A more numbers-based game, you will go on an adventure into distant lands to do adventurey things.
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Quick Rules:
- Stats -
Basic Stats:
Strength (STR) - Increases physical strength. Intellect (INT) - Incrases magic strength. Agility (AGI) - Increases speed and evasion. Movement per turn is equal to half your AGI. Accuracy (AIM) - Increases accuracy. Range for ranged attacks is equal to half your AIM. Luck (LUK) - Randomly increases stats per turn. Applies to STR, INT, AGI, and AIM. Does not affect Movement or Attack Range. Physical Defense (PDF) - Reduces damage from physical attacks. Magical Defense (MDF) - reduces damage from magical attacks. Health (HP) - Your life points. If this hits 0 you die. Stamina (SP) - Your energy supply for physical skills. Mana (MP) - Your energy supply for magical skills.
Secondary Stats:
Attack Range - Range for ranged attacks. Equal to half your AIM (rounded down). Minimum Attack Range of 1. Can be increased temporarily through skills or equipment (+AIM and +Attack Range). Movement - Number of squares you can move per turn, no diagonal movement. Equal to half your AGI (rounded down). Minimum Movement of 1. Can be increased temporarily through skills and equipment (+AGI and +Movement). HP Regen (HPR) - Rate at which you recover HP per turn. SP Regen (SPR) - Rate at which you recover SP per turn. MP Regen (MPR) - Rate at which you recover MP per turn.
- LUK Formula -
LUK added to stat = FLOOR( (LUK + 1) * % )
% is from 0 to 99 inclusive, so if you have a LUK of 7, you get a random stat boost from 0 to 7 inclusive.
- Combat Tips -
Your character has a certain number of "steps" they can use to perform actions in combat.
You can cast 1 buff per turn for 0 steps.
Attacking or casting a skill takes 1 step.
Your number of steps is equal to your AGI/5. You have a minimum of 1 step.
- Combat Flow -
1. Buffs are cast.
2. Turn order is decided by character AGI + LUK. Highest AGI goes first, lowest AGI goes last.
3. Characters take action according to order.
- Calculations -
To dodge an attack, your AGI must be greater than the enemy's AIM
To land an attack, your AIM must be equal to or greater than the enemy's AGI.
To land a critial strike, your AIM must be at least 50% higher than your target's AGI.
>>
a_ = Attacker Stat t_ = Target Stat w_ = Weapon or Skill Stat
Actions begin with a >. Speach is bold and in quotation marks "Like this." Whispering is done "Like this." Telepathic speach, if you're capable of it, is done Like this. Actions are bold and underlined Like this. Example:
> "I smite thee with mine fist!" Punch the guy.
- How to Stats -
Stats determine your success if you're not a super cunning player. You increase your stats with leveling or gear. Basic stats can be increased by leveling or gear, while secondary stats increase with only gear.
Basic Stats:
Strength (STR) - Increases physical strength. Intellect (INT) - Incrases magic strength. Agility (AGI) - Increases speed and evasion. Movement per turn is equal to half your AGI. Accuracy (AIM) - Increases accuracy. Range for ranged attacks is equal to half your AIM. Luck (LUK) - Randomly increases stats per turn. Applies to STR, INT, AGI, and AIM. Does not affect Movement or Attack Range. Physical Defense (PDF) - Reduces damage from physical attacks. Magical Defense (MDF) - reduces damage from magical attacks. Health (HP) - Your life points. If this hits 0 you die. Stamina (SP) - Your energy supply for physical skills. Mana (MP) - Your energy supply for magical skills.
Secondary Stats:
Attack Range - Range for ranged attacks. Equal to half your AIM (rounded down). Minimum Attack Range of 1. Can be increased temporarily through skills or equipment (+AIM and +Attack Range). Movement - Number of squares you can move per turn, no diagonal movement. Equal to half your AGI (rounded down). Minimum Movement of 1. Can be increased temporarily through skills and equipment (+AGI and +Movement). HP Regen (HPR) - Rate at which you recover HP per turn. SP Regen (SPR) - Rate at which you recover SP per turn. MP Regen (MPR) - Rate at which you recover MP per turn.
- How to Skills -
Special abilities that allow you to do more than you normally can do. These can be as simple as doing a backflip to as complicated as super-compressing a rock to create a miniature black hole to lift a pebble using the force of gravity.
