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Game Mechanics

  • Game Mechanics

    This page is under construction!

    Game mechanics will usually often be rolled with a die. Now, in some RPGs, relying solely on the die for every action can usually make the players upset when their barbarian delivers a crushing blow to an enemy, but the enemy's roll causes to have little to no damage, so to remedy this, there will be such thing as a "Free Action", as per the GM. However, free actions come sparingly and become more liberal the more stronger a character gets. Keep this in mind while playing.

    Example Person Name: Lv. 1
    ~ This is your character's level. Generally speaking, how strong your skillset is as a whole. Once you reach a high enough number, your level will change.

    HP: 100
    ~ Hit Points, health points, whatever. This is your main health. If it drops to 0, you're KO'd for a bit and are out of action for a while depending on the killing damage.

    Mt: 8
    ~ Might, or usually known as Atk (Attack), this gauges how strong you are and how much damage you can inflict on foes. Remember, it is best to keep your attack and defense within at least a threshold of five or six for maximum flexibility on offense and defense.

    Def: 10
    ~ Defense! Keeps you protected from the whims of damage and stuff...If you want to maximize the potential of this stat, you'll have plenty of resistance to PHYSICAL attacks and will practically be a walking tank.

    Agl: 10
    ~ This here is often called Spd (Speed), but here, it's Agility. This stat determines your overall stamina during moments where, say for example, you're forced to run inside of an arena. You'll be able to make a couple laps around this theoretical arena in one breath once you level it up enough with AP, in which I'll discuss later.

    Per: 9
    ~ Perception. Determines how your character can sense its surroundings. A character with low perception is prone to clumsiness and will often be surprised by blatantly obvious things. A character with a high PER stat is like...omniscient in a sense that they still have their humanity...I'm not sure how that really works, they're just scarily accurate about everything around them.

    M.Res: 8
    ~ Mystic Resistance. Determines how your character is resistant to magic and mystical attacks. Buff this stat up with AP and you'll be practically nigh invulnerable towards the magic attacks of evil mages and whatnot.

    AP: n/a
    ~ Something I forgot to include, silly typical me, Ability Points. Once you gain enough experience, you'll gain AP. You can use AP to apply it to your stats in order to level up. Leveling up is manual, mind you.

    XP: n/a
    ~ Experience points. The number will increase depending on various tasks. Will grant you AP if it reaches a certain amount, I just said it before, why am I typing it again?

    Again, note that the skills don't cap off at 99. I'm being generous and allowing the cap for all stats to be a little over than twice that amount, 200. The amount equal to having a low count would be 70 and below. 71 and over is considered a high stat.

    So, there you have it! A brief rundown of the mess that's been inside my head for a while nowOH WAIT, before I forget...more often than not, going in bare handed into a full on battle for life and death is a really stupid and reckless thing to do, so to remedy that, there will be armor and weapon slots as well, but not only that...later on, you may encounter something called augments that you can use on armors or weapons in order to strengthen or have an effect or whatever, you get the idea.

    I'm done.
  • Enemy Encounter Template

    [ENEMY NAME HERE]
    (Minimum Level to Fight This Enemy)

    [Description of Enemy Upon First Encounter]

    *Enemy HP:
    *Enemy Mt:
    *Enemy Def:
    *Enemy Agl:
    *Enemy Per:
    *Enemy M.Mt:
    *Enemy M.Res:

    [Attacks along with a short description goes here.
    [Other Info]

    *Usually is hidden under normal circumstances, unless one has a means to gauge enemy parameters via magic or items, etc.
  • Arena Prizes & Other Stuff

    Vitality Surge

    Defense Surge

    Agility Surge

    Perception Surge