Post by Lucian on May 10, 2011 22:14:20 GMT -5
So I thought that this may be fun to do, and yes, it IS a long post…
The role-play will be updated EVERY week on Sunday.
If you do NOT want to read through all this technical stuff, skip down to the “Summary” section, but if you have questions, I’ll quote the piece of this information that pertains to it, otherwise I’ll just answer it normally if I didn’t address it in this post.
This role-play will rely heavily on the stats of characters and a random number generator. Each person gets to have 1 character at a time, unless they are of a summoner type, if you want to have a summoner character, look near the bottom to see the characteristics. I will now continue with the mechanics of this role-play.
First are the stats, they determine your character.
Health – the amount of damage your character can take
Magic – determines the number of times your character can use a magic or skill
Attack – Amount of physical damage your character will do
Defense – Amount of protection from physical damage
Magic Attack – A large factor in how much magical damage a skill or magic will deal
Magic Defense – Amount of protection from magical damage
Speed – Determines the order of character actions
Accuracy – Whether something misses or hits
Luck – Affects item quality, reward quality, critical hit chance, shop item quality
Vitality – Affects health growth
Knowledge – Affects magic growth
There are also “seeds” which will slightly increase one of the stats for all stats except Vitality and Knowledge.
Attributes; the details of attributes will be more known the longer the role-play lasts.
Skills:
There are 3 skill types; Active, Passive, and Auto.
Active: Must be used to take effect, has a certain cost.
Passive: Will be active at all times during battle except when your character is dead, no cost.
Auto: Will activate when conditions are met, may have a cost.
Each character can have 3 active abilities, 3 passive abilities, and 1 auto ability. However, you get to make your own skills. The first comes with the character you make, after that every 3 levels you can either upgrade a skill, or learn a new one. I’ll handle upgrades, and skills can be upgraded as many times as you want. All initial skills must be approved by me and I will suggest my changes to it to make it more suitable for being an initial skill if needed. Initial skill being a non-upgraded skill.
Summoner traits:
First, they can only pick 3 passive abilities, the 3 active abilities are; summon, which summons one of your captured creatures, swap, which switches one of the creatures in battle with a different creature of your choice, and return, which returns one of the creatures you summoned. Summon will require a cost, swapping will be half of that cost, and returning costs nothing, but will take a turn to use. You will also have the auto-ability of “Auto-summon” which automatically summons your initially placed creature for no cost.
In battle, either ONE of your creatures does an action, or you do, so the creature’s speed depends entirely on your summoner’s speed, however all other stats are individual. Also, summoned creatures cannot use items. To catch another creature, it must be compatible with you, and you must use a catching item(i.e. a pokeball). Compatibility exists for 4 types, Lawful, Neutral, Chaotic, or Pokémon. When you make a summon character, you must state what type you are compatible with.
Making a character:
You get to have 20 points to divide between; ATTACK, DEFENSE, MAGIC ATTACK, MAGIC DEFENSE, SPEED, ACCURACY, LUCK, VITALITY, and KNOWLEDGE. Stat growth of these 9 stats will be whatever number you put into the stat –1 to whatever you put into the stat - 4, where if you put ZERO, there is no stat growth, ONE will be randomized between 0 and 1 where you have a two/thirds chance of getting 0 every level, TWO will be between 0 and 1, THREE will be between 0 and 2 every level, FOUR will be between 0 and 3, and FIVE will be between 1 and 4 every level, etc…
Vitality is the ONLY stat that HAS to have at least 1 in it.
Initial HEALTH will be VITALITY times 5, while Initial MAGIC is KNOWEDGE times 3.
After selecting those initial stats, you may choose 5 seeds to give you character, which increase stats slightly. These will not affect stat growth.
Some example character base stats without seeds:
Wars
ATTACK: 4, G: 0-3
DEFENSE: 3, G: 0-2
MATTACK: 1, G: 0-1
MDEFENSE: 1, G: 0-1
SPEED: 2, G: 0-1
ACCURACY: 4, G: 0-3
LUCK: 2, G: 0-1
VITALITY: 3, G: 0-2
KNOWLEDGE: 0, G: 0
Ranu
ATTACK: 1, G: 0-1
DEFENSE: 1, G: 0-1
MATTACK: 1, G: 0-1
MDEFENSE: 1, G: 0-1
SPEED: 5, G: 1-4
ACCURACY: 4, G: 0-3
LUCK: 4, G: 0-3
VITALITY: 2, G: 0-1
KNOWLEDGE: 1, G: 0-1
For summoners, also make your first creature, distributing stats to everything BUT speed, making monsters naturally a little stronger than the summoners.
Some example skills to go with these characters;
Wars: Critical Strike; Does a critical hit.; costs 10% Max HP.