Skills can be made up creatively as long as you have the right prerequisites (You have to be able to shoot a fireball before you can make an inferno). The more prerequisites a skill a skill has, the more complicated it is. The more complicated it is, the longer it takes to learn.
Learning a skill will take a minimum of 3 turns to learn. Each prerequisite it requires is an additional turn. You can teach skills/have skills taught to you. Once you have a skill taught for at least 1 turn, you can finish learning it on your own. Having someone teach you a skill and you are in the process of learning that skill at the same time, it will be learned at an increased rate.
Using a skill when it hasn't been fully learned will multiply the SP/MP cost by the amount of turns left needed to learn. So if you have learned a skill 1/3 and use it, you will use 300% SP/MP without benefiting from the extra cost.
You can check skill prerequisites by doing something like Check prerequisites for skill that does DESCRIPTION.
Skill format:
Skill Name (Type of skill) (Stats that skill improves during use) (Cost) - Description
Skill Example:
Hammer Fist (Melee Physical) (+3 STR) (-1 SP) - Strike with a stronger-than-normal punch.
Casting a skill counts as an attack (see Combat section.)
You are able to cast 1 buff at the beginning of the turn that won't count towards your number of actions that turn. The cast will take place before all other actions, regardless of AGI. Casting additional buffs will count as attacks, meaning if you are not capable of attacking more than once per turn, you can only cast a maximum of two buffs per turn.
- How to Items -
Objects have a certain weight. The weight you can carry is equal to double your STR. So if you have 2 STR, you can carry up to 4 weight without any issues.
Active stat boosts on items only apply when the item is being used, such as a sword's STR boost applied when it is swung, a bow's AIM and STR applied when it is fired, and a helmet's PDF when it is struck.
Passive stat boosts apply all the time, as long as the item is equipped.
Equipped items will be preceded by a ( * ), while items in your inventory will be preceded by a ( - ).
Carrying too many items will reduce your AGI. The AGI that is reduced is doubled that of the weight that is over your STR limit.
Consumable items that have a stat boost
- How to Combat -
Simply declare your attack with what you're using and what you're trying to hit.
> Hit the troll with sword.
To land an attack, your AIM must be equal to or greater than the enemy's AGI. If you're trying to land dibilitating hits (break a leg) or critial spots (head, neck), your AIM is calculated as 50% of its original value for the strike.
Order of attacks is dependent on AGI. The person with the higher AGI goes first. Exceptions are if characters specifically say to attack after a slower character.
AGI is "consumed" for the turn when dodging, meaning the more attacks you dodge in a single turn, the lower your stat goes for that turn.
Example being, if you have 10 AGI and dodge an attacker that has 1 AIM, you have 8 AGI left to dodge other attacks with during that turn. (AGI needs to be at least 1 point higher than AIM for a successful dodge, so 2 AGI was consumed)
You can specify to not dodge an attack, in order to prevent your AGI from being decreased for that turn.
If you wish to attack multiple times a turn, the maximum number of attacks a turn is your AGI divided by 5, rounded down. So if you have 10 AGI, you can attack two times per turn. You will always be able to attack at least 1 time per turn regardless of your AGI (excluding the effects of debuffs).
You can specify to attempt to land a critial strike, which requires +50% the AGI to land compared to a regular attack. Critical strikes can be aimed to deal more damage than normal (strikes to the head or other vulnerable locations) or to inflict status effects, like striking limbs to disable movement.
If there is a combat map, the number of tiles you can move is equal to half your AGI (no diagonal movement). The range of ranged attacks is equal to half of your AIM (no diagonal movement).
- How to Calculations -
You recover 0.1 HP at the end of every roll that you don't lose HP.
You recover 0.1 SP at the end of every roll that you don't lose SP.
You recover 0.1 MP at the end of every roll that you don't lose MP.
To dodge an attack, your AGI must be greater than the enemy's AIM
To land an attack, your AIM must be equal to or greater than the enemy's AGI.
To land a critial strike, your AIM must be at least 50% higher than your target's AGI.
