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 Nature's Vigilance - Technical Details

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Shiroi-Ka
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Shiroi-Ka


Male Posts : 722
Join date : 2009-08-13
Age : 34
Location : 4 inches left of the center of the multiverse.

Nature's Vigilance - Technical Details Empty
PostSubject: Nature's Vigilance - Technical Details   Nature's Vigilance - Technical Details EmptySun Aug 23, 2009 12:46 pm

FINAL CUT!!! I'm going to go all out and produce an RPG with a massive world, an enormous plot, and a huge range of elements that will leave us with vivid fights, extreme tension, and a beautiful world to roleplay in. To do this, I'm incorporating an old system of mine which I developed for a computer game. We'll be simplifying this, letting you use it as a guideline to character progression rather than a hard and fast system. This will NOT be a lot of math equations and all that, I would like you to keep up with roughly how you'll be distributing your stats and what equipment you have on you, but I won't be strict about exact figures.
I'll explain this all later, but for now I've got to paste and run. ^^
Formatting may not be beautiful, I'll fix it later. In the meantime, could anyone point out any obvious flaws?

EDIT: Sorry for the triple post, it makes it all group together better and the system said it was too long to be in one post. Razz /EDIT
EDIT2: I struck the first bit, and now I'm explaining what this thread was made for. ^^
I'd like to introduce my battle system. This will encompass all aspects of battle, from magic to skills, to physical attacks to who goes at what time. I'm slowly adding stuff to it, but I'm bound to miss or forget something. As such, I'd like you all to throw in suggestions, pointers, or comments of any kind. ^^

Character Data Sheet
Name:
Age:
Appearance:
Personality:
History:
Stats:
Starting Equipment:
Skills:
Pet:
Drive:
Please remember to spend all of your start up stat points. Points not distributed may be used later where needed, but will not count towards original stat point calculations when leveling.
Please describe skills, pet, and drive in detail, but remember this is not a place for God modding. Please ensure that the game remains balanced, while leaving you room to create a unique and vivid character. Be sure to follow all forum rules when producing your Data Sheet.

Stats
Strength :INCREASES PHYSICAL DAMAGE
Speed :INCREASES THE NUMBER OF TURNS YOU GET IN BATTLE
Agility :CHANCE TO COUNTER OR BE COUNTERED
Intelligence :INCREASES OFFENSIVE MAGIC POTENCY
Willpower :INCREASES HEALING SPELL POTENCY
Defense :REDUCES DAMAGE FROM PHYSICAL ATTACKS
Vitality :INCREASES THE AMOUNT OF DAMAGE THAT CAN BE TAKEN
Mana :INCREASES NUMBER OF SPELLS THAT CAN BE CASTED
Magic Defense :REDUCES DAMAGE FROM MAGIC BASED ATTACKS
Evade :CHANCE TO DODGE ATTACK, OR TO ESCAPE FROM BATTLE
Accuracy :CHANCE TO HIT WITH ANY ATTACK, MAGICAL OR PHYSICAL

500 will be the maximum for any stat.
All stats are subject to use as requirements for particular equipment, spells, or techniques.
All stats are subject to temporary effects from spells, curses, equipment or items.
There is no luck stat. Luck is based on real life chance, and all odds are subject to manipulation by level and by stats. Some equipment may also adjust odds of certain occurrences, such as increasing the chance to find gems in a chest by a certain percentage.

The Speed stat, which is used to determine the order of turns in combat, works as follows.
An ATB gauge with a max of 500 is set to 0 for each character. At the beginning of combat, each character's ATB gauge will increase by Speed X Status. Stop will not affect the ATB gauge, but will prevent a character from taking his/her turn when the gauge is filled. Slow will reduce speed by 1/2, and will be rounded up. Haste will double speed, or raise it to 500 if speed is greater than 250. The order that the gauges will be filled in will be based on which combatant has the highest speed before Status is applied. Each combatant will receive one ATB gauge boost in order from greatest to least speed, and then the cycle will start over. This cycle will be repeated until one character has reached a full ATB gauge. That character will then be the next to receive a turn, regardless of whether any other characters have been able to fill an ATB gauge and take a turn since the character's last effective turn. All characters will receive at least ONE ATB gauge point each round, to prevent players with 0 speed on the first level from not being able to move.

