M
Metus
Guest
Original poster
The world of Orliensia, A lush vibrant world. (Roughly three times the size of earth.)
The reigning king of the continent the characters start on is wise and benevolent, openly happy and careing for his subjects but his health is waining his son a dark and cruel man looks to be the next to ascend the throne, though unseen theres more than one force at work controlling the tide of things, War is brewing, and there is no way to stop it Save ofor those chosen by the crystals. ( yes i'm useing the crystals from the original 5 FF's). As the world descends into darkness and the tides of war being their fires of total and absolute corruption the chosen one head out with thier companions to right the wrongs of this world. And stem the tide of destruction before war consumes their home land.
Stats
All characters start off with a base stats of 50 points per stat, this is modified wit the races they choose as well as the limitations on their classes.
HUMAN:
Endureance - 50
Strength - 50
Magic - 50
Speed - 50
Accuracy - 50
Defence - 50
Magic defence - 50
Races other than human:
VIULI
Claiming homage to the southern continent of (insert name here) are the Viuli. Having been secluded from most of the world until a few centuries ago, the Viuli evolved from a small predator, native to the land. While they are now much larger than their beastial ancestors, the people still very much resemble their animal forefathers. Their ears a very large, suited for cooling their bodies while the desert sun is high. Their eyes are also large, reminiscent of their hunting nature, with long lashes to keep out the desert sand. Their body is covered in a short, thin fur coat, save for their tail, which is covered in long, fluffy fur, used to help keep warm when the moon rises at night. While originally thought of as savage and beastial, the Viuli have spent many, many years with civilized, close relationships to the rest of the world, though their are still a few small packs of Viuli who keep to the old traditions.
http://xxxhitori-ja-naixxx.deviantart.com/#/d56f2py - pic of race.
Endureance - 70
Strength - 50
Magic - 20
Speed - 50
Accuracy - 50
Defence - 30
Magic defence - 70
The Viuli are restrected from magic classes, in other words THERE ARE NO VIULI MAGES OF ANY SORT!
ETHRIAM:
The Ethriam are an old race, maybe even older than the humans. Their ancestral home is located in the very heart of the (insert name here) forest, and is not an easy place to travel to or from. Ethriam people are peaceful for the most part, and shy away from any form of war or fighting. This does not mean they are weak, however, as they have very strong roots in magic. They can and would hide their people behind a barrier, and be able to hold off attacks indefinitely, assuming supplies last. Ethriam people are also very musical, as their native language is spoken through singing. The Ethriam people are long lived, able to live almost a thousand years, though they have a very poor birth rate, making them a rare sight, unless in their forest home.
http://xxxhitori-ja-naixxx.deviantart.com/#/d56f6d9 - pic of race.
Endureance - 50
Strength - 30
Magic - 70
Speed - 50
Accuracy - 50
Defence - 30
Magic defence - 70
Ethriam are not physical combatants so any SOLEY physical class they cannot be. Eg warrior or monk.
The stats determine how you do in battle as well as what your tactics shoud be as thers no point in engaging head on combat with 20 def and 20 str when you could run circles around them with 80 spd
Classes
In all FF games ther are classes this Rp will be no differnt.
Characters are allowed 1 of each basic specialist and mix or 1 basic and 2 specialist
HOWEVER
Heros are allowed to take one extra specialisation or mixed class.
Villain henchmen get 4 the same as the heros
and the main Villian gets 5 classes either an extra spec or an mix.
Heroes gain one extra class' bounses not debilities.
Description: a description of the class.
Attributes: Bonuses the class provides. The attribute effects can be positive or negative.
If it says high you at ten points (+10 ) to the stat it mentions, if it says low, you reduuce it by ten points ( - 10)
this multiplier is only for the starting three classes, the heros will have the negative effects waved on any new class.
Equipment: This effects the character, in what their armour is or what weapons they can use.
Certain classes will thave thier own Skills list. ( to be added shortly.)
