Character Name: Dolo the Rockobold
Character Gender: MALE!
Character Age: 14... So, an ADULT!
Character Description/Bio (Optional): Dolo look like KOBOLD, you know; short, big ears, pointy teeths! But Dolo special; Dolo curious, and wander much! One time, Dolo wander into big cave, led to big shiny hole! Out of hole came special magic, from shiny-world! Make Dolo TOUGH like MOUNTAIN! Dolo slow, but many rock on arms and back, strong against bad-bad! Dolo wander more, find adventure company! Dolo become adventurer!
Character Attributes:
Strength/STR: 1
Vitality/VIT: 7
Psyche/PSY: 2
Character Abilities (Optional):
Rocksteady: Blessed, or perhaps cursed, with the magic of the Elemental Plane of Earth, every injury Dolo sustains rapidly ossifies into new, stone-hard flesh. However, this makes him even slower, and could immobilize or even suffocate him if he takes too much damage.
Rock & Roll: Dolo curls up on himself, and starts spinning forward like a spiky, stone wheel of destruction. However, he can't exactly see what he's doing, and spinning too hard gets him dizzy.
Stoneheart: Dolo is so courageous/foolish, that he can shrug off several mental debilitations with far greater ease than you might expect.
Character Inventory:
1x Healing Potion - A restorative cure for injuries.
1x Mace - A flanged mace, good against armor.
1x Leather Armor - A basic lightweight piece of armor.
Character Name: Dularach
Character Gender: Male
Character Age: 250
Character Description/Bio (Optional): Dularach is a battle hunger Yokai. this sense of wanting to spill blood was first awaken when he got in his first fight as a child with humans, once this need was awaken he kept beating them until they were a bloody pulp on the ground, this reult in him leaving his clan and going to explore for more fights. his species is called Tsuchigumo and posses six arms and two legs, they usually dwarf most other oni, yokai alike in humanoid form.
Character Attributes:
Strength/STR: 3 (Rock smash!)
Agility/AGI: 3 (Dancin' on the edge~)
Vitality/VIT: 3 (You call that a punch?)
Intelligence/INT: 0 (That's not a phone number, that's an IQ)
Psyche/PSY: 1 (You call that a Mind Domination spell?)
Luck/LCK: 0 (It was SKILL okay???)
Character Abilities (Optional):
-earth power: as long as he is touching the ground he can draw power from the earth to strengthen his capabilities. if burrowed he will begin to recover from his wounds, this can heal almost all wounds.
-web-spinning: he can shoot out webs from his mouth and is very skilled with using them
-burrow: can borrow underground
-form change: Dularach can change between humanoid form and animal form when needed.
-terror aura:: cause terror in his enemies.
multi-attack: having six arms allows him to attack six times in one round.(only available in humanoid form)
unarmed fighter: unarmed combat damage is deals damage similar to large weapons
Character Inventory:
1x Healing Potion - A restorative cure for injuries.
1x Short Sword
1x Leather Armor - A basic lightweight piece of armor.
1x smoking pipe - its made for the size Tsuchigumo in humanoid form
Obadiah
Character Name: Obadiah
Character Gender: M
Character Age: 50+
Character Description/Bio (Optional):
Obadiah is a reclusive fellow somewhat slow in the head and self isolating from society, not much is known about him other then that he has farmed most his life though the scars peeking out from behind his grey untamed build tend to hint to Obadiah being something more then just a simple farmer at least when he was a young man that is.
Character Attributes: *Distribute 10 points among these character attributes*
Strength/STR: 4 (Rock smash!)
Agility/AGI: 0 (Dancin' on the edge~)
Vitality/VIT: 4 (You call that a punch?)
Intelligence/INT: 1 (That's not a phone number, that's an IQ)
Psyche/PSY: 1 (You call that a Mind Domination spell?)
Luck/LCK: 0 (It was SKILL okay???)
