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Posted: Sun Jul 01, 2007 11:11 am
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Character Submittal Form
Screen Name: Character Name: Description: -Gender: -Age: -Height: -Weight: -Eye Color: -Hair Color: -Physical: -Mental: Equipment: Clothing -- Description Accessory -- Description Weapon -- Description History:
Class: Element: Current Level: Experience Points: Next Level:
Fighter Mushroom Points: 25 + (Mushroom modifier) Flower Points: 10 + (Flower modifier) Strength: 12 (+1) Agility: 8 (-1) Mushroom: 10 (0) Intelligence: 8 (-1) Flower: 8 (-1) Awareness: 8 (-1)
Archer Mushroom Points: 20 + (Mushroom modifier) Flower Points: 15 + (Flower modifier) Strength: 8 (-1) Agility: 12 (+1) Mushroom: 8 (-1) Intelligence: 8 (-1) Flower: 8 (-1) Awareness: 10 (0)
Cleric Mushroom Points: 15 + (Mushroom modifier) Flower Points: 20 + (Flower modifier) Strength: 8 (-1) Agility: 8 (-1) Mushroom: 10 (+0) Intelligence: 12 (+1) Flower: 8 (-1) Awareness: 8 (-1)
Mage Mushroom Points: 10 + (Mushroom modifier) Flower Points: 25 + (Flower modifier) Strength: 8 (-1) Agility: 8 (-1) Mushroom: 8 (-1) Intelligence: 12 (+1) Flower: 10 (+0) Awareness: 8 (-1)
Single-Hand Damage: (weapon damage) + (Strength modifier) + (weapon-related skill) Two-Hand Damage: (weapon damage) + 2(Strength modifier) + (weapon-related skill) Dual-Wield Damage: (Main Hand Damage) + (Off Hand Damage)
Main Hand Damage: (weapon damage) + (Strength modifier) + (weapon-related skill) Off Hand Damage: (weapon damage) + (Strength modifier)/2 + (weapon-related skill)
Attack Bonus Single Hand: (Strength modifier) + (weapon-related skill) + accuracy Attack Bonus Main Hand: (Strength modifier) + (weapon-related skill) + accuracy Attack Bonus Off Hand: (Strength modifier) + (weapon-related skill) + accuracy - 2 Attack Bonus Two-Hand: 1.5(Strength modifier) + (weapon-related skill) + accuracy Attack Bonus Ranged: (Agility modifier) + (weapon-related skill) + accuracy Attack Bonus Unarmed: (Strength modifier) + (related skill) + accuracy Attack Bonus Magic: (Awareness modifier) + (related skill) + accuracy
Dodge Bonus Normal: 10 + (Agility modifier) + (Awareness modifier) + (related skill) Dodge Bonus Resist: 15 + (Agility modifier) + (Awareness modifier) + (related skill) Dodge Bonus Weak: 5 + (Agility modifier) + (Awareness modifier) + (related skill) Dodge Bonus Flat Footed: 10 + (related skill)
Skills
Fighter One Handed: every 10 points spent here increases the chance to hit with a one-handed weapon by +2 and increases damage by +2 minimum to +4 maximum Two Handed: every 10 points spent here increases the chance to hit with a two-handed weapon by + 2 and increases damage by +2 minimum to +4 maximum Dual Weild: every 10 points spent here increases the chance to hit with dual weapons by +3/+1 and increases damage by +2/+1 minimum to +4/+3 maximum Shield: every 10 points spend here increase the chance to block an attack with a shield equiped by +4
Archer Markman: every 10 points spent here increases the chance to hit with a ranged weapon by +4 and increase damage by +1 minimum to +2 maximum Pivotal: every 10 points spent here increase the chance to dodge by +4 Break: every 10 points spent here increase additional effect checks by +2 and duractions by +4 minutes Explosion: every 10 points spent here increases splash range by +1/4 and damage by +1/4 minimum and +1/2 maximum
Cleric Healing: every 10 points spent here increases healing by +4 minimum to +10 maximum Pray: every 10 points spent here increases the effectiveness of enhancement spells Fright: every 10 points spent here decreases enemy motivation Mark: every 10 points spent here increases the ability to target only allies with aid spells avoid allies with damage spells
Mage Magic: every 10 points spent here increases chance to hit with magic by +2 and damage by +2 minimum to +4 maximum Resist: every 10 points spent here decreases elemental damage by -1/2 War: every 10 points spent here increases physical chance to hit by +1 and damage by +1 minimum to +3 maximum. Recovery: every 10 points spent here increases FP regeneration by +3/round
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Posted: Sun Jul 01, 2007 11:13 am
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Improving Statistics
All characters have 40 points to distribute upon creation. The modifiers (in parenthesis) are determined by dividing the statistic in two, rounding down, and subtracting five. As an example, 9 divided by two is 4.5 rounded down is 4 minus 5 is -1 so the modifier is a negative one. All characters also get 4(4 + (intelligence modifier)) to their skill pool.