(note: Speed is both evasion and agility)
[SPOILI]
Basic classes :
WARRIOR:
THIEF:
ARCHER:
MONK:
CHEMIST:
WHITE MAGE:
BLACK MAGE:
RED MAGE:
Specalist casses:
GAMBLER:
BEASTMASTER:
SCHOLAR:
DEVOUT:
SUMMONER:
SAMURAI:
DRAGOON:
NINJA:
BERSERKER:
MACHINIST
Mixed classes
DARK KNIGHT:
PALADIN:
MYSTIC KNIGHT:
SAGE:
BLUE MAGES:
GEOMANCER:
BARD
DANCER:
GUNNER:
[/SPOILI]
COMBAT SYSTEM AND PROBABILITIES!
FULL credit to LuluRS for this >.> she's a damned hard worker
[SPOILI]OK! So, the first thing you need to know about combat is how each stat matches up, and how they affect each other.
Stats match up in together in this order during combat:
You VS Opponent
Accuracy vs Speed
Strength vs Defence
OR
Magic vs Magic Defence
Your Endurance x10 will act as your HP, or Health.
How Combat Works:
First, lets make two example characters (Hearby known as Charas)
<tbody>
</tbody>
In this scenario, let's say that Chara A is attacking Chara D.
First we look at Chara A's accuracy compared to Chara D's speed, which are 60 and 50 respectively. Since Chara A's accuracy is higher than Chara D's speed (evasiveness), Chara A's attack has a high probability of hitting. To be exact, there is only a 17% chance to miss, but that involves a lot of math that will be explained later on. For now, we'll say that since the chance to miss is so small, that the attack hits.
Which moves us on to the next step. We look to Chara A's Strength compared to Chara D's Defence. Coincidently, they are both 60. Since they are on par, Chara A's attack will do damage, but also has no chance of doing critical damage. Critical attacks will do 2x normal damage.*Note: For magic based attacks, you would substitute Strength for Magic, and Defence for Magic Defence*
Since we established that Chara A's attack has done damage, we look to see how much damage it has inflicted on Chara D's Health. For this, we look to Chara A's Strength compared to Chara D's Endurance, 60 and 80 respectively. When the math conversion has been done, we find that Chara A has inflicted 20 points of damage to Chara D's Health. Chara D's health is now sitting at 60, and we now have the knowledge that Chara A will inflict 20 damage each time they land a successful hit on Chara D. *Note: A math conversion will need to be done for each character you enter combat with.*
Now, you don't need to include the numbers in your posts. That would make things very technical and not appealing story wise. But it is good to know the numbers while in combat with another player, as this will help you understand how a battle between you two would commence. Stats will change as the story progresses, and may be altered by equipment.
THE MATH!!!
When comparing stats (i.e. Strength vs Defence)
Chara A's Stat = A Chara D's Stat = D
1. A/D = N
2. Nx100 = X%
This number (represented by X) is the percentage used. In the case of Strength/Defence, it is the percentage that an attack will do damage. If X is higher than 100 (whether negative or not), there is no chance that you will not do damage.
In the event that X is higher than 100
X-100 = C
C represents your critical percentage. This is how high a chance you have to place a critical attack on your opponent. As stated before, critical attacks will do 2x the damage of a normal attack. If C is greater than 30, you'll be able to dice roll for a critical.
Health and Damage
A = Chara A's Strength/Magic E = Chara D's (magic)Defence
1: A/E = Y
2: [(yx100) / 2] / 2 = Q[/SPOILI]
Character Sheet
Name:
Age:
Gender:
Personality:
Appearance: (picture optional)
Classes:
Stats:
Equipment: ( one set of armour, and three weapons no stronger than steel.)
