Philemonite
2014-08-30, 02:39 PM
Generica 2.0 is an upgrade of my Generica system, designed to emulate video games, specifically JRPGs. Generica is a flexible little system that can be easily adopted to almost any CRPG, with some minor modifications. I choose Grandia to be a first game for this conversion because of it's very interesting cancel mechanics (that goes well with generica's initiative) and strange positioning system.
Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:
Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.
You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.
PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level
When creating a character you use a point buy system to generate your attributes. Your attributes range from 3 to 10 and you have 25 points to distribute using the following "chart":
3-0
4-1
5-2
6-3
7-5
8-7
9-10
10-13
When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage(based on the spell/special you are using) add your primary attribute value, add Intelligence for magical and Strength for physical attacks and subtract target's Physical/Magical Defense.
Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence+1/2 level Vs Magical Defense
Character's HP are calculated from characters archetype and Vitality
HP=20+Vitality*2+Level bonus
This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Movement is done on a simple 5x5 grid. Each space represents a small area and can contain up to 4 combatants. To move to an adjacent position you need to expand 13-1/2AGI initiative points. If you want to move two spaces you need to expand 23-AGI initiative points.
Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has between 5 and 8 special that are learned as character advances. Each character starts with one special at level 1.
Magic is used by equipping Mana Eggs. Every round each combatant infuses each mana egg with energy imaginatively called Magic Points(MP). MP accumulated in one mana egg can not be used to cast spells from another mana egg. Each character can equip 2-4 mana eggs, based on his archetype. Each characters starts with Level 1 mana eggs, but can equip more powerful mana eggs as his magic level rises.
Skills are passive trait that improve your combat capabilities. Each character has 2-4 skills books and each skill book an amount of slots equal to the characters skill level. A skill book can not have multiple copies of the same skill..
After every battle each participant gains standard EXP and also special, skill and magic EXP. This EXP is used to improve specials/magic/skill level unlocking new specials, more powerful mana eggs and more skill slots.
Magic and Specials have different ranges, from single target to large area:
Circle 1
T
Circle 2
T T
T T T
T T
Circle 3
T T T
T T T
T T T
Circle 4
T T T
T T T T
T T T T T
T T T T
T T T
Line
C T T T T
Fan 1
T T T
C T T
T T T
Fan 2
T T T T
T T T T
C T T T
T T T T
T T T T
Around 1
T
Around 2
T T
T C T
T T
Around 3
T T T
T C T
T T T
Archetype are basically a classes, they determine what your character is good at and what he is bad at. They also determine his primary attribute. There are 6 archetypes, based on characters weapon.
Axe
Primary Attribute-Vitality
HP per level-3.5
Skill Books-3
Mana Eggs-2
MP Recovery-1MP(+0.1 per Magic level)
Specials-8
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80
Sword
Primary Attribute-Strength
HP per level-3
Skill Books-3
Mana Eggs-3
MP Recovery-1MP(+0.1 per Magic level)
Specials-7
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80
Dagger
Primary Attribute-Agility
HP per level-2.5
Skill Books-4
Mana Eggs-3
MP Recovery-1MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-90
Skill EXP modifier-130
Magic EXP modifier-90
Mace
Primary Attribute-Willpower
HP per level-2.5
Skill Books-3
Mana Eggs-3
MP Recovery-2MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-110
Skill EXP modifier-110
Magic EXP modifier-110
Staff
Primary Attribute-Wisdom
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130
Rod
Primary Attribute-Intelligence
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130
To gain a level your character needs to acquire 10 EXP. Every time you gain a level you get extra HP and possibly a bonus to your secondary stats.
The EXP needed to level up your special/skill/magic is described in the following chart:
1-0
2-1000
3-2000
4-3500
5-5000
6-7000
7-9000
8-11000
9-13500
10-16000
Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:
Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.
You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.
PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level
When creating a character you use a point buy system to generate your attributes. Your attributes range from 3 to 10 and you have 25 points to distribute using the following "chart":
3-0
4-1
5-2
6-3
7-5
8-7
9-10
10-13
When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage(based on the spell/special you are using) add your primary attribute value, add Intelligence for magical and Strength for physical attacks and subtract target's Physical/Magical Defense.
Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence+1/2 level Vs Magical Defense
Character's HP are calculated from characters archetype and Vitality
HP=20+Vitality*2+Level bonus
This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Movement is done on a simple 5x5 grid. Each space represents a small area and can contain up to 4 combatants. To move to an adjacent position you need to expand 13-1/2AGI initiative points. If you want to move two spaces you need to expand 23-AGI initiative points.
Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has between 5 and 8 special that are learned as character advances. Each character starts with one special at level 1.
Magic is used by equipping Mana Eggs. Every round each combatant infuses each mana egg with energy imaginatively called Magic Points(MP). MP accumulated in one mana egg can not be used to cast spells from another mana egg. Each character can equip 2-4 mana eggs, based on his archetype. Each characters starts with Level 1 mana eggs, but can equip more powerful mana eggs as his magic level rises.
Skills are passive trait that improve your combat capabilities. Each character has 2-4 skills books and each skill book an amount of slots equal to the characters skill level. A skill book can not have multiple copies of the same skill..
After every battle each participant gains standard EXP and also special, skill and magic EXP. This EXP is used to improve specials/magic/skill level unlocking new specials, more powerful mana eggs and more skill slots.
Magic and Specials have different ranges, from single target to large area:
Circle 1
T
Circle 2
T T
T T T
T T
Circle 3
T T T
T T T
T T T
Circle 4
T T T
T T T T
T T T T T
T T T T
T T T
Line
C T T T T
Fan 1
T T T
C T T
T T T
Fan 2
T T T T
T T T T
C T T T
T T T T
T T T T
Around 1
T
Around 2
T T
T C T
T T
Around 3
T T T
T C T
T T T
Archetype are basically a classes, they determine what your character is good at and what he is bad at. They also determine his primary attribute. There are 6 archetypes, based on characters weapon.
Axe
Primary Attribute-Vitality
HP per level-3.5
Skill Books-3
Mana Eggs-2
MP Recovery-1MP(+0.1 per Magic level)
Specials-8
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80
Sword
Primary Attribute-Strength
HP per level-3
Skill Books-3
Mana Eggs-3
MP Recovery-1MP(+0.1 per Magic level)
Specials-7
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80
Dagger
Primary Attribute-Agility
HP per level-2.5
Skill Books-4
Mana Eggs-3
MP Recovery-1MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-90
Skill EXP modifier-130
Magic EXP modifier-90
Mace
Primary Attribute-Willpower
HP per level-2.5
Skill Books-3
Mana Eggs-3
MP Recovery-2MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-110
Skill EXP modifier-110
Magic EXP modifier-110
Staff
Primary Attribute-Wisdom
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130
Rod
Primary Attribute-Intelligence
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130
To gain a level your character needs to acquire 10 EXP. Every time you gain a level you get extra HP and possibly a bonus to your secondary stats.
The EXP needed to level up your special/skill/magic is described in the following chart:
1-0
2-1000
3-2000
4-3500
5-5000
6-7000
7-9000
8-11000
9-13500
10-16000