"according to the legend, several heroes travel betwen dimensions, in order to discover what is behind the evil that will come one day. However, such heroes live in distinct places. How will the fate of such different stories match?"
System
special points: show
In this RPG, there are some variety in stats and terms that you will need to look out for. Here are some of the basic values:
MP
Magical points may determine the extent of your char.'s magical powers you can use according to the number points you have. If you're character revolves around magic, you will want more MP. Slowly regenerates every round in combat by 5%, does not regenerate out of combat.
SP
Stamina points may determine how often your character can use his/her special moves and/or skills related to combat. Like MP, SP regenerates by 5% a round in combat and does not regenerate out of combat.
GP
Gold Points are used to buy items, and are acquired when you defeat a enemy, or after a given event. Think of it as currency.
EXP
The experience points are acquired after winning a battle. They will increase your status and after getting more of them they will make your level increase. When your level increases you gain stats, and could potentially learn new moves.
MP
Magical points may determine the extent of your char.'s magical powers you can use according to the number points you have. If you're character revolves around magic, you will want more MP. Slowly regenerates every round in combat by 5%, does not regenerate out of combat.
SP
Stamina points may determine how often your character can use his/her special moves and/or skills related to combat. Like MP, SP regenerates by 5% a round in combat and does not regenerate out of combat.
GP
Gold Points are used to buy items, and are acquired when you defeat a enemy, or after a given event. Think of it as currency.
EXP
The experience points are acquired after winning a battle. They will increase your status and after getting more of them they will make your level increase. When your level increases you gain stats, and could potentially learn new moves.
The battle: show
The battle system will be based in Final Fantasy 3-6, where there's your turn and the enemy's turn. You will win the battle when the enemy's HP reaches 0. After defeating the enemy, you will win experience and increase your level. You can use the following commands in battle:
Attack:
Attacks the enemy with the equipped weapon or selected move. Default attack is Combo (see below in Combat Skills).
Defend:
Defends from enemy's attack, making the damage halved.
Flee:
Runs away from the battle, without any extra EXP or items dropped by the enemy. Don't work in boss battle.
Skill/Magic: Use any skill, special move, or magic that you have.
Row:
Change to the front, middle, or back row. In the front row you have no bonuses. In the back row your Defense and chance of dodging is increased by 20%, but Attack is lowered by a base of 20%. The Front row is by default where players start. Some skills can end you up on the Enemy Front/Back Row. Certain battles or arenas may change the row system entirely and will rely on a map of the arena as opposed to row position. This may also affect skills, items, and magic with splash damage.
Item:
Use any item allowed in battle in your inventory.
Interact:
Interact with the battleground and other objects that can be interacted in some way (i.e. picking up a rock and chucking it as opposed to getting up close and attacking normally).
Scan:
Look at all the enemies stats and add them to the bestiary. Can only be used with the scouter equipped.
There's also the team battle special moves, that works like the normal battle system, but with some differences:
Attack combination:
If one or more people of the party member has the same skill as you, you can use this to perform a stronger one. Alternatively two or more people can improvise techniques and attacks that compliment one another, albeit it will use all character's turns that are involved. Does not work with Combo.
Power combo:
Combine the two powers/magics to create a new one with generally buffed effects.
Total protection:
Can only be used when a partner is at 1 HP. Use this to take damage instead of the dying ally take it. works better with shields.
Attack:
Attacks the enemy with the equipped weapon or selected move. Default attack is Combo (see below in Combat Skills).
Defend:
Defends from enemy's attack, making the damage halved.
Flee:
Runs away from the battle, without any extra EXP or items dropped by the enemy. Don't work in boss battle.
Skill/Magic: Use any skill, special move, or magic that you have.
Row:
Change to the front, middle, or back row. In the front row you have no bonuses. In the back row your Defense and chance of dodging is increased by 20%, but Attack is lowered by a base of 20%. The Front row is by default where players start. Some skills can end you up on the Enemy Front/Back Row. Certain battles or arenas may change the row system entirely and will rely on a map of the arena as opposed to row position. This may also affect skills, items, and magic with splash damage.
Item:
Use any item allowed in battle in your inventory.
Interact:
Interact with the battleground and other objects that can be interacted in some way (i.e. picking up a rock and chucking it as opposed to getting up close and attacking normally).
Scan:
Look at all the enemies stats and add them to the bestiary. Can only be used with the scouter equipped.
There's also the team battle special moves, that works like the normal battle system, but with some differences:
Attack combination:
If one or more people of the party member has the same skill as you, you can use this to perform a stronger one. Alternatively two or more people can improvise techniques and attacks that compliment one another, albeit it will use all character's turns that are involved. Does not work with Combo.
