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View Full Version : Original System The Greatest Adventure-Grandia Tabletop RPG



Philemonite
2014-12-11, 01:47 PM
In my never ending quest to convert every JRPG into tabletop format, I give you another one of my creations, a tabletop system for Grandia. It is mostly based on Xtreme and Grandia 3, but it can easily be applied to other Grandia games. This game has:

-Original initiative system that relatively successfully translates Grandia's IP gauge.
-IP damage, to slow down your opponents
-Simplified movement and positioning system.
-Mana Eggs that are used to cast magic. You can fuse them, as well as extract/infuse spells.
-Skill Books that will allow you to equip various skills. Character customization has never been so fun.
-12 character archetypes(classes) inspired by Grandia characters.
-Expert levels and Specials/Skill/Magic EXP. What you do in combat affects how you grow.
-Plenty of Crackle, Burnstrike and Howlnado to keep you entertained.


There are 6 attributes that affect everything your character does. This are:

Strength-Affects the amount of damage you deal with physical attacks, your SP recovery 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 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, your MP recovery and your chance to block magical attacks.
Wisdom-Affects the amount of damage you take from magical attacks, chance to block magical attacks and your MP recovery.
Willpower-Affects your chance to block physical attacks, your SP recovery and the amount of damage you take from magical attacks.

Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Willpower.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Wisdom.
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.

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

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 double 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
Ailment Attack-3d6+Primary Attribute+1/2 level Vs Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength*2+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence*2+1/2 level Vs Magical Defense

Character's HP are calculated from characters archetype and Vitality
HP=Base Value(based on Archetype)+Vitality Bonus(Vitality*Level*0.5)+Archetype Bonus

SP Recovery is based on Strength, Willpower and Special level. It is tripled on the first round.
SP Recovery=2+(STR+WIL)/5+Special Level*0.5

MP Recovery is based on Intelligence, Wisdom and Magic level. It is tripled on the first round.
MP Recovery=1+(INT+WIS)/10+Magic Level*0.2
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. This is doubled for the first round of combat. 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.
As it is tradition for Grandia, there are two versions of basic attack, Combo and Critical. Critical deals 2[W] damage, and also inflicts 3IP damage. Combo consists of 2 weak attacks, each dealing 1[W] damage.
Your skill with a particular elemental magic determines how well you use it. This rank can be boosted with Mana Eggs, Skills and equipment. At rank 1 you deal only 1d3 damage (or healing) with a particular elemental, but with enough skills, Mana Eggs and equipment this goes up to 2d12+3 at rank 14. Support magic uses the actual rank, instead of dice. Physical attacks work similarly, with your weapon being the main factor in determining your rank.

1:1d3
2:1d3+1
3:1d4+1
4:2d3
5:1d6+1
6:2d4
7:3d3
8:2d6
9:1d10+2
10:2d6+1
11:2d8
12:3d4+3
13:2d10+2
14:2d12+3
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
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. You also get EXP that affect your expert levels.

The EXP needed to increase your expert levels (special/skill/magic) is described in the following chart:

1 = 0
2 = 50
3 = 150
4 = 300
5 = 500
6 = 750
7 = 1050
8 = 1400
9 = 1800
10 = 2250

You get 20 EXP after every encounter and additional EXP every time you use Specials/Combo/Spells based on your archetype.
Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has 6 specials 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. Every character can equip 3 Mana Eggs. Every Mana Egg can hold 1-5 spells. Every Mana Egg also gives boost to magic of a particular element. This bonus applies only to spells cast using that particular Egg. Spell effect depends on your elemental power. 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. Every character can equip 3 skill books. Every book has a number of skill slots (1-8) that can be equipped with skills. You can not have multiple copies of the same skill in one skill book. However, if you equip a same skill in two or three different books the skill effect is boosted. Maximum level of the book you can equip is equal to your skill level.
Example:
You have a Priest(Fire Chant), Ranger(Diver) and Soldier(Life Up) books. Your Fire spells receive +1 power, you deal 10% extra damage to Aquatic and Floating enemies and your maximum HP is boosted by 3.
If you replace the Priest book with another Soldier book with Life Up skill, you will lose the bonus to your Fire spells, but you extra HP will be boosted from 3 to 8.
If you replace both Priest and Ranger book with Soldier books with Life Up you will lose your Fire magic bonus and the extra bonus dealt to Aquatic and Floating enemies, but your extra HP will be boosted from 3 to 15.

