System & Mechanics


Character Stats


 


 


Health - The character's vitality. It shows the how much hits they can take before they are incapacitated/downed. Once a character's HP goes to 1, they are incapacitated, and are therefore unable to do any actions until they are revived by an ally or they have recovered back to their full HP. A character will die if killed once incapacitated.


          - A character regenerates their health when out of combat. Using healing items can grant them temporary healing in combat.


Mana - The character's magic resource. It shows how much magical energy the character contains, and determines how many spells they can whip out. Once a character's mana goes to 0, they are unable to utilize magic, and receive more damage against magical attacks. 
         - A character regenerates their mana only when out of combat. Using mana recovery items can grant them temporary mana gains in combat.


Stamina  - The character's energy. It shows how much energy the character has left to enact skills and special actions before they become exhausted. Once a character's stamina goes to 0, they are exhausted, and all their following actions, whether special or not, will reduce their HP by 1, increasing by 1 per consequent action. 
              - A character regenerates their stamina when out of combat. Using stamina recovery items can grant them temporary stamina gains in combat.


Attack - The character's physical power. It shows how much damage a character can dish out it one successful attack. It can be increased by equipping specific items such as weapons, and using enhancement skills. It can also be reduced by weakening skills and spells.


Defense -  The character's physical defense. It shows how much damage a character can block from an incoming attack. It can be increased by equipping specific items such as shields, and using enhancement skills. It can also be reduced by weakening skills and spells.


Magic  - The character's magical power. It shows how effective a character's spells will be, whether it is offensive, defensive, or simply utility. It can be increased by equipping specific items such as magic tomes, and using enhancement skills. It can also be reduced by weakening skills and spells.


Resistance - The character's magical defense. It shows how much damage a character can block from an incoming magical attack. It can be increased by equipping specific items such as magic amulets, and using enhancement skills. It can also be reduced by weakening skills and spells.


Creating a Character's Starting Stats


 


To find out what your character's initial stats are, please head onto this link. Please use your username here on RPN as your username there to avoid confusion and make monitoring the rolls easier. After doing so, click the small gear icon on the right window, titled as "Tools". In there, you can find a various number of commands. Press the one with the label "#7d20" in it. The results will be shown in the chat log, the results of your roll will be your character's initial stats. You are, then, free to choose which result belong to a certain stat (e.g. 12 to Health, 5 to Mana, etc.).


 


I know dice is not for everybody. I'm trying to limit as much use of dice as I can, without wrecking the system's current framework. Once you've allocated the results to the respective stats, you are given 14 stat points. You are free to distribute these as bonuses to your stats (e.g. 1 bonus to Attack, 2 bonus to health).

Remember, this is how your stats should go - the initial, then the bonus. For better illustration, see below:


 


Sample Guy rolled 3, 4, 4, 5, 5, 6, and 7.

His character's initial stats are:


 


Health: 7   Mana: 6   Stamina: 5


Attack: 5   Defense: 4


Magic: 4   Resist: 3


 


Then, he allocates the bonus 14 points:


 


Health: 7 (+2)   Mana: 6 (+2)   Stamina: 5 (+2)


Attack: 5 (+2)   Defense: 4 (+2)


Magic: 4 (+2)   Resist: 3 (+2)


 


Character Growth


 


After completing an objective, finishing a quest, or obtaining victory over an event/boss battle, characters will achieve growth - their stats will increase with their class and properties as basis on how much a certain stat would increase. For example, a warrior-type character would gain higher increase on their attack compared to their other stats.

Character growth will be announced and revealed through a GM post, once the necessary requisites are met.
 
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Combat System


 


The approach to combat will be free-form, but with a few restrictions and limitations. This means that players are able to write out how their characters & their enemies act, as long as the following guidelines are followed:


  1. All attacks, both from allies & enemies, are considered a sure hit. This is to avoid characters auto-dodging everything.
  2. If a character has a skill/spell that grants them a chance to do something, they must do a roll using a d6 die, to determine whether the attack will hit the character or not. Roll as many times as the chance is proc'ed. Refer below to determine what results are successful.
              
    Dodge Rolls - All odd numbers are successful dodges.


    Cover Rolls - All even numbers are successful covers.


    Critical Strike Rolls - If the result is either 5 or 6, then it is a success.

  3. All physical attacks will be negated by defense, meaning ATK-DEF = result. 
  4. All magic attacks will be negated by resistance, meaning MAG-RES = result.
  5. All forms of damage can only be lowered to 1.


There will be several ways as to how combat will be administrated, and they will be explained below.


