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Philemonite
2016-03-01, 04:03 PM
Suikoden 2d10 system is what happens when you refuse to accept that Suikoden franchise is dead and you want to keep it alive at any cost. It was originally inspired by Matthew Bloise's Genso Suikoden Tabletop RPG, but it has since grown into something completely different. As the title implies, 2d10 is used for most checks.

The system uses a standard Suikoden formation, with character being divided into front and back row. Attacking outside of your weapon's range imposes a -5 accuracy penalty and 75% damage reduction, and that is something you don't want.
Attack are resolved by rolling 2d10, adding your ranks in Precision skill and comparing it to target's evasion. Base evasion is 8, but this can be boosted by Armor and Dodge skill.
In this game you don't have base stats. Instead, your HP and MP are determined by your level and archetype. Everything else is based on your skills.
Skills function similarly to SIII. Each character has 8 skills slots, and by spending skill points they can learn new skills. They can also spend skills points to upgrade skills. Ranks range from E to S, giving you 8 different ranks for each skill. Skills are divide into three large groups (Physique, Finesse and Mysticism). Your archetype may affect the cost of a particular skill group.


Battle Lust-Every rank in this skill allows you to negate one point of damage reduction when using a weapon attack.
Armor Protect-Every rank in this skill gives you one point of physical damage reduction.
Fortitude-Every rank in this skill gives you one point of damage reduction against Earth, Sun and Darkness attacks.
Toughness-Every rank in this skill boosts you maximum HP by 5.
Damage-Every point in this skill gives you an extra point of damage when using a weapon attack.
Reflex-Every rank in this skills gives you one point of damage reduction against Wind, Lightning and Shield attacks.
Critical Strike-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a melee weapon.
Sharpshoot-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a Ranged weapon.
Precision-Every rank in this skill gives you a +1 bonus on accuracy checks.
Dodge-Every rank in this skill gives you a +1 bonus to your evasion.
Initiative-Every rank in this skill gives you a +2 Initiative bonus.
Willpower-Every rank in this skill gives you one point of damage reduction against Star, Fire and Water attacks.
Elemental Magic-Every rank in this skill you a +1 Chanting Speed. Most spell effects are also boosted. Each Elemental is taken separately.
Runic Resonance-Every rank in this skill unlocks an additional spell or improves already available spells. Runic Resonance is limited by number of ranks in Elemental Magic. Only Magicians (who start with it) and Commanders (who can learn it normally) have unrestricted access to this skill. Other archetypes require a DM permission, that shouldn't be given too often.
Focus-Every rank in this skill reduces the effect of Chanting interruption by 1.
To do: Weapon skills.
In this game every combat round lasts for 30 ticks. During this time you can perform one action. Attacking with a weapon, using items and other similar actions are based on initiative. At the start of the round you roll 2d6 and subtract it from 30. You also subtract twice your ranks in the Initiative skill. Final result determines when you get to act.
When casting a spell the rules are a little different. Each spell needs to be chanted for a number of ticks and the chanting starts at the start of the round. Powerful spells often require more then 30 ticks, making ranks in Elemental Magic mandatory if you want to cast the spell in one round.. Hitting a caster during chanting causes a disruption, prolonging the chanting for 8 more ticks. A focused caster can reduce the effect of disruption or even negate it completely.
Every character starts with a level 0 weapon and sharpen in up to level 16. Every time your weapon "levels up" you can insert one Rune Shard into your weapon.
Power Shard: Boosts your damage die by one step (1d4<1d6<1d8<1d10<1d12).
Extended Range: Short<Medium<Long. Must be taken at character creation.
Extended Critical: Extend the critical range (20<19<18<17)
Full Force: When taking a full action to add a second swing you deal more damage (25%<50%<75%<100%)
[Ailment Resistance]: Rolls twice when trying to recover form [Ailment].
Healing: Party recovers 5+1/2 level HP after every encounter.
Chanter: Reduces chanting time by 4. Can be taken up to 4 times.
MP bonus: Gains one extra MP. Can be taken multiple times, each time granting a bonus MP of higher level.
Magician is pretty much what you would expect from a magic master they have the highest MP, unlock additional Rune Slots the quickest and learn to wield the magic runes at an amazing pace. They also have the fortitude and physical prowess of a paper tissue, and unless they are hiding behind a more sturdy teammate they will die. Often.
-Magicians unlock left hand slot at level 4. They unlock the head slot at level 9.
-Magicians start with 2 level 1 MP and gain an additional MP at level 1, 3, 5, 7, 14, 16 and 18.
-Magicians start with 1 level 2 MP and gain an additional MP at level 2, 4, 8, 10, 13, 15, 17 and 19.
-Magicians gain a level 3 MP at level 6, 9, 12, 14, 16, 18 and 20.
-Magicians gain a level 4 MP at level 11, 13, 15, 17, 19 and 20.
-Magicians start with 24HP and gain additional 3 every level.
-Magicians start with D rank in one Elemental Magic skills.
-Magicians start with E rank in Runic Resonance.
-Magicians pay 50% less skill points for Mysticism skills.
-Magicians pay 50% more skill points for Physique skills.
Guard is pretty much a brick wall with some offense potential. They have by far the highest HP and they are best suited for heavy armor, but they are lacking in options, with low MP and a learning disability when it comes to anything magic related.
-Guards unlock left hand slot at level 10. They unlock head slot at level 20.
-Guards start with 1 level 1 MP and gain an additional MP at level 2, 6 and 10.
-Guards gain a level 2 MP at level 4, 8 and 14.
-Guards gain a level 3 MP at level 12 and 16.
-Guards gain a level 4 MP at level 18.
-Guards start with 42HP and gain additional 6 every level.
-Guards start with D rank in Armor Protect.
-Guards start with E rank in Toughness.
-Guards pay 50% less skill points for Physique skills.
-Guards pay 50% more skill points for Mysticism skills.
Slasher are the epitome of speed. By combining heightened accuracy with superior evasion they can dish out some impressive damage while staying an inch away form the enemy's blade. Their magical aptitude is less then inspiring, but they have adequate MP and they unlock their second rune slot quickly.
-Slashers unlock left hand slot at level 6. They unlock head slot at level 16.
-Slashers start with 1 level 1 MP and gain an additional MP at level 1, 2, 4, 6, 9.
-Slashers gain a level 2 MP at level 3, 5, 7, 10, 16.
-Slashers gain a level 3 MP at level 8, 12, 18.
-Slashers gain a level 4 MP at level 14, 20.
-Slashers start with 36HP and gain additional 5 every level.