Ranu: Steal; Steals an item from an enemy, 10% chance of success; No Cost.
Now how battle mechanics work:
You have 5 options, Attack, Magic/Skill, Parry, Item, Flee.
Attack: Your physical attack, depending on equipment, it may target more than one enemy.
Magic/skill: Usage of one of your active abilities.
Parry: Makes damage received half of what it would be normally, but you don’t get to do anything BUT parry.
Item: Use an item you have, or equip an item.
Flee: Run away, the chances of running when you have higher speed is 2/3, when you have lower speed it is 1/3, and when they are equal, 1/2.
Note that pokemon are special in that they don’t have attack/parry commands that other creatures would. They instead get 4 active abilities based on what they would be in the pokemon game, in which the cost is 1 PP of the move, however they don’t get any passive abilities either, the auto-ability is the ability they have in the game.
Accuracy, it affects everything you do. The way it works: a random value between 0 and your accuracy stat will be found, if it is 0, you missed, or messed up the action, if it is any other integer value, it succeeds. The max accuracy one can have is 99.
The way criticals work: the chance your character making a critical attack is your LUCK divided by 100, where LUCK cannot exceed 50, criticals do 2 times the normal damage, or effect. Yes, you can have critical healing too, which heals double the health.
When you stats would normally get over the limit amounts, you are allowed to distribute the stats however you see fit to other stats, (i.e. if you have 50 luck and you gained 3, you can distribute 1 to attack, and 2 to vitality.)
Turn Order:
The person with the highest speed and initiative will go first. Initiative is a random integer from 0 to half of your speed, so initiative is different for each person. (i.e. Monster has 4 speed, but Character has 5 speed. Monster gets full initiative making his move speed 6, while character doesn’t get any initiative, thus it remains at 5, the Monster goes first.)
Status Effects:
Will explain these when they appear.
Game Style:
Here I will explain how the role-play works.
There are a few areas to explore in the “world”, more will be available later in the RP, but for now we are limited to the Next Town region. Inside the Next Town region you can go to 5 places.
Next Mall: A place that contains various shops:
Weapon Shop: This shop has low-grade equipment for weapons.
Armor Shop: This shop has low-grade equipment for armor.
Drugstore: This shop has low-grade consumables.
Next Works: A nice little computer store.
Next Gym: A place to work out.
Next Apartments: A place to rest and recover.
Next Cave: A place to explore.
You can choose to work in a place to gain some gold, which is dependant on Luck and another stat depending where you work.
Weapon Shop: Luck and Magic Attack.
Armor Shop: Defense and Luck.
Drugstore: Vitality and Luck.
Next Works: Knowledge and Luck.
Next Gym: Attack and Luck.
You can gain a little exp by working out in a gym.
You can recover health and magic by resting in the apartments.
Or you can go cave spelunking, which is the first dungeon.
Dungeon Mechanics:
The dungeons works very simply. You will be given randomly 2-4 doors that all lead to the same room, but have different intermediate rooms. These doors will lead to one of the following, a monster room, a treasure room, a shop, a room with nothing in it, or a boss room (which only happens at most once every 10 corridors, or during events).
A maximum of 4 people can enter a room at one time (unless more than 8 people join this), in which monsters don’t increase the count of people. After you pass through the event room, you reach the Action Stage, in which everyone is given a certain amount of Action Points (AP) in which they can do things. I will list various things about the room in which you can interact with the environment, like “There is a small pool of crystal clear water”, in which you COULD use an action point by taking a sip or storing it in a bottle (if you have one). It is during this stage that I will respond at the end of the day to any actions taken. Doing anything takes an action point, this includes using items or spells to heal yourself or others, and by doing certain actions you may unlock hidden passageways, or treasure, or even monsters.
Seeds:
Life Seed: raises you health
Mystic Nut: raises magic
Strength Seed: raises attack
Defense Seed: raises defense
Wisdom Seed: raises magic attack
Intellect Seed: raises magic defense
Agility Seed: raises speed
Focus Seed: raises accuracy
Luck Seed: raises luck
SUMMARY:
To make a character, split 20 points to attack, defense, magic attack, magic defense, speed, accuracy, luck, vitality, and knowledge. Then tell me which 5 seeds to give your character. After that say one ability you’ll have (look at the skills section), unless you’re a summoner type.
If you make a summoner type, declare what compatibility; Pokémon, Chaotic, Neutral, or Lawful, and make one monster. Monsters don’t have speed stat, but split 20 points among the other 8 selections.
You will get to make choices in the role-play, decide on one when prompted, things change on a weekly basis. Depending on what cycle it is on, you can do more things.
I will post an IC for the actual role-play next Sunday, if at least one person makes a character.