Turns


The classic approach. Each post is a turn in itself. When using turns, players will be able to control both their characters, NPCs, and enemies. This is used in regular battles. For (every X turn), the turn referred to is the character's turn. This means that if a character has (every 2 turns), then that ability will only be used after two turns from the first time is has been used. Debuffs work the same way, but buffs are different - they consider all characters' turns, meaning a buff lasting 2 turns would last only for two posts, whether it belongs to the buffed character or not.


Phases


A more complex approach used for events and boss fights. There will be two phases - the characters' phase and the enemy's phase. During the characters' phase, a certain number of posts will be done before it ends, and changes into the enemy's phase, where the enemy/ies would be able to act a certain amount of turns, until it returns back to the characters' phase. In this approach, the players can only control their characters, with the GM controlling the enemy/ies and NPCs.
 
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Classes

  1. Warrior - A class that focuses on melee combat and usage of various weaponry. An offensive class with a decent amount of survivability, but weak against magical and ranged attacks.
  2. Rogue - A class that focuses on short fights and usage of trickery and various tools. A flexible class that can adapt to most situations, but is overshadowed by other classes in their respective fields.
  3. Ranger - A class that focuses on ranged combat. An offensive class that can deal consistent amount of damage, at the cost of very low survivability.
  4. Mage - A class that focuses on magical combat. An offensive class that can deal devastating amounts of damage, but is burdened by spells costs and low defenses.
  5. Cleric - A class that focuses on utility and support. A class that can flex between a supportive and defensive function, but has low offense as compensation for its high magical defense.
  6. Protector - A class that focuses on tanking and providing utility. A defensive class with very high defenses, at a cost of little to no offensive strength.



Class Skills & Spells




Each character will have their own set of skills and spells. However, these are to be unlocked through various means - by purchasing them using obtained SP (skill points), completing a certain IC objective, participating in an OOC event, etc. For every level of class mastery/expertise, there is a specific number of unlockable skills/spells. All, however, will start at 20 skill/spell slots at a 1 ★ class rating.


So, how will you know what skills & spells you will be receiving? That will be done through a discussion in a PM. The GM will send you a PM once the CS is ready for approval. In that PM, you and the GM will talk about what sort of skills & spells your character will be able to unlock. If things go well, you may receive a skill tree depicting the skills/spells you are able to unlock.

Of course, once your character reaches a higher level of class rating, another discussion will be started, and the skill tree (if it is to be implemented) will be updated.



Class Rating




Each class has its own level of expertise and mastery, rated by stars (★) ranging from 1 to 5 (still tentative, could end up 3, or more, depending on how the system works out). All characters will have their class expertise/mastery at 1 ★, and work they way up to the maximum rating. To increase one's class mastery/expertise rating, one must achieve certain requirements (which will vary based on the character, and the class) such as "learn X number of skills", "gain X number of enemy kills", etc. No worries, nothing will be too hard to obtain.
 
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Skill Points


 


Skill Points, or simply SP, is an OOC currency that will be used to unlocked a character's spells and skills. The cost for unlocking a skill/spell will vary and will be based on the following criteria:

  1. Class/Character Appropriateness - Does it go within the class's focus, or the character's definition? Does it seem out of place with regards to the other skills of the character/class?
  2. Power Level - Is it better than skill X? Is it a game-changing skill/spell? Is it extremely destructive, or is it stupendously powerful?
  3. Skill/Spell Type - Is it an offensive skill for an extremely defensive character? Is is a fire spell for an ice mage? Is it a buff spell for a support character?
  4. Stamina/Mana Cost - Does it have a high cost? Does it have a low cost? Does its cost justify the effectiveness of the skill/spell?

Now, how do you obtain SP?

There are many ways to obtain SP - such as completing a certain IC objective, finishing a side quest, obtaining victory in a battle, participating in an OOC event, etc. However, SP will be tallied and accumulated within a week or two. After that, it will be given to the characters/players for them to decide on how to spend it.


Currency


 


Will there be some kind of IC currency? For example, gold in classic fantasy games, which is used to purchase items, weaponry, etc.
     - Yes, there will be.

The currency of Test of Fate (simply abbreviated as ToF), is known as Dream Crysts. They can be obtained as loot from finished quests, objectives, victories in combat, treasure chests, etc. Dream Crysts (let's just call them DC/s) can be used to purchase items, such as potion casks, crafting materials, etc. It can also be used for purchasing equipment, paying for rent and tolls, and more. However, unlike SP, this currency is prone to being snatched away by thieves, forcefully taken by bandits, etc.
 

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