All stats increase by a set amount, then you may spend your additional stat points.
Leveling will allow access to skills, which may be increased with skill points. 1 skill point is designated per level.
Skills may only be used once each per battle.
All characters have a Drive attack, a unique and potent move that can greatly alter the flow of battle, but when used it will not be available until five battles have been completed. The battle the move is used in does not count. The move may be used again in the fifth battle.
When forming a new character, you obtain 55 stat points to divide as you wish among your eleven stats.
Each level the character progresses up to level 30 you will gain 10% of your original stats, rounded up, +1.
At levels 30-70 you gain 20% of your original stats, rounded up, +2.
At levels 70-99 you gain 30% of your original stats, rounded up, +3.
Each level the character increases you get 3 optional stat points to place where you need them.
If you decide to move in a direction other than the one dictated by your original stats, please PM me to work something out. I understand that nobody wants to stay the same character forever, but any changes must be gradual shifts explained IC by a change in the training and mindset of the character involved. Above all, I need to keep the character balanced throughout the process.

Experience is granted not only by battle, but by battle length and difficulty. Even a weak opponent, fought for long enough, can teach you something new.
I have decided that if this becomes an RP, I'll determine the levels of characters at whim to simplify the whole thing. Sorry, it's just far more convenient that way. If, on the other hand, this becomes a full-fledged RPG... I'll determine experience by how far outside your own level the enemy is. +1 for 5 levels weaker, +2 for 4 levels weaker, up to +6 for the same level, and as much as +11 for five levels higher than you. If it's greater than 5 levels outside your range, it's either too weak to gain anything from or too strong to really learn anything from fighting. At that power difference, your just relying on luck so you don't get any stronger or smarter. Razz
I might change this eventually, but for now I don't want to post a full enemy list and calculate the exact experience each and every enemy would give. That's just boring.

This is a model of the growth of a character with perfectly balanced stats. The figures represented are based on even distribution of skill points at the creation of the character, and do not include the three optional points per level in the numbers themselves until the final figure at level 99. They do not reflect items, equipment, or any other external factors.
Level 1 + 55 options pre-calculated as 5 to each stat.
5
7
9
11
13
15
17
19
21
23
Level 11 +30 options
25
27
29
31
33
35
37
39
41
43
Level 21 +60 options
45
47
49
51
53
55
57
59
61
63
Level 31 +90 options
67
71
75
79
83
87
91
95
99
103
Level 41 +120 options
107
111
115
119
123
127
131
135
139
143
Level 51 +150 options
147
151
155
159
163
167
171
175
179
183
Level 61 +180 options
187
191
195
199
203
207
211
215
219
223
Level 71 +210 options
228
233
238
243
248
253
258
263
268
273
Level 81 +240 options
278
283
288
293
298
303
308
313
318
323
Level 91 +270 options
328
333
338
343
348
353
358
363
Level 99 +300 options
368 + ~27 options per stat = 395

