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View Full Version : D&D 5e/Next Suikoden Rewrite [5E]



Philemonite
2015-05-19, 06:39 AM
[Insert a long explanation of Suikoden series]

Unless otherwise stated, every original rule will still apply.

-Rune Casting: The biggest change. Casting spells will remain mechanically similar, with a lot of tweaks. Nine spell level are reduced to 4. Classes no longer determine what spells you can cast, but they do determine your slots. Runes that you have equipped will grant you spells. When you equip a rune you pick 3+[Attribute] Modifier spells that you can cast through that rune. You also get 3 cantrips. Casting attribute is based on the rune in question, not your character's class. So, Water rune is based on Wisdom, while Fire rune is based on Intelligence.
-Runes:
Magic runes are divided in Fire, Water, Lightning, Earth, Wind, Sunlight(Sun), Shield(Holy), Darkness(Dark) and Star. This are 9 basic magic rune types, corresponding to 9 damage types.
Weapon runes exist for each weapon type. Most of this runes allow you to modify your attack by expending a spell slot. This modifications go up to level 3. Weapon runes do not have cantrips.
Sword Magic correspond to 9 basic magic rune types. They are similar to weapon runes, expending spells slots to apply modifications (changing damage type). They can also be used to grant resistance to damage type.
Passive runes are change to rune shards, that can be used to modify weapons.
-Proficiency: Rune proficiency is pretty much the same as any other proficiency. Any check you make with a particular rune will add your proficiency bonus if you are proficient with that rune.



Your affinity determines how much damage you deal and receive from particular attacks. This functions similar to Suikoden 5, but the numbers are a little different.
Fire, Water, Earth, Wind, Lightning, Sun, Star, Holy and Dark are magical affinities.
Slash, Thrust, Punch and Shoot are physical affinities.



Affinity
Damage Inflicted
Damage Received


SS
+80%
-120%


S
+60%
-90%


A
+40%
-60%


B
+20%
-30%


C
+0%
+0%


D
-20%
+30%


E
-40%
+60%




Weapons function a little differently in world of Suikoden. Instead of exchanging your weapon for a better one you only wield one weapon. This weapon can be upgraded by the blacksmith by embedding various rune shards in it. Your weapon starts at level 6. When your character reaches 2nd level and every two level after that your weapon gets +1 level. Your weapon's level determines the number of customization slots your weapon has. Weapon can not hold multiple copies of the same shard.

