6 Mana, 2 Action.


Lv 3: Lv 3 Status Effect. Cost: 9 Mana. 3 Action.


Bonus: +1 Status Effect Duration.


Removal: -1 Status Effect Duration.


Status Effects include stuns (preventing movement), silences (preventing spells), taunt (enemies attack only you), berserk (can only attack), etc.


Area Status Effect (Targets multiple enemies. Duration is always 3, after initial post. Cannot break through status immunity).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Resistance Die


Lv 1: Lv 1 Status Effect on All Targets in a close area, 3m radius. Cost: 4 mana, 1 action.


Lv 2: Lv 2 Status Effect on All Targets in a close area, 5m radius. Cost: 8 mana. 2 action.


Lv 3: Lv 3 Status Effect on All Targets in a close area, 7m radius. Cost: 12 mana. 3 Action.


Bonus: +1 Status Effect Duration and +1m radius.


Removal: -1 Status Effect Duration and -1m Radius.


Status Restore (A single target. Status immunity duration is always 3)


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect.


Lv 1: Removes Lv 1 Status Effect/Deducts/DOT, and adds Lv 1 Status Immunity. Cost: 3 mana, 1 Action.


Lv 2: Removes Lv 2 Status Effect/Deducts/DOT, and adds Lv 2 Status Immunity. Cost: 6 Mana, 2 Action.


Lv 3: Removes Lv 3 Status Effect/Deducts/DOT, and adds Lv 3 Status Immunity. Cost: 9 Mana. 3 Action.


Bonus: +1 Status Immunity Duration.


Removal: -1 Status Immunity Duration.


Lv 1 Status Immunity means Lv 1 Status Effects/Lv 1 Deducts/Lv 1 DOTs cannot work on your character. Apply this to every level for each new Status Immunity level.


Area Status Restore (Targets multiple enemies. Doesn't apply Status Immunity.)


Target: Radius


Range: Can be modified.


Duration: None.


Effect: See below.


Prevention: Status Effect.


Lv 1: Removes all Lv 1 Status Effect/Deducts/DOTs on All Targets in a close area, 3m radius Cost: 4 mana, 1 action.


Lv 2: Removes all Lv 2 Status Effect/Deducts/DOTS on All Targets in a close area, 5m radius Cost: 8 mana. 2 action.


Lv 3: Removes all Lv 3 Status Effect/Deducts/Dots on All Targets in a close area, 7m radius Cost: 12 mana. 3 Action.


Bonus: +1m radius.


Removal: -1m radius.


Augment (Targets 1. Duration is always 3l, and the effects start after initial post).


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability provides up to 1 dice for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability provides up to 3 dice for a normal action, but costs 9 mana and 3 action.


Bonus: +1 Die.


Removal: -1 Die.


Area Augment (Targets multiple allies. Duration is always 3, and the effects start after initial post).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability provides up to 1 dice for a normal action, but costs 4 mana and 1 action. 3m radius.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 8 mana and 2 action. 5m radius


Lv 3 Ability provides up to 3 dice for a normal action, but costs 12 mana and 3 action. 7m radius


Bonus: +1 Die and +1m radius.


Removal: -1 Die and -1m radius.


Augment Elemental (Change the crystal energy in the air to a new element)


Target: Everywhere


Range: Can be modified


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability increases elemental energy by 1 of a specific element, but costs 5 mana and 1 action.


Lv 2 Ability increases elemental energy by 2 of a specific element, but costs 10 mana and 2 action.


Lv 3 Ability increases elemental energy by 3 of a specific element, but costs 15 mana and 3 action.


Bonus: +1 elemental energy


Removal: -1 elemental energy


Deduct (Target 1. Duration is always 3, and the effects start after initial post).


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Empower Die


Lv 1 Ability removes 1 die for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability removes 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability removes 3 dice for a normal action, but costs 9 mana and 3 action.


Bonus: +1 Die


Removal: -1 Die


Area Deduct (Targets multiple enemies. Duration is always 3, and the effects start after initial post. Cannot break Status Immunity).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Empower Die


Lv 1 Ability removes up to 1 dice for a normal action, but costs 4 mana and 1 action. 3m radius


Lv 2 Ability removes up to 2 dice for a normal action, but costs 8 mana and 2 action. 5m radius


Lv 3 Ability removes up to 3 dice for a normal action, but costs 12 mana and 3 action. 7m radius


Bonus: +1 Die and +1m radius.


Removal: -1 Die and -1m radius.


Deduct Elemental (Change the crystal energy in the air)


Target: Everywhere


Range: Can be modified


Duration: 3


Effect: See below.


Prevention: Status Effect, Augment.


Lv 1 Ability decreases elemental energy by 1 of a specific element, but costs 5 mana and 1 action.


Lv 2 Ability decreases elemental energy by 2 of a specific element, but costs 10 mana and 2 action.


Lv 3 Ability decreases elemental energy by 3 of a specific element, but costs 15 mana and 3 action.


Bonus: +1 elemental energy


Removal: -1 elemental energy


Terrain (Traps. Pitfalls, Etc. Useful against move/evade combatants. Works as delayed damage. Will only end once stepped on).


Target: 1


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Magical Defend/Evade and Status Effects and Spirit Die and Analyze


Lv 1 Ability deals 3 damage, if an enemy steps on the trap, but costs 3 mana and 1 action.


