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Posted: Wed Jan 11, 2017 12:32 pm
Rules
Description: I want the RP to have sort of the same freedom that it had in the past, only slightly more structured. There's a clear definition of what a class is capable of, but there's no real stat system or HP system. We're going mostly off the honor system for now, I'd rather not need to structure a stat system. If a class or ability has a description which states they have higher attack or defense, I'm trusting that players will play them as such. As for stat boosts, I left them slightly vague (ex: doubles attack strength) with the intention that a strong class like a Dark Knight with that buff would over power say a Red Mage with the same buff. Although there are no visible stats in RP, the descriptions of classes are there so that players can get an idea of what class is supposed to be capable of what things.
Combat Rules: For the most part, combat is pretty free flowing. There aren't very many limits because I more so want the story to be the biggest factor in the RP. However there are a few rules as far as limitations I want to establish. As far as mindless horde battles go, like fending off lesser heartless and nobodies, go crazy the players can attack as many as they want. When it comes to boss heartless/nobody encounters, or big NPC or PC battles, there are some rules. A player can only target one of these types of enemies per post. Dodging, a player can do all they want (as long as its feasible), but they can only retaliate against one enemy at a time. Descriptions of abilities often supersede the basic rules. Such as an ability allowing a player to attack twice, allowing that player to attack two enemies in the same post. The story is more driven that being on a team is important. So yes, attempting to fight multiple Big enemies at once, alone, is designed to be difficult, if not impossible.
Skills and Abilities
Limitation: For abilities, there are certain limits to what a character can perform during combat. Below I will list out the limits of each type of skill a player can posses, that I have mentioned in class descriptions.
Basic Attacks: Player have no limits on how many basic attacks they can perform, but it is generally accepted that they can only attack one opponent at a time unless an ability states it allows you to his twice.
Innate Abilities: Innate abilities are like Basic Attacks in that they are usable at any time or as frequently as specified in their description.
Command Abilities: For now, there is no maximum or minimum usage of Command Abilities. At the moment, you can use them as often as you like. There is an unspoken cool-down time of 1 post between uses of command abilities. Much like Basic Attacks, a Command Ability can only be used at on a single target at a time. They can be used in the same post as a Basic Attack or Innate Ability (that allows an attack), but must be used on the same target, once again unless otherwise specified in their description.
Limits: Now for the fun stuff. Limits, by design, are supposed to push the limits of the person that uses them. That's why they're so ridiculously powerful by design. A player can use a Limit twice per combat. Twice is pushing it however. Using a Limit once per combat leaves the character automatically Exhausted for the next post, in addition to the after effects the Limit already has. Pushing further than that and using a Limit twice in one combat phase, or while Exhausted, renders the user unconscious after the use, due to extreme fatigue. Spells cannot recover this, only rest and time can recover this person.
Spell Limitations
Description: Spells can only be used a certain number of times until that slot is replenished, either by sleep or by item. Below will detail the limitations of spells and echelons. As previously stated, some Abilities supersede these limitations.
Basic Level: A spell of the basic level is pretty weak, counting as essentially a Basic Attack in terms of damage (or restorative properties in the case of recovery spells). Basic Level Spells can be used repeatedly, much like a Basic Attack.
-Ra Level: A step up from basic level, these spells are a step in power between a Basic Attack and a Command Ability. Because of their increased strength, there is a limitation on the amount of times they can be used. -Ra level spells can be used a total of 8 times before sleep or an item is required to replenish them.
-Ga Level: The next step in the Spell chain, a -Ga level Magic Spell has the same strength as a Command Ability. Due to their power, they are more limited in use than other spells, having only 4 uses.
-Ja Level: A step up in power between a Command Ability and a Limit, these spells pack a much more significant punch. Due to their vast increase in power, they are limited to 3 uses.
-Za Level: Spells almost on par with a Limit, though slightly weaker, these are the most powerful forms of spells outside of Limits. Due to their immense power, these spells are severely limited in use, having only 2 uses.
Personal Abilities
Description: I left the Personal Abilities section intentionally vague to allow for creative freedoms. I don't want to stifle anyone's character design with rigid structure on what you have to choose from when making a character. But there are some foundation rules I want to lay down when building Personal Abilities that I will outline. Personal Abilities are broken into three general types. A physical attribute, a special attack, or a special ability. A player does not need to pick one of each of these Abilities, but these are the general ideas of what Personal Abilities should look like.
Physical Attribute: More of an anatomical thing, whether it be animal traits, ears, a tail, sharp teeth, wings, etc. These abilities can boost senses or allow for physical enhancements, but they are tied to the actual anatomical attribute.
Special Attack: A skill that a player has learned or was born capable of, it is typically along the lines of a single attack. The attack is no stronger than a Command Ability.
Special Ability: A boost to a characters physicality that's more like a super power than an anatomical trait. Things like rapid regeneration, strength, or a family trait. The strength of these abilities is no more powerful than a Command Ability.