-Slashers start with D rank in Dodge.
-Slashers start with E rank in Initiative.
-Slashers pay 50% less skill points for Finesse skills.
-Slashers pay 25% more skill points for Mysticism skills.
Rangers are perfect alternative to Magician. While their magical powers are not as impressive Rangers still make a decent caster that can actually do something with their weapon. However, their defenses are quite lacking, so they usually go for a ranged weapon, preferring to stay in the back row.
-Rangers unlock left hand slot at level 5. They unlock head slot at level 12.
-Rangers start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Rangers gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Rangers gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Rangers gain a level 4 MP at level 12, 15, 17, 19, 20
-Rangers start with 30HP and gain additional 4 every level.
-Rangers start with D rank in Precision.
-Rangers start with D rank in Elemental Magic skill.
-Rangers pay 25% less skill points for Finesse skills.
-Rangers pay 25% less skill points for Mysticism skills.
-Rangers pay 25% more skill points for Physiques skills.
Commanders are the jacks of all trade, capable of doing everything, just not as good as specialists. Their greatest weakness is that there are too many skills to cover and with no skill cost discount Commanders take a long time to get there. Still, Commanders decent HP (second only to Guards), decent MP, second rune slot at level 4 to mix weapons and magic and most importantly they are so much fun to play.
-Commanders unlock left hand slot at level 4. They unlock head slot at level 12.
-Commanders start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Commanders gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Commanders gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Commanders gain a level 4 MP at level 12, 15, 17, 19, 20
-Commanders start with 36HP and gain additional 5 every level.
-Commanders start with no skills.
To do: Add more to the archetypes.
Runes are one of the most interesting features of Suikoden. Here they are divided into Magical and Weapon runes. Magic runes encompass nine different rune types (Fire, Water, Earth, Wind, Lighting, Star, Sun, Darkness and Shield) as well as Sword Magic runes. Weapon runes are represented by at least two runes for every weapon type. This runes function similar to Magic runes, but instead of giving you access to spells they allow you to use different techniques by expanding MP.
Fire Rune is the master of area damage. And while Fire Rune does have a support spell or two they are secondary to pure destructive power.
Level 0
Fire Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Fire damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Flame Arrows
Pick two enemies. Deals [2d4+2+Fire Magic] Fire damage.
Chant Time: 18
Burning Bolt
Target one enemy. Deal [1d6+Fire Magic] Fire damage and inflict Burn (DC=8+[Fire Magic]).
Chant Time: 14
Level 2
Fire Wall
Deals [2d4+4+Fire Magic] Fire damage to one enemy row.
Chant Time: 22
Dancing Flames
Deals [1d6+Fire Magic] Fire damage to all enemies.
Chant Time: 28
Lightning Rune is optimized for taking down powerful foes. Although it provides a few other options concentrated offense is usually the best choice.
Level 0
Lightning Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Lightning damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Angry Blow
Target one enemy. Deals [1d10+2+Lightning Magic] Lightning damage.
Chant Time: 12
Shocking Bolt
Target one enemy. Deal [1d6+Lightning Magic] Lightning damage and inflict Shock (DC=8+[Lightning Magic]).
Chant Time: 14
Level 2
Thunder Runner
Deals [2d6+4+Lightning Magic] Lightning damage to one enemy column.
Chant Time: 22
Raging Blow
Deals [2d10+6+Lightning Magic] Lightning damage to one enemy.
Chant Time: 20
Earth Rune is a defensive rune, and this time it is quite useful. It can grant damage reduction, cure ailments, prevent enemies from healing and even do some damage.
Level 0
Earth Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Earth damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Clay Guardian
Pick two allies. Any magical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Clay Protector
Pick two allies. Any physical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Level 2
Guardian Earth
Cures all mental ailments. All allies.
Chant Time: 22
Protector Earth
Cures all physical ailments. All allies.
Chant Time: 22
Venom Sting-Requires C Runic Resonance
Target one enemy. Deals [2d6+Earth Magic] Earth damage and inflicts Poison (DC=8+[Earth Magic]).
Chant Time: 18
Level 3
Earthquake
Deals [2d6+Earth Magic] Earth damage to all enemies.
Chanting Time: 36
Copper Flesh
Blocks Healing. All enemies. [3+(Earth Magic/4)] rounds.
Chanting Time: 30
Font Of Vitality-Requires B+ Runic Resonance
Grants Regeneration to all allies. Recover [Runic Resonance] HP every round for [3+(Earth Magic/4)] rounds.
Chant Time: 40
Level 4
Vengeful Child
Counters one attack per round. Front Row. [3+(Earth Magic/4)] rounds.
Chanting Time: 28
Land Of Eternity-Requires S Runic Resonance
Deals [3d6+6+Earth Magic+Runic Resonance] Earth damage to all enemies.
Chanting Time: 44
While other runes can provide some minor healing the Water Rune is the one dedicated to healing, providing widespread healing, curing and revival. Water Rune can also inflict Freeze to soften up the enemies and Silence to block enemy magic use. And while Breath of Ice is not the most powerful spell ever Water Rune can still do some damage.
Level 0
Water Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Water damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Kindness Drops
Pick two allies. They recover [6+Water Magic] HP.
Chant Time: 12
Morning Dew
Pick one ally. Cure one ailment.
Chant Time: 10
Level 2
Breath of Ice
Deals [1d6+Water Magic] Water damage to all enemies.
Chant Time: 28
Mother Ocean
Revive one fallen ally. Recover [15+Water Magic] HP.
Chant Time: 20
Frozen Spear-Requires C Runic Resonance
Target one enemy. Deals [2d6+Water Magic] Water damage and inflicts Freeze (+25% physical damage taken) for [3+(Water Magic/4)].
Chant Time: 18
Level 3
Kindness Rain
All allies recover [12+Water Magic] HP.
Chanting Time: 26
Protect Mist
Repel one spell for each ally.
Chanting Time: 28
Fog of Deception-Requires B+ Runic Resonance
Boosts Evasion by [2+(Water Magic/6)] for [3+(Runic Resonance/4)] rounds.
Chant Time: 30
Level 4
Silent Lake
Inflict Silence on all enemies (DC=8+[Water Magic]).
Chanting Time: 28
Heavenly Drops-Requires S Runic Resonance
All allies recover [5+Water Magic+Runic Resonance]*2 HP.
Chanting Time: 42
E: You can now use Earth Bolt spell.
D: Clay Guardian and Clay Protector now target an additional ally.
C: You can use Venom Sting spell.
B: Guardian Earth and Protector Earth now cure curse ailments.
B+: You can now use Font Of Vitality spell.
A: Earthquake deals an extra 1d6 damage.
A+: Vengeful Child allows you to counter two attacks every round.
S: You can now use Land Of Eternity spell.
To do: Other Magic Runes, Weapon Runes, Runic Resonance bonuses.