As there will be no set classes, all characters will have access to any item or ability in the game, save for the drives and unique skills of other players. Stat levels will determine which items you may use to full effect. Some bonuses may not be available until requirements are met.
Spells available will be based on character level, but effectiveness will be controlled by Int/Will and the corresponding gem.

~~~~~~~~~~~~~~~~~~

Pets may be of any form, within reason. For example, an ant would not make a good pet. A dragon would make too good a pet. A dog, bird, snake, et cetera is much more likely to fit the stat range of the pet. Pets will be between 20% and 40% of your strength, so anything that's never even close to 20% as strong as a human or is always at least half as strong as a human will not be considered without extremely good reason.
Pets will always have a predetermined percentage of the players current stats (before equipment bonuses, spells and curses are applied).
Pets are subject to equipment, spell, item, and curse stat changes.
Pets can be used to increase damage dealt to a single target, attack targets on their own, or be used for a variety of advanced tactics.
Pets can be communicated with by their partner at any distance, but can't always communicate with other players effectively.
Pets will occasionally level up to improve the percentage of the players current stat that they receive.
Certain skills such as Drive techniques can only be used with the aid of your pet.

Pets will be given stats as follows.
Levels 1-30
You will be given 220 points to distribute as you wish. Each point will be worth 1%. You may determine to give your pet 20% of each of your stats, or you may distribute the stats unevenly. This is up to you, but ultimately your pet will be approximately 1/5 your strength.
Levels 30-70
You will receive an additional 110 points to distribute. You may choose to better balance your pet's stats, or to further specialize your pet. Either way, it will have approximately 30% of your stats.
Levels 70-99
You will receive a final 110 points. This is your last chance to determine the strengths and weaknesses of your pet. Spend them wisely to give your pet the best possible tools to help you when you need it most!

Pets will have unique 'Advanced Battle Tactics'. These tactics will often be based on the type of animal you pick, but some tactics are standard for any pet. Tactics such as 'Identify' will be used by any pet with keen senses, and they will be able to tell you about an opponent by observing them. 'Surround' will send your pet to the other side of the opponent, making it hard for you to cast spells or throw items to them but allowing them to distract the opponent and lower their defense while attacking. Your pet can be used to send messages to other players, to search for items, to aid you in battle, and so much more. If you can think of a skill for your pet to use, I'll be glad to find a way to make it a useful, balanced ability that you can apply in the game.


Last edited by Shiroi-Ka on Thu May 27, 2010 4:59 pm; edited 6 times in total
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Nature's Vigilance - Technical Details Empty
PostSubject: Re: Nature's Vigilance - Technical Details   Nature's Vigilance - Technical Details EmptySun Aug 23, 2009 12:46 pm

Gems
Magical attacks will be improved or decreased by a percentage based on Gems available. All spells must have a corresponding elemental Gem to function.
Gems come in all 8 elements, and vary in effectiveness. Some may include stat bonuses or other effects.
Gems obtain experience and grow more powerful. All Gems start at the lowest level and increase through use. Gems may be found from battle or chests, but only a starter fragment gem may be raised to Legendary level. No gem will ever be found or grow beyond Massive aside from the starter gem you choose. Gems may be used to add elemental damage to a weapon. The damage listed next to a gem will be the amount added to a physical attack when chosen. Gem elemental damage is considered physical unless otherwise stated, or used to modify a Tome. Aside from the first Gem you receive, Gems are used as the currency of the game.

Fragment - Weakest - Never has any additional effects.
Shard - Sub-par - Never has any additional effects.
Chipped - Not very strong - Rarely contains minor effects.
Flawed - Passable - May include minor alterations.
Gem - Decent - Has a reasonable chance of additional functions, usually not very powerful.
Quality - A nice gem - Almost always has a weak additional effect, sometimes includes powerful bonuses.
Surpassing - Very high quality gem - Always has an additional effect, sometimes powerful.
