Art Weaver System

Yang Xiao Long

Sunny Little Dragon
Chapter 1: The System


Character Creation


Attributes & Statistics


Attributes are the measure of your character’s capabilities. You gain attributes by spending experience on them, all attributes start at 1, and cost 15 experience plus the numerical value of the next attribute level.


Strength: Determines how strong your character is, strength normally determines damage.


Agility: Determines how precise your character’s movements are. Agility affects your character’s ability to hit, and parry.


Speed: Determines how fast your character can move, and the order in which they move during combat.


Endurance: Determines how much health your character has in combat.


Intelligence: Determines how fast your character learns, how much MP they have in combat, and what kind of mental tasks they can perform, sometimes intelligence can determine damage in combat.


Charisma: Determines how much your character can influence others.


Along with attributes there are a few other statistics that all player characters should have.


Weapon Type: Most characters can only wield one type of weapon each weapon type has it’s own advantages and disadvantages.


Art School: Every character belongs to an Art School which affects their Arts with different effects. Art Schools also allow some characters to learn extremely powerful Art Types which can only be taught by a master.


Character Gift: Each character has a hidden gift that is revealed and awoken later in the game by a seer. Some powerful gifts can’t be awoken by a seer and must be awoken by other means.


Experience Points (EXP): Experience Points are used to create Arts, and gain attributes. Everyone starts with 500 Experience Points .


Node Slots: Node slots is a measure of how many Art Nodes you can use in a single attack, everyone starts with three node slots.


Rolling The Dice


When Performing an action you roll a die with a number of faces equal to your rating in the related attribute against a die determined by the GM.


Example: You are rolling to threaten a guard. Charisma is the related attribute, and your charisma is 15, so you roll a 15 sided die, the guard’s charisma is 14 as determined by the GM, so the GM rolls a 14 sided die. The GM rolls a 3, and you roll a 2. Your threat is unsuccessful.


Combat


Movement: Combat runs in turns, the order in which the combatants move is determined by a speed roll at the beginning of each turn.


Statistics: In combat there are three statistics you need to watch which are


Health (HP): Health is how much damage you can take. Your health is your endurance attribute x10.


Mana (MP): MP isn’t used by everyone, some gifts allow you to use MP to do actions in combat. Your MP is your intelligence x10.


Art Points (AP): AP is used to perform arts the maximum amount of AP someone can have is 100 by default, some gifts allow you to have more than 100 max AP.


Attacking: Attacking is done by putting art nodes into your action bar, every art node counts as a roll unless they perform an art. Damage is determined by Weapon Damage x Strength roll.


Parrying: When you're attacked you and your attacker perform an agility roll. If the defender wins the roll the attack does half damage.


Defending: During your turn you can decide to defend, when defending you take half damage. If you parry while defending the attack does no damage.


Using Items: During your turn you can use items on yourself, your party, and enemies requiring no roll.


Fleeing: During your turn you may attempt to flee combat, when attempting to flee your party, and all the enemies do an agility roll the rolls are then added up.






Chapter 2: Arts


Arts the basics


What are Arts?


Arts are combat techniques specific to their users.


How Arts are used:


Arts are performed by chaining art nodes in combat. Lets look at art nodes as musical notes, with the song being a round in battle. In battle you have an art bar which you can put art nodes into by default every one has three node slots in their art bar, but this can be increased through training and skills.


How Arts are gained:


Arts are created by their users and kept in their Art Book, to create an art you must have art nodes discovered, and you must have the experience needed to “slot” these art nodes.


How Art Nodes are gained:


You can gain Art Nodes during the RP at many different times.


Chaining Arts:


During battle you can chain arts into a combo if the first Art ends with the nodes that the second Art begins with.


Example: Art 1 (A)®® Art 2 ®®(A) now the art bar would look like this [A]-[R][R][A]


Creating Arts


[ ][ ][ ] < This is the default Action Bar the Art Bar is where you put your Art Nodes into.


(A) ® (T) < These are the first art nodes you get. Art nodes have specifics stats including Art Point(AP) cost, position of the hit, damage, accuracy, and other things all of which are listed in the node list at the end of this PDF.


[A][R][T] < this is a basic attack and does nothing other than hit the opponent. When added to your Art Book, this becomes an art


Art Types


There are several types of arts which are.


Normal Arts: Normal Arts do low damage tend not to have any effects but they do generate AP, and can be used to generate AP in the middle of large combos. Normal arts are made of normal art nodes.


Super Arts: Super Arts do more damage than Normal Arts, and cost low amounts of AP to use. Super arts sometimes have effects. Super arts must have at least one super node.


Hyper Arts: Hyper arts are highly damaging, but cost large amounts of AP to use. Hyper Arts have to have one Hyper Node for every two other art Nodes. Hyper arts can have effects.


Viable Arts: Viable Arts combine the power of two characters for massive amounts of damage. Viable arts have to start or end with a Viable Node. When a Viable Art is used one of the users must use a Viable Art that starts with a Viable Node, and the other user must use a Viable Art that ends with a Viable Node. Viable Arts cannot be chained.






Chapter 3: Node List


Takaidesu (A):


Type: Normal


AP Cost: 5


Effect: None


Slotting Cost: 15 EXP


Midoru ®:


Type: Normal


AP Cost: 5


Effect: None


Slotting Cost: 15 EXP


Hikuidesu (T):


Type: Normal


AP Cost: 5


Effect: None


Slotting Cost: 15 EXP


Migi (Q):


Type: Normal


AP Cost: 5


Effect: None


Slotting Cost: 15 EXP


Hidari (E):


Type: Normal


AP Cost: 5


Effect: None


Slotting Cost: 15 EXP


Haipā (H):


Type: Hyper


AP Cost: 15


Effect: Adds two hits to the Art, Can only be slotted for hyper arts


Slotting Cost: 45 EXP


Urutora (U):


Type: Hyper


AP Cost: 15


Effect: Adds a overhead slash that does 3x damage, can only be slotted for hyper arts


Slotting Cost: 45 EXP
 
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What's the maximum on Attributes?


Why do XP costs have to be that high? The effect might be the same if they're dropped by two-thirds.


What's the rate of XP gain like?


You'll need a different rolling mechanic, but that's honestly easier than it sounds. Rolling, for example, 1d10 isn't much better than flipping a coin. But rolling d10 gives you a nice curve, averaging at a result of 11. So you could say 'the difficulty of easy tasks is 11' because if you add Attributes as modifiers, the odds are very good that most rolls will exceed that. When it comes to conflicts, both the player and GM roll, and the higher result wins.


Rolling for initiative every turn is a bit much. Contrary to what you might think, the less people have to roll, the better.


The Arts subsystem is certainly interesting, but right now it doesn't seem to do enough to be compelling nor is it anchored in an interesting setting.


Consider likewise how you system interacts with your setting.


It still really, really feels like a JRPG design doc. Whether that is good or bad depends on how much you like JRPGs and how well it runs after more tweaking.
 
Did I put rolling initiative every turn? That's my bad :/ . EXP gain is based off the GM, but so are monsters, there is also no attribute Cap at the moment.
 

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