Philemonite
2014-12-11, 01:48 PM
Magic

Fire

Burn-Deals 3[Fire]Damage, Single. 10MP.
WOW-Boosts Physical Damage by (4+[Fire])/3, Single. 8MP
Guard up-Boosts Magical Defense by (4+[Fire])/3, Single. 8MP

Burnblaze-Deals 3[Fire]Damage, Circle 2. 22MP
Burnstrike-Deals 4[Fire]Damage, Single. 20MP
WOW+-Boosts Physical Damage by (4+[Fire])/3, Circle 2. 16MP
Guard up+-Boosts Magical Defense by (4+[Fire])/3, Circle 2. 16MP

Burnflame-Deals 4[Fire]Damage, Circle 2. 44MP
Inferno-Deals 4[Fire]Damage, Fan 2. 40MP
Hellburner-Deals 5[Fire]Damage, Single. 38MP

Water

Heal-Heal 2[Water]HP, Single. 9MP
Snooze-Inflict Sleep for 2+[Water] rounds, Single. 8MP
Surge-Boosts Magical Damage by (4+[Water])/3, Single. 8MP
Evap-Deals 3[Water]Damage, Single. 10MP

Alheal-Heals 2[Water]HP, Circle 2. 19MP
Healer-Heals 3[Water]HP to one ally. 18MP
Snooze+-Inflicts Sleep for 3+([Water]/2) rounds, Circle 3. 18MP
Surge+-Boosts Magical Damage by (4+[Water])/3, Circle 2. 16MP

Alhealer-Heals 3[Water]HP, Circle 3. 34MP
Healer+-Heals 5[Water]HP, Single. 38MP
Tartarus Rain-Deals 3[Water]Damage, Circle 4. 30MP

Wind

Howl-Deals 1[Wind]Damage, Circle 3. 6MP.
Shhh-Inflicts Magic Block for 3+([Wind]/2) rounds, Single. 8MP.
Wham-Inflicts Paralyze, Single. 8MP.
Fader-Boosts Physical Repel by ([Wind]+6)/4, Single. 10MP.
Runner-Reduces Movement Cost by 3+([Wind]/2), Single. 6MP.
Wake-Cures Sleep, Single. 4MP.

Howlslash-Deals 4[Wind]Damage, Line.
Shhh+-Inflicts Magic Block for 3+([Wind]/2) rounds, Circle 3. 16MP.
Wham+-Inflicts Paralyze, Circle 2. 16MP.
Fader+-Boosts Physical Repel by ([Wind]+6)/4, Circle 2. 20MP
Runner+-Reduces Movement Cost by 3+([Wind]/2), Circle 2. 12MP.
Wake+-Cures Sleep, Circle 2. 9MP.

Howlnado-Deals 3[Wind]Damage, Circle 4. 30MP.
Erebos-Deals 5[Wind]Damage, Single. 38MP.

Land

Diggin-Boosts Physical Defense by (4+[Land])/3, Single. 8MP.
Def-Loss-Reduces Physical Defense by (4+[Land])/3, Single. 8MP.
Cure-Removes Poison, Single. 4MP.
Refresh-Removes Magic Block/Special Block, Single. 5MP.
Gravity-Boosts Movement Cost by 3+([Land]/2), Single. 6MP.
Shake-Deals 2[Land]Damage, Circle 2. 12MP.

Diggin+-Boosts Physical Defense by (4+[Land])/3, Circle 2. 16MP.
Def-Loss+-Reduces Physical Defense by (4+[Land])/3, Circle 3. 16MP.
Cure+-Removes Poison, Circle 2. 9MP.
Refresh+-Removes Magic Block/Special Block, Circle 2. 11MP.
Gravity+-Boosts Movement Cost by 3+([Land]/2), Circle 3. 13MP.
Tremor-Deals 3[Land]Damage, Circle 3. 26MP.
Resurrect-Removes KO and heals 2[Land]HP, Single. 23MP.

Quake-Deals 4[Land]Damage, Circle 4. 50MP.

Blizzard

Fiora-Inflicts Special Block for 3+(/2) rounds, Single. 8MP.
[B]Freeze-Reduces Physical Repel by (+6)/4, Single. 10MP.
[B]Cold-Reduces Magical Repel by (+6)/4, Single. 10MP.
[B]Barrier-Boosts Magical Repel by (+6)/4, Single. 10MP.
[B]Crackle-Deals 3Damage, Single. 10MP.