Perfect - Clearly powerful gem - Always has an additional effect, usually quite powerful.
Massive - Incredibly powerful gem - Always has a unique and very potent effect.
Legendary - Only one of each element exists - Unique and potent effect will carry over to affect party members at 50% strength as well.

While some magic may become available because of level, it cannot be cast using gems below the required level.

Elements are
Darkness
Light
Fire
Ice
Water
Lightning
Earth
Wind

Magic List
Element 1 - Level 3
Fire
Blizzard
Water
Thunder
Earth
Aero
Sol
Dark
Level 1 Elements can only hit one target unless modified. An intelligence of 13 is required to optimize these spell's powers. Elemental magic always relies on the identical elemental Gem.

White 1 - Level 5
Heal Poison
Heal Vision
Heal Paralyze
Heal Sleep
Cure
Level 1 Cure spells require a willpower of 18 to use to full effect. Willpower that does not reach 18 has a 75% chance to eliminate status effects with Heal Status spells.
Cure uses a Light Elemental Gem. Heal Poison requires Light and Earth Gems. Heal Vision requires Light and Dark Gems. Heal Paralyze requires Light and Thunder Gems. Heal Sleep requires Light and Air Gems. Heal spells from White 1 magic division may only affect one target unless affected by something else.

Status 1 - Level 8
Poison
Sleep
Level 1 Status spells require a Willpower and Intelligence of 19 each. If you do not meet either requirement, the success rate is halved. Meeting one requirement will give a 75% success rate, and meeting both will yield optimal chance to inflict the status effect.
Poison requires Darkness and Earth Gems. Sleep requires Darkness and Air Gems. Spells from the Status 1 magic division may target multiple opponents, but this will reduce the chance to affect the targets.

Time and Gravity 1 - Level 12
Haste
Gravity
Gravity rips 1/4 of the remaining HP, rounded down.
Time and Gravity Level 1 requires a combined 54 Int and Willpower. If Int+Will>40 but less than 54, success rate is 75% for Haste, and Gravity deals half the normal damage. If Int+Will<40 Gravity will not function, and Haste has a 1/2 success rate.
Haste requires Thunder and Air Gems. Gravity requires Earth and Dark Gems. Haste and Gravity may only affect one target unless otherwise affected.

Element 2 - Level 16
Fira
Blizzara
Thundara
Watera
Earthara
Aerora
Solra
Darkra
Level 2 Elements can only hit up to two targets unless modified. When hitting two targets, damage is reduced to 60% each. One target may be selected, additional targets will be chosen at random.
Element Level 2 magic requires an Intelligence of 42. If you do not meet the requirements, damage is reduced by 50%. To enable the selection of multiple targets, you must have a Willpower of at least 30.
Elemental magic requires the identical Gem. Elemental Level 2 magic requires a Gem quality of Chipped or higher.

White 2 -Level 20
Cura
Resist
Reduces chance of receiving status impairments.
Reflect
Redirects all incoming spells randomly among friends and foes alike.
Barrier
Shell
Regen
White magic Level 2 requires a willpower of 55. Less than 55 willpower will reduce effectiveness by 50% for Cura, Resist, Barrier, Shell, and Regen. Reflect will have a 50% chance to cast. To cast Shell, Barrier, or Reflect on a party member other than yourself requires an Intelligence of at least 40.
Cura and Regen require a Light Gem. Resist requires Light and Fire Gems. Reflect requires Light and Ice Gems. Shell and Barrier require at least three Gems each, but Gems may be of any element.
White Level 2 requires Gems of Chipped quality or higher. Resist, Reflect, Barrier, Shell, and Regen will only affect one target unless otherwise altered. Cura may be cast on up to two opponents, at reduced effectiveness.

Status 2 - Level 22
Paralyze
Blind
Paralyze requires Thunder and Ice Gems. Blind requires a Dark Gem.
Status Level 2 requires Gems of Chipped quality or higher.
Level 2 Status spells require a Willpower and Intelligence of 60 each. If you do not meet either requirement, the success rate is halved. Meeting one requirement will give a 75% success rate, and meeting both will yield optimal chance to inflict the status effect. Status 2 magic division may attack multiple opponents, but doing so will reduce the chance to affect the targets.

Time and Gravity 2 - Level 26
Slow
Stop
Gravira
Gravira rips 1/2 of the remaining HP, rounded down.
Slow and Stop require three Gems, but Ice is the only required element. The other two Gems may be of any element. Gravira requires Earth and Darkness Gems.
Time and Gravity Level 2 require Gems of Chipped quality or higher.