Character Abilities (Optional):
Beyond being a massive man Obadiah has a wealth of knowledge in the field of farming from sowing crops, herding cattle to barn raising there isn't much manual labor he cant do. His prodigious consumption of alcohol also suggests a stomach of steel though how much that will help in adventuring.
Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Basic Weapon - Mace (Provided by the Mystville Adventuring Company)
1x Leather Armor - A basic lightweight piece of armor. (Provided by the Mystville Adventuring Company)
1x Simple tower shield (a door pulled off the hinges and fitted with leather straps to hold it with Courtesy of Obadiah's Ex-Lovers Home)
1x Back Pack (A simple leather pack full of tools booze and food general survivalist stuff)
1x Religious Tract (The cover art has a well illustrated boars head Obadiah may not be able to read it but its still a treasured possession)
Ooh. Its not every day that I see such a nice character sheet!
Character Name: Raine Briardance
Character Gender: Female
Character Age: 27
Character Description/Bio: A fairy with beige colored skin, black hair and translucent yellow wings. She was drawn to Mystville in order to earn money in order to pay to remove a curse from her younger sister.
Character Attributes:
Strength/STR: 1 (Excellent... For someone 10 inches tall)
Agility/AGI: 4 (Highly mobile)
Vitality/VIT: 1 (Total lightweight)
Intelligence/INT: 3 (General competence)
Psyche/PSY: 0 (Psionically inept)
Luck/LCK: 1 (An ordinary day)
Character Abilities:
Flight: This character is able to fly!
Small Stature: This character stands roughly 10 inches tall.
Basic Magic: This character can cast low level magic of the following schools - Wind elemental, Illusion, Healing
Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
*The basic equipment was declined due to being too cumbersome*
1x Modified Leather Armor - A basic lightweight piece of armor. It does not inhibit the wearer's wings, but the back is only partially covered.
1x Magic Wand - A stick made from oak wood that serves as a conduit for magic.
Character Name: Kayla Shade
Character Gender: Female
Character Age: 29
Character Description/Bio (Optional): Tall, olive skin, with a cropped dark brown hair.
Kayla was hopeful prodigy into the arcane arts until her arm was ripped off by a desert beast that she chooses to not disclose, and when she found her new focus of a talking magical book with childish eyes, it helped her regenerate an arcane prosthetic equivalent even if she can’t feel pain, she still looks still sort of normal.
Character Attributes:
Strength/STR: 0 Rock smash!)
Agility/AGI: 1 (Dancin' on the edge~)
Vitality/VIT: 1 (You call that a punch?)
Intelligence/INT: 8 (That's not a phone number, that's an IQ)
Psyche/PSY: 0 (You call that a Mind Domination spell?)
Luck/LCK: 0 (It was SKILL okay???)
Character Abilities (Optional):
Regrowth: Kayla can slowly but surely with focus, allow appendages and even scars to go back to their normal state, and regenerate these loss limbs, though depending on the critical state of the injury the longer it can take to even several months of this process.
Illusionist Adept: Kayla has trained in the art of manipulating the reflection of light, that of shadowplay, to create images and sounds into the material realm, to imitate more well-designed images that can move, or illusions that can fully mimic a wide range of vocal functions, and can be combined to make even more deceiving illusions
Arcane Scientist: Kayla uses her grimoire and her practice of magic, to hone at her craft and to discover new arcane spells, either of a universalist or specialist school variety.
Character Inventory:
1x Healing Potion - A restorative cure for injuries.
1x Two Daggers
1x Leather Armor - A basic lightweight piece of armor.