[B]Fiora+-Inflicts Special Block for 3+(/2) rounds, Circle 3.
[B]Freeze+-Reduces Physical Repel by (+6)/4, Circle 3. 20MP.
[B]Cold+-Reduces Magical Repel by (+6)/4, Circle 3. 20MP.
[B]Barrier+-Boosts Magical Repel by (+6)/4, Circle 2. 20MP.
[B]Crackle Floe-Deals 4Damage, Single. 20MP.
[B]Diamond Dust-Deals 2Damage, Circle 4. 16MP.

[B]Crackle Fang-Deals 4Damage, Circle 2. 44MP.
[B]Crackle Glacier-Deals 5Damage, Single. 38MP.

[b]Forest

Craze-Inflicts Daze, Single. 8MP.
Poizn-Inflicts Poison for 3+([Forest]/2) rounds, Single. 8MP.
Purify-Clears debuffs, Single. 10MP.
Absorber-Deals 3[Forest]Damage and recovers HP equal to 20% damage inflicted, Single. 12MP.

Regenera-Recover 2+[Forest]HP every round, Single. 15MP.
Halvah-Cures all ailments, Single. 16MP.
Craze+-Inflicts Daze, Circle 3. 16MP.
Poizn+-Inflicts Poison for 3+([Forest]/2) rounds, Circle 3. 16MP.
Purify+-Clears debuffs, Circle 2. 20MP.

Reviva-Removes KO and heals 5[Forest]HP, Single. 56MP.
Halvah+-Cures all ailments, Circle 2. 32MP.
Regenera+-Recover 2+[Forest]HP every round, Circle 2. 30MP.

Bomb

Res-Loss-Reduces Magical Defense by (4+)/3, Single. 8MP.
[B]BOOM-Deals 3Damage, Line. 18MP.

[B]Res-Loss+-Reduces Magical Defense by (4+)/3, Circle 3. 16MP.
[B]BOOMOR-Deals 3Damage, Circle 2. 22MP.
[B]Meteor Fall-Deals 4Damage, Single. 20MP.
[B]Meteor Strike-Deals 5Damage, Single. 38MP.

[B]BA-BOOM-Deals 4Damage, Circle 3. 52MP.
[B]Galactic Bang-Deals 6Damage, Single. 54MP.
[B]Vanish-Boosts Physical/Magical Repel by (+6)/4, Self. 30MP.

[b]Bolt

Stram-Reduces Physical Damage by (4+)/3, Single. 8MP.
[B]Binder-Reduces Magical Damage by (4+)/3, Single. 8MP.
[B]Zap-Deals 3Damage, Circle 2. 22MP.

[B]Stram+-Reduces Physical Damage by (4+)/3, Circle 3. 16MP.
[B]Binder+-Reduces Magical Damage by (4+)/3, Circle 3. 16MP.
[B]Blade Zap-Deals 4Damage, Single. 20MP.
[B]Dragon Zap-Deals 4Damage, Line. 36MP.

[B]Gad Zap-Deals 5Damage, Single. 38MP.
[B]Astraea Zap-Deals 4Damage, Circle 2. 44MP.
[B]Curse-Reduces Magical/Physical Repel by (+6)/4, Single. 30MP.
Level 1
[B]Fire Egg-Fire*
Water Egg-Water*
Wind Egg-Wind*
Land Egg-Land*
Blizzard Egg-Blizzard*
Forest Egg-Forest*
Bomb Egg-Bomb*
Bolt Egg-Bolt*

Level 2
Tree Egg-Land*, Forest*
Mist Egg-Water*, Blizzard*
Burst Egg-Fire*, Bomb*
Lightning Egg-Wind*, Bolt*

Level 3
Blaze Egg-Fire**
Quake Egg-Land**
Rain Egg-Water**
Cyclone Egg-Wind**
Blast Egg-Bomb**
Leaf Egg-Forest**
Frost Egg-Blizzard**
Thunder Egg-Bolt**

Level 4
Dust Egg-Land**, Forest*
Flare Egg-Fire**, Bomb*
Aqua Egg-Water**, Blizzard*
Gust Egg-Wind**, Bolt*