When a character levels up, his or her class type determines what bonuses are earned. A level up occurs every 1000 experience points.
Combat Type 4 ability points +1 accuracy 8 + (1 per Mushroom modifier) to Mushroom Points 2 + (1 per Flower modifier) to Flower Points +1 Main Hand attack per 4 Levels +1 Off Hand attack per 6 Levels 2 + (1 per Intelligence modifier) to skill point pool new spells, abilities, and techniques
Distance Type 4 ability points +1 accuracy 6 + (1 per Mushroom modifier) to Mushroom Points 4 + (1 per Flower modifier) to Flower Points +1 Main Hand attack per 5 Levels +1 Off Hand attack per 7 Levels 2 + (1 per Intelligence modifier) to skill point pool new spells, abilities, and techniques
Healing Type 4 ability points +1 accuracy 4 + (1 per Mushroom modifier) to Mushroom Points 6 + (1 per Flower modifier) to Flower Points +1 Main Hand attack per 6 Levels +1 Off Hand attack per 8 Levels 2 + (1 per Intelligence modifier) to skill point pool new spells, abilities, and techniques
Magic Type 4 ability points +1 accuracy 2 + (1 per Mushroom modifier) to Mushroom Points 8 + (1 per Flower modifier) to Flower Points +1 Main Hand attack per 7 Levels +1 Off Hand attack per 9 Levels 2 + (1 per Intelligence modifier) to skill point pool new spells, abilities, and techniques
Elemental Prowess
*Other: Holy: Resistant to Elements; Weak to Evil Evil: Resistant to Void; Weak to Holy Void: Resistant to Elements; Weak to Other Physical: Resistant to Other; Weak to Elements
Elements: Fire: Resistant to Ice; Weak to Water Ice: Resistant to Water, Weak to Fire Water: Resistant to Wind; Weak to Electric Electric: Resistant to Fire; Weak to Earth Earth: Resistant to Electric; Weak to Wind Wind: Resistant to Earth; Weak to Ice *Dragon: Resistant to Elements; Weak to Void
*note: these cannot be selected
Player Classes
Combat Type
Fighter: The basic combat type. The fighter excels at hand-to-hand combat and has the skills to prove it. While lacking in the magic department, the fighter can get the job done with massive damage and the most attacks per round of combat.
Notes: Level 1 abilities and skills are in character submittal form
Warrior: When a fighter comes to know battle, it is said the class evolves into a mighty warrior. The warrior knows all about weapons and can easily adapt to any situation or armament. Learning from allies, a warrior is even harder to hit and tougher to take down.
Notes: Level 25 Fighter loses One Handed, Two Handed, and Dual Weild dumps points from above into Weapon Mastery gains Pivotal, Resist, and a flavor skill with 10 points preloaded +4 strength, +4 mushroom, +2 agility +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Barbarian:
Notes: Level 50 Warrior gains War Cry with 10 points preloaded Weapon Mastery and Pivotal +10 points +6 strength, +4 agility, +2 awareness +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Berserker:
Notes: Level 75 Barbarian gains Tough Skin with 10 points preloaded Weapon Mastery and War Cry +10 points +6 strength, +4 agility, +2 awareness +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Distance Type
Archer: The basic distance type. The archer excels at striking foes from a distance and doing it well. They have skills to get even further away from the enemy and leverage that for added damage. It's best to avoid their added effects.
Notes: Level 1 abilities and skills are in character submittal form
Sniper: Where the archer strives to hit a mark, the sniper aims to kill. Everything about the sniper speaks to an undying search for perfection. It is on this search that hitting targets in vital places becomes possible. The sniper is rarely seen and always feared.
Notes: Level 25 Archer gains a flavor skill with 10 points preloaded Marksman and Break +10 points +4 agility, +4 awareness, +2 strength +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Bowman:
Notes: Level 50 Sniper gains Buff with 10 points preloaded Marksman and Break +10 points +6 agility, +4 awareness, +2 strength +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Gunman:
Notes: Level 75 Bowman gains Restraint with 10 points preloaded Marksman and Buff +10 points +6 agility, +4 awareness, +2 strength +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Healing Type
Cleric: The basic healing type. While the cleric lacks many attack boosting skills, there is plenty to offer in the ability to heal. There are vital skills available that make it impossible to complete a mission without one, and there are some interesting skills available.