1x Grizzly Grimoire: What Kayla uses for her focus, that allows her to hone into her specialist school of illusion magic, with other useful spells in their. However the book is sarcastic and you need to attune and convince the book to help you in your time of need, a thing it gets a kick out of when it sees its master in danger
Character Name: One Eye'd Jack
Character Gender: Male
Character Age: 56
Character Description/Bio (Optional): _Doomsday Prepper turned "naturalist". Spent many years illegally squatting in national parks evading the parks service. Lost an eye in an "altercation" with a moose. Years of experience in woodland wilderness has left him with sharpened senses, and a preference for the company of wild animals over that of other people. Is gruff, with poor hygiene, and no manners. Boasts a surprisingly sophisticated skillset, including trap making, improvised tool production from natural materials, herbal medicine/knowledge of wild edibles, ropemaking, knot tying, and "heightened awareness." (the latter has enabled him to evade apprehension by parks service personnel for many years.) Has basically just "wandered in" on his aimless migrations. Does not like the disturbance in these woods. (blames humans.)
Character Attributes: *Distribute 10 points among these character attributes*
Strength/STR: 2
Agility/AGI: 1
Vitality/VIT: 1 (Hes Old, ok?)
Intelligence/INT: 2 (That's not a phone number, that's an IQ)
Psyche/PSY: 3 (You call that a Mind Domination spell?)
Luck/LCK: 1 (It was SKILL okay???)
Character Abilities (Optional):
Craft Rope
Craft Trap
Craft primitive tool
Use primitive weapon
Craft simple curative
knowledge of plants and animals
Animal empathy
Heightened awareness:
(Detect forest intruder 1 mile radius, Detect other disturbance 100 ft, Detect hidden item 10ft)
Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Basic Weapon - A basic weapon. (Wooden Bow+arrows)
1x Leather Armor - A basic lightweight piece of armor. (Quality leather shoes. Can't put a price on good shoes.)
Makeshift leather clothing consisting of fuzzy animal skins
Stone bladed hunting knife with deer antler handle
Makeshift leather eyepatch
Makeshift animal skin rucksack containing a dirty collection of items:
1 cast iron skillet, small
1 tin cup
a collection of discarded glass bottles
20ft of low quality twine (bast fiber, 10lb test)
Walking stick
ziplock bagged editions of FoxFire magazine and various army training manuals
Basically, your typical forest hermit type, blessed with a bit of the "shining."
S'pose I may as well. Dying is fun.
Character Name: Liz
Character Gender: Female
Character Age: 15
Character Description/Bio: A human girl unfortunate enough to be born as the cumulation of multiple cosmic forces. Has a tired, restless appearance due to many nights of sleep interrupted by supernatural calamity.
Character Attributes:
Strength/STR: 0
Agility/AGI: 1
Vitality/VIT: 1
Intelligence/INT: 1
Psyche/PSY: 7
Luck/LCK: 0
Character Abilities:
Psi (At least beta-plus psychic ability, enough to both be powerful and cause problems. Can trivially communicate telepathically, anything more has some chance of going horribly wrong. Certain effects may materialize spontaneously.)
Living Channel (Body acts as a gateway to the Other Side, through which ephemeral Beings occasionally Traverse, linked to the gateway by a silvery thread. Liz has some small amount of control over these beings. Should Liz die, the channel would collapse, bringing all summons back through and killing them.)
Character Inventory:
1x Healing Potion - Restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Shortsword - Basic bladed weapon. (Provided by the Mystville Adventuring Company)
1x Leather Armor - Basic lightweight piece of armor. (Provided by the Mystville Adventuring Company)
1x Dress - Lively, if worn green dress.
1x 7-Foot Chain - Normal Chain.
1x Padlock - Simple, small lock with key.
3x Calming Remedy - Herbal drink to calm the nerves and suppress panic.
Been wanting to let my power get away with me.
Character Name: Burt
Character Gender: Male
Character Age: 38
Character Description/Bio: He looks like your average human but he has a deer's head that's missing one antler, spent most of his adult life wondering from town to town never staying in one place long do to his paranoia and distrust for anything government related, doing odd jobs to make money has so far kept him from dying.