Fire Shard-Grants +1 Fire Affinity. 1 slot.
Water Shard-Grants +1 Water Affinity. 1 slot.
Wind Shard-Grants +1 Wind Affinity. 1 slot.
Earth Shard-Grants +1 Earth Affinity. 1 slot.
Lightning Shard-Grants +1 Lightning Affinity. 1 slot.
Sun Shard-Grants +1 Sun Affinity. 1 slot.
Star Shard-Grants +1 Star Affinity. 1 slot.
Holy Shard-Grants +1 Holy Affinity. 1 slot.
Dark Shard-Grants +1 Dark Affinity. 1 slot.
Slash Shard-Grants +1 Slash Affinity. 1 slot.
Thrust Shard-Grants +1 Thrust Affinity. 1 slot.
Punch Shard-Grants +1 Punch Affinity. 1 slot.
Shoot Shard-Grants +1 Shoot Affinity. 1 slot.
Fire Power Shard-Grants +2 Fire Power. 1 slot.
Water Power Shard-Grants +2 Water Power. 1 slot.
Wind Power Shard-Grants +2 Wind Power. 1 slot.
Earth Power Shard-Grants +2 Earth Power. 1 slot.
Lightning Power Shard-Grants +2 Lightning Power. 1 slot.
Sun Power Shard-Grants +2 Sun Power. 1 slot.
Star Power Shard-Grants +2 Star Power. 1 slot.
Holy Power Shard-Grants +2 Holy Power. 1 slot.
Dark Power Shard-Grants +2 Dark Power. 1 slot.
Slash Power Shard-Grants +2 Slash Power. 1 slot.
Thrust Power Shard-Grants +2 Thrust Power. 1 slot.
Punch Power Shard-Grants +2 Punch Power. 1 slot.
Shoot Power Shard-Grants +2 Shoot Power. 1 slot.
Fire Defense Shard-Grants +2 Fire Defense. 1 slot.
Water Defense Shard-Grants +2 Water Defense. 1 slot.
Wind Defense Shard-Grants +2 Wind Defense. 1 slot.
Earth Defense Shard-Grants +2 Earth Defense. 1 slot.
Lightning Defense Shard-Grants +2 Lightning Defense. 1 slot.
Sun Defense Shard-Grants +2 Sun Defense. 1 slot.
Star Defense Shard-Grants +2 Star Defense. 1 slot.
Holy Defense Shard-Grants +2 Holy Defense. 1 slot.
Dark Defense Shard-Grants +2 Dark Defense. 1 slot.
Slash Defense Shard-Grants +2 Slash Defense. 1 slot.
Thrust Defense Shard-Grants +2 Thrust Defense. 1 slot.
Punch Defense Shard-Grants +2 Punch Defense. 1 slot.
Shoot Defense Shard-Grants +2 Shoot Defense. 1 slot.
Extended Range Shard-Weapon's range is now 3. 1 slot.
Long Range Shard-Weapon's range is now 5. 2 slots.
Runic Aptitude Shard-You get one extra 1st level slot. 1 slot.
Greater Runic Aptitude Shard-You get one extra 2nd level slot. 1 slot. Requites Runic Aptitude.
Superior Runic Aptitude Shard-You get one extra 3rd level slot. 1 slot. Requires Greater Runic Aptitude.
Magic Proficiency Shard-You get one elemental proficiency. 2 slots. Requires Greater Runic Aptitude.
Firefly Shard-Enemies must make a mental save (middle of Wis, Int and Cha) to target someone else. 2 slots.
Basic Power Shard-Damage die is d6.
Advanced Power Shard-Damage die is d8. Requires Basic Power.
Expert Power Shard-Damage die is d10. Requires Advanced Power.
Mastery Power Shard-Damage die is d12. Requires Expert Power.
Armor has been split in 4 groups Heavy, Light, Cloth and Mystic.
Heavy armor has highest AC bonus (+4 Body, +3 Head/Arm), but it completely negates Dex bonus. It also grants bonus to Str and Con saves. -2 movement.
Light armor has slightly lower AC bonus (+3 Body, +2 Head/Arm), but it limits Dex bonus to +2. It also grants physical affinity boost. -1 movement.
Cloth armor has low AC bonus(+2 Body, +1 Head/Arm), but it comes with no Dex limitations. It also grants bonus to Dex saves.
Mystic armor has low or no AC bonus, no Dex limitations, at least 1 magic affinity boost and bonus to Int, Wis and Cha saves.

