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Fantasy Chasing Storms: RP System

Character Stats
To ensure that no character is too weak or too strong without lessening their creative freedom, various stats shall be used when partaking in combat, and combat-related stuff.

Action Gauge

The action gauge determines how many actions the character can do within a post. It is separated into a number of segments, with each segment pertaining to a single action made by the character - be it attacking, casting a magic spell, blocking an attack, etc.

All characters initially have two segments/bars in their action gauge stat, but can grow up to 10 segments at a maximum.

Health

This stat determines how long the character can last in battle, and how much damage they can take. A character's health can be reduced up to 1. When a character's health reaches 1, they are incapacitated, and are unable to act, unless they are "revitalized" by an ally. If an incapacitated character is damaged, they are slain, and removed from the story.

All characters initially have 100 Health.

Bravery

This determines how much damage the character can do through physical means - be it attacking with a sword, brawling with their fists, or even throwing pebbles at an enemy. Not only that, but it also determines how much physical damage can the character withstand.

All characters initially have 5 Bravery.

Faith

This stat determines how much damage the character can dish out through magical means - via casting spells, manipulating raw mana, etc. It also determines how much magical damage the character can resist.

All characters initially have 5 Faith.
 
Calculating Damage
Always remember that a character's damage output cannot go lower than 1, but the damage that the character receives can go down to 0.

Physical

To calculate physical damage (anything that is done physically or is related to physical strength/prowess), the following must be done:

Attacker's Bravery - (Target's Bravery/2) = Damage dealt
*This only applies to player characters attacking other player characters, and enemy NPCs attacking player characters.
When attacking enemy NPCs, the entire Bravery value of the character is dealt as damage, without any mitigation, unless stated.

Magical

To calculate magical damage (anything that is done through magic or is related to magical strength/prowess), the following must be done:

Attacker's Faith - (Target's Faith/2) = Damage dealt
*This only applies to player characters attacking other player characters, and enemy NPCs attacking player characters.
When attacking enemy NPCs, the entire Faith value of the character is dealt as damage, without any mitigation, unless stated.

Defending

To calculate damage received when a character is defending, the following must be done:

Attacker's Bravery (or Faith) - Target's Bravery (or Faith) = Damage dealt.
*This only applies to player characters attacking other player characters, and enemy NPCs attacking player characters.
 
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Actions
As stated before, the action gauge determines how many actions the character can make in a single post. Now, here are the different kinds of actions the character can do using the action gauge.

Attack

The character attacks, either physically or magically. A basic source of damage.
This action consumes a single segment.

Defend

The character defends against an incoming attack towards them, reducing the damage received.
Consumes a single segment in the action gauge.

Evade

Completely negate incoming attack. A (d6) dice roll must be done, with 5 and 6 being the necessary result for a successful evasion.
Consumes a single segment in the action gauge.

Spell/Ability

The character uses an ability/spell.
Consumes varying amounts - from a single segment up to an entire 10-bar action gauge.
 
Classes
Fighter
This class's main purpose is to engage enemies on combat. They are usually equipped with weapons and armors, and are quite skilled in the battlefield. Although they have much prowess in the physical form of battle, they are less likely to use magic, but still have a way of working around it.

Class Bonus - Increased Bravery

Mage
A mage is a class whose main purpose is to provide defense, offense, or utility, both in and out of combat, through magical means. Usually armed with an array of spells, a mage is a role that is the most versatile. However, their preference to use magic has led them to a lesser prowess in physical combat.

Class Bonus - Increased Faith

Defender
A defender's role is to face front all enemies and cover their allies from harm. Their usual task is to protect those who are defenseless by shielding them with themselves, or simply take the attention of the enemies to them, giving their allies a chance to strike. They usually come in heavily armored outfits, which provides them high defenses not only to physical means, but to magic as well. However, they posses less offensive threat compared to fighters and mages.

Class Bonus: Increased Health or Modified Defend (Action)

Supporter
A supporter's main task is to provide support and utility to the other roles, both in and out of combat. Usually they posses a little bit of combat knowledge up to having none at all. This means that they will be the first to fall if left unattended, and that is why they are usually located in the back lines, where they safely provide support to their allies. Supporting can be done through magical and non-magical means. Supporters usually handles the healing of the other members of the team, fixing their morale, and setting up camps, checking maps, and more outside-of-combat based actions.

