E
Enyrm
Guest
Original poster
NOTE: YOU ONLY NEED TO READ THE STORY SCENARIO AND THE CHARACTER BIOGRAPHY SECTIONS OF THIS POST. ONCE WE ENCOUNTER BATTLES I WILL GUIDE YOU THROUGH THE BATTLE SO YOU UNDERSTAND. OF COURSE, IF YOU WANT TO READ IT THEN IT'S RECOMMENDED YOU DO SO... BUT NOT NECESSARY.
Welcome! This is not your regular Roleplay thread; it is in fact a turn-based battle thread. This integrates RPG levelling and battling mechanics into a regular roleplay. Your characters will have stats and such, and in addition to regular roeplay which will obvious comprise most of the story, battles will be fought in turn-based style. It's pretty cool, so check it out :D!
Story Scenario
Character Biographies
Battle System & Dealing Damage
Evasion
Levelling
Elements
Techniques and Spells
Healing
Buffs/Debuffs
Limit Forme (YOU DON'T HAVE TO WORRY ABOUT THIS FOR A LONG TIME)
Welcome! This is not your regular Roleplay thread; it is in fact a turn-based battle thread. This integrates RPG levelling and battling mechanics into a regular roleplay. Your characters will have stats and such, and in addition to regular roeplay which will obvious comprise most of the story, battles will be fought in turn-based style. It's pretty cool, so check it out :D!
Story Scenario
It is a fair day in the city of Baltane, and tonight is the night of the annual Wardenspel Festival, a tradition that goes back hundreds of years. However, tonight, the festival will not be the only event to occur...
Baltane is located in the country of Athalon, bordered with the country of Hymont. These two countries have had a fairly shaky past due to vital mines placed more or less directly in between their respective capital cities. Battles have been fought and many lives have been lost, but this is all in the past; there has been no fighting for just over five years now.
In fact, there has been no anything for over five years.
The country of Hymont has been silent, the area around the capital nigh-on inpenetrable. There have been rumours floating around Baltane for some time -- stories of an incredibly powerful weapon being built by Hymont, with such potential as to be a threat to the entire country of Athalon.
A weapon with such power that it would pose a threat even to a god; some might even call it an Antigod...
Dark machinations take place behind the stage curtain, and the world slides closer to a terrible and surely unavoidable fate as the pieces move into place.
~~Broken Mirror Battle Theme~~
This plot is designed to feel sort of like one of those epic RPG games. There is a main plot in the background that will gradually come into play, and obviously many smaller sideplots that we shall develop as we go along. But yeah I'll be driving the main story obviously.
The setting is a mildly steampunk fantasy world, with magic. The technology isn't too great, it's sort of pre-industrial revolution in general, however there are airships and the like (and when I say airship I mean an actual ship that flies, not a blimp), and basic machines.
Baltane is located in the country of Athalon, bordered with the country of Hymont. These two countries have had a fairly shaky past due to vital mines placed more or less directly in between their respective capital cities. Battles have been fought and many lives have been lost, but this is all in the past; there has been no fighting for just over five years now.
In fact, there has been no anything for over five years.
The country of Hymont has been silent, the area around the capital nigh-on inpenetrable. There have been rumours floating around Baltane for some time -- stories of an incredibly powerful weapon being built by Hymont, with such potential as to be a threat to the entire country of Athalon.
A weapon with such power that it would pose a threat even to a god; some might even call it an Antigod...
Dark machinations take place behind the stage curtain, and the world slides closer to a terrible and surely unavoidable fate as the pieces move into place.
~~Broken Mirror Battle Theme~~
This plot is designed to feel sort of like one of those epic RPG games. There is a main plot in the background that will gradually come into play, and obviously many smaller sideplots that we shall develop as we go along. But yeah I'll be driving the main story obviously.
The setting is a mildly steampunk fantasy world, with magic. The technology isn't too great, it's sort of pre-industrial revolution in general, however there are airships and the like (and when I say airship I mean an actual ship that flies, not a blimp), and basic machines.
Character Biographies
I don't mind how you structure the initial part of your character bio; basics like Name, Age, Gender and Race are needed, along with additional info like Personality, Appearance (a picture perhaps?) and History.