Character Attributes:
Strength/STR: 3
Agility/AGI: 2
Vitality/VIT: 1
Intelligence/INT: 3
Psyche/PSY: 0
Luck/LCK: 1
Character Abilities:
- Marksman: Is really good with a firearm.
- Paranoia: Doesn't trust anyone especially anyone involved in the government, Is this a skill, who knows.
Character Inventory:
1x Healing Potion
1x Short Sword
1x Leather Armor
1x Repeating rifle with scope
1x Cap and ball revolver
1x Bag containing rifle cartridge
1x Bag containing caps, ball, and blackpowder for the revolver
1x Hat made from aluminum foil
1x Book of mad anti-government ramblings
Character Name: Dixie Greene
Character Gender: Female
Character Age: 23
Character Description/Bio: Long black hair, golden eyes and pale skin. Younger sister of the famous Dustin Greene, former acrobat and retired hero, currently a park ranger. With a lively, enthusiastic demeanor and a calm mind, Dixie sets to continue the family's heroic legacy.
Character Attributes
■ Strength/STR: 1↓
■ Agility/AGI: 3↑
■ Vitality/VIT: 1
■ Intelligence/INT: 2
■ Psyche/PSY: 2
■ Luck/LCK: 1
Character Abilities:
■ Negotiation: Higher chance to talk her way through things.
■ Novice Magic: Shoot a fireball. Heal a flesh wound. The bare minimum you could expect from a magic user.
■ Flexible → Acrobatics, Silent Movement
■ Ambidextrous: Equally competent with either hand.
■ Light Weapons Adept: She's good, but not crazy good.
Character Inventory:
1× Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
2× Dagger - A basic weapon. (Provided by the Mystville Adventuring Company)
1× Leather Armor - A basic lightweight piece of armor. (Provided by the Mystville Adventuring Company)
1× Bound Throwing Knife - Kinda enchanted. Always comes back to whoever wears the Bound Ring.
1× Bound Ring - Has an amethyst gemstone embedded in it. Kinda enchanted.
1× Mana Pendant - Has a manastone embedded in it. Siphons magic from the air.
1× Bag of Outfits and Hygienic Accoutrements
Character Name: Maslarein
Character Gender: Male
Character Age: 28
Character Description/Bio: A muscled, humanoid lion. His fur and mane, patchy from battle wounds, are stained a dark brown. Maslarein considers himself a self-made paladin, devoted to honour, justice, and the good of all people.
Character Attributes:
Strength/STR: 5
Agility/AGI: 0
Vitality/VIT: 2
Intelligence/INT: 0
Psyche/PSY: 3
Luck/LCK: 0
Character Abilities:
Bravery and Stupidity: Maslarein refuses to give up. No matter the enemy, no matter the obstacle, he’ll charge towards them and never looks back. He knows no fear.
The Power of the People: Maslarein is able to infuse his strikes with the will of his allies. The more people fighting on the same side as Maslarein, the harder he hits. His allies do have to be fighting, though.
Lay on Hands: Maslarein is extremely good at reassuring people. So good, in fact, that anyone he reassures feels as if they’re in perfect health. They haven’t actually been healed, but it works as a Placebo for most small injuries.
Character Inventory:
1 Healing Potion
1 Short Sword
1 Leather Armour
1 Small Shield
Golden Armour (It’s actually Iron painted to look like gold.)
Character Name: Laemmle
Character Gender: Female
Character Age: 19
Character Description/Bio (Optional): A young lady with a ponytail blond hair, who is master both sword and shield. Wearing a blue and white warrior dress uniform and black sickling under her dress, torso part is covered with plate armor for female warrior, pauldron on her both shoulder. She also wears a pair of long black stockings and pair of metal boots, pair of metal gauntlets with a long black pair of gloves under it. (https://cdn.discordapp.com/attachments/668798447306014730/669566527217074176/Screenshot_20200122_233018.jpg)
This but ponytailed hair.