Profession:
Bio:
Character slots: each person gets three characters max but only one of those will be a hero if any, and no you dont get to choose it's decided at random. By me ;p
Characters ( users ):
Villain: Endgame (metallic soap)
Villian's left hand man: Lyth (lulu)
Villian's right hand man: Sylke (NYX)
Heroes:
Loric (liro)
Pristine ( schatten)
Friends:
rich'ki (lulu)
velishia (lulu)
Nivalis (liro)
Fuyu (levi)
coeli (levi)
vulpasha (levi)
Consettina (silent)
Posting order : Liro
Lulu
Schatten
Levi
Nyx
Silent
Metallic
The reigning king of the continent the characters start on is wise and benevolent, openly happy and careing for his subjects but his health is waining his son a dark and cruel man looks to be the next to ascend the throne, though unseen theres more than one force at work controlling the tide of things, War is brewing, and there is no way to stop it Save ofor those chosen by the crystals. ( yes i'm useing the crystals from the original 5 FF's). As the world descends into darkness and the tides of war being their fires of total and absolute corruption the chosen one head out with thier companions to right the wrongs of this world. And stem the tide of destruction before war consumes their home land.
Stats
All characters start off with a base stats of 50 points per stat, this is modified wit the races they choose as well as the limitations on their classes.
HUMAN:
Endureance - 50
Strength - 50
Magic - 50
Speed - 50
Accuracy - 50
Defence - 50
Magic defence - 50
Races other than human:
VIULI
Claiming homage to the southern continent of (insert name here) are the Viuli. Having been secluded from most of the world until a few centuries ago, the Viuli evolved from a small predator, native to the land. While they are now much larger than their beastial ancestors, the people still very much resemble their animal forefathers. Their ears a very large, suited for cooling their bodies while the desert sun is high. Their eyes are also large, reminiscent of their hunting nature, with long lashes to keep out the desert sand. Their body is covered in a short, thin fur coat, save for their tail, which is covered in long, fluffy fur, used to help keep warm when the moon rises at night. While originally thought of as savage and beastial, the Viuli have spent many, many years with civilized, close relationships to the rest of the world, though their are still a few small packs of Viuli who keep to the old traditions.
http://xxxhitori-ja-naixxx.deviantart.com/#/d56f2py - pic of race.
Endureance - 70
Strength - 50
Magic - 20
Speed - 50
Accuracy - 50
Defence - 30
Magic defence - 70
The Viuli are restrected from magic classes, in other words THERE ARE NO VIULI MAGES OF ANY SORT!
ETHRIAM:
The Ethriam are an old race, maybe even older than the humans. Their ancestral home is located in the very heart of the (insert name here) forest, and is not an easy place to travel to or from. Ethriam people are peaceful for the most part, and shy away from any form of war or fighting. This does not mean they are weak, however, as they have very strong roots in magic. They can and would hide their people behind a barrier, and be able to hold off attacks indefinitely, assuming supplies last. Ethriam people are also very musical, as their native language is spoken through singing. The Ethriam people are long lived, able to live almost a thousand years, though they have a very poor birth rate, making them a rare sight, unless in their forest home.
http://xxxhitori-ja-naixxx.deviantart.com/#/d56f6d9 - pic of race.
Endureance - 50
Strength - 30
Magic - 70
Speed - 50
Accuracy - 50
Defence - 30
Magic defence - 70
Ethriam are not physical combatants so any SOLEY physical class they cannot be. Eg warrior or monk.
The stats determine how you do in battle as well as what your tactics shoud be as thers no point in engaging head on combat with 20 def and 20 str when you could run circles around them with 80 spd
Classes
In all FF games ther are classes this Rp will be no differnt.
Characters are allowed 1 of each basic specialist and mix or 1 basic and 2 specialist
HOWEVER
Heros are allowed to take one extra specialisation or mixed class.
Villain henchmen get 4 the same as the heros
and the main Villian gets 5 classes either an extra spec or an mix.
Heroes gain one extra class' bounses not debilities.
Description: a description of the class.