Plate Armor-Body
+4 AC
+0 Max Dex Bonus
+1 Con Save or +1 Str Save
-2 Movement
Full Helm-Head
+3 AC
+0 Max Dex Bonus
+1 Con Save or +1 Str Save
Heavy Shield-Arm
+3 AC
+0 Max Dex Bonus
+1 Con Save or +1 Str Save
Chain Armor-Body
+3 AC
+2 Max Dex Bonus
+1 Slash, Thrust, Punch or Shoot Defense
-1 Movement
Open Face Helm-Head
+2 AC
+2 Max Dex Bonus
+1 Slash, Thrust, Punch or Shoot Defense
Light Shield-Arm
+2 AC
+2 Max Dex Bonus
+1 Slash, Thrust, Punch or Shoot Defense
Leather Clothing-Body
+2 AC
No Dex Bonus limitation
+1 Dex Save
+1 Slash, Thrust, Punch or Shoot power
Headband-Head
+1 AC
No Dex Bonus limitation
+1 Dex Save
+1 Slash, Thrust, Punch or Shoot power
Gloves-Arm
+1 AC
No Dex Bonus limitation
+1 Dex Save
+1 Slash, Thrust, Punch or Shoot power
Robe-Body
+1 AC
No Dex Bonus limitation
+1 Power for one magic type
+1 Defense for one magic type
+1 Int, Wis or Cha save
Pendant-Head
+1 Power for one magic type
+1 Defense for one magic type
+1 Int, Wis or Cha save
Bracelet-Arm
+1 Power for one magic type
+1 Defense for one magic type
+1 Int, Wis or Cha save
Movement is a little different then standard D&D movement. Instead of squares, Suikoden uses hexes, similar to Suikoden III. Standard movement is 6, but armor can reduce this. Standard movement range for close combat weapon is 1, 3 for thrown weapons and 5 for ranged weapons. Spells (and other effects) that have an area of effect affect the target and all adjacent hexes for small area of effect. Large area of effect affects target and everything two hexes away.
Classes are divided into five basic types: Guard, Knight, Slasher, Elemental Commander and Elemental Mage.
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 7 + Constitution modifier per level after 1st
Proficiencies:
Armor: Heavy
Tools: One Tool
Saving Throws: Strength and Constitution
Skills: Three skills.
Runes: Sword of Magic.
Rune Slots at level 20: 5/4/2
Physical Affinity: 2B, 2C
Magical Affinity: 6C, 3D
Starting at 1st level once per encounter you can use your bonus action to regain a number of HP equal to 1d10+your level. You gain an additional use of this ability at 9th level and 15th level.
Starting at 2nd level you gain damage resistance against physical attacks. Pick two physical affinities. Those affinities count as two steps higher for all defensive purposes. You pick an additional affinity at 13th level.
Starting at 3rd level you gain damage resistance against magical attacks. Pick three magical affinities. Those affinities count as two steps higher for all defensive purposes. You pick an additional affinity at 10th and 14th level.
When you reach 4th level and again at 8th, 12th, 16th and 19th you can increase one ability score of your choice 2, or you can increase two ability scores by 1.
Starting at 5th level once per encounter you can take an additional action. You gain an additional use of this ability at 20th level.
Starting at 6th level you can attack twice whenever you take an Attack action.
Starting at 7th level you can reroll a failed saving throw once per day. You gain an extra use of this ability at 11th level and at 17th level.
Starting at 18th level you can passively regenerate serious injuries. At the start of each of your turns you regain hit points equal to 5+your Constitution modifier if you have no more then half of your hit points left.

1-Second Wind
2-Damage Resistance-Physical
3-Damage Resistance-Magical
4-Ability Score Improvement
5-Action Surge
6-Extra Attack
7-Indomitable
8-Ability Score Improvement
9-Second Wind(II)
10-Damage Resistance-Magical(II)
11-Indomitable(II)
12-Ability Score Improvement
13-Damage Resistance-Physical(II)
14-Damage Resistance-Magical(III)
15-Second Wind(III)
16-Ability Score Improvement
17-Indomitable(III)
18-Survivor
19-Ability Score Improvement
20-Action Surge(II)
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 6 + Constitution modifier per level after 1st
Proficiencies:
Armor: Light
Tools: One Tool
Saving Throws: Two of: Strength, Constitution, Dexterity
Skills: Three skills.
Runes: Sword of Magic.
Rune Slots at level 20: 5/4/2
Physical Affinity: 2B, 2C
Magical Affinity: 6C, 3D
Starting at 1st level once per encounter you can take an additional action. You gain an additional use of this ability at 17th level.
Starting at 2nd level once per encounter you can use your bonus action to regain a number of HP equal to 1d10+your level. You gain an additional use of this ability at 11th level.
Starting at 3rd level once per encounter you can apply 1st level effect of a weapon rune without expending a spell slot.
When you reach 4th level and again at 8th, 12th, 16th and 19th you can increase one ability score of your choice 2, or you can increase two ability scores by 1.
Starting at 5th level you gain damage resistance against physical attacks. Pick one physical affinity. This affinity count as two steps higher for all defensive purposes. You pick an additional affinity at 13th level.
Starting at 6th level you can attack twice whenever you take an Attack action.
Starting at 7th level you gain damage resistance against magical attacks. Pick two magical affinities. Those affinities count as two steps higher for all defensive purposes. You pick an additional affinity at 14th level.
Starting at 9th level you can reroll a failed saving throw once per day. You gain an extra use of this ability at 18th level.
Starting at 10th level once per day you can apply 2nd level effect of a weapon rune without expending a spell slot. You get a second use of this ability at 15th level.
Starting at 20th level once per day you can apply 3rd level effect of a weapon rune without expending a spell slot.