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Posted: Wed Jan 11, 2017 4:40 pm
Magic
Description: Magic is the ability to channel mystical energy to unique, vastly different effects. There are several different spells to choose from, each with a basic five echelons of power. These echelons, in ascending order, are; basic spell level, -Ra, -Ga, -Ja, and -Za. Some have power that ascends the standard power structure, or can be pushed beyond the normal limits by class abilities. All magic requires a catalyst in order to cast. These catalysts are either words, gestures, staffs or keyblades (for the keyblade types). Most mages require two catalysts to cast magic, speaking the spell name and channeling the spell through their weapon. More powerful mages can cast a spell using only one catalyst, but this requires years of training to master, after having mastered spellcasting itself. Players of pure magic typing can choose a number of spell types (such as Fire or Blizzard) and cast the -Ra level and below without speaking the name.
Spell Type List:
Fire: A spell that channels mystical energy into fire. The caster can manipulate the flame in a variety of ways, but it is generally launches as a bolt of energy towards a target. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Blizzard: A spell that channels mystical energy, reducing the temperature of the air, forming icicles. The higher the power of the spell the more, and larger, the icicles the spell produces become. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Thunder: A spell that generates electricity from magical energy and fires it at a target. At higher levels, the boly becomes more akin to a lightning storm and capable of hitting multiple targets. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Aero: A spell that manipulates the air around the caster. The caster can either use the manipulated air as a wind blade, or a protective barrier. The force of the wind becomes increasingly more intense as the spells echelons increase. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Gravity: A spell that manipulates the gravity around the target. The area of effect widens and the force of the gravity intensifies the higher of the spells echelon. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Zero-Gravity: A spell that sends a concentrated ball of magical energy that reverses gravity in a small area. The ball becomes bigger and the area of effect increases as the echelon increases. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Magnet: A ball of magical energy that draws all object and people towards it. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Slow: A spell that reduces the movement and reaction speed of the target. The standard version of this spell lasts for 1 post. This time increases by 1 post per echelon. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Cure: A spell that rapidly increases the body's natural ability to heal itself, expediting the process. This spell can close woulds and heal damage, but it cannot cure status effects. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Reflect: A spell that surrounds the user in a ball of energy that absorbs the impact of attacks and redirects that damage as an outward blast. The higher the echelon, the stronger the attack the spell can reflect. This can't be used against Limits. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Protect: This defensive spell boosts the physical defense of a target for 1 post. This duration lasts for an additional 1 post per echelon. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Shell: This defensive spell increases the magical defense of the target, lowering the effectiveness of a spell by one echelon (-Ga spells become -Ra spells). This effectiveness increases with each echelon (ex: A Shellra spell decreases a -Ga spell to a basic level spell). The duration is 1 post and increases to 2 at the -Ga level and 3 at the -Za level. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Wall: A defensive spell that increases both physical and magical defense simultaneously. It is less effective than both Protect and Shell, but combines them and can be added to them. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
Esuna: A curative spell that specifically heals status effects. The higher the echelon, the more powerful status effects it can heal. Only Esunaza can cure the Doom status effect. This is the basic version of the spell, with each echelon of the spell being a more powerful version of this basic ability
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Posted: Thu Jan 12, 2017 3:05 pm
Status Effects
Description: Status effects are conditions that effect the player in specific ways for periods of time. Some are beneficial, however most are detrimental to their targets. There are a variety of status effects that require different or more powerful methods or magic to recover from. But all of them can be cured by time, though surviving their duration may be a challenge.
Poison: A basic status effect which constantly afflicts damage for however long it is in effect.
Burn: Another basic status effect which, like poison, constantly deals damage during its duration.
Bleed: Like Poison and Burn, a status effect caused by terrible wounding. The afflicted player is left bleeding and suffering constant damage for its duration. It must be healed, time will not fix it.
Freeze: A status effect in which the subject is encased in Ice, unable to move
Paralysis: A status effect in which the player is slowed due to electric shock and will freeze every second post until the effect wears off.
Confuse: Confuse is a status effect that prevents the afflicted character from making any sort of attack during its duration. They can still move and defend, but cannot retaliate or use abilities.
Slow: The afflicted character has their movements reduced, both attack and movement speed. This makes all command and limit attacks take a post longer than normal and in post, the character moves incredibly slow and open to attack.
Stop: A more powerful version of Slow, the afflicted character is unable to move.
Petrified: A similar, but more powerful version of forzen, except the player is encased in stone. It also takes much longer to be cured by time from this effect and it can be made permanent.
Doom: A powerful status effect in which the afflicted player is under a counter until they are rendered completely unconscious and helpless. Only the most powerful magic can alter this effect.
Haste: A more positive status effect in which the afflicted player is able to move faster than normal. The opposite of Slow.
Exhaustion: A status effect caused by over exertion and not magic. Exhaustion leaves the afflicted player slower, weaker, less defended and only able to use basic attacks for its duration.
Levels of Esuna
Description: Esuna is the status effect curing spell, but it takes higher echelons in order to heals certain status effects.
Esuna: Cures Poison, Burn and Confuse
Esunara: Cures all previous, and Paralysis
Esunaga: Cures all previous, Freeze, and Bleed.
Esunaja: Cures all previous, Slow and Petrified
Esunaza: Cures all previous, Stop and Doom.
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