Please feel free to ask questions, I took some thought into making this, so I'd like to make things as clear as possible.
The role-play will be updated EVERY week on Sunday.
If you do NOT want to read through all this technical stuff, skip down to the “Summary” section, but if you have questions, I’ll quote the piece of this information that pertains to it, otherwise I’ll just answer it normally if I didn’t address it in this post.
This role-play will rely heavily on the stats of characters and a random number generator. Each person gets to have 1 character at a time, unless they are of a summoner type, if you want to have a summoner character, look near the bottom to see the characteristics. I will now continue with the mechanics of this role-play.
First are the stats, they determine your character.
Health – the amount of damage your character can take
Magic – determines the number of times your character can use a magic or skill
Attack – Amount of physical damage your character will do
Defense – Amount of protection from physical damage
Magic Attack – A large factor in how much magical damage a skill or magic will deal
Magic Defense – Amount of protection from magical damage
Speed – Determines the order of character actions
Accuracy – Whether something misses or hits
Luck – Affects item quality, reward quality, critical hit chance, shop item quality
Vitality – Affects health growth
Knowledge – Affects magic growth
There are also “seeds” which will slightly increase one of the stats for all stats except Vitality and Knowledge.
Attributes; the details of attributes will be more known the longer the role-play lasts.
Skills:
There are 3 skill types; Active, Passive, and Auto.
Active: Must be used to take effect, has a certain cost.
Passive: Will be active at all times during battle except when your character is dead, no cost.
Auto: Will activate when conditions are met, may have a cost.
Each character can have 3 active abilities, 3 passive abilities, and 1 auto ability. However, you get to make your own skills. The first comes with the character you make, after that every 3 levels you can either upgrade a skill, or learn a new one. I’ll handle upgrades, and skills can be upgraded as many times as you want. All initial skills must be approved by me and I will suggest my changes to it to make it more suitable for being an initial skill if needed. Initial skill being a non-upgraded skill.
Summoner traits:
First, they can only pick 3 passive abilities, the 3 active abilities are; summon, which summons one of your captured creatures, swap, which switches one of the creatures in battle with a different creature of your choice, and return, which returns one of the creatures you summoned. Summon will require a cost, swapping will be half of that cost, and returning costs nothing, but will take a turn to use. You will also have the auto-ability of “Auto-summon” which automatically summons your initially placed creature for no cost.
In battle, either ONE of your creatures does an action, or you do, so the creature’s speed depends entirely on your summoner’s speed, however all other stats are individual. Also, summoned creatures cannot use items. To catch another creature, it must be compatible with you, and you must use a catching item(i.e. a pokeball). Compatibility exists for 4 types, Lawful, Neutral, Chaotic, or Pokémon. When you make a summon character, you must state what type you are compatible with.
Making a character:
You get to have 20 points to divide between; ATTACK, DEFENSE, MAGIC ATTACK, MAGIC DEFENSE, SPEED, ACCURACY, LUCK, VITALITY, and KNOWLEDGE. Stat growth of these 9 stats will be whatever number you put into the stat –1 to whatever you put into the stat - 4, where if you put ZERO, there is no stat growth, ONE will be randomized between 0 and 1 where you have a two/thirds chance of getting 0 every level, TWO will be between 0 and 1, THREE will be between 0 and 2 every level, FOUR will be between 0 and 3, and FIVE will be between 1 and 4 every level, etc…
Vitality is the ONLY stat that HAS to have at least 1 in it.
Initial HEALTH will be VITALITY times 5, while Initial MAGIC is KNOWEDGE times 3.
After selecting those initial stats, you may choose 5 seeds to give you character, which increase stats slightly. These will not affect stat growth.
Some example character base stats without seeds:
Wars
ATTACK: 4, G: 0-3
DEFENSE: 3, G: 0-2
MATTACK: 1, G: 0-1
MDEFENSE: 1, G: 0-1
SPEED: 2, G: 0-1
ACCURACY: 4, G: 0-3
LUCK: 2, G: 0-1
VITALITY: 3, G: 0-2
KNOWLEDGE: 0, G: 0
Ranu
ATTACK: 1, G: 0-1
DEFENSE: 1, G: 0-1
MATTACK: 1, G: 0-1
MDEFENSE: 1, G: 0-1
SPEED: 5, G: 1-4
ACCURACY: 4, G: 0-3
LUCK: 4, G: 0-3
VITALITY: 2, G: 0-1
KNOWLEDGE: 1, G: 0-1
For summoners, also make your first creature, distributing stats to everything BUT speed, making monsters naturally a little stronger than the summoners.
Some example skills to go with these characters;
Wars: Critical Strike; Does a critical hit.; costs 10% Max HP.
Ranu: Steal; Steals an item from an enemy, 10% chance of success; No Cost.