Name:
Age:
Race:
Gender:
Personality:
Appearance:
History:
Then comes your stat table:
HP: (Health Points)
MP: (Mana Points)
Atk: (Attack, your physical power)
Def: (Defence, your defensive capability)
Mag: (Magic, your magical power)
Res: (Resistance, your magical defence)
Agl: (Agility)
Techniques:
Spells:
You have 200 stat points (SP) to spend on your character; HP can only be increased up to 250 initially (1 SP = 10 HP. For other stats it's 1 SP = 1 stat).
Then list any techniques or spells you might have. (It should be pretty obvious whether your character is physically or magically based I guess, unless you want to create some kind of balanced hybrid which isn't really recommended at the start for reasons that will become obvious). Your character can have two techs/spells to start with.
Techs and Spells basically just add the MP consumed onto the damage dealt, they don't do anything else apart from that yet!
Name:
Age:
Race:
Gender:
Personality:
Appearance:
History:
Then comes your stat table:
HP: (Health Points)
MP: (Mana Points)
Atk: (Attack, your physical power)
Def: (Defence, your defensive capability)
Mag: (Magic, your magical power)
Res: (Resistance, your magical defence)
Agl: (Agility)
Techniques:
Spells:
You have 200 stat points (SP) to spend on your character; HP can only be increased up to 250 initially (1 SP = 10 HP. For other stats it's 1 SP = 1 stat).
Then list any techniques or spells you might have. (It should be pretty obvious whether your character is physically or magically based I guess, unless you want to create some kind of balanced hybrid which isn't really recommended at the start for reasons that will become obvious). Your character can have two techs/spells to start with.
Techs and Spells basically just add the MP consumed onto the damage dealt, they don't do anything else apart from that yet!
Battle System & Dealing Damage
The battle system is a turn-based RPG style of battling. When a fight breaks out in the RP, the combatants enter Fight mode, and they are sorted in order of decreasing Agility. The top of the list goes first, and then the second, and so on until the bottom, where the turn then goes to the first person again.
For Example: Nathan hs 20 Agility, Ciel has 18, and the Goblin has 15.
Turns:
1) Nathan
2) Ciel
3) Goblin
Nathan would attack first, followed by Ciel, then the Goblin, then Nathan again and so on so forth. You can execute ONE move per turn.
The way your damage dealt is calculated is very simple. There are two basic attacks that cost no MP, a regular physical Attack or a basic magical Burst. These are both non-elemental.
For these, the character's attack power has the opponent defensive power subtracted from it, like so:
Nathan: 30 Attack
Goblin: 10 Defence
Nathan slashes at the Goblin, dealing (30 minus 10) 20 damage.
OR:
Ciel: 45 Magic
Shade: 10 Resistance
Ciel fires off a magical blast at the Shade, dealing 35 damage.
See? Easy! And don't forget to be creative with your attacks/posts! Who knows; if you utilise the environment, you might do extra damage!
For Example: Nathan hs 20 Agility, Ciel has 18, and the Goblin has 15.
Turns:
1) Nathan
2) Ciel
3) Goblin
Nathan would attack first, followed by Ciel, then the Goblin, then Nathan again and so on so forth. You can execute ONE move per turn.
The way your damage dealt is calculated is very simple. There are two basic attacks that cost no MP, a regular physical Attack or a basic magical Burst. These are both non-elemental.
For these, the character's attack power has the opponent defensive power subtracted from it, like so:
Nathan: 30 Attack
Goblin: 10 Defence
Nathan slashes at the Goblin, dealing (30 minus 10) 20 damage.
OR:
Ciel: 45 Magic
Shade: 10 Resistance
Ciel fires off a magical blast at the Shade, dealing 35 damage.
See? Easy! And don't forget to be creative with your attacks/posts! Who knows; if you utilise the environment, you might do extra damage!
Evasion
When a move is launched, the base evasion rate is calculated like so:
The attacker's Agility divided by the opponent's Agility;
Goblin: 15 Agility
Nathan: 20 Agility
Goblin slashes at Nathan! Attack hit chance = 15/20 = 75%!
I then go into a Random number generator and add a number from 1 to 100 onto the evasion number.
If the final number is over 80, the attack hits!
If the final number is above 250 it is a CRITICAL HIT and deals DOUBLE DAMAGE!
If the final number is above 400, it ignores the opponent's defence and THEN deals DOUBLE DAMAGE on top of that!!