Power combo:
Combine the two powers/magics to create a new one with generally buffed effects.
Total protection:
Can only be used when a partner is at 1 HP. Use this to take damage instead of the dying ally take it. works better with shields.
Level up and Stat Explanations: show
The classic level up. after getting enough experience, you can increase your level and your status may go up too. After some levels, you will learn more magics and more combos. Here are some status that may go up:
HP: The old and classic Health points. The more you have, the longer you can stay alive. If your HP reaches 0, your character is knocked out cold. If the entire party reaches 0 HP, it's Game Over.
Strength: The offensive power of your character. More points in Strength means more damage dealt to the enemy with physical-contact moves.
Magic: The magical properties of your character. More points in Magic means more effective spells and increased healing effects from potion-type health restores.
Defense: The bulkiness of your character. More points in Defense means more resistance to an enemy's attack, both Magically and Physically. Also contributes to fortitude against status ailments.
Speed: The nimbleness of your character. More points in Speed means faster initiative in combat and faster movement out of combat. Somewhat, but not all the way applies to potentially dodging enemy attacks.
Skill: The dexterity and technique of your character. More points in Skill means easier critical hits and better accuracy of your weapon. This applies more to ranged weapons.
When you level up, you'll have some customize-able points to distribute between your character's stats. You're generally given 5 at a time per Level-Up. You can also upgrade MP and SP, respectively. When upgrading HP, MP, or SP they are increased by 2 as opposed to 1.
HP: The old and classic Health points. The more you have, the longer you can stay alive. If your HP reaches 0, your character is knocked out cold. If the entire party reaches 0 HP, it's Game Over.
Strength: The offensive power of your character. More points in Strength means more damage dealt to the enemy with physical-contact moves.
Magic: The magical properties of your character. More points in Magic means more effective spells and increased healing effects from potion-type health restores.
Defense: The bulkiness of your character. More points in Defense means more resistance to an enemy's attack, both Magically and Physically. Also contributes to fortitude against status ailments.
Speed: The nimbleness of your character. More points in Speed means faster initiative in combat and faster movement out of combat. Somewhat, but not all the way applies to potentially dodging enemy attacks.
Skill: The dexterity and technique of your character. More points in Skill means easier critical hits and better accuracy of your weapon. This applies more to ranged weapons.
When you level up, you'll have some customize-able points to distribute between your character's stats. You're generally given 5 at a time per Level-Up. You can also upgrade MP and SP, respectively. When upgrading HP, MP, or SP they are increased by 2 as opposed to 1.
Character Template: show
When creating a character, all characters start with 10 base HP. Assuming you're starting at Level 1, distribute 40 customizeable points among the stats of your character.
Name:
Background:
HP: 10/10
MP:
SP:
Strength:
Magic:
Defense:
Speed:
Skill:
Starting Skills:
Items:
Weapons:
Name:
Background:
HP: 10/10
MP:
SP:
Strength:
Magic:
Defense:
Speed:
Skill:
Starting Skills:
Items:
Weapons:
Magics and Combat Skills: show
You will acquire them after some levels, or you can buy magic spells in magic shops. There are some that may cost more, but will be more effective. Each magic will cost an different amount of gold, but they will always have different effects. There's a list of them and their description in the second post. Combat Skills can only be acquired through leveling, training, or if some chance throughout the adventure they learn it through battle (like how Zangief in Street Fighter learned his signature Suplex by pile-driving a bear in a tornado).
Every 5 levels that your character grows they can expand the amount of magics and powers they can use by 1. The starting amount is 7.
Every 5 levels that your character grows they can expand the amount of magics and powers they can use by 1. The starting amount is 7.
Out of Combat rolls: show
There may be some instances where luck may have to be involved with out-of-combat situations. These will not apply to every situation, but there are some instances where pure instinct as a GM can only do so much. So in that case I will be using a D10 for out of combat situations.
Whoa whoa whoa, GAME OVER?: show
Yup! If a party of 1-# amount of player-based characters are knocked out, or if special out of combat conditions are met, it is Game Over. But don't worry! Game Overs in Harmless's RP's are generally lenient. They do not result in permanent deaths of characters or any of that. Instead you just lose 10% of each individual's moneys that were involved in the Game Over and you restart at the nearest and safest location. Memories of what occurred up to the Game Over are not carried to your character.
- No godmodding, controlling other people characters etc.
- If you need to add something that is out of character, write them in {these brackets}, [these brackets], or (parenthesis).
- Be nice to the other players.*
- Be original, don't copy other people characters.
- Logically, all the other forums rules still count here, this includes flaming, spamming, and double-posting.*
*Breaking these rules more than 5 times will result in having your story canceled, and your posts in this RPG are going to be ignored.