Character Attributes:
Strength/STR: 0
Agility/AGI: 0
Vitality/VIT: 5
Intelligence/INT: 0
Psyche/PSY: 5
Luck/LCK: 0
Character Abilities (Optional):
Goddess' Fighter (Passive) - Master with both sword and shield and goddess bless her a protection during combat. She gains perm attack power increase and block power, average chance dice roll for block rate. Increase attack power and hybrid block power per level. Block power on physical, reducing physical damage by 15%, block power on magic, reducing magic damage by 10%. Increase hybrid block power by 5% per level.
Justice Crush- Jump into designated area stunning and dealing multiple foes on its AoE. Increase damage and AoE range per level.
Whirlwind - Spins with her weapon with several times, dealing multiple foes on its range. Debuffing the enemy's damage. Damage increase and debuff increase per level.
Holy Light - Self heal and improves block power and rate chance for a short time. Deals light element AoE damage and pulls the enemy into her. Block power and rate are fix. Increase damage and self heal per level.
Ultimate : Valkyrie - Transform herself into Valkyrie, dealing light element AoE damage. Increase hybrid def, hp , damage, block power and block rate for a short time. Her weapon become a halberd from sword and shield, making her normal attack with Cleave. Immune on mind control. Increase stat boosts per level.
Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Sword Sword and Shield. (Provided by the Mystville Adventuring Company) *Optional, choice of Short Sword, Mace, 2x Daggers, or Bow/Arrows*
1x Female warrior dress uniform and Valkyrie Helm - A basic female warrior dress with a plate armor and a Valkyrie helm. (Provided by the Mystville Adventuring Company)
Saved! Here's my character sheet~! :>
Character Name: Shania Liberien
Character Gender: Female
Character Age: 23
Character Description/Bio (Optional): Black-haired woman with nothing worth mentioning from her figure except bright amber eyes and her petite figure that always make people mistaken her as 14-15 years old teenager. Shania often get caught talking alone, or talking with her strange-looking cards, making a clear impression that there's something wrong with her head...
...But, if someone can see a spirit, they can see with whom she spoke: a young male, either with the full human appearance or white swan appearance from the torso down. This shady figure is known as Kinnara.
Character Attributes:
Strength/STR: 1 (Shania doesn't have any love for work out. Still, the Kinnara pushed her to have at least one hour per two days for exercise.)
Vitality/VIT: 1 (...This is obvious...)
Intelligence/INT: 3 (Need high imagination *?* to interpret her cards.)
Psyche/PSY: 2 (Maybe because she has a divine spirit at her side?)
Luck/LCK: 3 (...Sometimes this Kinnara intervened without her consent.)
Character Abilities (Optional):
Arendal Mastery: Allow shooting multiple magical orbs from her Arendal (Crystal Ball) with a chance to lower opponent's DEF.
Joke(r) of Arcana: Draw a few cards with damage based on its number. If Shania draws reversed cards, it didn't give any effect.
Card Healing: Have the same system as Joke(r) of Arcana, but if she draws Wand and Sword type cards, its effect would down to half.
Choirs of Oracles: Apply incoming damage cut.
Parallel Surface: Kinnara would manifest into his physical form in case Shania felt the need of second support.
Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Basic Weapon - Short Sword. (Provided by the Mystville Adventuring Company)
1x Leather Armor - A basic lightweight piece of armor. (Provided by the Mystville Adventuring Company)
1x Arendal - Crystal Ball that would float near her head when she's on the battle.
1x Joie de Vivre Tarot - A 78 cards with the strange otherworldly illustration.
1x Mystical Wisdom Oracle - A 56 cards with more cheerful colors and notably illustration such as celestial creatures.
1x Bottle of homemade powder shrimp.
1x Personal hygiene kit.
1x Wedding ring.
3x Pairs of spare clothes (plain robe).
I'm so sorry that I'm this late
Alright here we go. This should cover most of the combat system andd the relevance of those attributes you picked. I'll soon be mailing each players' revamped skills since I had to modify it to fit the system, but it's still negotiable. For the most part.