1-Action Surge
2-Second Wind
3-Weapon Mastery
4-Ability Score Improvement
5-Damage Resistance-Physical
6-Extra Attack
7-Damage Resistance-Magical
8-Ability Score Improvement
9-Indomitable
10-Greater Weapon Mastery
11-Second Wind (II)
12-Ability Score Improvement
13-Damage Resistance-Physical
14-Damage Resistance-Magical
15-Greater Weapon Mastery (II)
16-Ability Score Improvement
17-Action Surge (II)
18-Indomitable (II)
19-Ability Score Improvement
20-Supperior Weapon Mastery
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 5 + Constitution modifier per level after 1st
Proficiencies:
Armor: Cloth
Tools: One Tool
Saving Throws: Dexterity + Strength or Constitution
Skills: Four skills.
Runes: Sword of Magic.
Rune Slots at level 20: 5/4/2
Physical Affinity: 2B, 2C
Magical Affinity: 6C, 3D
Starting at 1st level once per encounter you can apply 1st level effect of a weapon rune without expending a spell slot. You get a second use of this ability at 11th level.
Starting at 2nd level once per encounter you can take an additional action. You gain an additional use of this ability at 15th level.
Starting at 3rd level once per encounter you can use your bonus action to regain a number of HP equal to 1d10+your level.
When you reach 4th level and again at 8th, 12th, 16th and 19th you can increase one ability score of your choice 2, or you can increase two ability scores by 1.
Starting at 5th level you can attack twice whenever you take an Attack action. At 13th level you can attack three times.
Starting at 6th level you learn how to better wield your weapon. When performing a physical attack your affinity counts as one step higher.
Starting at 7th level you learn how to better exploit enemy weakness. You score a critical hit on 20 and 19. At level 17 you also score critical hit on 18.
Starting at 9th level once per day you can apply 2nd level effect of a weapon rune without expending a spell slot. You get a second use of this ability at 14th level.
Starting at 10th level you can reroll a failed saving throw once per day. You gain an extra use of this ability at 18th level.
Starting at 20th level once per day you can apply 3rd level effect of a weapon rune without expending a spell slot.

1-Weapon Mastery
2-Action Surge
3-Second Wind
4-Ability Score Improvement
5-Extra Attack
6-Physical Expertise
7-Improved Critical
8-Ability Score Improvement
9-Greater Weapon Mastery
10-Indomitable
11-Weapon Mastery (II)
12-Ability Score Improvement
13-Extra Attack(II)
14-Greater Weapon Mastery (II)
15-Action Surge(II)
16-Ability Score Improvement
17-Superior Critical
18-Indomitable(II)
19-Ability Score Improvement
20-Supperior Weapon Mastery
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 5 + Constitution modifier per level after 1st
Proficiencies:
Armor: Any One.
Tools: One Tool
Saving Throws: Any Two.
Skills: Three skills.
Runes: Two magic runes, Sword of Magic.
Rune Slots at level 20: 6/4/3/2
Physical Affinity: 1B, 2C, 1D
Magical Affinity: 2B 5C, 2D
Starting at 1st level you can attach Weapon and Magic rune to your right hand at the same time.
Starting at 2nd level once per encounter you can cast a 1st level spell without expanding a spell slot.
Starting at 3rd level once per encounter you can apply 1st level effect of a weapon rune without expending a spell slot.
When you reach 4th level and again at 8th, 12th, 16th and 19th you can increase one ability score of your choice 2, or you can increase two ability scores by 1.
Starting at 5th level you learn how to better wield magic. Pick two magical runes. When performing a magical attack using one of those runes your affinity counts as one step higher. You pick an additional rune at 14th level.
Starting at 7th level once per day you can cast a 2nd level spell without expanding a spell slot.
Starting at 9th level you learn how to better wield your weapon. When performing a physical attack your affinity counts as one step higher.
Starting at 10th level whenever you use your action to cast a cantrip you can make one weapon attack as a bonus action.
Starting at 11th level once per day you can apply 2nd level effect of a weapon rune without expending a spell slot.
Starting at 15th level whenever you use your action to cast a spell you can make one weapon attack as a bonus action.
Starting at 17th level once per day you can cast a 3rd level spell without expanding a spell slot.
Starting at 20th level once per day you can apply 3rd level effect of a weapon rune without expending a spell slot.

