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Posted: Fri Jan 29, 2010 3:05 pm
Stats When you first open your journal, you will see your pet's cert, and then a string of abbreviations followed by numbers. These are your statistics, or stats for short.
The HP (hit point) is not listed as part of the stats because it's a set number: Your pet's HP is determined by the formula: 100*lv. So, if you are a lv. 1 pet you'd have 100 hp... so forth.
Abbreviations un-abbreviated OFF - Offense DEF - Defense INT - Intelligence LUK - Luck
Offense alone stands for your raw physical power and aggression; defense stands for your ability to ward off attacks. Intelligence adds a magical twist as it gives your pet access to magical skills that are capable of greater damage than physical attacks alone. Luck determines your chance of winning in a battle against a wild soul. For more information, look at the post on the battle system.
Do realize that you only receive 10 stat points to distribute per stage, so you have to figure out what kind of character you want and what kind of skills you want them to develop. Once you finalize the #'s, post them here.
Items will be sold in the in-store shop to allow redistribution of stat points as well as buffering stats.
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Posted: Fri Jan 29, 2010 3:07 pm
Skills These are just general guidelines for attacks that you can have - feel free to come up with names for the moves but be sure to label their category, level, and damage # after.
PHYSICAL ATTACKS
Lv. 1 – Un-armed attacks [tackle, claw, etc.] Available when: ATK > 0 DMG per ATK pt: 5 Lv. 2 – Armed Attack [hack, slash, etc.] Available when: ATK > 10 DMG per ATK pt: 10 Lv. 3 – Special Move [-insert fancy attack name] Available when: ATK > 20 DMG per ATK pt: 15
DEFENSE MOVES
lv. 1 – basic protection Available when DEF> 0 DMG reduced per DEF pt: 5 lv. 2 – Armed Stance DMG reduced per DEF pt: 10 Available when DEF > 10 lv. 3 – Special Move Available when DEF > 20 DMG reduced per DEF pt: 15
OFFENSIVE MAGIC
lv. 1 – Basic Spell [fireball, gust, etc.] Available when: INT > 5, OFF > 5, LV > 1 DMG: 5 pt. per INT lv. 2 – Int. Spell [Fireball [but bigger? Lol]] Availabe when: INT> 10, OFF>10 DMG: 10 pt. per INT lv. 3: Adv. Spell [METEORS] Available when: INT>20, OFF>10 DMG: 15pt per INT + 2 pt per OFF
DEFENSIVE MAGIC
lv. 1 – basic defense [fire chain] Available when: INT>5, DEF>5, LV>1 DMG removed: 5 pt/INT [fire wall] lv. 2 – intermediate defensive spell Available when: INT>10, DEF > 10 DMG removed: 10pt/INT lv. 3 – advanced defensive spell [fire cage] Available when: INT>20, DEF>10 DMG removed: 15pt/INT + 2 pt per DEF
Advanced spells can be only used every other post. Please bear that in mind. Some spells can be used interchangeably, but note that to do so you have to reach the stat requirement. Unless under the effect of a buff potion, lv.3 advanced spells are impossible to use interchangeably as the stat requirement requires you to have at least 21 INT and 11 DEF [leaving only 8 points for OFF].
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Posted: Fri Jan 29, 2010 3:14 pm
Battling - Hunting "Luck Hunt System" Due to the number of times you are required to hunt, the hunt-battle system is completely luck based.
A Gaian would pick one of the creatures available for hunting that is within their level range from the Bestiary and form an RP with it. Within the first post they would have to make a list, which could look something like this for each Cor involved in the Hunt -
Cor: Level: Hunting:
And then they would roll 1 100-sided die to see if they succeeded or not. The higher the level of the Cor, the greater their chances of success. So, for example for the Cor that is just starting out with a luck of 1 it might look like this:
1-90 Failure 91-100 Success
Multiple Cors hunting in the same party would be able to combine their luck together for the roll.
For example, take the same lv. 1 Cor with a luck of 1 but put him together with a companion who has a lucky of three, we would have a situation that looks like this:
1-60 Failure 61-100 Success
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Posted: Fri Jan 29, 2010 3:24 pm
Battling - Cors In the first post, there would be an introductory post where the Cor enters the area where the battle will take place. It can be any sort of entry, simply walking around, etc. Also to be included in this post is their "character profile" which would include the Cor's levels, element type, "hit points" or life, and any other information that is pertinent to the battle. (Such as attacks and how much they cost the Cor/how much damage is dealt by them.)
A sample skeleton is like this: --- Cor Name: Ciaran Level: One Element: Fire Life: 100/100 Stats: ATK DEF MAG Inventory: (Would include buffs, healing potions, and etc.)
(After the introductory post you can simply post the HP of your Cor.)
The players will roll 3 100-sided dice for the rolls. Die 1 - Attack Accuracy Die 2 - Attack Damage Die 3 - Defense against next attack
For each level the degrees of accuracy, damage, and defense will be different. So for example the higher your level, the higher your chances of high level accuracy, higher damage, and better defense against the other Cor.
Note: For the sake of simplicity at this point all percentages are for a level one Cor who is just starting out within Thareon.
Die 1 - 1-50: Miss 51-100: Hit
Die 2 - 1-35: 10% Damage 36-55: 25% Damage 56-75: 50% Damage 76-90: 75% Damage 91-100: 100% Damage
Die 3 - 1-35: 10% Defense 36-55: 25% Defense 56-75: 50% Defense 76-90: 75% Defense 91-100: 100% Defense
The % applies to the number that would calculated from your skill level.
For example, if you are a level one Cor with 6 offense, 2 offense, and 2 intelligence. You decide to attack with a physical un-armed attack. The three dies result are Die1: 75, Die2: 40, Die3: 55.
Your attack will hit its mark, but it will only do 1/4 of the damage it should do [6*5/4=7.45] dmg and you are guarded against the next attack but your defense only operate at 50%, sparing you against [2*5/2=5] dmg.
For easy access, list the damages ahead of time in your journal.
Note: If 100 is rolled for any of the three dice, there are special effects [so to speak] that can be triggered.
100 Accuracy = Double attack! Multiply your damage by 2. 100 Offense = K.O. hit! Multiply your damage by 1.5. 100 Defense = Ultimate defense! Multiply your defense by 1.5.
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