Lv 2 Ability deals 6 damage, if an enemy steps on the trap, but costs 6 mana and 2 action.


Lv 3 Ability deals 9 damage, if an enemy steps on the trap, but costs 9 mana and 3 action.


Bonus: +2 damage


Removal: -2 Damage.


Terrain Multi (Set up multiple traps. Extremely useful, but traps deal lesser damage)


Target: 3 traps in a radius


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Magical Defend/Evade and Status Effects and Spirit Die and Analyze


Lv 1: 2 Damage per trap. Cost: 3 mana, 1 action. 3m radius


Lv 2: 4 Damage per trap. Cost: 6 mana. 2 action. 5m radius


Lv 3: 6 Damage per trap. Cost: 9 mana. 3 Action. 7m radius


Bonus: +1 damage and +1 trap.


Removal: -1 damage and -1 trap.


Terrain Defend (Can set up the terrain to block against damage.)


Target: Radius


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Status Effects


Lv 1: Set up a terrain to defend with 4 life. Costs 4 mana and 1 action. 1m radius


Lv 2: Set up a terrain to defend with 8 life. Costs 8 mana and 2 action. 2m radius


Lv 3: Set up a terrain to defend with 12 life. Costs 12 mana and 3 action. 3m radius


Bonus: +2 life.


Removal: -2 Life.


Terrain Change (Allows you to change the terrain for a particular effect such as Status Effect, Augment, Deduct, works as a trap. Duration is based off level.)


Target: Radius


Range: Can be modified.


Duration: Depends on level.


Effect: See below.


Prevention: Status Restore, Augment, Status Effects, or leaving the area, specific die, and analyze.


Lv 1: Set up a terrain in a 1m radius. Costs 3 mana and 1 action.


Lv 2: Set up a terrain in a 3m radius. Costs 6 mana and 2 action.


Lv 3: Set up a terrain in a 5m radius. Costs 9 mana and 3 action.


Bonus: +1m radius.


Removal: -1m radius.


Analyze/Steal (Allows you to see an enemy's elemental weakness and carried items. Later levels allow you to steal).


Target: 1


Range; Can be modified.


Duration: None.


 Effect: See below.


Prevention: Status Effect


Lv 1: Analyze 1 enemy. Costs 2 mana and 1 action.


Lv 2: Steal 1 item from an enemy. Costs 3 mana and 1 action. Note: Can only steal from an inventory slot of an enemy.


Lv 3: Steal 3 items from an enemy. Costs 6 mana and 2 action. Note: Can only steal from an inventory slot of an enemy.


Bonus: +1 enemy, or +1 item.


Removal: -1 enemy, or -1 item.


Area Analyze (Allows you to analyze a radius for traps, or enemies.)


Target: Radius.


Range: Can be modified.


Duration: None.


 Effect: See below.


Prevention: Status Effect.


Lv 1: Analyze all enemies in a 3m radius. Costs 3 mana and 1 action.


Lv 2: Analyze all enemies in a 5m radius. Costs 6 mana and 2 action.


Lv 3: Analyze all enemies in a 7m radius. Costs 9 mana and 3 action.


Bonus: +1m radius.


Removal: -1m radius.
 
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Stats that I plan on utilizing for a war RP.


Stats according to percentage.


100 percent = 100 percent chance to gain a point per level up.


50 percent = 50 percent chance to gain a point per level up. I will be rolling the d100s.


You'll have 400 percent to determine growth rates. Max growth a stat can have is 100 percent.


Movement requires more action points. Standard movement is 5m per second, but you can increase, or decrease this with gear.


Mystic is necessary to use Wisdom, or Magic skills.


Action is necessary to use Strength skills.


Weapon Triangle.


Bludgeon > Pierce >  Slash >


Fire > Ice > Lightning >


Dark > Light >


Normal - Healing, Restoring spells.


Max level 10.


Actions:


Spell costs 1~X mana and 1 action. (See spell list for respective costs)


Attack costs 1 action.


Brace costs all action.


Move costs 1 action per movement.


Use item costs 2 actions.


Switching weapon costs 2 action.


Certain levels in skills allow for certain abilities.


Example 5 VIT = An augment skill that boosts HP temporarily.


1 VIT = Vitality. Each rank in vitality grants +3 HP.


1 MYS = Mystic. Each in Mystic grants +3 MP.


1 STA = Stamina Each rank in Stamina grants +1 AP.


1 STR = Each rank in STR grants +1 DMG.


1 MAG = Each rank in MAG grants +1 DMG, and other effects.


1 WIS = Each rank in WIS grants +1 Heal, and other effects.


1 PHY = Each rank in PHY reduces DMG by 1.


1 RES = Each rank in RES reduces DMG by 1, and other effects.


1 SPD = Each rank in SPD reduces ACC by 1.


1 ACC = Each rank in ACC increases ACC by 1.


2  CRT = Each rank in CRT increases CRT by 1.


 2  LCK = Each rank in LCK decreases CRT by 1.


For starting stats, will choose you out of this.


4 = Start with 4 stat in this area. (1)


3 = Start with 3 stat in this area. (3)


2 = Start with 2 stat in this area. (4)


1 = Start with 1 stat in this area. (4)
 
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