Disclaimer: I have no freaking idea how to format this post, so I substitute some of the longer part with excel screenshots.
(https://cdn.discordapp.com/attachments/564858498882732052/671638694863568906/unknown.png)
According to the system, here are each character's base stats. Without considering bonuses from abilities.
(https://cdn.discordapp.com/attachments/564858498882732052/671641843548684288/unknown.png)
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed depending on the AGI of all fighters involved (unless a set of actions have been decided beforehand, in which the lowest AGI in the queue is used). Player may pick from available actions or skills up until their Action Points is spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
(https://cdn.discordapp.com/attachments/564858498882732052/671639899186659348/unknown.png)
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)
(https://cdn.discordapp.com/attachments/564858498882732052/671641621128806401/unknown.png)
Update includes:
-Fixed maximum Stamina value under Attributes
-Added Dual Wielding and Switching under Basic Combat Actions
(https://cdn.discordapp.com/attachments/564858498882732052/671638694863568906/unknown.png)
According to the system, here are each character's base stats. Without considering bonuses from abilities.
(https://cdn.discordapp.com/attachments/564858498882732052/671728326490062859/unknown.png)
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed depending on the AGI of all fighters involved (unless a set of actions have been decided beforehand, in which the lowest AGI in the queue is used). Player may pick from available actions or skills up until their Action Points is spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
(https://cdn.discordapp.com/attachments/564858498882732052/671729603060039690/unknown.png)
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)
(https://cdn.discordapp.com/attachments/564858498882732052/671641621128806401/unknown.png)
Updates include:
-Fixed Defend value from characters' sheet.
-Stamina from all source is doubled.
-Defend initial cost removed, now cost 1 Stamina per 10 damage blocked instead.
-Evasion passively cost 5 Stamina per attack dodged.
-Damage scaling of STR and AGI is halved.
-Base critical multiplier reduced to 1.5x
-Offensive abilities toned down in some way.
-Added Move to Combat Action.
-Added Combat Map Rules.
-Added Exploration Mechanic.
(https://cdn.discordapp.com/attachments/564858498882732052/672112100545658893/unknown.png)
According to the system, here are each character's base stats. Without considering bonuses from abilities.
(https://cdn.discordapp.com/attachments/564858498882732052/672112336806608916/unknown.png)
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed depending on the AGI of all fighters involved (unless a set of actions have been decided beforehand, in which the lowest AGI in the queue is used). Player may pick from available actions or skills up until their Action Points is spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
-Ranged attack up to X range (need input). Cannot attack if a tile inbetween contains an obstacle.
-Melee attack may reach up to adjacent tile.
-Moving once cost 1AP, up to 3 tiles away. However, moving from a tile adjacent to an enemy to another tile adjacent to the same enemy negates the remaining movement.
-Each tile can have up to 2 units of the same side. One of them may only use melee attack toward units outside the tiles, but also prevent the other from being targeted.
-If the last unit of one side attempt to flee a tile, all enemy in that tile gain 1 free melee attack at it. Evasion and Defend may still be used.
-Dularach cannot share tile with any ally.
(https://cdn.discordapp.com/attachments/564858498882732052/672113895799783454/unknown.png)
-Any number of player may form an exploration group. Larger groups will attract more enemies during combat, while some dangerous creatures may prefer targetting smaller group. Pick your risk with care.
-The Unknown Forest has a Map that uses a hex grid. Each Tile represents a location in the forest, and is adjacent to six neighboring Tiles/locations (except Tiles on the outer edges). Each Tile may be unique and has its own layout, inhabitants, perculiarities, etc.
-Tiles start out as unexplored, with the exception of the first Tile the players start on (the village itself). When a player or player group begins exploring an unexplored Tile, new events may occur, ranging from simple encounters like hostile groups and treasure, to complex sequences involving new characters and quests. When a Tile is fully explored, it becomes connected to the rest of the Tiles that have been explored.