So say the number I got was 63, 75 + 63 > 100, so the attack hits!
Don't worry, the Battle Master will do these calculations (whoever that happens to be for this particular battle; you don't need me there all the time, you can battles on your own if you want so long as you understand the system!).
The attacker's Agility divided by the opponent's Agility;
Goblin: 15 Agility
Nathan: 20 Agility
Goblin slashes at Nathan! Attack hit chance = 15/20 = 75%!
I then go into a Random number generator and add a number from 1 to 100 onto the evasion number.
If the final number is over 80, the attack hits!
If the final number is above 250 it is a CRITICAL HIT and deals DOUBLE DAMAGE!
If the final number is above 400, it ignores the opponent's defence and THEN deals DOUBLE DAMAGE on top of that!!
So say the number I got was 63, 75 + 63 > 100, so the attack hits!
Don't worry, the Battle Master will do these calculations (whoever that happens to be for this particular battle; you don't need me there all the time, you can battles on your own if you want so long as you understand the system!).
Levelling
In this RolePlay, you level up by gaining exp. The way you gain exp is by defeating monster and, in some circumstances, by completing tasks. I will award exp. Monsters have a fixed exp rate.
The exp needed goes as follows: On level 1, you need 10 exp to advance to the next level. At level 2, you need 20. At level 3, you need 30. Get the idea? The level your on multiplied by 10 is the exp needed to get to the next.
Each level, you get ((Previous Level) x 10 ) more points to put on your stats (like when you advance to level 2, you get 10 points, advance to level3, get 20 points, etc.). If you wish to apply points to your HP stat, each point gives you ten more Health Points. Basically if you were to use 10 points on HP, you would gain 100 HP. As for the rest of the stats, one point added corresponds to one point gained.
Level | SP Gained
-------------------------
1 | 0
2 | 10
3 | 20
4 | 30
5 | 40
6 | 50
7 | 60
8 | 70
9 | 80
10 | 90
etc.
The exp needed goes as follows: On level 1, you need 10 exp to advance to the next level. At level 2, you need 20. At level 3, you need 30. Get the idea? The level your on multiplied by 10 is the exp needed to get to the next.
Each level, you get ((Previous Level) x 10 ) more points to put on your stats (like when you advance to level 2, you get 10 points, advance to level3, get 20 points, etc.). If you wish to apply points to your HP stat, each point gives you ten more Health Points. Basically if you were to use 10 points on HP, you would gain 100 HP. As for the rest of the stats, one point added corresponds to one point gained.
Level | SP Gained
-------------------------
1 | 0
2 | 10
3 | 20
4 | 30
5 | 40
6 | 50
7 | 60
8 | 70
9 | 80
10 | 90
etc.
Elements
There are four basic elements:
Fire (flames, explosions)
Water (fluids, ice)
Earth (rocks, plantlife)
Air (wind, electricity)
(Two additional elements, Light (photons, Order) and Darkness (gravity, Chaos) may be added later in the story, depending on what path we go down).
Monsters may have elemental weaknesses/resistances. If so I will notify you! This will result in attacks of that element being affected by a multiplier.
Fire (flames, explosions)
Water (fluids, ice)
Earth (rocks, plantlife)
Air (wind, electricity)
(Two additional elements, Light (photons, Order) and Darkness (gravity, Chaos) may be added later in the story, depending on what path we go down).
Monsters may have elemental weaknesses/resistances. If so I will notify you! This will result in attacks of that element being affected by a multiplier.
Techniques and Spells
Techniques and Spells are special moves that consume a character's MP, Mana Points. They can be elemental or non-elemental, and your character may start off with two. Every level you have the option to learn another Technique/Spell; there's pretty much no point in learning one every level though unless you want a ton of moves that you barely ever use. Just keeping the options open.
For Techniques: Damage = Attack (Yours) - Defence (Opponent's) + 2(MP Consumed).
For Spells: Damage = Magic (Yours) - Resistance (Theirs) + 2(MP Consumed).
If a Technique or Spell is elemental multipliers may affect it depending on the monster.
Example:
Techniques: Bladed Whorl (30 MP) [AIR]
Spells: Ruination (75 MP)
No element assigned implies it is non-elemental.
For Techniques: Damage = Attack (Yours) - Defence (Opponent's) + 2(MP Consumed).