>>
a_ = Attacker Stat t_ = Target Stat w_ = Weapon or Skill Stat
- Refine Iron Ore (Crafting) - Turns 5 Iron Ore into 1 Iron Ingot through heat and brute force. Can use 2 times per turn. (Prerequisites for Refine Iron Ore : (Taught)) (Skill Points : 3)
- Craft Spear Blade (Crafting) - Turns 1 Ingot into a 5 Spear Blades (Prerequisites for Craft Spear Blade : (Taught)) (Skill Points : 3)
- Craft Spear (Crafting) - Turns 1 pole-like item and 1 Spear Blade into a Spear. (Prerequisites for Craft Spear : (Taught)) (Skill Points : 3)
- Candle Light (Magic) - Creates light using a small flame. Stops MP regen during use. (Prerequisites for Candle Light : None) (Skill Points : 3)
- Lightning Sparks (Magic) - Creates light using lightning sparks. Stops MP regen during use. (Prerequisites for Lightning Sparks : None) (Skill Points : 3)
- Magnetic Control (Basic Magic) - Basic control and creation of magnetic fields. (Prerequisites for Magnetic Control : Lightning Bolt) (Skill Points : 4)
- Gale Jump (Basic Magic) (-X MP) - Use the power of the wind to transport yourself to another spot on the battlefield. Distance is equal to MP spent. (Prerequisites for Air Jump : None) (Skill Points : 3)
- Buff -
- Assault (Mode) (+X% STR , -X% PDF , -X% MDF) - Increase your STR by a specified percentage, and decrease your PDF and MDF by that percentage. Cannot exceed 100%. (Prerequisites for Assault : None) (Skill Points : 3)
- Juggernaut (Mode) (+X% STR , -X% AGI) - Increase your STR by a specified percentage, and decrease your AGI by that percentage. Cannot exceed 100%. (Prerequisites for Juggernaut : None) (Skill Points : 3)
- Berserker (Mode) (+X% STR , -X% AIM) - Increase your STR by a specified percentage, and decrease your AIM by that percentage. Cannot exceed 100%. (Prerequisites for Berserker : None) (Skill Points : 3)
- Mage (Mode) (+X% INT , -X% PDF , -X% MDF) - Increase your INT by a specified percentage, and decrease your PDF and MDF by that percentage. Cannot exceed 100%. (Prerequisites for Mage : None) (Skill Points : 3)
- Deadnaught (Mode) (+X% INT , -X% AGI) - Increase your INT by a specified percentage, and decrease your AGI by that percentage. Cannot exceed 100%. (Prerequisites for Dreadnaught : None) (Skill Points : 3)
- Barrage (Mode) (+X% INT , -X% AIM) - Increase your INT by a specified percentage, and decrease your AIM by that percentage. Cannot exceed 100%. (Prerequisites for Barrage : None) (Skill Points : 3)
- Sniper (Mode) (+X% AIM , -X% PDF , -X% MDF) - Increase your AIM by a specified percentage, and decrease your PDF and MDF by that percentage. Cannot exceed 100%. (Prerequisites for Sniper : None) (Skill Points : 3)
- Artillery (Mode) (+X% AIM , -X% AGI) - Increase your AIM by a specified percentage, and decrease your AGI by that percentage. Cannot exceed 100%. (Prerequisites for Artillery : None) (Skill Points : 3)
- Sprinter (Mode) (+X% AGI , -X% PDF , -X% MDF) - Increase your AGI by a specified percentage, and decrease your PDF and MDF by that percentage. Cannot exceed 100%. (Prerequisites for Sprinter : None) (Skill Points : 3)
- Dragoon (Mode) (+X% AGI , -X% AIM) - Increase your AGI by a specified percentage, and decrease your AIM by that percentage. Cannot exceed 100%. (Prerequisites for Dragoon : None) (Skill Points : 3)
- Guardian (Mode) (+X% PDF , +X% MDF , -X% STR, -X% INT) - Increase your PDF and MDF by a specified percentage, and decrease your STR and INT by that percentage. Cannot exceed 100%. (Prerequisites for Guardian : None) (Skill Points : 3)
- Castle (Mode) (+X% PDF , +XMDF , -X% AGI) - Increase your PDF and MDF by a specified percentage, and decrease your AGI by that percentage. Cannot exceed 100%. (Prerequisites for Castle : None) (Skill Points : 3)