-Exploring a tile take on average 1 day (1 turn). Every night the players rest, recovering 20 points or 20% of Fatigue decay - whichever higher. The players may move further into the forest or return to the village, the latter fully restoring Fatigue overnight. However, if a night attack happens, the recovery is reduced to 50 points or 50% of Fatigue decay.
-Explored tiles are mostly uneventful to travel through, but there is always chance of random encounter. For every adjacent unexplored tiles, the chance of encountering enemies increases. Planning the path to traverse is essential for safety.
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)
(https://cdn.discordapp.com/attachments/564858498882732052/671641621128806401/unknown.png)
This will (probably) be the last one. I hope.
Updates:
-Defend base value reduced to 25%
-Defend now deduces 1 Stamina per 5 point of total incoming damage.
-Armor block value reduced.
-Shield boost value reduced.
-PSY no longer give reflective defend, now give chance to resist lethal damage.
-LCK now give +2.5% Accuracy. World Event effect is left unsaid but it's there, promise.
(https://cdn.discordapp.com/attachments/564858498882732052/672343996474851338/unknown.png)
According to the system, here are each character's base stats. Without considering bonuses from abilities.
(https://cdn.discordapp.com/attachments/564858498882732052/672344168533852168/unknown.png)
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed depending on the AGI of all fighters involved (unless a set of actions have been decided beforehand, in which the lowest AGI in the queue is used). Player may pick from available actions or skills up until their Action Points is spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
-Ranged attack up to X range (need input). Cannot attack if a tile inbetween contains an obstacle.
-Melee attack may reach up to adjacent tile.
-Moving once cost 1AP, up to 3 tiles away. However, moving from a tile adjacent to an enemy to another tile adjacent to the same enemy negates the remaining movement.
-Each tile can have up to 2 units of the same side. One of them may only use melee attack toward units outside the tiles, but also prevent the other from being targeted.
-If the last unit of one side attempt to flee a tile, all enemy in that tile gain 1 free melee attack at it. Evasion and Defend may still be used.
-Dularach cannot share tile with any ally.
(https://cdn.discordapp.com/attachments/564858498882732052/672344342949789696/unknown.png)
-Any number of player may form an exploration group. Larger groups will attract more enemies during combat, while some dangerous creatures may prefer targetting smaller group. Pick your risk with care.
-The Unknown Forest has a Map that uses a hex grid. Each Tile represents a location in the forest, and is adjacent to six neighboring Tiles/locations (except Tiles on the outer edges). Each Tile may be unique and has its own layout, inhabitants, perculiarities, etc.
-Tiles start out as unexplored, with the exception of the first Tile the players start on (the village itself). When a player or player group begins exploring an unexplored Tile, new events may occur, ranging from simple encounters like hostile groups and treasure, to complex sequences involving new characters and quests. When a Tile is fully explored, it becomes connected to the rest of the Tiles that have been explored.
-Exploring a tile take on average 1 day (1 turn). Every night the players rest, recovering 20 points or 20% of Fatigue decay - whichever higher. The players may move further into the forest or return to the village, the latter fully restoring Fatigue overnight. However, if a night attack happens, the recovery is reduced to 50 points or 50% of Fatigue decay.
-Explored tiles are mostly uneventful to travel through, but there is always chance of random encounter. For every adjacent unexplored tiles, the chance of encountering enemies increases. Planning the path to traverse is essential for safety.
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)
(https://cdn.discordapp.com/attachments/564858498882732052/671641621128806401/unknown.png)
(https://cdn.discordapp.com/attachments/564858498882732052/672757966759395348/JTYHiPJ.jpeg)
Tally ho, here's a major update after all the feedback we've gotten so far.
-Damage mitigation reworked. Formula of damage dealt is 'Incoming damage*(incoming damage/incoming damage+block value)'. Basically it'll prevent physical damage from tilting too far that it oneshot low-armor people but deal peanuts to high-armor people.