Attributes: Bonuses the class provides. The attribute effects can be positive or negative.
If it says high you at ten points (+10 ) to the stat it mentions, if it says low, you reduuce it by ten points ( - 10)
this multiplier is only for the starting three classes, the heros will have the negative effects waved on any new class.
Equipment: This effects the character, in what their armour is or what weapons they can use.
Certain classes will thave thier own Skills list. ( to be added shortly.)
(note: Speed is both evasion and agility)
[SPOILI]
Basic classes :
WARRIOR:
The Warrior usually has few abilities and no magic, but can equip a majority of the weapons the party comes across, including large swords.
ATTRIBUTES: High strength, high defense, low magic, low magic defense.
EQUIP: Any armour, any weapon.
ATTRIBUTES: High strength, high defense, low magic, low magic defense.
EQUIP: Any armour, any weapon.
THIEF:
The defining characteristics of the thief are its green rag-tag clothing and the ability to steal items from the enemy, which usually has success.
ATTRIBUTES: High agility, low magic, low magic defense
EQUIP: Knives, daggers, boomerrang, armour light.
ATTRIBUTES: High agility, low magic, low magic defense
EQUIP: Knives, daggers, boomerrang, armour light.
ARCHER:
Archers equip bows and arrows and often resemble Robin Hood. Their high accuracy and ranged attacks make them effective from a distance or the back row.
ATTRIBUTES: High accuracy, high speed, low magic, low strength
EQUIP: Bows, cross bows. Light to medium armour.
ATTRIBUTES: High accuracy, high speed, low magic, low strength
EQUIP: Bows, cross bows. Light to medium armour.
MONK:
Monks are known for their weaponless approach to fighting, relying on the way of the fist (later, it switches to claws). What they lack in strength, the make up for in endurance.
ATTRIBUTES: High endureance, high speed, low magic, low magic defense
EQUIP: Light armour. Tonfa, unarmed, claws, three section staff.
ATTRIBUTES: High endureance, high speed, low magic, low magic defense
EQUIP: Light armour. Tonfa, unarmed, claws, three section staff.
CHEMIST:
Chemists increase the potency of the party's items, usually being restricted to healing items such as potions and ethers.
ATTRIBUTES: High endureance, low magic.
EQUIP: Knives, staffs, flail, mace, Armour Light - med.
ATTRIBUTES: High endureance, low magic.
EQUIP: Knives, staffs, flail, mace, Armour Light - med.
WHITE MAGE:
White Mages are the direct opposite of Black Mages. Instead of using their magic to hurt, they use it to heal or protect. As such, most white mages are portrayed as females.
ATTRIBUTES: High magic defense, low magic, low strength
EQUIP: Staff. Armour: clothing / robes
ATTRIBUTES: High magic defense, low magic, low strength
EQUIP: Staff. Armour: clothing / robes
BLACK MAGE:
Black Mages are the opposite of White Mage. Black Mages have the ability to cast Black Magic, which is defined as magic intended to harm or enfeeble the target.
ATTRIBUTES: High magic, low strength
EQUIP: Armour either clothing or robes. Weapon Knife or staff.
ATTRIBUTES: High magic, low strength
EQUIP: Armour either clothing or robes. Weapon Knife or staff.
RED MAGE:
Red Mages can cast two vastly different kinds of magic - white and black, making them a "jack-of-all-trades". The disadvantage is it cannot cast very powerful magic from either color, so being proficient in many arts, it is a master of none.
ATTRIBUTES: High magic, low endureance, low strength
EQUIP: Armour - clothing to Light
ATTRIBUTES: High magic, low endureance, low strength
EQUIP: Armour - clothing to Light
Specalist casses:
GAMBLER:
These characters and jobs are based on games of chance, such as slots, cards, and dice. They can do great damage, little damage, heal, or even kill everyone in the party, all on a random whim.