For Spells: Damage = Magic (Yours) - Resistance (Theirs) + 2(MP Consumed).
If a Technique or Spell is elemental multipliers may affect it depending on the monster.
Example:
Techniques: Bladed Whorl (30 MP) [AIR]
Spells: Ruination (75 MP)
No element assigned implies it is non-elemental.
Healing
Healing is non-elemental, and comes in tiers.
Tier 1 is available from levels 1 onwards, and heals for 1.2 x (Magic + MPcost), where MPcost is however much you want the spell to cost.
Tier 2 is available from levels 6 onwards, and heals for 1.5 x (Magic + MPcost), where MPcost is however much the healing spell costs.
Tier 3 is available from levels 11 onwards, and heals for 2 x (Magic + MPcost), where MPcost is however much the healing spell costs.
(You make your own healing spells.)
These can be made multi-person targetting spells by simply dividing the amount healed by the number of people being healed.
Example:
Mend (30 MP, Tier I) [Heal]
Sara (70 Magic) casts Mend on Eurick, healing 120 HP.
Tier 1 is available from levels 1 onwards, and heals for 1.2 x (Magic + MPcost), where MPcost is however much you want the spell to cost.
Tier 2 is available from levels 6 onwards, and heals for 1.5 x (Magic + MPcost), where MPcost is however much the healing spell costs.
Tier 3 is available from levels 11 onwards, and heals for 2 x (Magic + MPcost), where MPcost is however much the healing spell costs.
(You make your own healing spells.)
These can be made multi-person targetting spells by simply dividing the amount healed by the number of people being healed.
Example:
Mend (30 MP, Tier I) [Heal]
Sara (70 Magic) casts Mend on Eurick, healing 120 HP.
Buffs/Debuffs
Debuffs are percentage-based, and are set into tiers:
1st Tier: 60% chance to inflict
2nd Tier: 90% chance to inflict
3rd Tier: 150% chance to inflict
4th Tier: 250% chance to inflict
Yeah watch this space. The reason there are >100% chances is for when you target multiple enemies; the chance is divided by the number of enemies being targetted, hence with 4th Tier you can target 5 enemies with this spell and have a 50% chance of inflicting that status effect to each one.
1st Tier: 60% chance to inflict
2nd Tier: 90% chance to inflict
3rd Tier: 150% chance to inflict
4th Tier: 250% chance to inflict
Yeah watch this space. The reason there are >100% chances is for when you target multiple enemies; the chance is divided by the number of enemies being targetted, hence with 4th Tier you can target 5 enemies with this spell and have a 50% chance of inflicting that status effect to each one.
Limit Forme (YOU DON'T HAVE TO WORRY ABOUT THIS FOR A LONG TIME)
This is a special 'super mode' you can access after level 10. Once obtained, you may choose certain multipliers to apply to your stats.
The Limit Forme has to have some relevant reason for powering up; be it releasing stored life force all at once or equipping an especially powerful weapon for a one time use, or unlocking hidden potential (whatever, get inventive!).
E.g.:
HP: (Cannot be affected by multipliers)
MP: (Cannot be affected by multipliers)
Atk: (x1.5)
Def: (x1.2)
Mag:
Res:
Agl: (x1.2)
When in your Limit Forme your character's stats would then be multiplied by those values.
Every two levels, your character can stay in Limit Forme for one extra turn. It takes a full turn to power up, so initially it isn't really worth it. Wait until later levels to unleash its full potential!
YOU CAN ONLY USE THIS ONCE PER BATTLE SCENARIO SO USE IT WISELY!
The Limit Forme has to have some relevant reason for powering up; be it releasing stored life force all at once or equipping an especially powerful weapon for a one time use, or unlocking hidden potential (whatever, get inventive!).
E.g.:
HP: (Cannot be affected by multipliers)
MP: (Cannot be affected by multipliers)
Atk: (x1.5)
Def: (x1.2)
Mag:
Res:
Agl: (x1.2)
When in your Limit Forme your character's stats would then be multiplied by those values.
Every two levels, your character can stay in Limit Forme for one extra turn. It takes a full turn to power up, so initially it isn't really worth it. Wait until later levels to unleash its full potential!
YOU CAN ONLY USE THIS ONCE PER BATTLE SCENARIO SO USE IT WISELY!