• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Gate: Game Mechanics Thread

The Black Knight

One Thousand Club
Game Mechanics

Stat Sheet Example:

Code:
[b]Rank:[/b] E
[b]Title:
Level:[/b] 1/10
[b]HP:[/b] 50
[b]MP:[/b] 100
[b]Defense: 50
P. Attack: 50
M. Attack: 50
Accuracy:[/b] 1d100+(Your Agility Pts)

[b]Vitality:
Intelligence:
Strength:
Agility:
Sense:
Fatigue:[/b] 0/100
[b]XP:[/b] 0/10

Basic Explanation:

Rank: This is your character's starting rank. Your rank will change when you have reached the maximum level for that rank. For E rank that is Level 10. After Level 10, you will be D Rank.
Title: A title can grant you a buff or special, passive ability. For example, if you kill a significant amount of one type of monster, say a beast type, you could gain a Title of "[Specific Beast] Slayer" and if your character has this title equipped, they could gain X% extra damage against monsters of that type. This is just an example. Your character can acquire many titles. You can equip them accordingly.
Level: When your level exceeds 10, then you will have to get to level 20 to get out of D rank. Level 30 for C rank, etc.
Vitality: This is your HP.
Intelligence: This is your mana and magic damage. This is your character's ability to read magical runes and understand monster languages.
Strength: This is your character's ability to take physical and magic damage. This is their physical strength and appearance measure.
Agility: This is your character's accuracy with their attacks..
Sense: This is your character's ability to detect hidden secrets or cloaked enemies.
Fatigue: If your fatigue meter hits 100, then your character is exhausted and can no longer stand. A character must spend turns resting to lower fatigue. A healer type or special potions purchased from the System Store can be consumed to lower fatigue.
XP: Experience points. The GM gives you these. You can gain experience points from completing daily quests, defeating enemies and bosses, and from word count! Yes, the GM loves to promote literary improvement. When you max out your XP bar, then increase your class level by 1. Each rank has a XP bar max: E-Rank 10, D-Rank 20, C-Rank 30, B-Rank 40, A-Rank 50, and S-Rank 60. The XP max will not change even if your class level increases. It will remain the same until your character ascends to the next rank.

In-Depth Explanation:

Rank: With the increase of your character's rank, their fame also increases. S-rank characters are treated like celebrities. They are often leaders of the guilds in the Gate world. They are extremely powerful. E rank characters are often treated like fodder or just fillers to meet the 10-man requirement to enter a portal.
Title: I basically explained it above. However, you should only equip your title out-of-battle. You cannot do it in-battle. You cannot do it while resting either.
Level: Besides the player characters, no other character in the game can see your character's level. Your character can masquerade as a low-level to NPCs because NPCs cannot detect it. Instead, NPCs will base your character's believed rank on their actions in portals.
Vitality: If your character runs out of HP, then they are dead. Unfortunately, dead characters cannot be revived by some Phoenix Down potion or Revival spell. They must be saved while alive.
Intelligence: If you run out of mana, then you can no longer use magic and skills. The higher your character's intelligence, then the smarter your character becomes when it comes to solving portal puzzles, figuring out enemy weaknesses, and magically understanding monster language. I will be sure to make those character's with high intelligence are the only ones that understand the language. Some characters may get lucky figuring out the enemy's weakness, but for characters with high intelligence, it will come easy. Same for puzzles.
Strength: The more points you put into this category then not only does your character physically become stronger, they will appear that way. I won't dictate how your character's muscles develop. That will be up to you. Some players may want their character to look like a bodybuilder while others may still want their character to look lean or petite. All characters need this stat for durability's sake. Some character's strength will be higher than others and that is okay. This is a team game. Help each other. But where other character's are weak, they may have other attributes that make them valuable.
Agility: This is where the accuracy roll comes in 1d100. An enemy must score an accuracy roll above your character's defense to hit your character. If they roll below it, then they will miss. If your character's agility exceeds 100 pts, then 2d100 will be rolled. If it exceeds 300 pts, then 3d100 will be rolled, etc. If your enemy scores an accuracy roll between 95-100 (or the equivalent with more die), then they will critically hit you. Likewise, if you roll between those parameters, then you can critically hit the enemy.
Sense: Characters with high sense will be excellent at detecting hidden passages, items, and secrets. They can also detect when there are hidden enemies in ambush. As the GM, I will ensure all characters with the high sense will be able to detect these things. High sense can protect your character from being backstabbed by elusive enemies. Backstabs are automatically critical strikes.
Fatigue: Exhaustion is exhaustion. Role play it. Sweating, muscles ache, and you can't seem to find the strength to go on. Recovery will be explained in more detail below because it is based on your character's rank.
XP: The GM will grant you various opportunities to gain XP even outside of a portal dungeon. Participating in dungeons isn't the only way to grow!