- Meditation (Mode) (+X% HP Regen , +X% SP Regen , +X% MP Regen , -X% STR , -X% INT , -X% AGI , -X% AIM , -X% PDF , -X% MDF) - Increase your HP Regen, SP Regen, and MP Regen by a specified percentage, and decrease your STR, INT, AGI, AIM, PDF, and MDF by that percentage. Cannot exceed 100%. (Prerequisites for Meditation : None) (Skill Points : 3)
- Trickster (Mode) (+X% LUK , -X% STR , -X% INT , -X% AGI , -X% AIM) - Increase your LUK by a specified percentage, and decrease your STR, INT, AGI, and AIM by that percentage. Cannot exceed 100%. (Prerequisites for Trickster : None) (Skill Points : 3)
- Overpower (Buff Physical) (+X STR) (-X SP) - Increase your STR by the amount of SP spent. Maximum STR boost is equal to your STR. Effect wears off by 1 every turn. (Prerequisites for Overpower : None) (Skill Points : 3)
- Invigorate (Buff Physical) (+X INT) (-X SP) - Increase a target's INT by the amount of SP spent. Maximum INT boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Invigorate : None) (Skill Points : 3)
- Accelerate (Buff Physical) (+X AGI) (-X SP) - Increase your AGI by the amount of SP spent. Maximum AGI boost is equal to your AGI. Effect wears off by 1 every turn. (Prerequisites for Accelerate : None) (Skill Points : 3)
- Steady Aim (Buff Physical) (+X AIM) (-X SP) - Increase your AIM by the amount of SP spent. Maximum AIM boost is equal to your AIM. Effect wears off by 1 every turn. (Prerequisites for Steady Aim : None) (Skill Points : 3)
- Gambler (Buff Physical) (+X LUK) (-X SP) - Increase your LUK by the amount of SP spent. Maximum LUK boost is equal to your LUK. Effect wears off by 1 every turn. (Prerequisites for Gambler : None) (Skill Points : 3)
- Iron Wall (Buff Physical) (+X PDF) (-X SP) - Increase your PDF by the amount of SP spent. Effect wears off by 1 every turn. (Prerequisites for Iron Wall : None) (Skill Points : 3)
- Resilience (Buff Physical) (+X MDF) (-X SP) - Increase your MDF by the amount of SP spent. Effect wears off by 1 every turn. (Prerequisites for Iron Wall : None) (Skill Points : 3)
- Block (Buff Physical) (+X PDF) (-1 SP) - Increase your PDF by your STR for 1 turn. (Prerequisites for Block : Overpower) (Skill Points : 4)
- Blood Rush (Buff Physical) (+X SP) (-X HP) - Convert HP into SP. Skill is not influenced by stats, buffs, or debuffs. (Prerequisites for Blood Price : None) (Skill Points : 3)
- Hibernate (Buff Physical) (+X HP , +X SP , +X MP) - Rest for the entire turn to restore your HP, SP, and MP by 20%. (Prerequisites for Hibernate : Iron Wall, Resilience, Blood Rush, Deflection, Ward, Blood Price)
- Kinetic Strike (Buff Magic) (+X STR) (-X MP) - Increase a target's STR by the amount of MP spent. Maximum STR boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Kinetic Strike : None) (Skill Points : 3)
- Haste (Buff Magic) (+X AGI) (-X MP) - Increase a target's AGI by the amount of MP spent. Maximum AGI boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Overclock : None) (Skill Points : 3)
- Aim Assist (Buff Magic) (+X AIM) (-X MP) - Increase a target's AIM by the amount of MP spent. Maximum AIM boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Aim Assist : None) (Skill Points : 3)
- Magic Dice (Buff Magic) (+X LUK) (-X MP) - Increase a target's LUK by the amount of MP spent. Maximum LUK boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Magic Dice : None) (Skill Points : 3)
- Deflection (Buff Magic) (+X PDF) (-X MP) - Increase a target's PDF by the amount of MP spent. Maximum PDF boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Deflection : None) (Skill Points : 3)
- Ward (Buff Magic) (+X MDF) (-X SP) - Increase a target's MDF by the amount of MP spent. Maximum MDF boost is equal to your INT. Effect wears off by 1 every turn. (Prerequisites for Ward : None) (Skill Points : 3)
- Lightning Capture (Buff Magic) (+X MP) (-2 MP) - Convert the magic damage from incoming Lightning attacks this turn into MP. Maximum MP conversion is equal to your INT. (Prerequisites for Lightning Capture : Lightning Bolt)
