In case anyone was wondering if I'd given up on my guild, the answer is NO HA HA HA HA! Check it out:

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Combat system!

Here's the alpha version. Numbers indicate how many d6 you roll for the check, 4 or better counts as a success, with the target number being how many successes you have to roll to pass the check.

Skills [50pts, divide as you like]:

Strength
Endurance
Intelligence
Willpower
Speed
Accuracy
Charisma

Luck [Starts at 1]
Drive [Starts at 3]

HP=1/2(Strength+Endurance)*10
MP=1/2(Intelligence+Willpower)*10

Combat:

Initiative= Speed /2 for Ambush
Magic= (Intelligence+Will)-Difficulty
Attack= Strength+Speed+Accuracy
Defense= Strength+Endurance+Speed
Damage= (Attack Check-Target Defense)*d6
Drive Points=Damage+(Damage Received/2)
Break= Willpower-Damage
Escape= Speed+Endurance+Willpower-Enemy Escape Check

Persuade=Charisma+Willpower-Enemy Willpower
Interrogate=Charisma+Willpower+Intelligence-(Enemy Willpower+Intelligence+Stamina)
Steal=(Speed+Accuracy)/2

Investigate=Willpower+Charisma+Intelligence-(Disturbance Level)
Sever=Willpower+Intelligence+Speed-(Disturbance Level)

The numbers for all of these aren't merely a target- they're the number of dice you roll. Success is on a 4 or better, and the total number of successes determines whether or not you pass the check.

Fights will be done on the honor system- I trust you guys. But keep the fighting away from any world At Peace or Sealed. Anywhere else, as it was in the game, you're gonna be in it regularly.

XP will be awarded based on the difficulty of the fight. I'll put up the monster list once we've got the system more or less square. Also, local world factors and whichever Faction is launching the attack will add certain modifiers to all battles, which will be posted in the World Info post at the beginning of each thread. For example, electricity spells will get *2 damage in Atlantica, but Heartless attacking that world would gain Electricity immunity anyway.

To investigate the source of a world's trouble- as Sora did primarily in cutscenes in the games- players will roll the Investigate check. Success will yield various clues to the cause of the world's trouble. If people need to be questioned, this will then be noted in the World Info, along with the difficulty of their Persuade and Interrogate checks, necessary to get the information on stopping the invasion from them. The number of total Investigate successes needed will vary by enemy and by world, and will also be posted in the World Info, as will the Disturbance Level, which dictates the difficulty of Investigations and attempts to Sever the invasion.

Once a player has enough successful Investigations- again, on the honor system- then the party will have to fight the local Boss enemy. Only when that Boss is defeated can the party attempt to Sever the invasion at its source. A successful Sever check will trigger a second battle, against the Invasion itself. This will play out as a major battle, against a significant number of enemies as well as at least one more Boss. If the party wins, any member with a Keyblade may attempt a Sever check at 3*Disturbance Level to completely Seal that world. But if the invaders win, the party are captured or forced to retreat, and must begin again from the first Sever check and Boss battle once they recover.