Notes: Level 1 abilities and skills are in character submittal form
Priest: If a cleric is vital, the priest is a necessity. With the ability to heal multiple allies, fully revive, and many other effects, the priest becomes a nuisance the enemy must reckon with. It is in constant prayer that the priest finds the faith to aid allies and bring demise to enemies.
Notes: Level 25 Cleric gains a flavor skill with 10 points preloaded Healing and Pray +10 points +4 flower, +4 mushroom, +2 intelligence +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Faith:
Notes: Level 25 Priest with 0 Fright loses Fright gains Regenerate and Target All with 10 points preloaded Healing +10 points +6 flower, +4 mushroom, +2 intelligence +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
High Priest:
Notes: Level 75 Faith gains Recovery with 10 points preloaded Healing and Mark +10 points +6 flower, +4 mushroom, +2 intelligence +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Magic Type
Mage: The basic magic type. The mage severely lacks any ability to deal physical damage, but that won't stop a huge spill over of mushroom point draining attacks. The skills and added effects make facing off against a party with one of these a dangerous proposition.
Notes: Level 1 abilities and skills are in character submittal form
Sage:
Notes: Level 25 Mage gains a flavor skill with 10 points preloaded Magic and Recovery +10 points +4 flower, +4 awareness, +2 intelligence +14 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Archmage:
Notes: Level 50 Sage gains Mirror with 10 points preloaded Magic and Recovery +10 points +6 flower, +4 awareness, +2 intelligence +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
Archsage:
Notes: Level 75 Archmage gains Quick Cast with 10 points preloaded Magic and Recovery +10 points +6 flower, +4 awareness, +2 intelligence +20 ability points +(mushroom modifier) mushroom points +(flower modifier) flower points 4(4 + (intelligence modifier)) skill points
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Posted: Sun Jul 01, 2007 11:32 am
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Spells, Abilities, and Techniques Fighter
Charge: +1 to minimum damage and +2 to maximum damage per level FP Cost: 1 + (1/4 per level) Duration: 2 + (1/2 per level) rounds Requirements:
Level 1 any weapon skill 15 points 18 strength
First Aid: heals 1 - 4 + (flower modifier) to self FP Cost: 2 Duration: instant Requirements:
Level 2 Shield 8 points 12 awareness
Tackle: 1 - 6 + (strength modifier) damage at +4 accuracy to flat foot target for 1 + (strength modifier)/2 FP Cost: 4 Duration: instant Requirements:
Level 4 Shield 10 points 20 strength
Sharpen: causes bleeding, 1 + (1/4 per level) damage to afflicted per round FP Cost: 2 + (1/4 per level) Duration: next strike, 3 + (1/2 per level) rounds Requirements:
Level 5 any two weapon skills 10 points 15 awareness
Bash: 1 - 8 + (strength modifier) damage at +4 accuracy and paralyzes target FP Cost: 6 Duration: instant Requirements:
Level 8 Shield 15 points 18 awareness
Sweep: 1 - 4 + (strength modifier) damage at +2 accuracy to knock down and blind target for 1 + (strength modifier)/3 rounds FP Cost: 5 Duration: instant Requirements:
Level 8 18 agility 14 awareness
Elemental Sting: adds 1 - 4 damage through element + (flower modifier) FP Cost: 6 Duration: 4 + (flower modifier) rounds Requirements:
Level 10 any weapon skill 25 points 14 flower
Cut: lines wound with element to deal 1 + (flower modifier) damage per round FP Cost: 8 Duration: next strike, 2 + (flower modifier) rounds to target Requirements:
Level 15 any weapon skill 30 points 30 strength 18 flower
Harsh Blow: 3 - 15 + (strength modifier) damage at -1 accuracy to break bones FP Cost: 11 Duration: instant Requirements:
Level 18 any weapon skill 40 points 34 strength
Harsh Strike: +1/4 minimum to +1/2 maximum damage per level, +2 accuracy, flat foots target FP Cost: 12 Duration: next strike Requirements:
Level 20 any two weapon skills 25 points 36 strength
Warrior