- Fire Capture (Buff Magic) (+X MP) (-2 MP) - Convert the magic damage from incoming Fire attacks this turn into MP. Maximum MP conversion per turn is equal to your INT. This skill counts as an action. (Prerequisites for Fire Capture : Fire Ball)
- Ice Capture (Buff Magic) (+X MP) (-2 MP) - Convert the magic damage from incoming Ice attacks this turn into MP. Maximum MP conversion per turn is equal to your INT. This skill counts as an action. (Prerequisites for Ice Capture : Ice Blast)
- Kinetic Capture (Buff Magic) (+X MP) (-2 MP) - Convert the damage from incoming physical attacks this turn into MP. Maximum MP conversion per turn is equal to your INT. This skill counts as an action. (Prerequisites for Kinetic Capture : Kinetic Strike)
- Energy Capture (Buff Magic) (+X MP) (-3 MP) - Convert the damage from incoming attacks this turn into MP. Maximum MP conversion per turn is equal to your INT. This skill counts as an action. (Prerequisites for Energy Capture : ???)
- Heal (Buff Magic) (+X HP) (-X MP) - Heal a target, refilling their HP equal to MP spent. Maximum MP spent is equal to your INT. (Prerequisites for Heal : None) (Skill Points : 3)
- Mana Projection (Buff Magic) (+X MP) (-X MP) - Project your mana outward in its raw form, refilling a target's MP equal to your MP spent. (Prerequisites for Mana Projection : None) (Skill Points : 3)
- Blood Price (Buff Magic) (+X MP) (-X HP) - Convert HP into MP. Skill is not influenced by stats, buffs, or debuffs. (Prerequisites for Blood Price : None) (Skill Points : 3)
- Autocast (Buff Magic) (-1 MP) - Create a small entity that casts spells for you based on commands initially given. When casting, declare a single MP using skill that you have mastered, condition(s) to cast, and how much MP should be used based on conditions. Will consume your MP to cast. One Autocast buff can cast once per turn. Must be manually deactivated, but deactivation does not consume an action. (Prerequisites for Autocast : None) (Skill Points : 3)
Note: Buffs will always be cast before other actions, regardless of AGI.
Note: Only one Mode can be used at a time. Modes require an action to deactivate.
- Debuff -
- Bruising Hit (Debuff Physical) (Debuff : -X STR) (-X SP) - Inflict debilitating bruises on the target, lowering their STR equal to the SP spent. Maximum SP spent is equal to your STR. Debuff wears off by 1 every turn. Effect lowered by enemy PDF. (Prerequisites for Bruising Hit : Overpower) (Skill Points : 4)
- Aggravating Howl (Debuff Physical) (Debuff : -X INT) (-1 SP) - Let out a howl that disrupts enemies' thinking, lowering their INT by your SP spent. Debuff wears off by 1 every turn. Effect lowered by enemy PDF. Hits in an area around you, maximum range is half of SP spent, minimum of 1 range. Not increased by AIM or Attack Range. (Prerequisites for Aggravating Howl : Invigorate) (Skill Points : 4)
- Shin Breaker (Debuff Physical) (Debuff : -X AGI) (-X SP) - Strike at a target's legs, lowering their AGI equal to the SP spent. Maximum SP spent is equal to your AGI. Debuff wears off by 1 every turn. Effect lowered by enemy PDF. (Prerequisites for Shin Breaker : Accelerate) (Skill Points : 4)
- Stunning Blow (Debuff Physical) (Debuff : -X AIM) (-X SP) - Strike the target with a dizzying hit, lowering the target's AIM. Maximum SP spent is equal to your AIM. Debuff wears off by 1 every turn. Effect lowered by enemy PDF. (Prerequisites for Stunning Blow : Steady Aim) (Skill Points : 4)
- Armor Break (Debuff Physical) (Debuff : -X PDF) (-X SP) - Damage the target's armor, lowering their PDF equal to the SP spent. Maximum SP spent is equal to your STR. Debuff wears off by 1 every turn. Effect lowered by enemy PDF. (Prerequisites for Armor Break : Overpower) (Skill Points : 4)