ATTRIBUTES: High accuracy, high magic defense, low endureance, low physical defense,
EQUIP: Armour - clothing, knives, gambleing equipment.
ATTRIBUTES: High accuracy, high magic defense, low endureance, low physical defense,
EQUIP: Armour - clothing, knives, gambleing equipment.
BEASTMASTER:
Beastmasters exert control over monsters, commanding them to do their bidding and attack. Usually, Beastmasters need to wear down the enemy first, then either capture them or use them right away.
ATTRIBUTES: High strength, low magic
EQUIP: Whips, axes, Armour - clothing to light armour.
ATTRIBUTES: High strength, low magic
EQUIP: Whips, axes, Armour - clothing to light armour.
SCHOLAR:
A mage similar to black Mage. Their spells can also be charged consecutively rather than requiring a charge each time.
ATTRIBUTES: High magic, low endureance, low evasion.
EQUIP: Armour - clothing to robes, rods, books.
ATTRIBUTES: High magic, low endureance, low evasion.
EQUIP: Armour - clothing to robes, rods, books.
DEVOUT:
A Devout is the natural evolution of a White Mage as they gain higher levels of healing and white magic like "Seal" and "Holy".
ATTRIBUTES: High magic defense, low magic power, low strength
EQUIP: mace, flail, armour- robes
ATTRIBUTES: High magic defense, low magic power, low strength
EQUIP: mace, flail, armour- robes
SUMMONER:
Summoners add the most flavor. Instead of fighting for themselves, they summon giant monsters to either fight for them or support the party at a cost.
ATTRIBUTES: High magic, high magic defense, low evasion, low strength, low defense
EQUIP: Staff, rod, flute, Armour - clothing to robes.
ATTRIBUTES: High magic, high magic defense, low evasion, low strength, low defense
EQUIP: Staff, rod, flute, Armour - clothing to robes.
SAMURAI:
Samurais are more defined by their outfits than their abilities, they often equip a long samurai sword or katana, and wear traditional samurai armor. Their abilities also tend to include a way to instantly kill an enemy, and the ability to paralyze enemies.
ATTRIBUTES: High strength, high endureance, low magic
EQUIP: Great katana, katana, armour - medium to heavy
ATTRIBUTES: High strength, high endureance, low magic
EQUIP: Great katana, katana, armour - medium to heavy
DRAGOON:
Dragoons have an affinity for dragon killing through their spears and polearms, and often wear dragon-related gear. Their main characteristic is the Jump ability.
ATTRIBUTES: High strength, high agility, low magic
EQUIP: Spears, Armour - heavy.
ATTRIBUTES: High strength, high agility, low magic
EQUIP: Spears, Armour - heavy.
NINJA:
Ninjas are usually associated with the staple of being able to equip a sword in each hand, doubling their attack power.
ATTRIBUTES: High strength, high speed, low magic
EQUIP: Katana, daggers, armour - clothing-light.
ATTRIBUTES: High strength, high speed, low magic
EQUIP: Katana, daggers, armour - clothing-light.
BERSERKER:
Berserkers have one simple motivation - fight! Dressed in animal skins, and wielding axes or claws, Berserkers are true to their name - they can only fight.
ATTRIBUTES: High Endureance, high speed, low magic power, low magic defense.
EQUIP: Armour - Nothing, axes, claws.
ATTRIBUTES: High Endureance, high speed, low magic power, low magic defense.
EQUIP: Armour - Nothing, axes, claws.
MACHINIST
The Machinist,Gadgeteer, Tinker or Engineer job is focused on using mechanical devices which allows them to use tools to damage enemies.
ATTRIBUTES: High accuracy, high evasion, low defense, low magic defense.
EQUIP: Armour - light, tools, spears.
ATTRIBUTES: High accuracy, high evasion, low defense, low magic defense.
EQUIP: Armour - light, tools, spears.