1-Runebearer
2-Runic Mastery
3-Weapon Mastery
4-Ability Score Improvement
5-Elemental Expertise
6-
7-Greater Runic Mastery
8-Ability Score Improvement
9-Physical Expertise
10-War Magic
11-Greater Weapon Mastery
12-Ability Score Improvement
13-
14-Elemental Expertise (II)
15-Improved War Magic
16-Ability Score Improvement
17-Supperior Runic Mastery
18-
19-Ability Score Improvement
20-Supperior Weapon Mastery
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 4 + Constitution modifier per level after 1st
Proficiencies:
Armor: Mystic
Tools: Scroll Crafting.
Saving Throws: Two of: Wisdom, Intelligence, Charisma.
Skills: Rune, plus two more.
Runes: Four Magic Runes.
Rune Slots at level 20: 7/6/5/4
Physical Affinity: 2C, 2D
Magical Affinity: 4B, 5C
Starting at 1st level once per encounter you can cast a 1st level spell without expanding a spell slot. You get a second use of this ability at 11th level.
Starting at 3rd level you learn how to better wield magic. Pick two magical runes. When performing a magical attack using one of those runes your affinity counts as one step higher. You pick an additional rune at 9th level and at 17th level.
When you reach 4th level and again at 8th, 12th, 16th and 19th you can increase one ability score of your choice 2, or you can increase two ability scores by 1.
Starting at 6th level once per day you can cast a 2nd level spell without expanding a spell slot. You get a second use of this ability at 13th level.
Starting at 15th level once per day you can cast a 3rd level spell without expanding a spell slot.

1-Runic Mastery
2-
3-Elemental Expertise
4-Ability Score Improvement
5-
6-Greater Runic Mastery
7-
8-Ability Score Improvement
9-Elemental Expertise (II)
10-Runic Mastery (II)
11-
12-Ability Score Improvement
13-Greater Runic Mastery (II)
14-
15-Supperior Runic Mastery
16-Ability Score Improvement
17-Elemental Expertise (III)
18-
19-Ability Score Improvement
20-

Forget what you know about 5E saves, in Suikoden each of the 6 saves is equally important. Sure, Fire and Lightning rune attacks mostly target Dex, but low Int will make you a perfect target for Star rune and you don't want to face a Sun wielder if you have low Wisdom.
All Sword of Magic Runes function the same, except that they use different elemental type. When you have a Sword of Magic rune equipped you have access to the following features:
When performing a weapon attack you can expend one 1st level slot. If you do you your attack counts as both physical and [Elemental] and it uses your better affinity and target's lower affinity.
When being attacked by [Elemental] attack you can expend one 2nd level slot as a reaction. If you do you gain 50% resistance against [Elemental] until the end of your next turn.
When performing a weapon attack you can expand one 3rd level slot. If you do your attack counts as both physical and [Elemental] and it uses your better affinity and target's lower affinity. You also get an additional swing.