Stat Mechanics

Your character starts with 60 points to distribute in increments of 5. Not 0. Not 3. Not 4. You either have 5, 10, 15, 20 in your attributes. As you gain more points again, increments of 5. Every level your character increases, you receive 60 points to distribute again. Your character must distribute the points prior to engaging in another battle. You will not be able to distribute your points in the middle of combat or while escaping. You can, however, do it while resting if a teammate covers you.

Vitality: Your character automatically has 50 pts in Vitality. These are not points that subtract from the 60 points you receive starting out. Whatever points you assign to Vitality will add to those automatic 50. So if you give yourself 15 vitality. 50+15 = 65. Your character has 65 HP.
Intelligence: All characters start with 100 mana and 50 points in Magic Attack. Unlike HP, the points you assign here won't add to the mana gauge. Instead, every 20 pts you add to Intelligence will increase your character's mana pool by 20 pts, and their M. Attack by 5 pts. For example, you allocated 30 points to Intelligence. Intelligence: 30 = 120 mana. M. Attack = 50 (the starting 50) +30 (your allocated points) = 80. 30 Intelligence/20 (because every 20 pts your M. attack increases by 5) = 1.5 (round up) ~ 2. 2*5 (again the increase of 5) = 10 (bonus). 80 (your total m. attack) + 10 (the bonus granted because you have at least 20 pts in intelligence) =90. Your character deals 90 magic damage. The total Intelligence will determine the bonuses granted to M. Attack. Certain weapons, accessories, and armor can grant you more mana, more magic damage, or mana regen effects. All the other abilities mentioned about intelligence are a GM function. The GM will interact with the player when the time comes.
M. Attack Formula: (50 - the base points in M. Attack) + (your points in intelligence) = (M. Attack without bonus). Calculate bonus. (Total Intelligence)/(20 - because every 20 points in Intelligence grants 5 bonus magic damage) = (number, if it is a decimal equal to or greater than .5 round up. If less than .5 round down) * 5 = (the bonus you add to your M. Attack total)
Strength: All characters start with 50 points in Defense and 50 points in Physical Attack. These are not points that subtract from the 60 points you receive starting out. Whatever points you assign to Strength will add to those automatic 50. So if you give yourself 15 Strength. 50+15 = 65. This will be your defense. Every 20 pts in your Strength stat grant 5 pts to your physical attack. For example, if you allocate 30 points to Strength. P. Attack: 50 (base stat)+30 (the points allocated in strength)=80 (total P. attack without bonus). Calculate bonus. 30 (your strength points)/20 (because every 20 points grants a bonus of 5)= 1.5 (round up) ~ 2. 2*5 = 10 (your bonus). 80+10 = 90 (total P. attack). The total Strength will determine the bonuses granted to P. Attack. Certain weapons, accessories, and armor can grant you more defense and physical damage.
P. Attack Formula: (50 - the base points in P. Attack) + (your points in strength) = (P. Attack without bonus). Calculate bonus. (Total strength)/(20 - because every 20 points in Strength grants 5 bonus physical damage) = (number, if it is a decimal equal to or greater than .5 round up. If less than .5 round down) * 5 = (the bonus you add to your P. Attack total)
Agility: As mentioned above, 1d100+agility score = accuracy. Your ability to hit enemies successfully. The higher the agility, the higher chance to strike an enemy. The 1d100 must roll between 95-100 in order for your character to crit. The modification granted by your character's agility points does not determine whether you crit or not. For example, if the 1d100 rolls between 95 and 100. You crit. If your 1d100 rolls 80 and you add your 15 agility to it to make it 95. Nope. This is not a crit. Again, as the dice increases with your character's agility level (example 2d100, 3d100, etc.) the parameters will stay the same. However, your character can receive gear that improves crit rate. It is very rare though!
Sense: This attribute doesn't affect combat. Instead, it helps your character out-of-combat or before combat. The GM will interact with those character's who have high sense. Sense can allow your character to react first before an enemy does, getting the upper hand or thwarting an ambush. Putting points in this attribute is faith-based. You either believe it will be helpful to have or don't risk it. Putting points in this category, I assure you, is not a waste.
Be sure to always round your decimal points up to the nearest whole number. So if you get a .5 number. Round up. Anything below .5 round down.
Critical Damage

Critical Damage bonus varies based on each rank. It also varies depending on the amount of agility die rolled. Below, you will find details explaining the critical bonus damage added to an attack and the parameters as they increase with agility level.