Philemonite
2016-03-01, 04:04 PM
Reserved for stuff.

Elbeyon
2016-03-05, 08:15 AM
Alright! I don't normally mess with homebrew, but I'd really like to see a suikoden game. Mind if I help flesh out the system? The runes seem like the most work. I could try laying down some foundations for some runes. Leaving it to you do to whatever you want with what I put down.

Philemonite
2016-03-05, 08:40 AM
Sure, any suggestion is welcome. I do have some ideas for each rune, but I do need a lot more.:smallwink:

Elbeyon
2016-03-05, 09:03 AM
*Signs contract with the devil* :smallamused:

I know you'll be away soon enough so feel free to answer these whenever.

The things thing that I'd like to think about is combat pacing. How long should combat take? One, two, five rounds? How many attacks should it take to down a foe? A good way to plan for that is compare offense and defense. A level 0 character does 1D4 damage (avg 2.5) on a hit. 8+ on 2d10 hits. So base accuracy is 79%. Crits do nothing without a skill? Avg damage per attack 1.9. Magicians start with 24 hp. Guards start with 42. It'd take 13 attacks to down a magician and 23 to down a guard.

Scaling needs to be taken into account too. It looks like scale is more or less linear. Should it be curved? Should a level 5 be five times as strong as a level one or 10, 20?

Philemonite
2016-03-05, 09:23 AM
*Signs contract with the devil* :smallamused:
Accepted.:smallwink:


I know you'll be away soon enough so feel free to answer these whenever.
I have one more hour.


The things thing that I'd like to think about is combat pacing. How long should combat take? One, two, five rounds? How many attacks should it take to down a foe? A good way to plan for that is compare offense and defense. A level 0 character does 1D4 damage (avg 2.5) on a hit. 8+ on 2d10 hits. So base accuracy is 79%. Crits do nothing without a skill? Avg damage per attack 1.9. Magicians start with 24 hp. Guards start with 42. It'd take 13 attacks to down a magician and 23 to down a guard.
Damage needs to be boosted, that's basically a placeholder for now. Combat should last for a few rounds. Both monsters and PCs should be able to take a few hits before going down. Criticals do full damage, it's worth even without a skill boost. Damage is definitely too low at the moment.


Scaling needs to be taken into account too. It looks like scale is more or less liner. Should it be curved? Should a level 5 be five times as strong as a level one or 10, 20?
I want scaling to be linear, at least for HP. More MP will result in more damage, but the battles should still last longer at higher levels, to make buffs and debuffs actually viable.

Elbeyon
2016-03-05, 09:32 AM
Damage needs to be boosted, that's basically a placeholder for now. Combat should last for a few rounds. Both monsters and PCs should be able to take a few hits before going down. Criticals do full damage, it's worth even without a skill boost. Damage is definitely too low at the moment.I'll aim for three rounds and three hits then. Ah. Crits do max damage plus skill stuff.


I want scaling to be linear, at least for HP. More MP will result in more damage, but the battles should still last longer at higher levels, to make buffs and debuffs actually viable.Cool. So defense should scale faster offense.

With the pacing in mind I can start throwing out some stuff. :smallbiggrin:

Elbeyon
2016-03-05, 09:41 AM
How attached are you to the max of 8 skills? I realize you like the systems a little lighter. Just asking. There is only so many skill experience to go around so the skills will already be limited in that fashion.

Philemonite
2016-03-05, 09:46 AM
With 8 skill slots you can get all Physique or Finesses skills and still have slots left. Or, you can take 3 magic runes and Runic Resonance and still have 4 slots left for defense. Plus, you can get skill ranks form your gear, to add some versatility. With that being said 8 is not set in stone, I just don't think you need more. After all, if you can have all the skills than there is no choice and everyone has everything is kinda boring.