Coil: -4 minimum damage, -10 maximum damage, +4 dodge, ignore 10 points of damage FP Cost: 24 Duration: 1 + (intelligence modifier) rounds Requirements:
Level 25 Weapon Mastery 50 points Resist 25 points 26 intelligence
Field Treatment: heal 30 - 80 + (flower modifier) mushroom points to self and 1 + (awareness modifier) allies FP Cost: 22 Duration: instant Requirements:
Level 27 Shield 30 points 24 awareness
Attune: change target's element FP Cost: 30 Duration: 1 + (flower modifier) rounds Requirements:
Level 30 30 intelligence 26 awareness
Rolling Strike: dodge target's attack, 3x two-handed damage calculation to target's back FP Cost: 22 Duration: instant Requirements:
Level 33 Weapon Mastery 70 points Pivotal 35 points 40 strength
Pummel: 1 - 6 + (strength modifier) damage, +8 attack bonus, paralyze or flat foot target FP Cost: 18 Duration: instant, effect lasts 1 + 1.5(strength modifier) rounds Requirements:
Level 34 Weapon Mastery 75 points 42 strength
Blast: ranged calculation, 2 - 6 additional elemental damage, +1/7 target per level FP Cost: 28 Duration: instant Requirements:
Level 35 Weapon Mastery 100 points 34 intelligence
Open Stance: dodge next strike, 4x two-handed damage calculaton FP Cost: 40 Duration: next strike Requirements:
Level 38 Pivotal 45 points 36 awareness
Aura: flat foot all targeted who receive damage FP Cost: 60 Duration: 1 + (intelligence modifier) + (flower modifier) rounds Requirements:
Level 40 Weapon Mastery 150 points 40 intelligence 24 flower
Stricken: halves dodge or target FP Cost: 60 Duration: 3 + (strength modifier) rounds Requirements:
Level 42 Weapon Mastery 180 points 50 strength
Spill: 25MP; this master Warrior magic causes any elemental strike to spill over to anybody nearby a target. FP Cost: 65 Duration: 1 + (flower modifier)/3 Requirements:
Level 45 Weapon Mastery 200 points 30 flower
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Posted: Sun Jul 01, 2007 12:21 pm
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Spells, Abilities, and Techniques Archer
Strike: +1 accuracy per level FP Cost: 1 + (1/4 per level) Duration: 2 + (1/2 per level) rounds Requirements:
Level 1 Marksman 15 points 18 agility
Quick: +1 dodge per level FP Cost: 3 + (1/2 per level) Duration: 1 + (1/4 per level) rounds Requirements:
Level 2 Pivotal 8 points 14 awareness
Sharp: +1/4 minimum, +1/2 maximum damage per level FP Cost: 1 + (1/4 per level) Duration: 2 + (1/4 per level) Requirements:
Level 4 Marksman 25 points 14 strength
Elemental Arrow: add 2 - 6 damage through element + (flower modifier) FP Cost: 6 Duration: 4 + (flower modifier) rounds Requirements:
Level 5 Explosion 15 points 14 flower
Explosive Arrow: 1 - 4 splash element damage + (flower modifier) to adjacent to target FP Cost: 6 Duration: 1 + (flower modifier) rounds Requirements:
Level 10 Explosion 20 points 16 flower
Pulverize: (One Hand calculation) + 8 - 20 + (strength modifier) damage at -8 accuracy FP Cost: 10 Duration: instant Requirements:
Level 12 Marskman 30 points 18 strength
Break Equip: 1 - 10 + (strength modifier) damage, -1 accuracy to break a piece of target's equipment FP Cost: 8 Duration: instant Requirements:
Level 15 Break 15 points 16 awareness
Sprint: -1 attack, rush to a high ground for additional 1 - 10 damage and +2 accuracy FP Cost: 12 Duration: instant Requirements:
Level 18 Marskman 35 points 22 agility
Ailment: 2 - 8 + (strength modifier) damage, -2 accuracy to (based on element) burn, freeze, confuse, paralyze, weaken, or slow target FP Cost: 12 Duration: instant Requirements:
Level 20 Break 25 points 24 agility
Marksmanship: 100% hit FP Cost: 15 + (1/6 per level) Duration: 1 + (agility modifier) Requirements:
Level 22 Marskman 45 points 26 agility
Sniper
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Posted: Sun Jul 01, 2007 12:22 pm
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Posted: Sun Jul 01, 2007 12:25 pm
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Spells, Abilities, and Techniques Mage