Level 5
Star Egg-Land*, Bomb**
Icicle Egg-Wind*, Blizzard**
Spark Egg-Fire*, Bolt**
Plant Egg-Water*, Forest**

Level 6
Rainbow Egg-Water***
Volcano Egg-Fire***
Gravity Egg-Land***
Sonic Egg-Wind***

Level 7
Cluster Egg-Bomb***
Photon Egg-Bolt***
Blizzard Egg-Blizzard***
Soul Egg-Forest***

Level 8
Life Egg-Water***, Blizzard*
Astral Egg-Wind***, Bolt*
Protect Egg-Land***, Forest*
Burning Egg-Fire***, Bomb*

Level 9
Calamity Egg-Bomb***, Fire*
Dragon Egg-Bolt***, Wind*
Fenrir Egg-Blizzard***, Water*
Crown Egg-Forest***, Land*

Level 10
Ultimate Egg-*****
You can create more powerful mana eggs by fusing two eggs. When fusing two eggs of the same level you get an appropriate egg that is one level higher. If the material eggs are of different level the level of the resulting egg is average level+1. The result is based on the elemental affinities of the material eggs. Fusing Water and Wind egg will result in Frost egg. Fusing two Water eggs will result in Mist Egg. Fusing Water and Fire egg will be unsuccessful, because this two eggs are not compatible.
You can also use mana eggs to extract a particular spell from it. Only one spell can be extracted from each egg, and the egg is destroyed in the process. This spell can be added to any egg you have.

Philemonite
2014-12-11, 01:49 PM
Skills

1-Priest-Mind*
1-Ranger-Tech*
1-Soldier-Body*
2-Fighter-Body*, Mind*
2-Hunter-Tech*, Body*
2-Sorcerer-Mind*, Tech*
3-Wizard-Mind**
3-Scout-Tech**
3-Warrior-Body**
4-Shaman-Mind**, Tech*
4-Veteran-Tech**, Body*
4-Guardian-Body**, Mind*
5-Cleric-Mind***, Body*
5-Alchemist-Tech***, Mind*
5-Defender-Body***, Tech*
6-Bishop-Mind***, Body*, Tech*
6-Ninja-Tech***, Mind*, Body*
6-Paladin-Body***, Tech*, Mind*
7-Invoker-Mind***, Tech**, Body*
7-Seeker-Tech***, Body**, Mind*
7-Warden-Body***, Mind**, Tech*
8-Divine-Mind***, Body***
8-General-Tech***, Mind***
8-Slayer-Body***, Tech***
9-Druid-Mind****, Body**, Tech*
9-Rogue-Tech****, Mind**, Body*
9-Master-Body****, Tech**, Mind*
10-Expert-Tech****, Mind**, Body**
10-Ardent-Mind****, Tech**, Body**
10-Warlord-Body****, Mind**, Tech**
Fire Chant(1)-Fire magic +1/3/6
Water Chant(1)-Water magic +1/3/6
Wind Chant(1)-Wind magic +1/3/6
Land Chant(1)-Land magic +1/3/6
Bolt Chant(1)-Bolt magic +1/3/6
Blizzard Chant(1)-Blizzard magic +1/3/6
Bomb Chant(1)-Bomb magic +1/3/6
Forest Chant(1)-Forest magic +1/3/6
Boomflame Chant(2)-Fire/Bomb magic +1/3/6.
Glacier Chant(2)-Water/Blizzard magic +1/3/6.
Leafwater Chant(2)-Forest/Water magic +1/3/6.
Northwind Chant(2)-Wind/Blizzard magic +1/3/6.
Quakeblast Chant(2)-Land/Bomb magic +1/3/6.
Stormcloud Chant(2)-Wind/Bolt magic +1/3/6.
Woodland Chant(2)-Forest/Land magic +1/3/6.
Zapfire Chant(2)-Fire/Bolt magic +1/3/6.
Mentality(2)-Boosts Magic Defense by 2/5/9.
Power(2)-Boosts Magic damage inflicted by 2/5/9.
Wizardry Chant(3)-Reduces the cost for Water/Land/Forest/Blizzard magic +1/3/6.
Mystic Chant(3)-Reduces the cost for Fire/Wind/Bolt/Bomb magic +1/3/6.
Strong Will(3)-Boosts Resistance to Sleep and Daze by 2/5/9.
Meditate(3)-Recovers 0.5/1.5/3 additional MP every round.
Magica Esoterica-?
Diver(1)-Deals 10%/25%/50% more damage to Aquatic and Floating enemies.
Exorcist(1)-Deals 10%/25%/50% more damage to Undead and Demon enemies.
Forrester(1)-Deals 10%/25%/50% more damage Plant, Insect and Reptile enemies.
Grappler(1)-Deals 10%/25%/50% more damage to Human and Mineral enemies.
Hunter(1)-Deals 10%/25%/50% more damage to Bird, Beast and Dragon enemies.
Defensive(2)-Reduces IP damage by 1/3/6.
Dash(2)-Reduces movement cost by 2/5/9.
Psycho Shield(3)-Boosts Resistance to Magic Block and Special Block by 2/5/9.
Speed(3)-Boosts initiative by 1/3/6.
Abandonment(3)-Boosts Magical Repel by 1/3/6.
Perception(3)-Boosts Physical Repel by 1/3/6.
Life Up(1)-Boosts Max HP by 3/8/15.
Mighty Blow(2)-Boosts IP damage by 1/3/6.
Toughness(2)-Boosts Physical Defense by 2/5/9.
Warrior's Way(2)-Boosts Physical damage inflicted by by 2/5/9.
Attack Speed(2)-Reduces IP cost of Combo/Critical by 1/3/6.
Weapon Master(2)-Physical power +1/3/6.
Berserk(2)-Sets the number of combo attacks to 3.
Immunity(3)-Boost Resistance to Poison and Paralysis by 2/5/9.
Special Power(3)-Recovers 1/3/6 additional SP every round.