Elbeyon
2016-03-05, 09:50 AM
Ture, true. The difference would be in what skills a character chooses to learn/level up. Different skill xp from classes would help differentiate people. Characters would be different unless they maxed every skill. More skills could exist without a limit too. Just a pondering.

Philemonite
2016-03-05, 09:59 AM
I am opened to existence of more skills, if you can suggest some.:smallwink:

Elbeyon
2016-03-05, 06:08 PM
Table of Contents


Archetypes (http://www.giantitp.com/forums/showsinglepost.php?p=20504010&postcount=13)
Combat (http://www.giantitp.com/forums/showsinglepost.php?p=20504012&postcount=14)
Skills (http://www.giantitp.com/forums/showsinglepost.php?p=20504014&postcount=15)
Weapon (http://www.giantitp.com/forums/showsinglepost.php?p=20504023&postcount=16)
Runes (http://www.giantitp.com/forums/showsinglepost.php?p=20504029&postcount=17)
Equipment

Elbeyon
2016-03-05, 06:09 PM
Archetypes



Magician
Mana Level


Level
HP
Rune
1
2
3
4

[/tr]

0
4
-
2
1
-
-


1
+3
-
3
1
-
-


2
+3
-
3
3
-
-


3
+3
-
4
3
-
-


4
+3
Left Hand Rune Unlocks
4
4
-
-


5
+3
-
5
4
-
-


6
+3
-
5
4
1
-


7
+3
-
6
4
1
-


8
+3
-
6
5
1
-


9
+3
Head Rune Unlocks
6
4
2
-


10
+3
-
6
5
2
-


11
+3
-
6
5
2
1


12
+3

6
5
3
1


13
+3
-
6
3
2
1


14
+3
-
7
6
3
1


15
+3
-
7
7
3
2


16
+3
-
8
7
4
2


17
+3
-
8
8
4
3


18
+3
-
9
8
5
3


19
+3
-
9
9
6
3


20
+3
-
9
9
7
5



Magicians pay 50% less skill points for Mysticism skills.
Magicians pay 50% more skill points for Physique skills.
Magicians start with D rank in one [Rune] Magic skills.
Magicians start with E rank in Runic Resonance.
Can take ranks in Runic Resonance.






Guard
Mana Level


Level
HP
Rune
1
2
3
4

[/tr]

0
10
-
2
-
-
-


1
+6
-
1
-
-
-


2
+6
-
2
-
-
-


3
+6
-
2
-
-
-


4
+6

2
1
-
-


5
+6
-
2
1
-
-


6
+6
-
3
1
-
-


7
+6
-
3
1
-
-


8
+6
-
3
2
-
-


9
+6
-
3
2
-
-


10
+6
Left Hand Rune Unlocks
4
2
-
-


11
+6
-
4
2
-
-


12
+6

4
2
1
-


13
+6
-
4
2
1
-


14
+6
-
4
3
1
-


15
+6
-
4
3
1
-


16
+6
-
4
3
2
-


17
+6
-
4
3
2
-


18
+6
-
4
3
2
1


19
+6
-
4
3
2
1


20
+6
Head Rune Unlocks
4
3
2
1



Guards pay 50% less skill points for Physique skills.
Guards pay 50% more skill points for Mysticism skills.
Guards start with D rank in Armor Protect.
Guards start with E rank in Magic Resistance.
Can't take ranks in Runic Resonance.





Slasher
Mana Level


Level
HP
Rune
1
2
3
4

[/tr]

0
8
-
1
-
-
-


1
+5
-
2
-
-
-


2
+5
-
3
-
-
-


3
+5
-
3
1
-
-


4
+5
-
4
1
-
-


5
+5
-
4
2
-
-


6
+5
Left Hand Rune Unlocks
5
2
-
-


7
+5
-
5
3
-
-


8
+5
-
5
3
1
-


9
+5
-
6
3
1
-


10
+5
-
6
4
1
-


11
+5
-
6
4
1
-


12
+5

6
4
2
-


13
+5
-
6
4
2
-


14
+5
-
6
4
2
1


15
+5
-
6
4
2
1


16
+5
Head Rune Unlocks
6
5
2
1


17
+5
-
6
5
2
1


18
+5
-
6
5
3
1


19
+5
-
6
5
3
1


20
+5
-
6
5
3
2



Slashers pay 50% less skill points for Finesse skills.
Slashers pay 25% more skill points for Mysticism skills.
Slashers start with D rank in Dodge.
Slashers start with E rank in Speed.
Can't take ranks in Runic Resonance.





Ranger
Mana Level


Level
HP
Rune
1
2
3
4

[/tr]

0
6
-
2
-
-
-


1
+4
-
2
1
-
-


2
+4
-
3
1
-
-


3
+4
-
3
2
-
-


4
+4
-
4
2
-
-


5
+4
Left Hand Rune Unlocks
4
3
-
-


6
+4
-
5
3
-
-


7
+4
-
5
3
1
-


8
+4
-
6
3
1
-


9
+4
-
6
4
1
-


10
+4
-
6
4
2
-


11
+4
-
7
4
2
-


12
+4
Head Rune Unlocks
7
4
2
1


13
+4
-
7
5
2
1


14
+4
-
7
5
3
1


15
+4
-
7
5
3
2


16
+4
-
7
5
4
2


17
+4
-
7
6
4
3


18
+4
-
8
6
5
3


19
+4
-
8
7
5
4


20
+4
-
8
7
6
5



Rangers pay 25% less skill points for Finesse skills.
Rangers pay 25% less skill points for Mysticism skills.
Rangers pay 25% more skill points for Physiques skills.
Rangers start with D rank in Accuracy.
Rangers start with D rank in [Rune] Magic skill.
Can't take ranks in Runic Resonance.