Special Notes cannot be elementally opposed deals +2 minimum to +6 maximum to elementally opposed deals +2 minimum to +4 maximum for elementally attuned deals -1 minimum to -2 maximum to elementally resistant
Flicker: 1 - 4 fire damage + (flower modifier) Frost: 1 - 4 ice damage + (flower modifier) Splash: 1 - 4 water damage + (flower modifier) Shock: 1 - 4 electric damage + (flower modifier) Rubble: 1 - 4 earth damage + (flower modifier) Breeze: 1 - 4 wind damage + (flower modifier) FP Cost: 4 Duration: instant Requirements:
Level 1 Magic 15 points (+3 for each additional spell) 18 intelligence
Concentrate: +1/3 to minimum damage and +1/2 to maximum spell damage per level FP Cost: 5 + (1/2 per level) Duration: 2 + (1/2 per level) rounds Requirements:
Level 3 Magic 20 points 20 flower
Skill UP: +1 to modifiers + (1/3 per level) to target FP Cost: 6 + (1/4 per level) Duration: 2 + (flower modifier) Requirements:
Level 4 Resist 8 points 16 awareness
Flame: 1 - 8 fire damage + (flower modifier) Sliver: 1 - 8 ice damage + (flower modifier) Bubble: 1 - 8 water damage + (flower modifier) Jolt: 1 - 8 electric damage + (flower modifier) Pebble: 1 - 8 earth damage + (flower modifier) Gust: 1 - 8 wind damage + (flower modifier) FP Cost: 8 Duration: instant Requirements:
Level 5 Magic 25 points (+3 for each additional spell) 20 flower
Skill DOWN: -1 to modifiers - (1/3 per level) to target FP Cost: 8 + (1/4 per level) Duration: 2 + flower modifier Requirements:
Level 8 Resist 15 points 18 awareness
Flamethrower: 4 - 20 fire damage + (flower modifier), -4 accuracy to burn Icicle: 4 - 20 ice damage + (flower modifier), -4 accuracy to freeze Burst: 4 - 20 water damage + (flower modifier), -4 accuracy to confuse Thunder: 4 - 20 electric damage + (flower modifier), -4 accuracy to paralyze Stone: 4 - 20 earth damage + (flower modifier), -4 accuracy to weaken Windy: 4 - 20 wind damage + (flower modifier), -4 accuracy to slow FP Cost: 16 Duration: instant, effect 2 + (flower modifier) rounds Requirements:
Level 10 Magic 30 points (+4 for each additional spell) 24 flower
Silence: mutes target FP Cost: 18 Duration: 3 + (flower modifier) Requirements:
Level 14 Magic 35 points 20 intelligence
Fireball: 10 - 30 fire damage + (flower modifier), -2 accuracy to burn and flat foot Icebeam: 10 - 30 ice damage + (flower modifier), -2 accuracy to freeze and flat foot Aqua Jet: 10 - 30 water damage + (flower modifier), -2 accuracy to confuse and flat foot Thunderbolt: 10 - 30 electric damage + (flower modifier), -2 accuracy to paralyze and flat foot Rock: 10 - 30 earth damage + (flower modifier), -2 accuracy to weaken and flat foot Aerial: 10 - 30 wind damage + (flower modifier), -2 accuracy to slow and flat foot FP Cost: 25 Duration: instant, effect 3 + (flower modifier) rounds Requirements:
Level 15 Magic 40 points (+4 for each additional spell) 28 flower
Flame Blast: 30 - 50 fire damage + (flower modifier), -1 accuracy to burn and flat foot, -6 accuracy to char Hail: 30 - 50 ice damage + (flower modifier), -1 accuracy to freeze and flat foot, -6 accuracy to hypothermia Deluge: 30 - 50 water damage + (flower modifier), -1 accuracy to confuse and flat foot, -6 accuracy to inundate Lightning: 30 - 50 electric damage + (flower modifier), -1 accuracy to paralyze and flat foot, -6 accuracy to electrocute Boulder: 30 - 50 earth damage + (flower modifier), -1 accuracy to weaken and flat foot, -6 accuracy to bury Jet: 30 - 50 wind damage + (flower modifier), -1 accuracy to slow and flat foot, -6 accuracy to blow away FP Cost: 36 Duration: instant, effect 4 + (flower modifier) rounds Requirements:
Level 20 Magic 50 points (+5 for each additional spell) 32 flower
Ability Proof: doesn't allow status ailments on target FP Cost: 30 Duration: 4 + (flower modifier) Requirements:
Level 22 Resist 25 points 24 intelligence
Sage
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Posted: Sun Jul 01, 2007 12:40 pm
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Posted: Sat Jul 07, 2007 11:43 pm
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