- Weaken (Debuff Magic) (Debuff : -X STR) (-X MP) - , lowering their STR equal to the MP spent. Maximum MP spent is equal to your STR. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Weaken : None) (Skill Points : 4)
- Mind Breaker (Debuff Magic) (Debuff : -X INT) (-X MP) - Attack the target with telepathy, lowering their INT equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Mind Breaker : None) (Skill Points : 3)
- Frost (Debuff Magic) (Debuff : -X AGI) (-X MP) - Cool down the target with layers of ice, lowering their AGI equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Frost : None) (Skill Points : 3)
- Radial Blind (Debuff Magic) (Debuff : -X AIM) (-X MP) - Create a blinding flash of light, lowering enemies' AIM equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. Hits in an area around you, maximum range is half of MP spent, minimum of 1 range. Not increased by AIM or Attack Range. (Prerequisites for Radial Blind : None) (Skill Points : 3)
- Curse (Debuff Magic) (Debuff : -X LUK) (-X MP) - Curse the target, lowering their LUK equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Curse : None) (Skill Points : 3)
- Armor Corrosion (Debuff Magic) (Debuff : -X PDF) (-X MP) - Dissovle a target's armor, lowering their PDF equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Armor Corrosion : None) (Skill Points : 3)
- Ward Breaker (Debuff Magic) (Debuff : -X MDF) (-X MP) - Cancel out the target's protective magic, lowering their MDF equal to the MP spent. Maximum MP spent is equal to your INT. Debuff wears off by 1 every turn. Effect lowered by enemy MDF. (Prerequisites for Ward Breaker : None) (Skill Points : 3)
- Vampire (Ranged Magic) (Debuff : -X HP) (-X MP) - Drain the target's life, transferring their HP to you equal to the MP spent. Maximum MP spent is equal to your INT. Effect lowered by enemy MDF. (Prerequisites for Vampire : Blood Price) (Skill Points : 4)
- Drain (Ranged Magic) (Debuff : -X MP) (-1 MP) - Break through the target's mental defenses and tap into their magical reserves, draining their MP. Your INT must be greater than the target's to leach MP. MP leached is equal to your INT minus the target's INT. (Prerequisites for Drain : Mind Breaker) (Skill Points : 4)
- Combat -
- Razor's Edge (Melee Physical) (+X STR) (-1 SP) - Increase the STR of an edged strike with your AGI. (Prerequisites for Concussive Blow : Accelerate) (Skill Points : 4)
- Spinal Tap (Physical) (-1 SP) - Aim for the target's spine, completely disabling use of their lower body. Requires AIM +50% to be equal to or greater than target's AGI, and HP damage dealt must be equal to or greater than 10% of the target's total HP. Requires a piercing weapon. (Prerequisites for Spinal Tap : Steady Aim) (Skill Points : 4)
- Concussive Blow (Melee Physical) (+X STR) (-1 SP) - Increase the strength of a blunt strike with the weapon's weight. The damage values for sharp weapons are nullified. (Prerequisites for Concussive Blow : Overpower) (Skill Points : 4)
- Fire Ball (Ranged Magic) (+X*3 INT) (-X MP) - Launch a ball of fire. INT is equal to MP spent. Maximum MP that can be spent is equal to your INT. (Prerequisites for Fire Ball : Candle Light) (Skill Points : 4)
- Lightning Bolt (Ranged Magic) (+X INT , +X AIM) (-X MP) - Fire off a bolt of lightning. INT and AIM are equal to MP spent. Maximum MP that can be spent is equal to your INT. (Prerequisites for Lightning Bolt : Lightning Sparks) (Skill Points : 4)
- Ice Blast (Ranged Magic) (+X/2 INT) (Debuff: -X AGI) (-X MP) - Unleash a blast of ice, lowering a target's AGI and dealing magic damage. Maximum MP that can be spent is equal to your INT. (Prerequisites for Ice Blast : Frost) (Skill Points : 4)
- Ignite (Ranged Magic) (+X INT) (-X MP) - Fire a blast of flames that will ignite the target, damage from INT equal to MP spent dealt every turn for 5 turns. (Prerequisites for Ignite : Fire Ball) (Skill Points : 4)
