I'm serious. Sorry. Warn me if I start listing the damage your character could do or heal.
Seriously.
Okay?
Good.
You sure?
Okay.
Enjoy.
Character Creation:
Heres an example character:
Exampleman, Lvl 1 Ogre Adventurer (Front)
HP: 10/10
XP: 0/100
AP: 500
Main Hand: Iron Spear (+7 Atk, 0 Hit, 0 Crt, 1h)
Off Hand: Shield (0 Def, 0 Res, 0 Avd, Can Block)
Armor: Light Cloak (0 Def, 0 Res, 0 Avd)
Amulet/Etc.: Amulet of Power (STR+1)
23 Atk | 130 Hit | 10 Crt
5 Def | 5 Res | 65 Avd | 5 CAvd
Spoiler: Inventory and Status
Items (0/7):
-Empty
-Empty
-Empty
-Empty
-Empty
-Empty
-Empty
-Gold: 300
Spellbook:
Runes [4/4]:
-Rune of Fireball [4/4]: Hits an enemy for [MAGx1.5] magic damage.
-Rune of Fireball [4/4]: Hits an enemy for [MAGx1.5] magic damage.
-Rune of Heal [5/5]: Heals an ally for [MAG] HP.
-Rune of Arcane Dart [2/2]: Hits an enemy for [MAG/2] magic damage, piercing Res.
Abilities:
-Blahability: Has a constant effect of blah. (? AP)
Skills:
-Blahpierce [Stat%Chance]: When activates, Exampleman's magic attack that turn pierces enemy Blah. (? AP)
-Blahstrongattack [Blah/Blah]: When used, Exampleman attacks with an attack that multiplies damage by blah. (? AP)
-Blahberserk [Penalty]: When used, Exampleman attacks with an attack that increases his Atk by Blah but decreases his hit by Blah.
Stats:
STR: 15+1
MAG: 15
SKL: 10
AGI: 5
DEF: 5
RES: 5
END: 5
WIL: 15
Script:
-Default, yo.
First of all, you have your name, race, class, and lvl. You start on level 1, your class is Bobmaster, your race is Bobman, and your name is Bob.
Naw, you can choose those things. Except your level... you know you want to, but don't.
Next, there's your HP, XP, and AP. Your HP is your stamina, your life points, whatever you want to call it. When you take damage, it plummets down, and when you get healed, it builds up. Once it hits 0, you need to rest or use a special spell/item to regain consciousness, so make sure you heal before, not after getting horribly pwned. XP is your experience points. It takes you 100 XP to level up. If you end up 3 or more levels below the highest leveled person in the group, you gain the "inexperienced" status, and you gain double exp for every battle. XP is gained from battle. AP are your ability points, which are spent on abilities and skills.
Each level, your HP increases by 10% of your current HP, as well as END/10 extra HP.
Next, there's your equipment. You get two slots for your main hand and off hand. You have to equip a weapon or at least have a slot open for attacking unarmed, just some method of attack. Each fist should have (+0 Atk, -0 Hit, +0 Crt) unless you decide to level it up through AP. You can have two weapon slots, and attack with both fists or two 1h weapons, but each one only uses 1/2 of your STR if you choose to do so, so be careful. You also gain one armor slot, where you can put in, well, armor. Your armor adds some DEF and RES, but subtracts from your avd (weight) Also, you gain an amulet/etc. slot, where you can put in random things like (STR+1 amulet) or (50% chance of resisting poison amulet) or (Recover END/10) HP each turn.
Keep in mind, your base hit is 100 and your base avd is 50.
Note: You can also have a shield in a weapon slot, which can block attacks based on your STR and SKL. We'll go over that later. A shield can also have a small def or res bonus at the cost of some avd.
We'll skip combat stats for now.
Next, theres items. Anything you can use, store, equip, buy, or sell, is probably an item. Everything is an item. You have 7 item slots. If an item can be stacked, it will look like this:
-Bronze Arrow [25/50] (0 Atk, 0 Hit, 0 Crt)
It can be stacked, since it has a [25/50], so 50 bronze arrows can be stacked into one item slot. This person has 25 arrows out of a possible 50. You also start with 300 gold. Gold is accumulated by the player, and each person has their own gold supply.
Your spellbook is next. You can carry an amount of spell runes depending on your WIL at a time. Spell runes are what used to be your normal AP'd spells. Instead of buying spells for AP, you can buy specially made runes from rune shops in towns that function like spells. The more powerful a rune is, the more it costs, and the less uses for it I'll allow. All runes depend on your MAG stat- all of them. If you're worried about having your own individual spells, make an ability that gives you bonuses with, say, healing or support spells.
Next, you have abilities. These are constant effects on your character, effects that will always be active unless specified otherwise in the ability itself. Then there's skills, which have a certain effect and activate at a specified time. Skills can have a % chance of activating when you do something. The % chance should be related to a stat. They can also have a set number of times they can be used before resting, or they can have unlimited uses but a penalty that fits the bonus for using the skill. Skills can be related to melee attacks as while as magic. The better chance a skill has of activating, the more AP it costs. All of these cost AP. You start with 500 AP.
Next, there's stats. You start with a minimum of 5 in each stat, and have 35 extra points to spread throughout your stats. No stat can exceed 15 at the beginning. Each level, each
STR: Your physical strength.
-For each point of strength you have, your physical attack goes up by 1.
MAG: Your magical power.
-This increases the power of all of your spells.