Philemonite
2014-12-11, 01:51 PM
Specials and Archetypes

Axe Wielders

Axe wielders use Vitality as their primary attribute. They have the highest HP and very good defenses. Their greatest weakness is their poor speed.
Example-Ulk(Granida Xtreme)
Base HP-20
HP per level-7

Bonuses
Adds full level to MD(instead of half)
Innate resistance to 3 elemental damage types
+3 Bonus to Special Block/Sleep/Poison evasion
Penalties
-3 Physical Repel
-2 Initiative
+2/3 Movement Cost

First Special-Super Penetration-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Yggdrasil Grace*-Cures all ailments. Circle 2. 20SP.
Third Special(4)-Spiral Blow**-3[W]Wind Damage. Line. 18SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Spinning Hurler-6[W]Damage. Single. 58SP.
*Unique
**Can be exchanged for a similar special of another elemental damage type.
Example-Mareg(Grandia 2), Ulf(Grandia 3)
Base HP-20
HP per level-7
Bonuses
Adds full level to PD(instead of half)
Bonus to physical damage inflicted equal to 1+1/3 level
Penalties
-2 Magical Repel
-2 Initiative
+2/3 Movement Cost

First Special-Beast-Fang Cut-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Beast-King Blast*-3[W]Fire Damage. Around 2. 18SP.
Third Special(4)-Lion's Roar-Boosts Physical Damage and Physical Defense by (4+[W])/3. Self. 16SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Beast-King Smash**-5[W]Damage. 8IP damage. Single. 56SP.
*Can be exchanged for a similar special of another elemental damage type.
**Unique

Sword Wielders

Sword wielders use Strength as their primary attribute. They have the high HP and balanced stats.
Example-Evan(Grandia Xtreme), Yuki(Grandia 3), Ryudo(Grandia 2)
Base HP-20
HP per level-6
Bonuses
???
Penalties
???

First Special-X-Slash-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Spark Volt*-4[W]Bolt Damage. Single. 22SP.
Third Special(4)-Invincible Aura**-Protects against 10+level*2 damage. Self. 32SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Sky Dragon Slash**-5[W]Damage. Circle 4. 72SP.
*Can be exchanged for a similar special of another elemental damage type.
**Unique
Example-Brandol(Grandia Xtreme)
Base HP-20
HP per level-6
Bonuses
Bonus to physical damage inflicted equal to 1+1/3 level
Penalties
-2 Magical Repel

First Special-Great Divide-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Victory Roar*-Boosts Physical Damage by (4+[W])/3. Circle 3. 21MP
Third Special(4)-Spinning Slash-4[W]Fire Damage. Around 2. 34SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Eruption Slash**-6[W]Bomb Damage. Single. 58SP.
*Unique
**Can be exchanged for a similar special of another elemental damage type. Unique