Mixed classes
DARK KNIGHT:
The Dark Knight's look is characterized by a predilection towards dark combat. Like a knight, this class focuses on strength-based attacks, but also uses black magic to harm the enemy, though this leaves its defense low.
ATTRIBUTES: High endureance, high strength, high magic, low speed, Low magic defence.
EQUIP: Scythe, two-handed greatsword, Armour - medium to heavy.
ATTRIBUTES: High endureance, high strength, high magic, low speed, Low magic defence.
EQUIP: Scythe, two-handed greatsword, Armour - medium to heavy.
PALADIN:
Paladins are much like Knights, except for one key difference - they have white magic. Though their power in this tends to be low, it works well for certain tight situations.
ATTRIBUTES: High defense, high endureance, High strength, low magic, low speed,
EQUIP: Shields, Great shields, Swords, armour - Heavy
ATTRIBUTES: High defense, high endureance, High strength, low magic, low speed,
EQUIP: Shields, Great shields, Swords, armour - Heavy
MYSTIC KNIGHT:
Magic Knights combine great strength with the ability to assign elemental affinities to their weapon (such as Fire, Water, Holy, etc.) In effect, it allows you to make a physical attack and a magic attack at the same time.
ATTRIBUTES: High endureance, high strength, high defense, low magic defense, low speed,
EQUIP: Swords, Great swords, armour - medium to heavy.
ATTRIBUTES: High endureance, high strength, high defense, low magic defense, low speed,
EQUIP: Swords, Great swords, armour - medium to heavy.
SAGE:
The Sage is a combination mage who can cast both black and white magic spells, like Red Mages. Unlike Red Mages, however, Sages eschew physical combat in favor of increased spellcasting proficiency.
ATTRIBUTES: High magic, high magic defence, low endureance, low strength
EQUIP: Armour - clothes to robes, staves, rods, books.
ATTRIBUTES: High magic, high magic defence, low endureance, low strength
EQUIP: Armour - clothes to robes, staves, rods, books.
BLUE MAGES:
It is the first job class of its kind to be able to cast spells and abilities of other monsters. These spells range from very weak to very powerful, but they are difficult and time-consuming to obtain. In most cases, the Blue Mage has to be attacked with the spell in order to learn it, which becomes a problem with powerful spells and spells meant for healing.
ATTRIBUTES: High magic, low strength
EQUIP: Armour - robes to light, rod, knife, whip.
ATTRIBUTES: High magic, low strength
EQUIP: Armour - robes to light, rod, knife, whip.
GEOMANCER:
Geomancers use attack magic primarily, but instead of having a set list of spells, their magic is determined by the setting they are fighting in.
ATTRIBUTES: High magic, high defense, low strength, low speed
EQUIP: Poles, swords, armour - None to clothing.
ATTRIBUTES: High magic, high defense, low strength, low speed
EQUIP: Poles, swords, armour - None to clothing.
BARD
The bard's primary job is support through singing songs which affect either the party's or enemies' status through their equipped harps.
ATTRIBUTES: High magic defence, High speed, low strength, low magic
EQUIP: Harp, armour - clothing.
ATTRIBUTES: High magic defence, High speed, low strength, low magic
EQUIP: Harp, armour - clothing.
DANCER:
Dancers cast a random effect on their enemies, much like a bard.
ATTRIBUTES: High strength, high speed, low defence, low magic defence
EQUIP: Armour - clothing, nothing.
ATTRIBUTES: High strength, high speed, low defence, low magic defence
EQUIP: Armour - clothing, nothing.
GUNNER:
Gunners equip guns (what else?) and do a great job of combining heavy physical attacks with status effects. Like archers, they typically have great accuracy and marksmanship, and offset their weak defense with their distance attacks.
ATTRIBUTES: High speed, high accuracy, low magic, low magic defense
EQUIP: Pistols, rifles, armour - clothing.
ATTRIBUTES: High speed, high accuracy, low magic, low magic defense
EQUIP: Pistols, rifles, armour - clothing.