Primary Attribute:
Intelligence-Lightning, Fire, Star
Wisdom-Earth, Water, Darkness
Charisma-Holy, Wind, Sun
As long as you have a magic rune equipped you can perform utility magic. Simple magical tricks can be performed freely, but complicated works of magic require successful check. Either way, the magic you are trying to perform must be based on the rune you have equipped. Although limited, Sword of Magic runes can also perform utility magic. Creative use of utility magic is encouraged.
Fire Bolt
When using this spell caster creates a bolt of fire energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Fire damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Flame Blast
When using this spell caster creates a small flame and directs it at the target of his choice. The target and any adjacent creature make a Dex save. On a failed save the flame inflicts 1d4 Fire damage. Damage increases by 1d4 at level 5(2d4), 11(3d4) and 17(4d4).
Fire Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Fire affinity.
Flaming Arrows
When using this spell caster creates four bolts of fire energy, directing each bolt at a target of his choice. Each bolt deals 1d4 damage. If caster uses a higher level slot the spell creates an additional two bolts for each level above 1st.
Burning Flame
When using this spell caster creates a small flame and directs it at the target. Flame deals 2d8 Fire damage and inflicts Wound(Burn) ailment. Target is allowed to make a Constitution saving throw to half the damage and negate the ailment. As long as the ailment persist the target takes 6 damage before it's turn every round. If caster use a higher level slot the spell deals additional 1d8 initial damage and additional 3 damage every round.
Dancing Flames
When using this spell caster creates a small flame that spreads in all directions (small area). All creatures in the area take 2d6+Intelligence modifier Fire damage. Targets can make a Dexterity saving throw to half the damage. If the caster uses a higher level slot the spell deals additional 1d6 damage.
Water Bolt
When using this spell caster creates a bolt of water energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Water damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Water Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Water affinity.
Purifying Water
When using this spell caster allows one target to make a save against one condition.
Drops of Kindness
When using this spell the caster conjures two healing drops to target two adjective targets. Each drop heals 1d8+Wisdom modifier HP. If caster uses a higher level slot the spell heals 1d8 additional HP for each level above 1st.
Kindness Rain
When using this spell caster conjures one healing drops for each target. Each drop heals 2d8+Wisdom modifier HP. If the caster uses a higher level slot the spell heals additional 1d8 HP for each level above 3rd.
Wind Bolt
When using this spell caster creates a bolt of wind energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Wind damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Wind Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Wind affinity.
Gust
When using this this spell caster conjures a gust of wind that deals 1d6 Wind damage and pushes the target back two hexes. Target can make a Strength save to negate the effect and half the damage. If the target is pushed into another creature's space that creature takes the same amount of damage as the primary target. Damage increases by 1d6 at level 5(2d6), 11(3d6) and 17(4d6).
Wind of Sleep
When using this spell caster inflicts Charm(Sleep) ailment on the target. At the start of it's next round the creature makes a Charisma save to end the effect. The creature gets a new attempt every round until it succeeds. In addition, every time the creature takes damage it is allowed to make additional save with advantage. As long as the ailment is in effect the creature can't take any action. If the caster uses a higher level slot the spell targets additional creature for each level above 1st.
Earth Bolt
When using this spell caster creates a bolt of earth energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Earth damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Earth Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Earth affinity.
Lightning Bolt
When using this spell caster creates a bolt of lightning energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Lightning damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Lightning Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Lightning affinity.
Holy Bolt
When using this spell caster creates a bolt of holy energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Holy damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Holy Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Holy affinity.
Battle Oath-Bonus Action
When using this spell caster targets one friendly creature. Target gets advantage for next weapon attack or Strength save. If the caster uses a higher level slot the spell targets additional creature for each level above 1st.
Sun Bolt
When using this spell caster creates a bolt of sun energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Sun damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Sun Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Sun affinity.
Dark Bolt
When using this spell caster creates a bolt of dark energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Dark damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Dark Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Dark affinity.
Star Bolt
When using this spell caster creates a bolt of star energy and directs it at the target of his choice. The caster makes a ranged spell attack. On hit caster deals 1d8 Star damage. Damage increases by 1d8 at level 5(2d8), 11(3d8) and 17(4d8).
Star Boost(Concentration, up to 5 rounds)
For the duration of the spell caster gets +1 Star affinity.
Twinkle
When using this spell caster marks one enemy with a Star mark. For next 3 rounds target has -1 Star affinity.
Blacksmith-Heavy Armor
Whitesmith-Light Armor
Sewing-Cloth Armor
Enchantment-Mystic Armor
Scroll Crafting
Orb Crafting
Ailments function a little differently in this game. There are 6 ailments, each corresponding to one of the six abilities. Each ailment comes in variety of effects, but each creature can only suffer from one version of each ailment. One type of wound can deal damage over time, while another can impose disadvantage, but a creature can only suffer the effect of one or the other, never both. At the start of every turn a creature makes a save against every ailment they are suffering from. On a successful save ailment is cured.

Restrain-Strength
Wound-Constitution
Shock-Dexterity
Confusion-Intelligence
Doubt-Wisdom
Charm-Charisma

danzibr
2015-05-19, 06:41 AM
Looking forward to this!

Philemonite
2015-05-19, 06:43 AM
Me too.:smallbiggrin:
I think we finally have a system that can support Suikoden the way it deserves.

Philemonite
2015-05-21, 08:40 AM
I made the affinity table (how does it look?), some base class stat (but I'm sure that's gonna take some re-balancing) and I started working on the runes. Any comments or suggestions?