Dagger Wielders

Dagger wielders use Agility as their primary attribute. They have the medium HP and focus on speed and evasion.
Example-Feena(Grandia), Tio(Grandia 2), Tito(Grandia Xtreme)
Base HP-15
HP per level-5
Bonuses
+2 Physical Repel
+2 Magical Repel
-2/3 Movement Cost
+2 Initiative
Penalties
-2PD
-2MD

First Special-Aerial Slash-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Shadow Binder-1[W]Damage, inflicts Paralysis. Circle 2. 32SP.
Third Special(4)-Quick Step*-Boosts Physical and Magical Repel by (6+[W])/4. Self. 33SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Tornado**-4[W]Wind Damage, Around 3. 40SP.
*Unique
**Can be exchanged for a similar special of another elemental damage type.
Example-Rapp(Grandia) Roan(Grandia 2) Miranda(Grandia 3) Lutina(Grandia Xtreme)
Base HP-15
HP per level-5
Bonuses
+2 Initiative
-2/3 Movement Cost
Combo attack costs 2IP less(38IP)
Penalties
-1PD
-1MD

First Special-Dagger Dash-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Flash-Boosts Physical and Magical Repel by (6+[W])/5 and adds one extra combo hit. Self. 41SP
Third Special(4)-Force Slash*-2[W]Earth Damage. Fan 2. 18SP.
Fourth Special(6)-Any general physical special.
Fifth Special(8)-Shockwave Slash-4[W]Damage, Around 3. 40SP.
*Can be exchanged for a similar special of another elemental damage type.

Staff Wielders

Staff wielders use Wisdom as their primary attribute. They have the lowest HP and focus on healing and support.
Example-Elena(Grandia 2)
Base HP-10
HP per level-4
Bonuses
Innate resistance to one elemental damage type
+2 Water and Forest magic
+3 Magic Repel
Penalties
None

First Special-Comet Spike-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Yggdrasil Grace*-Cures all ailments. Circle 2. 20SP.
Third Special(4)-Holy Breath*-Recover 2+[W]HP every round, Circle 2. 36SP.
Fourth Special(6)-Any general magical special.
Fifth Special(8)-Droplets of Life-Heals 4[W]HP, Cures all ailments. Circle 3. 58SP.
*Unique
Example-Alfina(Grandia 3)
Base HP-10
HP per level-4
Bonuses
Innate resistance to two elemental damage types
Bonus to MD equal to 1+1/3 level
+1 buff effect
Penalties
None

First Special-Comet Spike-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Cheer Up*-Gives 15+[W]*2 IP. Single. 15SP.
Third Special(4)-Energy Surge*-Recover 5+[W]*2 SP. Circle 2. 32SP.
Fourth Special(6)-Any general magical special.
Fifth Special(8)-Whisper to Stars*-Boosts Physical and Magical Defense and Damage by (4+[W])/3, Circle 2. 46SP.
*Unique

Rod Wielders

Rod wielders use Intelligence as their primary attribute. They have the lowest HP and focus on magical damage.
Example-Dahna(Grandia 3)
Base HP-10
HP per level-4
Bonuses
+2 to two elemental powers
Magic attack costs 2IP less(38IP)
Penalties
None

First Special-Homing Shot-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Mana Capture*-2[W]Damage. Absorb 20% damage as MP. Circle 2. 24SP.
Third Special(4)-Dancing Cards*-Create (6+[W])/4 cards. Every time you attack with magic one card is used to add one extra damage die. Self. 36SP.
Fourth Special(6)-Any general magical special.
Fifth Special(8)-Mana Spring*-MP cost is reduced by 40% for (4+[W])/3 rounds. Self. 42SP.
*Unique
Example-Hect(Grandia 3)
Base HP-10
HP per level-4
Bonuses
+2 to three elemental powers
Bonus to magical damage inflicted equal to 1+1/3 level
Spells cost 10% less MP.
Penalties
None

First Special-Crimson Shock-2[W]Damage, 4IP damage. Circle 2. 16SP.
Second Special(2)-Ripple Shot-3[W]Damage. Line. 18SP. Magical.
Third Special(4)-Any general magical special.
Fourth Special(6)-Any general magical special.
Fifth Special(8)-Armageddon*-5[W]Damage. Circle 4. 72SP. Magical.
*Unique