- Chain Lightning (Ranged Magic) (-X MP) - Cast instantly with Lightning Bolt to hit additional targets equal to MP spent on Chain Lightning. Cannot hit the same target more than once. (Prerequisites for Chain Lightning : Lightning Bolt) (Skill Points : 4)
- Glacial Spike (Ranged Physical) (+X STR) (-X MP) - Throw a chunk of ice, STR equal to MP spent. STR is increased by your INT and not your STR stat. (Prerequisites for Glacial Spike : Ice Blast) (Skill Points : 4)
- Kinetic Bolt (Ranged Physical) (+X STR , +X Attack Range) (-X MP) - Fire a concentrated bolt of kinetic energy, dealing physical damage at long range. STR and Attack Range equal to MP spent. STR is increased by your INT, not STR. Maximum MP that can be spent is equal to your INT. (Prerequisites for Kinetic Bolt : Magnetic Control, Kinetic Strike) (Skill Points : 5)
- Wild Fire (Ranged Area Magic) (+X*2 INT) (-X MP) - Cover an area with fire, damaging enemies within range. Area range is half of MP spent. Maximum MP that can be spent is equal to your INT. Cannot be dodged. (Prerequisites for Wildfire : Ignite) (Skill Points : 4)
- Plasma Storm (Ranged Area Magic) (+X INT) (-X MP) - Rain lightning down on an area, damaging enemies within range. Damage is increased by 25% of base power for each enemy in range. Area range is half of MP spent. Maximum MP that can be spent is equal to your INT. (Prerequisites for Plasma Storm : Chain Lightning) (Skill Points : 4)
- Blizzard (Ranged Area Magic) (Debuff: -X AGI) (-X MP) - Unleash an ice storm that slows enemies, lowering their AIM by the spell power as long as they are within range. Spell power is equal to MP spent, decreases by 1 every turn. Area range is half of intitial spell power, not increased by AIM or Attack Range. Spell vanishes when it reaches 0 power. Maximum MP that can be spent is equal to your INT. Cannot be dodged. (Prerequisites for Blizzard : Ice Blast) (Skill Points : 4)
- Flare (Ranged Area Magic) (Debuff: -X AIM) (-X MP) - Creates a ball of light that blinds enemies, lowering their AIM by the spell power as long as they are within range. Spell power is equal to MP spent, decreases by 1 every turn. Area range is half of intitial spell power, not increased by AIM or Attack Range. Spell vanishes when it reaches 0 power. Maximum MP that can be spent is equal to your INT. Cannot be dodged. (Prerequisites for Flare : Radial Blind) (Skill Points : 4)
- Hurricane (Ranged Area Magic) (+X INT , Y Duration) (-X MP , -Y MP) - Summon a powerful whirlwind that continiously damages enemes within range. INT is equal to X MP spent, lasts turns equal to Y MP spent. Area range is half of INT, not increased by AIM or Attack Range. Maximum total MP that can be spent is equal to your INT. Cannot be dodged. (Prerequisites for Hurricane : Gale Jump) (Skill Points : 4)
- Reaction -
- Parry (Passive Physical) (+X PDF) (-1 SP) - Increase your PDF by your AGI when attacked with a physical strike. (Prerequisites for Parry : Accelerate) (Skill Points : 4)
- Counter Strike (Passive Physical) (-1 SP) - If you avoid damage from an attacker and the attacker is within range, instantly counter with a basic physical attack. (Prerequisites for Counter Strike : Parry) (Skill Points : 4)
- Living Statue (-0.1 SP) (Passive) - Moving only when no one is looking, you look almost harmless to the point that no enemies will attack you if there is something else within range. Consumes SP every time you move. (Prerequisites for Living Statue : None) (Skill Points : 3)
note: Passive abilities will always trigger unless if you specify for them not to.
Suggestion: if there's much interaction with NPCs, a Charisma stat would be good.
Author:
TorrentHKU [ Tue Jul 16, 2013 4:01 am ]
Post subject:
Re: Into Unknown Lands - (0/6) - Roll 0
Slot.