Now how battle mechanics work:
You have 5 options, Attack, Magic/Skill, Parry, Item, Flee.
Attack: Your physical attack, depending on equipment, it may target more than one enemy.
Magic/skill: Usage of one of your active abilities.
Parry: Makes damage received half of what it would be normally, but you don’t get to do anything BUT parry.
Item: Use an item you have, or equip an item.
Flee: Run away, the chances of running when you have higher speed is 2/3, when you have lower speed it is 1/3, and when they are equal, 1/2.
Note that pokemon are special in that they don’t have attack/parry commands that other creatures would. They instead get 4 active abilities based on what they would be in the pokemon game, in which the cost is 1 PP of the move, however they don’t get any passive abilities either, the auto-ability is the ability they have in the game.
Accuracy, it affects everything you do. The way it works: a random value between 0 and your accuracy stat will be found, if it is 0, you missed, or messed up the action, if it is any other integer value, it succeeds. The max accuracy one can have is 99.
The way criticals work: the chance your character making a critical attack is your LUCK divided by 100, where LUCK cannot exceed 50, criticals do 2 times the normal damage, or effect. Yes, you can have critical healing too, which heals double the health.
When you stats would normally get over the limit amounts, you are allowed to distribute the stats however you see fit to other stats, (i.e. if you have 50 luck and you gained 3, you can distribute 1 to attack, and 2 to vitality.)
Turn Order:
The person with the highest speed and initiative will go first. Initiative is a random integer from 0 to half of your speed, so initiative is different for each person. (i.e. Monster has 4 speed, but Character has 5 speed. Monster gets full initiative making his move speed 6, while character doesn’t get any initiative, thus it remains at 5, the Monster goes first.)
Status Effects:
Will explain these when they appear.
Game Style:
Here I will explain how the role-play works.
There are a few areas to explore in the “world”, more will be available later in the RP, but for now we are limited to the Next Town region. Inside the Next Town region you can go to 5 places.
Next Mall: A place that contains various shops:
Weapon Shop: This shop has low-grade equipment for weapons.
Armor Shop: This shop has low-grade equipment for armor.
Drugstore: This shop has low-grade consumables.
Next Works: A nice little computer store.
Next Gym: A place to work out.
Next Apartments: A place to rest and recover.
Next Cave: A place to explore.
You can choose to work in a place to gain some gold, which is dependant on Luck and another stat depending where you work.
Weapon Shop: Luck and Magic Attack.
Armor Shop: Defense and Luck.
Drugstore: Vitality and Luck.
Next Works: Knowledge and Luck.
Next Gym: Attack and Luck.
You can gain a little exp by working out in a gym.
You can recover health and magic by resting in the apartments.
Or you can go cave spelunking, which is the first dungeon.
Dungeon Mechanics:
The dungeons works very simply. You will be given randomly 2-4 doors that all lead to the same room, but have different intermediate rooms. These doors will lead to one of the following, a monster room, a treasure room, a shop, a room with nothing in it, or a boss room (which only happens at most once every 10 corridors, or during events).
A maximum of 4 people can enter a room at one time (unless more than 8 people join this), in which monsters don’t increase the count of people. After you pass through the event room, you reach the Action Stage, in which everyone is given a certain amount of Action Points (AP) in which they can do things. I will list various things about the room in which you can interact with the environment, like “There is a small pool of crystal clear water”, in which you COULD use an action point by taking a sip or storing it in a bottle (if you have one). It is during this stage that I will respond at the end of the day to any actions taken. Doing anything takes an action point, this includes using items or spells to heal yourself or others, and by doing certain actions you may unlock hidden passageways, or treasure, or even monsters.
Seeds:
Life Seed: raises you health
Mystic Nut: raises magic
Strength Seed: raises attack
Defense Seed: raises defense
Wisdom Seed: raises magic attack
Intellect Seed: raises magic defense
Agility Seed: raises speed
Focus Seed: raises accuracy
Luck Seed: raises luck
SUMMARY:
To make a character, split 20 points to attack, defense, magic attack, magic defense, speed, accuracy, luck, vitality, and knowledge. Then tell me which 5 seeds to give your character. After that say one ability you’ll have (look at the skills section), unless you’re a summoner type.
If you make a summoner type, declare what compatibility; Pokémon, Chaotic, Neutral, or Lawful, and make one monster. Monsters don’t have speed stat, but split 20 points among the other 8 selections.
You will get to make choices in the role-play, decide on one when prompted, things change on a weekly basis. Depending on what cycle it is on, you can do more things.
I will post an IC for the actual role-play next Sunday, if at least one person makes a character.
Please feel free to ask questions, I took some thought into making this, so I'd like to make things as clear as possible.