Time and Gravity Level 1 requires a combined 85 Int and Willpower. If Int+Will>70 but less than 85, success rate is 75% for Slow and Stop, and Gravira deals half the normal damage. If Int+Will<70 Gravira will not function, and Slow and Stop have a 1/2 success rate. Slow and Stop may only target one opponent, unless otherwise altered. Gravira may target up to two opponents, at reduced effectiveness.

Element 3 - Level 34
Firaga
Blizzaga
Thundaga
Waterga
Earthaga
Aeroga
Solga
Darkga
Level 3 Elements can hit all targets. Damage will be reduced to 70% when hitting two targets, 60% for three targets, and so on. One target may be selected, additional targets will be chosen at random.
Elemental magic requires an identical elemental Gem. Level 3 Elemental magic requires the Gem to be of Normal quality or higher.
Element 3 magic requires an Int of 100. If you do not meet this requirement, damage is reduced by 1/2. Choosing multiple targets requires a Willpower of at least 80.

Status 3 - Level 42
Petrify
Confuse
Petrify will slow an enemy for 4 rounds, then turn them to stone on the 5th round.
Confuse has a (100-((Wisdom/5)+(Int/5))/2)% Chance to cause randomly selected attack to activate on random target. If this equation creates a less than 30% or greater than 70% chance to be affected by Confuse each turn, the minimum chance each turn is 30% and the maximum is 70%. This equations is used only to determine whether the selected attack and target are used, or the random attack and target. This equation is only used AFTER Confuse has been successfully inflicted, and will be reused each round while Confuse lasts. Some modifiers may be used to affect this equation or it's results.
Petrify uses an Earth Gem. Confuse uses any two opposing elemental Gems.
Status Level 3 magic requires Gems of at least Normal quality or higher.
Level 3 Status spells require a Willpower and Intelligence of 110 each. If you do not meet either requirement, the success rate is halved. Meeting one requirement will give a 75% success rate, and meeting both will yield optimal chance to inflict the status effect. Status 3 magic division spells will only target one opponent, unless otherwise altered.

Advanced Magics 1 - Level 50
Break
Earth and Darkness based magic, chance of inflicting Stone.
Tornado
Wind and Thunder based magic, chance of inflicting Confused.
Flare
Fire and Light based magic, chance of inflicting Blind.
Freeze
Ice and Water based magic, chance of inflicting Stop.
The Element listed first constitutes 75% of the power of the spell. The element listed second constitutes 75% of the chance to inflict status ailments.
Break uses Earth and Darkness Gems. Tornado uses Wind and Thunder Gems. Flare uses Fire and Light Gems. Freeze uses Ice and Water Gems.
Advanced Magics Level 1 requires Quality Gems or higher.
Advanced Magics require you to be sturdy of both mind and body. Intelligence and Willpower must be at least 150 each to cast these spells. If you do not meet this requirement, damage will be reduced by 1/2. Strength and Vitality must each be 120 or greater to have a chance to inflict status effects. If you do not meet this requirement, no status effect will be inflicted. Advanced Magics 1 magic division may affect multiple targets, but will loose damage and have a significantly reduced chance to inflict status effects with each additional target selected.

White 3 - Level 58
Esuna
Heal Poison 2
Heal Vision 2
Heal Paralyze 2
Curaga
Barrierga
Shellga
Reflectga
Wall
Esuna and Curaga use Light Gems. Heal Poison 2 uses Light and Earth Gems. Heal Vision 2 uses Light and Dark Gems. Heal Paralyze 2 uses Light and Thunder Gems. Shellga and Barrierga require at least three Gems of any elements. Reflectga requires two Gems of any element and one Ice Gem. Wall requires two pairs of opposing element Gems.
White Level 3 magics require Quality Gems or higher.
White magic Level 3 requires a willpower of 200. Less than 200 willpower will reduce effectiveness by 50% for Curaga, Barrierga, Shellga, and Wall. Failing to meet this requirement will result in a 50% success rate for Esuna, Heal Poison 2, Heal Vision 2, and Heal Paralyze 2. Esuna and wall will only affect one target unless otherwise altered. Curaga may affect multiple targets, but healing will be reduced based on the number of targets chosen. All other White 3 division spells will affect the entire party equally without diminishing the strength.

Status 3 - Level 60
Doom
The countdown for doom is significantly longer in this game. This will force users to protect themselves for longer, preventing it from being used to destroy high level monsters that they could never otherwise defeat. Because of this nerf, fewer enemies will be immune. Also has a small chance of causing Death, as there will be no stand-alone Death spell.
Doom requires four gems. One of them must be a Dark Gem. Status Level 3 Magic requires Quality Gems or higher.