Commander
Mana Level


Level
HP
Rune
1
2
3
4

[/tr]

0
8
-
2
-
-
-


1
+5
-
2
1
-
-


2
+5
-
3
1
-
-


3
+5
-
3
2
-
-


4
+5
Left Hand Rune Unlocks
4
2
-
-


5
+5
-
4
3
-
-


6
+5
-
5
3
-
-


7
+5
-
5
3
1
-


8
+5
-
6
3
1
-


9
+5
-
6
4
1
-


10
+5
-
6
4
2
-


11
+5
-
7
4
2
-


12
+5
Head Rune Unlocks
7
4
2
1


13
+5
-
7
5
2
1


14
+5
-
7
5
3
1


15
+5
-
7
5
3
2


16
+5
-
7
5
4
2


17
+5
-
7
6
4
3


18
+5
-
8
6
5
3


19
+5
-
8
7
5
4


20
+5
-
8
7
6
5



Can take ranks in Runic Resonance.



Notes to Philemonite
I'm experimenting with the numbers. I used 10 hp for the guard because it's easy math. The math below isn't correct, but it should be close enough to get an idea.

Guard Level 0 HP 10
Guard Level 20 HP 130+40
Magician Level 0 HP 4
Magician Level 20 Hp 64

Level 0 (+0 accuracy 1d6 damage) Crit (1%) 6 damage; Avg Hit 2.7
Avg Damage 2.73
Level 20 (+0 accuracy (assuming both peps are equal) 1d12+9 damage) x2 Crit (15%) 37; Avg hit 12.2
Avg Damage 26.6

Level 0 vs Guard Level 0 Defeated in 3.6 Turns
Level 0 vs Magician Level 0 Defeated in 1.4 Turns

Level 20 vs Guard Level 20 defeated in 6.1 Turns
Level 20 vs Magician Level 20 defeated in 2.4 Turns

Buffs unaccounted. Repel & counterattack mechanics should lower average damage. Counterattack damage will increase faster against low accuracy foes.

Spell damage needs a buff and/or to scale better.

Maybe [Rune Magic Rank]dx damage.
Rank 2 2d6 = 7
Rank 9 9d6 = 31

Elbeyon
2016-03-05, 06:10 PM
Combat

The Order of Combat
A typical combat encounter is a clash between two sides, a flurry of swings, feints, parries, footwork, and chanting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of the turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Surprise
A band of heroes sneaks up on a bandit camp, springing from the trees to attack them. A Holly Boy sneaks through the plains, unnoticed by the adventurers until the creature slams one of them. In these situations, one side of the battle gains surprise over the other.

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM decides who is surprised. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't take an action on your first turn of the combat. A member of a group can be surprised even if the other members aren't.

Initiative
Initiative determines the order of turns during combat. When combat starts, every participant makes a initiative check, 2d6+25 plus relevant modifiers, to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The DM ranks the combatants in order from the one with the highest initiative check total to the one with the lowest. This order (called the initiative order) in which they act during each round. The imitative order remains the same from round to round.

If a tie occurs, the DM decides the order tied DM-controled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters roll d10 to determine the order, highest rolling goes first.

Your Turn
On your turn, you can take one action. The most common actions you can take are described in the “Actions in Combat” section. You can forgo taking an action or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the defend action, as described in “actions in Combat.”

Other Activity on Your Turn
You turn can include a variety of flourishes that do not require your action. You can communicate however you are able, brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during you're action. For example, you could open a door as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their description.

The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Counterattack
A counter attack is an instant response to a failed weapon attack roll missed within the opponents counter attack ranks, which can occur on your turn or on someone ease's. If the counter attack interrupts another creature's turn, that creature can continue its turn right after the reaction. For example an attack of 8 that fails to hit a target of 9 would trigger a counter attack if the opponent has at least one rank in Counterattack. A counterattack can't trigger a counterattack.

Repel
A Repel is an instant response to a successful weapon attack roll hit within the opponents counter attack ranks, which can occur on your turn or on someone ease's. If the repel interrupts another creature's turn, that creature can continue its turn right after the reaction. For example an attack of 12 that hits a target of 8 would trigger a repel if the opponent has at least four ranks in Repel.

Movement and Position
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. Your movement can include jumping, climbing, and swimming. These different mods of movement can be combined with walking, or they can be your entire move.

The combat grid is made up of four columns, each with three rows. Each opposed side gets two columns, one front and one back. The two opponents front columns are near reach other with the back columns on either side, both ally columns touching. Attacking out of a weapons reach will apply the Overreach penalty for that attack.

Actions in Combat
When you take your action on your turn, you can take one of the actions presented here. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make. If any, to determine success or failure.

Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one weapon attack. See the “Making an Attack” section for rules that govern attacks. Certain features, such as the Continual Attack Shard, allow you to make more than one attack with this action.

Rune
Rune users have access to abilities, usually spells, and can use them to great effect in combat. A spell has a Chant Time, which specifies a penalty to be applied to initiative. Hitting a caster during chanting causes a disruption, applying a 8 initiative penalty. Using an ability therefore may lower initiative into the negatives and the ability would take more than one turn to use. Any negative initiative is applied as a modifier next turn instead of the abilities chant speed. During subsequent rounds the user may choose to abandon the spell and that mana slot and roll initiative normally. Most spells do have a low enough Chant Time to casting time in one action. Some spells have uses outside of combat.

Defend
When you take the Defend action, you focus entirely on avoiding attacks. Until the start of your next turn, any damage received isby 50%.

Item
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you can take the Item action. This action is also useful when you want to interact with more than one object on your turn.

Switch Position
When you take the Switch Positions action, you trade your position with an ally. In the case of a downed ally you no trade is made and you share a position. If they recover above 0 HP you are forced to move back to your original square or they can choose to move to that position instead.