SKL: Your physical skill with attacks.
-For each point of skill you have, your physical hit% goes up by 3.
-For each point of skill you have, your physical critical% goes up by 1.
-You have a [SKL]% chance of blocking an attack when holding a shield.
AGI: Your physical agility, and how fast you move.
-For each point of agility you have, your avd% goes up by 3.
-For each point of agility you have, your critical avd% goes up by 1.
-In battle, people act in order of highest agility to lowest agility.
DEF: Your physical defense, how well protected you are against physical attacks.
-For each point of defense you have, your physical defense goes up by 1.
RES: Your magical defense, how well protected you are against magical attacks.
-For each point of resistance you have, your magical resistance goes up by 1.
END: Your physical endurance, how much punishment you can take.
-Your starting HP is 5+END. (Minimum starting HP being 10, because minimum endurance is 5.)
-You have a [END]% chance of resisting any status effect.
WIL: Your mental willpower, the strength of your will.
-The number of runes you can carry is equal to 1+[WIL/5].
-You have a [WIL]% chance of not using a spell use when you cast a spell.
These lead to:
Atk: Your physical attack with melee and unarmed attacks. Your attack with each weapon is [STR+Weapon Atk].
Hit: Your physical hit rate with melee and unarmed attacks. Your hit rate is [SKLx3+Weapon Hit+100].
Crt: Your critical hit rate with melee and unarmed attacks. Your crt rate is [SKL+Weapon Crt].
Def: Your physical defense against melee and unarmed attacks. Your defense is [DEF+Armor Def+Shield Def].
Res: Your magical resistance against spell attacks. Your resistance is [RES+Armor Res+Shield Res].
Avd: Your evasion. Your avoid is [AGIx3+50-Armor Avd Reduction-Shield Avd reduction].
CAvd: Your evasion against critical hits. Your critical avoid is [AGI].
Then there's your script, which is the action your character takes after each turn if you do not act. This can be as detailed as you want.
Gameplay Rules:
Each player may only have one character. Your characters can split up as you wish.
When you play, contribute to the story- don't be a lazy bum who posts "I do this" and "I attack blahguy" and "I use blahspell." Post in a way that actually contributes to the story, it maikes thingz moar interestingz. Have a personality, hate with a dark evil passion/dislike/be buds/y'know eyebrowwiggle and all that.
Be creative with your class, name, and race- there's few limitations here. Be a zombie if you want to.
If you want to say something out of character in the game thread, use olive text. When your character talks, use quotes ("Blah") and give yourself a speaking color.
When I post, I'll post a status table like this:
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HP: 25/25 XP: 0/100 | Ditto, Lvl 1 Cow Swordsman (Front)
Cow Ram: 2/2 Cow Slam: 3/3 Cow Stomp: 1/1
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HP: 10/10 XP: 0/100 | Moomoo, Lvl 1 Cow Mage (Middle)
Cow Supaspell: 5/5 Cow Megaspell: 2/2 Cow Whammyspell: 1/1
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HP: 15/15 XP: 0/100 | Blah, Lvl 1 Cow Healer (Back)
Cow Curespell: 4/4 | Cow Healspell: 2/2 Divine Moo: 1/1
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This table shows each characters name, level, race, class, row, HP, and XP, as well as up to three skills that require uses listed afterward that you can ask me to put up there, which will show you how many uses they have.
Combat:
In combat, you can take one important action at a time. Things like changing rows, talking, giving and taking items, and moving around don't count, but attacking, item using, and spells do. People act in order of high AGI to low AGI, so if your AGI is low and you act, it won't show until the end of the turn.
There are three rows you can choose- Front, Middle, and Back. People in the front can attack with anything, but are attackable by anyone. People in the middle can only attack with ranged attacks and spells, and be attacked by them. People in the back can only be attacked by ranged attacks and spells, and they suffer a 30% hit penalty when aimed at you, but attacks going out also suffer a 30% hit penalty, and you can only attack with ranged attacks and spells. If you get attacked from the back, Back becomes front and front becomes back. You cannot change directly from front to back and vice versa, you have to go through middle. Middle can only exist with a front, and back can only exist with a middle.
You can escape if a battle isn't going well. Each player has a [100-Damage Taken]% chance of escaping from battle, minus another 50% if they try and bring an unconscious or unable to act party member with them. You can't always escape!
There are a lot of ways to kill enemies- use your head, figuratively or literally if it's part of your strategy.
You can write a default battle script for when you don't act if you want. Make it as simple or complicated as you want- if something isn't covered in it, though, you'll just do nothing. Script carefully!
I think that's it for rules. If something isn't covered, just ask.
Story:
The country of Ilirea is in sad times. After losing a great war to a powerful nation with ambitious intentions, your country lies under harsh rule from soldiers who care little about your country and what happens to it in it's future. Bandits tyrannize the townsfolk, ignored by the patrolling soldiers of the country of Nagven. Poverty faces everyone, with all the houses ransacked and raided. The soldiers will not allow the country to recover from the deep wound inflicted upon the country. If this goes on, the country will soon die. But- will it go on?
In the city of Roswerth is where the flames of rebellion are first lit. After a massacre in the streets by a band of drunken soldiers, the civilians have had enough, and fights between local militia and patrolling soldiers are flaring up from years of abuse and mistreatment. You have your own reasons to support the rebellion, and you intend to do everything you can to help it succeed. What will you do to save Ilirea from destruction?
Well, have fun!