Level 3 Status spells require a Willpower and Intelligence of 210 each. If you do not meet either requirement, the success rate is halved. Meeting one requirement will give a 75% success rate, and meeting both will yield optimal chance to inflict the status effect. Doom may affect more than one target, but will have a significantly reduced success rate when selecting more targets.

Time and Gravity 3 - Level 66
Hastega
Slowga
Stopga
Graviga
Graviga rips 3/4 of the remaining HP, rounded up. Graviga is the only Gravity based attack that can kill.
Hastega requires Thunder and Air Gems. Slowga and Stopga require 3 Gems, but Ice is the only required element. Graviga requires Earth and Darkness Gems.
Time and Gravity Level 3 magic requires Quality Gems or higher.
Time and Gravity Level 3 requires a combined 230 Int and Willpower. If Int+Will>200 but less than 230, success rate is 75% for Slowga, Stopga, and Hastega. Graviga will deal half the normal damage. If Int+Will<200 Graviga will not function, and Slowga, Stopga, and Hastega have a 1/2 success rate.
Graviga may affect more than one target, but with reduced damage to each target. All other Time and Gravity 3 spells will affect all targets equally without reducing potency.

Element 4 - Level 74
Firaja
Blizzaja
Thundaja
Waterja
Earthaja
Aeroja
Solja
Darkja
Level 4 Elements will always hit all targets, unless modified. No reduction in damage will occur.
Level 4 Elemental magic requires a Surpassing Gem or higher of the same element, and a Surpassing Gem or higher of the complimentary Element. Fire and Thunder are complimentary. Ice and Water are complimentary. Earth and Dark are complimentary. Air and Light are complimentary.
Elemental Level 4 magic requires an Intelligence of 280, and a Willpower of 240. Failure to meet these requirements will result in half damage, and may cause the spell to misfire. Misfires may include using the wrong element, selecting the wrong target, or draining all MP.

White 4 - Level 82
Esunaga
Curaja
Resist 2
Wallga
Regenga
Esunaga requires three Gems, one of which must be Light. Curaja requires three Gems, one of which must be Light. Resist 2 requires three Gems, one of which must be Light and another Fire. Wallga requires two pairs of opposing Gems. Regenga requires 4 Gems, one of which must be Light and one of which must be Water.
White Level 4 magic requires Surpassing Gems or higher. All White 4 division spells will affect all targets without reduced effectiveness.

Advanced Magics 2 - Level 90
Bleed
Causes 'Bleed' status. HP drops each round, similar to poison, for five rounds. Bleed can only be cured by Regen.
Warp
Enemy will vanish, but you will gain no experience. No items will be awarded.
Meteor
Randomly selected targets will be hit with a series of twelve physical projectiles. Allies have a 5% chance of being hit by each meteor. Calculations for damage are based on Int stat, but for the purposes of the target it is considered a physical attack. As such, Defense is used in place of Magic Defense.
Biohazard
Attempts to inflict multiple status effects. Each successful status effect will last 1 round less than the one before it. The order of the status effects will be random. Maximum of five status effects each cast. Only status effects the target is susceptible to will be selected for the roulette.
All Advanced Magics Level 2 require 6 Opposing Gems. Gems must be of Perfect quality or better.
Advanced Magics Level 2 requires an Intelligence and Willpower of 300 each. If you fail to meet this requirement, damage will be reduced by 1/2 and status effects will have 50% less chance to be inflicted. They require you to be strong of both mind and body, so you must have a Vitality of 250 to cast these spells without a chance of backfire. Meteor is the only Advanced Magic 2 spell that can EVER hit more than one opponent, regardless of alterations from spells, items, equipment, or other effects unless *Advanced Magic 2 compliant* is noted in the description of the alteration.

All spells have certain requirements to be met, which may severely impact performance when the spell is used without sufficient stats. All spells require certain Gems of at least a specific quality to function, regardless of stats.

The formula for inflicting status effects is (Predetermined chance + Attack or Int of the attacker - Def or Mdef of the receiver).
The predetermined chance can be any number, but final odds can never go below 5%, or above 95%, unless otherwise indicated. Example, a monster may use a poison attack which will only have a maximum of 95% chance to inflict poison. The same monster may have a 100% chance to poison the player that kills it if that player uses a physical attack to do so. This guaranteed poison would be listed in the monster's bio, giving the player a choice to finish it with a ranged or magical attack.