Name: Mikoto Freemaneth Description : Descendant of a great hero, her pedigree has led to high expectations throughout life, until she finally grew sick of it and ran away from home, off to make her own name where she is still unknown. Rather bratty and aggressive. Average height and thin build, with unruly short brown hair. Stats : Unspent Points : 0 STR : 1 INT : 8 AGI : 1 AIM : 4 LUK : 2 PDF : 1 MDF : 2 HP : 4 SP : 1 MP : 6
RAILGUN RAILGUN RAILGUN
Author:
Urch [ Tue Jul 16, 2013 4:02 am ]
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Re: Into Unknown Lands - (0/6) - Roll 0
Name: Mark Race: Human Description: A tall, lanky man with lightly tanned skin. Wears his dark brown hair in a very tight tail at the base of his neck. He generally attempts to remain aloof and mysterious, if only because his true self is hopelessly mundane. He has no real talents to speak of, relying only on his uncanny luck to coast dimly through life. STR : 4 (+3) INT : 1 AGI : 1 AIM : 1 LUK : 15 (+14) PDF : 1 MDF : 1 HP : 4 (+3) SP : 1 MP : 1
Yeah this will totally work out. Haha. Yeah.
Author:
CaveCricket48 [ Tue Jul 16, 2013 4:03 am ]
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Re: Into Unknown Lands - (0/6) - Roll 0
Updarts. Check stats in rules and calculations if you must.
Also you're forced to be a puny human for your race.
BearsofInsanity wrote:
Suggestion: if there's much interaction with NPCs, a Charisma stat would be good.
Charisma is the player's use of words.
Author:
Foa [ Tue Jul 16, 2013 3:42 pm ]
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Re: Into Unknown Lands - (5/6) - Roll 0
Considering the apparent disdain for about 10 Rollers to update in a consistent manner...
Declare.
Quote:
Name :Erale Deimas Description : Scrappy Lass, and by all means, light and light-footed. Her build is more focused on her lower body, giving her a slight pear appearance. Otherwise she has her dark hair braided back into itself to keep it short, and has a penchant of for adorning it. Stats : Unspent Points : 0 STR : 1 INT : 5 AGI : 6 AIM : 2 LUK : 1 PDF : 3 MDF : 3 HP : 3 SP : 3 MP : 3
> START
Author:
Miggles [ Tue Jul 16, 2013 5:13 pm ]
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Re: Into Unknown Lands - (5/6) - Roll 0
Name : Yuri Aljurinn (al-yur-een) Description : A tall, somewhat muscular man with a heavy accent and fancy clothes. He reeks of alcohol and smoke. His hair is cut neatly at his forehead, with no parting and a dark brownish-blackish hue. His eyes are brown, and his skin is a rather rich pale shade. His face is clean shaven, if not a bit rugged. Stats : Unspent Points : 0 STR : 3 INT : 4 AGI : 2 AIM : 5 LUK : 2 PDF : 2 MDF : 2 HP : 5 SP : 3 MP : 1
do we get guns
Author:
caekdaemon [ Tue Jul 16, 2013 6:03 pm ]
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Re: Into Unknown Lands - (5/6) - Roll 0
Alright, here is my character.
Name : Jantus Deklius Description : A large, pale man with jet black hair. He has a thick build and a goatee with stubble. He doesn't move very fast, nor is he very smart. He is, however, as strong as an ox and as lucky as a leprechaun. Stats : Unspent Points : 0 STR : 1 + 7 = 8 INT : 1 AGI : 1 AIM : 1 LUK : 1 + 5 = 6 PDF : 1 + 2 = 3 MDF : 1 HP : 1 + 3 = 4 SP : 1 + 3 = 3 MP : 1
How will armor items work? Jantus is intended to be a sort of tank, you see.
Author:
Miggles [ Tue Jul 16, 2013 6:23 pm ]
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Re: Into Unknown Lands - (5/6) - Roll 0
i said reserved as in i call the next spot while i make my character
Author:
caekdaemon [ Tue Jul 16, 2013 6:31 pm ]
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Re: Into Unknown Lands - (5/6) - Roll 0
Miggles wrote:
i said reserved as in i call the next spot while i make my character
caekdaemon wrote:
I'd like to reserve a slot, since it's too early in the morning for me to be able to make a character right now.