Class Bonus: Increased Stat (Health, or Bravery, or Faith)


But what if I want my own class?
You are free to create so, provided, you send me a PM (yet again), about it. This should be how it should look:

Class Name
Class Description
Class Bonus


Once approved, the class will be ready for use.
 
Abilities and Spells
Your characters are initially allowed to have 2 regular abilities/spells.

Now, how do these work?

Each ability/spell will have a respective name, action gauge cost, and description. You, as the player, shall create spells/abilities for your character.

The name is self explanatory.
The action gauge cost should begin at 1, and increase by 1 the stronger the ability is, regardless of what it does.
The description should show what the ability/spell does - if it heals health, if it deals damage, if it inflicts an ailment, etc.

Of course, this still requires approval.


There are two kinds of ability/spell - the regular ones, and the unique ones.

The regular ones are those that can also be learned and used by other characters. These are common to uncommon spells and abilities.

The unique ones are those that only a certain character can learn and use. It is exclusive to a specific character.

Usually, unique ones are stronger than the regular ones, but that can always change.
 
Character Growth
After completing a story objective, or accomplishing a side quest, the players will receive an OOC currency called "Growth Tokens". These are to be used to develop the player's character, system-wise.

By consuming a Growth Token, the player can make their character "level up", allowing them to obtain any of the following:

An increase in their character's stat (Health/Bravery/Faith) - costs 1 Growth Token
An increase in their character's Action Gauge (1 segment) - costs 2 Growth Tokens
A single new regular ability/spell - costs 2 Growth Tokens
A single new unique ability/spell - costs 4 Growth Tokens
A single new unique equipment - costs 4 Growth Tokens
 
Summons & Companions
It is inevitable for a character with summons/companions/minions to appear, so this part is made specifically for them.

A character's summon will have their own action gauge that is separate from the character, as well as their own ability slot. They start with 1 action gauge, and 1 ability slot. Of course, they are also subject to growth, so those who will be using summons will need to balance out their Growth Token usage.

Just like the characters, summons will have the Health stat. They begin at 20 Health. They, however, will only have one of the two main stats - either Bravery or Faith, and would be on par with the character's stat. Despite having such stats, they won't be able to mitigate damage like the characters. They will receive damage completely, just like enemy NPCs.

However, unlike characters, summons will not go through the incapacitated status. Instead, they will die and return into wherever they came from - if they are made of mana, they shall fade back into energy, if they are revitalized corpses, they will return to being immobile dead bodies, if they are machines, they will be broken into pieces, and so on and so forth.

Summons will only act on the same turn as the character.

Remember that summons require an ability that would allow the character to control them, whether it is summoning them with a spell, or using magic to forcibly control them, etc. Not only that, but summons are technically creatures beyond your character's control - they must first earn the right to be able to summon and control them.

Create your summons here.
 
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Race Bonuses
Certain races will warrant the character a race-specific bonus. The following are bonuses granted based on one's chosen race:

For the Median race:

A special ability, stat bonus, or even an action modifier warranted by their race's specific sub-type. For example, a lion-median can obtain a powerful rallying roar that boosts their allies' stats, and a bat-median can obtain an increase in their dodge success rate during night time and in dark places.

This bonus will be discussed with the GM, before finalized and added to the character's System CS.

For both Karsai-Khantaruz and Karsai-Untella:

An increase in one's stat - either the character's Health or Bravery.

Player's choice, and will be added by the GM.

For the Sanguinus race:

A special ability that allows the character to use a spell or ability without costing them their action gauge. In turn, they pay the price using their health. However, there is a limit until when can this ability be utilized.

Automatically added to the System CS.

For the Etherborn race:

An action modifier that allows the character to have an easier time evading spells, and anything that involves mana.

Automatically added to the System CS.

For the Dragonkin race:

A special ability that allows the character to shift to their dragon form, allowing them to utilize a new set of skills and abilities, at the cost of being unable to use what they once had in human form. Each turn/post in dragon form will cost an action gauge at the start of the character's turn.

Automatically added to the System CS.

Do note that this only applies to races of the established lore, and not newly player-made ones.
 

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