Mace Wielders

Mace wielders use Willpower as their primary attribute. They have the medium HP.
Example-Jaid(Grandia Xtreme)
Base HP-15
HP per level-5
Bonuses
Innate resistance to two elemental damage types.
+3 Evasion for all ailments.
Penalties
None

First Special-Blaster Bomb-3[W]Damage, 5IP damage. Single. 10SP.
Second Special(2)-Any general special.
Third Special(4)-Any general special.
Fourth Special(6)-Any general special.
Fifth Special(8)-Any special.
Example-Millenia(Grandia 2)
Base HP-15
HP per level-5
Bonuses
+1 buff effect.
+1 ailment accuracy.
Penalties
None

First Special-Heel Crush-3[W]Damage, 8IP damage. Single. 11SP.
Second Special(2)-Stun Force-3[W]Damage, inflicts Paralysis. Single. 23SP.
Third Special(4)-Nightmare Ball-2[W]Damage, inflicts Sleep. Fan 2. 42SP.
Fourth Special(6)-Any ailment inflicting special.
Fifth Special(8)-Any special.

Philemonite
2014-12-11, 01:52 PM
Equipment

Level 1-Iron Sword
+1[W]
Level 3-Power Blade
+1[W], +2 Physical Damage
Level 1-Iron Axe
+1[W]
Level 3-Sturdy Axe
+1[W], +2PD
Level 1-Iron Dagger
+1[W]
Level 3-Swift Dagger
+1[W], +1 Initiative
Level 1-Wooden Staff
+1[W]
Level 3-Heal Staff
+1[W], +1[Water], Grants access to Heal spell
Level 1-Wooden Rod
+1[W]
Level 3-Burn Rod
+1[W], +1[Fire], Grants access to Burn spell
Level 1-Iron Mace
+1[W]
Level 3-Bronze Mace
+1[W], +3 Sleep Resistance
Level 2-Plate Armor
Vitality 7/Strength 8
+2PD
Level 2-Linen Robes
Intelligence 7/Wisdom 7
+2MD
Level 2-Leather Cloth
Agility 8
+1PR
Level 2-Leather Vest
Willpower 7
+3 Magic Block/Moves Block Resistance
Level 4-Gaia Gear
Agility 7/Willpower 6
+1[Earth], +5 Bolt Resistance, -2 Wind Resistance
Level 4-Pure Robe
Wisdom 7
+2 Poison Resistance, Grants access to Cure spell
Level 2-Wooden Shield
Vitality 6/Strength 7
+1PR
Level 2-Bracelet
Intelligence 7/Wisdom 7
+1MR
Level 2-Leather Wrist
Agility 7/Willpower 7
+1PR
Level 2-Iron Helm
Strength 8/Vitality 7
+3 Move Block Resistance
Level 2-Ruby Amulet
Intelligence 7
+1[Fire], +2 Fire resistance
Level 2-Bandana
Willpower 7
+3 Sleep Resistance
Level 2-Leather Hat
Agility 7
+1MR
Level 2-Mitre
Wisdom 7
+1[Water], +2 Healing
Level 2-Leather Boots
Strength 7/Vitality 7
+2 Physical Damage
Level 2-Speedy Shoes
Agility 7
-2 Movement Cost
Level 2-Sandals
Wisdom 7/Intelligence 7/Willpower 7
+2MD

Philemonite
2014-12-11, 01:53 PM
Sample Characters
Attributes
Strength-3
Vitality-5
Agility-6
Intelligence-8
Wisdom-9
Willpower-6

PR-14
MR-20
PD-8
MD-16+1/3 level

HP-16
SP Recovery=4.3
MP Recovery=2.9
Water and Fire resistance
+1 buff effect

Weapon power-1[1d3]
Water Magic-4[2d3]/4[2d3]/3[1d4+1]
Land Magic-1[1d3]/1[1d3]/2[1d3+1]

Specials
Comet Spike-3d3+15 Damage, 5IP damage. Single. 10SP.

Mana Eggs
Water Egg-Heal 4d3 HP, Single. 9MP
Water Egg-Evap-Deals 6d3+25 Water Damage, Single. 10MP
Land Egg-Diggin-Boosts Physical Defense by 3, Single. 8MP.

Skill Books
Priest-Book-Water Chant
Priest-Book-Water Chant
Priest-Book-Land Chant

Equipment
Wooden Staff

Combo-1d3+15 Damage, twice.
Critical-2d3+15 Damage, 3IP damage.