COMBAT SYSTEM AND PROBABILITIES!
FULL credit to LuluRS for this >.> she's a damned hard worker
[SPOILI]OK! So, the first thing you need to know about combat is how each stat matches up, and how they affect each other.
Stats match up in together in this order during combat:
You VS Opponent
Accuracy vs Speed
Strength vs Defence
OR
Magic vs Magic Defence
Your Endurance x10 will act as your HP, or Health.
How Combat Works:
First, lets make two example characters (Hearby known as Charas)
Stat | Chara A(attack) | Chara D(defend) |
Endurance | 50 | 80 |
Strength | 60 | 70 |
Magic | 30 | 20 |
Speed | 80 | 50 |
Accuracy | 60 | 50 |
Defence | 50 | 60 |
Magic Defence | 40 | 40 |
<tbody>
</tbody>
First we look at Chara A's accuracy compared to Chara D's speed, which are 60 and 50 respectively. Since Chara A's accuracy is higher than Chara D's speed (evasiveness), Chara A's attack has a high probability of hitting. To be exact, there is only a 17% chance to miss, but that involves a lot of math that will be explained later on. For now, we'll say that since the chance to miss is so small, that the attack hits.
Which moves us on to the next step. We look to Chara A's Strength compared to Chara D's Defence. Coincidently, they are both 60. Since they are on par, Chara A's attack will do damage, but also has no chance of doing critical damage. Critical attacks will do 2x normal damage.*Note: For magic based attacks, you would substitute Strength for Magic, and Defence for Magic Defence*
Since we established that Chara A's attack has done damage, we look to see how much damage it has inflicted on Chara D's Health. For this, we look to Chara A's Strength compared to Chara D's Endurance, 60 and 80 respectively. When the math conversion has been done, we find that Chara A has inflicted 20 points of damage to Chara D's Health. Chara D's health is now sitting at 60, and we now have the knowledge that Chara A will inflict 20 damage each time they land a successful hit on Chara D. *Note: A math conversion will need to be done for each character you enter combat with.*
Now, you don't need to include the numbers in your posts. That would make things very technical and not appealing story wise. But it is good to know the numbers while in combat with another player, as this will help you understand how a battle between you two would commence. Stats will change as the story progresses, and may be altered by equipment.
THE MATH!!!
When comparing stats (i.e. Strength vs Defence)
Chara A's Stat = A Chara D's Stat = D
1. A/D = N
2. Nx100 = X%
This number (represented by X) is the percentage used. In the case of Strength/Defence, it is the percentage that an attack will do damage. If X is higher than 100 (whether negative or not), there is no chance that you will not do damage.
In the event that X is higher than 100
X-100 = C
C represents your critical percentage. This is how high a chance you have to place a critical attack on your opponent. As stated before, critical attacks will do 2x the damage of a normal attack. If C is greater than 30, you'll be able to dice roll for a critical.
Health and Damage
A = Chara A's Strength/Magic E = Chara D's (magic)Defence
1: A/E = Y
2: [(yx100) / 2] / 2 = Q[/SPOILI]
Character Sheet
Name:
Age:
Gender:
Personality:
Appearance: (picture optional)
Classes:
Stats:
Equipment: ( one set of armour, and three weapons no stronger than steel.)
Profession:
Bio:
Character slots: each person gets three characters max but only one of those will be a hero if any, and no you dont get to choose it's decided at random. By me ;p
Characters ( users ):
Villain: Endgame (metallic soap)
Villian's left hand man: Lyth (lulu)
Villian's right hand man: Sylke (NYX)
Heroes:
Loric (liro)
Pristine ( schatten)
Friends:
rich'ki (lulu)
velishia (lulu)
Nivalis (liro)
Fuyu (levi)
coeli (levi)
vulpasha (levi)
Consettina (silent)
Posting order : Liro
Lulu
Schatten
Levi
Nyx
Silent
Metallic