Status effects last a predetermined amount of time, and have a predetermined level of effect, as listed in the enemy bio or skill information.


Last edited by Shiroi-Ka on Thu May 27, 2010 4:49 pm; edited 2 times in total
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Nature's Vigilance - Technical Details Empty
PostSubject: Re: Nature's Vigilance - Technical Details   Nature's Vigilance - Technical Details EmptySun Aug 23, 2009 12:47 pm

Equipment can alter stats, damage given or received, or inflict status effects good or bad.
Equipment comes in many forms.
Head equipment
Body equipment
Arm equipment
Leg equipment
Boots
Gauntlets
Rings
Pendants
Weapons
Shields

Equipment received is based on Player Level + Monster Level / 2 + Fight location value. Chests are calculated by Character Level + Location value. All rolls for items from regular chests or enemies will be subject to + or - as much as five levels.
Equipment comes in many material levels. Materials for armors are denoted by ^. Materials for weapons and shields are denoted by #. Materials for rings and pendants are denoted by *.

Cloth ^
Wooden #*
Leather ^#
Reinforced ^
Glass ^#*
Stone ^#*
Chain mail ^
Plated ^
Bronze ^#*
Iron ^#*
Steel ^#*
Silver ^#*
Gold ^#*
Elemental ^#* Elemental equipment comes in all eight elements, but never more than one per equipment item.
Tamahagane ^#

All characters begin with Cloth armor, one Gem Fragment, and one wooden weapon. Wooden shields may be available for certain weapons.

Shields include Small, Medium, or Large. Small shields provide less defense bonus, but have less Evade or Agility penalties. Medium shields reduce Evade and/or Agility, but increase defense. Large shields drastically increase defense, but reduce Agility, Evade, and/or Speed, as well as limiting the weapons you may use with them.

Weapons come in several classes, including Polearms, Swords, Daggers, Bludgeons, Massive, Staff, Ranged, or Tome. Each has it's own strengths and weaknesses. Not all weapons will be available in all stages of equipment power. Tomes, for example, will never be Tamahagane. Other weapons will likewise not be made of Leather.

Please note that Staff class will offer increased magic stat bonuses for casting spells, but will most often deal physical damage. Tomes will deal magic damage for physical attacks, unless the player chooses to attack barehanded. Attacking barehanded will not receive the damage bonus of the Tome itself, but any stat changes caused by the Tome will still be in effect, and the Tome will remain equipped.

All equipment has some form of stat requirement which must be met to wield the equipment, and some have another set of requirements to unlock the full potential of that equipment. This will be heavily based on the enchantments, the equipment type, the rarity, and other factors. As such it will be determined at the creation of the weapon, not before.

Some equipment found may be listed as 'Unique'. This equipment will usually be quite powerful, but not always. It will usually be very specialized to a particular character build to prevent it from being traded away effectively. It will be given as a reward for exceptional posters, rarely as a drop from bosses or events, et cetera. These equipment pieces are very uncommon, will never be replicated, and will NOT be given to people who ask for them. Don't beg, don't complain that someone else got one, if everyone found one every twenty paces it wouldn't be interesting. Though they may be found naturally, these are primarily incentives to become better posters, posting more often and with greater detail. Going to great lengths to produce a believable, understandable character may also award a unique item based on past experiences.


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Nature's Vigilance - Technical Details Empty
PostSubject: Re: Nature's Vigilance - Technical Details   Nature's Vigilance - Technical Details EmptySat Sep 19, 2009 6:38 pm

Okay, I'm wanting to make this into an RP for sure. I'd also love to make it into an RPG, but I don't have the programs to do that so I'd need someone else to mess with it. If you feel up to the challenge, PM me for details. In the meantime, start looking it over and deciding how to spend stat points, thinking of Drives and pets, stuff like that. I'll post up the basic 'verse if anyone shows even the slightest interest in an RP with this kind of setup.
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Nature's Vigilance - Technical Details Empty
PostSubject: Re: Nature's Vigilance - Technical Details   Nature's Vigilance - Technical Details Empty

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