-AP removed. Now all combatant have 1 movement, 1 offense, and 1 miscelanous action per turn. These are not interchangeable. Offensive strike may take any form, success tied on status and hidden diceroll (i.e. high agility character may attempt a flurry of attacks in one turn with good chance of success).
-Accordingly, AGI now give 1 Movement range per 4 points.
-Overshot ranged attack now suffers 25% accuracy penalty per tile instead of flat 50% damage penalty.
-Reworked formula for ingredient search. Should yield more result now.
-Out of combat actions now cost fatigue decay. Value varies based on dice rolls and character's expertise.
Miscelanous:
-new alchemy mechanics added
-new weapons and items added
-magic equipment shop in the village is now open
-secondary quest system added
-explored overworld map added
-adventure log added, once players note something of interest it will be written down, and request log to see notes
What changed below:
-Attributes updated.
-Combat Mechanic updated.
-Combat Map Rules updated.
-Added clarifications on Basic Combat Actions.
-Equipment updated.
(https://cdn.discordapp.com/attachments/564858498882732052/688676198317817862/unknown.png)
According to the system, here are each character's base stats. Without considering bonuses from abilities.
(https://cdn.discordapp.com/attachments/564858498882732052/672344168533852168/unknown.png)
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed in order of submission. Player may pick from available actions or skills up until their available actions are spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
-Ranged attack depends on equipment. Cannot attack if a tile inbetween contains an obstacle.
-Melee attack may reach up to adjacent tile.
-Movement up to 3 tiles away. However, moving from a tile adjacent to an enemy to another tile adjacent to the same enemy negates the remaining movement.
-Each tile can have up to 2 units of the same side. One of them may only use melee attack toward units outside the tiles, but also prevent the other from being targeted.
-If the last unit of one side attempt to flee a tile, all enemy in that tile gain 1 free melee attack at it. Evasion and Defend may still be used.
-Dularach cannot share tile with any ally.
(https://cdn.discordapp.com/attachments/564858498882732052/687333398704029739/unknown.png)
-Any number of player may form an exploration group. Larger groups will attract more enemies during combat, while some dangerous creatures may prefer targetting smaller group. Pick your risk with care.
-The Unknown Forest has a Map that uses a hex grid. Each Tile represents a location in the forest, and is adjacent to six neighboring Tiles/locations (except Tiles on the outer edges). Each Tile may be unique and has its own layout, inhabitants, perculiarities, etc.
-Tiles start out as unexplored, with the exception of the first Tile the players start on (the village itself). When a player or player group begins exploring an unexplored Tile, new events may occur, ranging from simple encounters like hostile groups and treasure, to complex sequences involving new characters and quests. When a Tile is fully explored, it becomes connected to the rest of the Tiles that have been explored.
-Exploring a tile take on average 1 day (1 turn). Every night the players rest, recovering 20 points or 20% of Fatigue decay - whichever higher. The players may move further into the forest or return to the village, the latter fully restoring Fatigue overnight. However, if a night attack happens, the recovery is reduced to 50 points or 50% of Fatigue decay.
-Explored tiles are mostly uneventful to travel through, but there is always chance of random encounter. For every adjacent unexplored tiles, the chance of encountering enemies increases. Planning the path to traverse is essential for safety.
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)
(https://cdn.discordapp.com/attachments/564858498882732052/687330476947537944/unknown.png)
Solving for test1 stats
Unfinished right now, Intelligence has : as an operation, unsure which term(s) I should omit
Strength/STR: 3
Agility/AGI: 1
Vitality/VIT: 1
Intelligence/INT: 1e-18:3000:1 [please explain what the : are for, I looked it up and they mean something omitted from a pattern, but do you omit what’s between them? Before them, or after them?)
Psyche/PSY: 2
Luck/LCK: 1