Making an attack
Whether you're striking with a melee weapon or firing a weapon at range an attack has a simple structure.

1. Choose a target. Pick a target: a creature, an object, or a location.
2. Determine modifiers. The DM determines the targets modifiers. In addition, skills, runes, shards, spells, and other effects can apply penalties or bonuses to your roll.
3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless that attack has rules that specify otherwise or you crit. Some attacks cause special effects in addition to or instead of damage.

Attack Rolls
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll 2d10 and add the appropriate modifiers. If the total of the roll plus modifiers equals or excess the target's evasion, the attack hits.

Modifiers to the Roll
When a character makes an attack roll, the two most common modifiers to the roll are accuracy and the target's evasion. Many things will modify this roll. The player should roll all their applicable abilities and any enemy modifiers provided by the DM. If the creatures stats are hidden the DM will apply the appropriate penalties.

Rolling a 2 or 20
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the 2d10 roll for an attack is 20, the attack hits regardless of any modifiers or the target's evasion. In addition, the target is a critical hit, as explained later.

If the 2d10 roll for an attack is 2, the attack misses regardless of any modifiers or the target's evasion.

Attack Ranges
When you make weapon attack, you have a range. Short, Medium, or Long.

Range
You can make attacks next to your column without any penalty. Short range weapons are effective at this range. Medium range weapons can attack up to two columns away without penalty. Allowing them to sit in the back if they choose and attack the enemies front column without penalty, but they'd get a penalty to attacking the enemies back column in this position. Long range weapons can attack any column without penalty. If a weapon is used to attack outside of its range the user gains the Overreach penalty for that turn.

Overreach: -5 weapon accuracy & reduce damage dealt 50%.

Damage and Healing
Injury and the rest of death are constant companions of those who explore the world. The thrust of a sword, a well-placed arrow, or a blast of flame from a Fire Bolt spell all have the potential to damage, or even kill, the hardest of creatures.

Hit Points
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. those with fewer hit points are more fragile.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtract from its hit points. The loss of hit points has no effect on a character's capabilities until the creature drops to 0 hit points.

Damage Rolls
Each weapon, spell, and harmful ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Weapons, special abilities, and other factors can grant a bonus to damage.

When attacking with a weapon, you add your Damage skill. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time roll the damage once for all of them.

Critical hits
When you score a critical hit, you deal the maximum possible damage against the target. For example, if you score a critical hit that would normally deal 1d4 damage deal the maximum 4 damage, rather than 1d4, and then add the relevant modifiers such as Damage or Heavy Damage.

Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage reductions, rely on the types.

Healing
Unless it results in death, damage isn't permanent. Rest can restore a creature's hit points and mana, and magical methods such as water spells or food items can remove damage.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum so any hit points regained in excess of this number are lost. For example, a magician grants a slasher 4 hit points of healing. If the slasher has 4 current hit points and a maximum of 6, the ranger regains 2 hit points, not 8.

A creature that has 0 hit points can't regain hit points by normal means until battle is over, which restores them to 1 hp, or an ability such as Mother Ocean has restored its hit points.

Dropping to 0 hit points.
When you drop to 0 hit points, you either die outright or gain the faint condition. When you return above 0 hp, usually from battle ending, you regain consciousness.

Conditions
Berserk: Weapon damage dealt is raises 50%.
Boost: Weapon damage dealt raises by 100%. Once Boost is finished, the user takes half the damage inflicted during Boost.
Freeze: Weapon damage received increases by 25%.
Hyper: Magic damage dealt is raised 50%
Invulnerable: Become invincible to opponents, but cannot perform actions.
Panic: Movements are chosen at random. Magic Points are not used.
Regeneration: Regenerate HP every six seconds.
Balloon: A balloon is attached to the character's head. Three balloons will remove the character from battle
Bucket: Accuracy is reduced by 50%
Unfriendly: Cannot participate in Unite attacks
Unbalance: Cannot attack or use magic. Using items is allowed, however.
Paralysis: Cannot take any action in battle
Poison: Lose HP every six seconds.
Rust: Weapon level drops. Last applied shard becomes inactive.
Shrink: Damage dealt reduced by 50%
Silence: Unable to cast spells
Sleep: Unable to take any action in battle. If physically attacked, damage taken is doubled. Character wakes up after taking damage
Target: All enemies will attack the victim.
Faint: Cannot take any action in battle. May die.

Notes to Philemonite
I made a suggestion to initiative. Instead of everyone subtracting their initiative from thirty, I had spells subtract from initiative count. A higher number is generally better and this keeps to the theme. High initiative is good and less math needs to happen. The numbers might need some work though.

All 50% increases and decreases are additive. A 50% increase in damage is canceled by a 50% decrease. Also, I'm trying to use % in blocks of 25 (mostly 50) to make all the math simpler. In truth, I'd rather not use % at all. Maybe once the math settles we can use numbers instead.

The penalty for attacking out of your weapons reach seems really harsh? Maybe consider dropping it to 50% damage? It'll miss often and when it does hit it'll do very little damage? I'd also consider lowering the penalties to make the extend range shards less enticing. Those shards could be considered +5 accuracy and +400% damage in a lot of cases. Very tempting.

Elbeyon
2016-03-05, 06:11 PM
Skills
A character can have up to 8 different skills.

Physique Skills

Precision-Weapon damage dealt ignores one point of damage reduction per rank.
Armor Protect-Weapon damage received reduces by one per rank.
Toughness-Maximum health increases by 5 per rank.
Damage-Weapon damage dealt increase by one per rank.
Repel – Weapon damage received reduced by 50% if the successful attack total is within one per rank.