Critical Damage Bonuses:

E: +5
D: +10
C: +20
B: +30
A: +40
S: +50

Agility Crit Parameters
1d100: 95-100
2d100: 185-200
3d100: 220-300
4d100: 300-400
5d100: 330-500
6d100: 440-600

Fatigue

Every action your character makes costs fatigue. How strong fatigue affects you depends on your character's rank and how many non-basic actions they use such as skills or magic. Your character can be attacked by the enemy while resting, so make sure you have someone to cover you while you rest. If the enemy keeps interrupting your rest period, then you'll never recover. A full turn of rest is where an entire posting order completes without your character taking damage.

E: Your character starts with a Fatigue Meter of 100. Every basic attack/defense (actions explained below) made costs 10 fatigue and your character must rest for 1 full turn (which is the complete rotation in a posting order) to earn 10 recovery points to remove from your fatigue meter. This allows your character to make up to 10 basic actions. You must be careful because if your character becomes exhausted, then they can become baggage for your team. They can also risk getting killed. If you have a healer in your party, then a healer may acquire an action that allows them to lower the party's fatigue meters. Otherwise, purchasing potions from the System Store will lower this.

D: Fatigue meter will be increased to 200. Every basic action costs 10 fatigue. Your character must rest for 1 full turn to earn 15 recovery points to remove from your fatigue meter. This allows your character to make up to 20 basic actions. Your character's magic and skills are more destructive, and therefore, use up more mana.

C: Fatigue meter will be increased to 400. Every basic action costs 20 fatigue. Your character must rest for 1 full turn to earn 25 recovery points to remove from your fatigue meter. This allows your character to make up to 20 basic actions. Your character's magic and skills are more destructive, and therefore, use up more mana.

B: Fatigue meter will be increased to 600. Every basic action costs 20 fatigue. Your character must rest for 1 full turn to earn 30 recovery points to remove from your fatigue meter. This allows your character to make up to 30 basic actions. Your character's magic and skills are more destructive, and therefore, use up more mana.

A: Fatigue meter will remain at 600. Every basic action costs 15 fatigue. Your character must rest for 1 full turn to earn 35 recovery points to remove from your fatigue meter. This allows your character to make up to 40 basic actions. Your character's magic and skills are more destructive, and therefore, use up more mana.

S: Fatigue meter will remain at 600. Every basic action costs 10 fatigue. Your character must rest for 1 full turn to earn 40 recovery points to remove from your fatigue meter. This allows your character to make up to 60 basic actions. Your character's magic and skills are more destructive, and therefore, use up more mana.

Combat Actions

Basic Actions

Attack:
Your character's default attack whether physical or magical uses either the Strength attribute if physical or the Intelligence attribute if magical. The points you allocated into Strength or Intelligence is your character's basic hit damage. This basic action also costs fatigue points as explained above. Therefore, your character is limited by the amount of actions they can perform in a single turn.

Guard: Your character can use guard to add more Defense Points. E rank grants 10 pts to Defense. So for example, you invested 15 pts in Strength. 15 + [the 50 points you automatically have in Defense] = 65 defense points. Your character chooses to guard. 65+[10 pts granted by the guard action]= 75 pts. Guard only allows you to block one attack. So every time your character chooses to use guard against attacks, their fatigue meter will go up. Every rank your character achieves, increase your guard points by 10. D Rank grants 20 pts to Defense; C Rank 30 pts to Defense, etc. Your character also receives health points for guarding. E rank grants +5 HP. Increase this by increments of 5 as your character ranks up.

Item: An item is neither a weapon, shield, or armor. They are potions, return stones, quest items, etc. If your character chooses to use a potion on themself or another character, then they will earn fatigue points for every item they use.

Escape: If your party or you are overwhelmed, your characters can escape. However, they risk leaving someone behind. Roll 1d100 and a roll above 50 is a successful escape. All this means is that for 1 full turn, the enemy cannot attack your character. The enemy can chase your characters, but they will be unable to attack your character until either a) your character maxes out fatigue, or b) your character fails an escape roll. So your best bet to escape a portal dungeon is to use a Return Stone. Return Stones will warp a character out of a portal dungeon. Once the character has warped out of the dungeon, then they can't return. Escape costs fatigue, so you will gain fatigue for every turn your character attempts to escape. You can try to escape until your fatigue meter is near full, but understand that's dangerous. Additionally, if an enemy escapes a battle, and your character wishes to pursue that enemy, if the battle isn't over, then your character must roll for escape. By doing this, your character is leaving the party and the present fight to pursue an enemy. Unlike regular escape when your character is fleeing a pursuing enemy, your character is not spending fatigue to pursue the fleeing enemy.