Finesse Skills

Heavy Damage-Weapon damage dealt increases when scoring a critical hit by two per rank. Melee weapons only.
Sharpshoot-Weapon damage dealt increases when scoring a critical hit by two per rank. Ranged weapons only.
Accuracy-Weapon accuracy increases by one per rank.
Dodge-Evasion increases by one per rank.
Speed-Initiative increases by two per rank.
Counterattack – Weapon attacks received trigger a weapon attack if the failed attack total is within one per rank.

Mysticism Skills

[Rune] Magic-Selected rune effects increase (see individual runes for details). Increase chanting speed by one per rank.
Runic Resonance-Increases all rune effects (see individual runes for details). Runic Resonance can't increase in ranks above the users highest run magic. Magicians and Commander skill only. May be allowed otherwise with DM permission.
Focus-Chanting interruption reduced by one per rank.
Magic Resistance- Spell damage received reduced by one per rank.

Notes to Philemonite
I think having the magics damage reduction skill divided into three skills makes magic damage reduction too weak.
I renamed some things. :smallamused: I'm evil like that.
I added a suggestion for a Repel/counterattack system? Check it out. See what you think. I think suikoden really needs that type of system to feel like a suikoden game. I originally had a counter attack deal 50% damage, but counter attacks should be much rarer than repels (because of the much higher chance to hit then miss).

Elbeyon
2016-03-05, 06:12 PM
Weapon arasgafg

Every character starts with a level 0 weapon and sharpen in up to level 16. Every time your weapon "levels up" you can insert one Rune Shard into your weapon. Extended Range is a special rune shard that can and has to be sloted when the weapon is forged. A weapon's range never changes after the weapon is forged.

Rune shards can be removed, but the shard is destroyed in the process. Extend Range shards cannot be removed.

Level 0 Weapon
Attack: +0
Damage: 1d6
Crit: 20
Rune Shard(s): None

Rune Shards
Ailment Resistance: Rolls twice when trying to recover form Ailment.
Alert: Become Hyper 4+ turn.
Balance: Prevents Unbalance.
Ballon: Inflicts Balloon.
Barner: Magic Resistance +1
Boost: Start with Boost status for 3 turns. After that, current HP = 1.
Boundry: Magical damage reduced by 50%. Weapon damage received increased by 100%
Bucket: Inflicts Bucket.
Champions: Weak Enemies won't be encountered.
Chanter: Reduces chanting time by 4. (Max 4)
Charm: Repeal +1
Continual Attack : Weapon attack action has 25% to add another swing. (Stacks 4)
Counter: Counterattack +1
Crazed: Always Boost, - Accuracy, Can only Attack.
Defense: Armor Protect +1
Double-Beast: Two attack Actions a turn. Damage received from counterattacks increased by 100%.
Down: Inflicts Knockdown
Drain: Heals own HP by 10% damage inflicted by regular attacks.
Earth: Change weapon attack to earth element.
Equilibrium: Prevents Unbalance.
Exertion: +25% increased stacking weapon damage dealt a round (caps at 5th round)
Extended Critical: Extend the critical range 1 (Stacks Three)
Extended Range: Short<Medium<Long. Must be taken at character creation.
Fire: Weapon Attack becomes fire type.
Fire Lizard: Weapon Attack becomes fire type. Damage increases by 50%. 50% damage dealt becomes damaged received.
Fire Sealing: Immune to fire damage. Water damage received doubled.
Fortune: Heavy Damage +1
Fortune: EXP x2.
Fury: Always Berserk.
Great Firefly: Encounter Rate x2.
Gale: SPD x2.
Hazy: Dodge + 1
Healing: Party recovers 5+1/2 level HP after every encounter.
Hunter: Only Hit 18+. Enemy drops treasure on hit.
Killer: Sharpshoot + 1
Knight: Take damage from weapon attacks instead of ally.
Lightning: Weapon Attack becomes lightening type.
Magic Absorb: Successful weapon attack restores magic by 1 from lowest to highest lv.
Medicine: Wielder uses medicine automatically on injured allies with HP lower than 50%.
Minotaur: Normal Damage / row of enemies. Inflicts Unbalance on self.
MP bonus: Gains one extra MP. Can be taken multiple times, each time granting a bonus MP of higher level.
Ogre: Damage decreased by 50% / front column of enemies. Inflicts Unbalance on self.
Parent Turtle: Prevents all negative status (50%) for all allies.
Phero: Repeal + 1 / opposite gender.
Poison: Inflicts Poison
Power: Boosts your damage die by one step (1d4<1d6<1d8<1d10<1d12). (Stacks 4)
Prosperity: Potch x2.
Raven: Evade all Lasts until hit by magic or undodgeable attacks once.
Silence: Inflicts Silence
Skill: Accuracy +1
Skunk: Enemy will choose another target for physical attack, if exists.
Sleep: Inflicts Sleep
Spark: Set users initiative to highest ally initiative
Speed: Speed +1
Steel: Physical damage received decreases by 50%. Magical damage recieved increases by 100%.
Strike-Back: Always return counter attack from weapon attacks.
Sunbeam: Regen +5 a turn
[Rune] Boost: [Rune] +1
Turtle: Prevents all negative status.
Venom: Inflicts Venom
Violence: Become Berserk after DMG=1/2 of HP
Walking: Wielder starts battle Asleep. Becomes Berserk if he wakes up.
Wall: Weapon damage received decreases by 50%. User can't take actions.
Warrior: Weapon damage dealt increases by 100%. Weapon damage received increases by 100%.
Water: Weapon Attack becomes water type.
Water Sealing: Water damage received reduced by 100%. Fire damage received increases by 50%.
Wind: Weapon Attack becomes wind type.
Wizard: Magic damage dealt increase by 100%. Magical damage received increases by 100%.