Combos: You can string multiple actions together in one post. You can do two basic attacks, guard against one, and throw an item at someone. However, you must total up the fatigue your character faces doing so.

Non-Basic Actions

The skills and magic abilities your character acquires throughout the game will come with a name, description, MP and Fatigue costs. Using non-basic actions instead of basic actions will only cost the fatigue price of the non-basic action. You will not suffer double the fatigue from basic and non-basic actions. Again, non-basic actions only suffer the fatigue price of that skill or spell.

Resting

Resting is when your character sacrifices a turn to do nothing but rest. Resting allows characters to recover fatigue. Also while resting, a character can allocate stat points that they may have acquired if they leveled up during a fight. Normally, it is safer to do this after a battle, but if the character deems the allocation necessary, then they can use rest to do this. It is ideal to ensure your character is in a safe spot to rest or that a teammate is covering them. An enemy could take advantage of a resting character, attempting to push them to exhaustion.

Accuracy Rolls

Your basic attacks, offensive spells, and offensive skills require that you roll a 1d100+(your agility modifier). The results will determine if your character hits or misses an enemy. An accuracy result below the enemies defense is a miss. An accuracy result above the enemy's defense is a hit. Likewise, if the enemy rolls below your defense, then they miss the attack. Starting out, 1d100 rolls not modified by agility, between 95-100 are critical hits. As the die increase due to agility increase (basically when agility exceeds 100 pts), the parameters are at the next highest stage. Example, 2d100. Critical hit parameters are 185-200. The minimum will keep decreasing as agility increases.

Status Effects must use a second roll of 1d100. Whether or not a status effect debuffs an enemy will depend on the percentage of success. Example, if a status effect has a 40% chance to afflict an enemy. Roll 1d100. If the 1d100 lands on 40 or below, then the status effect was a success.

Gear, Skills & Spells

Throughout the game, the GM will give your characters random gear, skills, and spells. You will not know what you're getting. It may be useful. It may be useless. Sometimes, weak monsters and even strong monsters can drop useless stuff. Almost everything can be sold back to the System, so you'll at least get gold from the junk items.

Gear, which includes accessories, armor, weapons, etc. can grant bonuses that boost your character's stats and perform other functions such as passive actions, regen, immunities and resistances, etc. The higher the rank, then the more that gear does. Your character may discover that some gear has a similar name to another piece of gear. Gasp! Could this be a set? Yes. Sets can grant even more bonuses. They aren't easy to find so you may want to hold onto gear you think might become a set unless you increase to a rank above it. Then it might become irrelevant.

Skills and Spells first received start at level 1 and can increase in level the more you use those skills. The GM will notify you when your skill or spell has ranked up and tell you what the increase is.

Portal Dungeons

Portal Dungeons have a randomly generated rank. However, due to the GM guiding the story, the GM will make sure the dungeon is always something do-able and worth everyone's time. There may be something significant in the dungeon to complete.

There will be two separate threads. The main thread is where characters can RP freely outside of portal dungeon play. The main storyline will happen in this thread and may at times carry into portal dungeons. However, portal dungeons are randomly generated dungeons. When the GM opens a portal dungeon, they will post it in the OOC or notify the discord. Players will have 7 IRL days to assemble a party to go into the portal dungeon. If players fail to assemble a party in 7 days, then the portal will release the monsters inside. Sometimes, this may happen any way due to some story plot. Players are not penalized if a person drops out of the game before they can acquire enough people. Real life happens.

Every portal dungeon has secrets. Only players with high sense will have a great chance of uncovering most of the secrets. These secrets can be secret boss fights, secret rare items, hidden passages to get out of danger, etc. If a party doesn't have a person with high sense, then they will notice they encounter very few goodies. They will also be vulnerable to ambushes and backstabs by elusive enemies, which means critical damage.

Some characters may randomly receive special keys to specialty dungeons which are harder than portal dungeons, but they grant lots of XP and very rare items as well as skills/spells. If a character chooses to solo this type of dungeon, then they accept all risks.
 
Last edited:

Users who are viewing this thread

Back
Top