Notes to Philemonite
I added most of the passive runes to the list. Feel free to strike some off the list or bump them up to a rune slot.
You want the status shards to be a % proc? 25%?

Elbeyon
2016-03-05, 06:14 PM
Runes

Angery Dragon Rune
Banshee Rune

A unique rune that traps the user in animal form. The user can only become human for short periods of time or on nights when the moon is full.

Level 1
Transformation
Transforms into human form / self.
Lasts until the end of battle.
Chant Time: ?

Level 2
Resounding Roar
Inflicts Unbalance (DC 8+[Rune Rank]) / all enemies.
Special: Requires human form.
Chant Time: ?

Level 3
Ripping Claws
[Rune Rank]d10 damage / enemy row.
Special: Requires human form.
Chant Time: ?

Level 4
Devouring Jaws
Inflicts Faint (DC 8+[Rune Rank]); success [Rune Ranks]d12 / 1 enemy.
Heals all HP / self.
Special: Requires human form.
Chant Time: ?


Level 1
Flash Judgement
[Rune Rank]d6 weapon damage / 1 enemy.
Chant Time: ?

Level 2
Twinkling Blade
[Rune Rank]d8 weapon damage / all enemies.
Inflicts Faint (DC 8+[Rune Rank]) / all enemies.
Chant Time: ?

Level 3
Piercing One
[Rune Rank]d10 weapon damage / 1 enemy.
Chant Time: ?

Level 4
Hungry Fiend
[Rune Rank]d12 weapon damage / all enemies.
Chant Time: ?

Level 1
Ready!
Teleports away (DC 8+[Rune Rank]) / 1 enemy.
If failure: Teleports away / 1 ally.
Chant Time: ?

Level 2
Set!
[Rune Rank]d8 weapon damage (DC 8-[Rune Rank]) / all enemies.
If failure: [Rune Rank]d8 weapon damage / all allies.
Chant Time: ?

Level 3
Go!
Teleports away (DC 8+[Rune Rank]) / all enemies.
If failure: Teleports away / all allies except self.
Chant Time: ?

Blue Drop Rune
Boar Rune
Boronda Hawk Rune


Level 1
Great Blessing (all allies)
[Rune Rank]d4 Heal health / all allies.
Cures all negative status / all allies.
Chant Time: ?

Level 2
Shining Light
[Rune Rank]d6 Shield damage / all enemies.
Chant Time: ?

Level 3
Battle Oath
Heals [Rune Rank]d8 health / all allies.
Cures all negative status / all allies.
Inflicts Berserk (DC 8+[Rune Rank]) / all allies.
Chant Time: ?

Level 4
Forgiver Sign
Heals [Rune Rank]d12 health / all allies.
Cures all negative status / all allies.
Remaining amount = shield damage / 1 enemy.
Special: Requires 108 Stars of Destiny.
Chant Time: ?


Chimera Rune
Clone Rune
Comet Rune
Condemnation Rune
Cyclone Sword Rune



Level 0
Darkness Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Dark damage.
Chant Time: 20

Level 1
Finger of Death
Inflicts Faint (DC 8+[Rune Rank]) / 1 enemy.
Chant Time: ?

Level 2
Stealer of Souls
[Rune Rank]d8 damage/ 1 enemy.
Heals HP by amount of damage done / self.
Chant Time: ?

Level 3
Final Bell
Inflicts Faint (DC 8+[Rune Rank]) / row of enemies.
If failure: [Rune Ranks]d10 damage / row of enemies.
Chant Time: ?

Level 4
Black Shadow
[Rune Ranks]1d12 damage / all enemies.
Chant Time: ?

Dawn Rune
Devil's Doll Rune
DoReMi Rune
Double Tusk Rune
Dryad Rune

Earth Rune is a defensive rune, and this time it is quite useful. It can grant damage reduction, cure ailments, prevent enemies from healing and even do some damage.

Level 0
Earth Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Earth damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.

Level 1
Clay Guardian
Pick two allies. Any magical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Clay Protector
Pick two allies. Any physical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12

Level 2
Guardian Earth
Cures all mental ailments. All allies.
Chant Time: 22
Protector Earth
Cures all physical ailments. All allies.
Chant Time: 22
Venom Sting-Requires C Runic Resonance
Target one enemy. Deals [2d8+Earth Magic] Earth damage and inflicts Poison (DC=8+[Earth Magic]).
Chant Time: 18
Level 3

Earthquake
Deals [2d6+Earth Magic] Earth damage to all enemies.
Chanting Time: 36
Copper Flesh
Blocks Healing. All enemies. [3+(Earth Magic/4)] rounds.
Chanting Time: 30
Font Of Vitality-Requires B+ Runic Resonance
Grants Regeneration to all allies. Recover [Runic Resonance] HP every round for [3+(Earth Magic/4)] rounds.
Chant Time: 40

Level 4
Vengeful Child
Counters one attack per round. Front Row. [3+(Earth Magic/4)] rounds.
Chanting Time: 28
Land Of Eternity-Requires S Runic Resonance
Deals [3d8+6+Earth Magic+Runic Resonance] Earth damage to all enemies.
Chanting Time: 44

Runic Resonance
E: You can now use Earth Bolt spell.
D: Clay Guardian and Clay Protector now target an additional ally.
C: You can use Venom Sting spell.
B: Guardian Earth and Protector Earth now cure curse ailments.
B+: You can now use Font Of Vitality spell.
A: Earthquake deals an extra 1d8 damage.
A+: Vengeful Child allows you to counter two attacks every round.
S: You can now use Land Of Eternity spell.
Eight-Devil Rune
Falcon Rune
Fierce Tiger Rune
Fire Breath Rune
Fire Dragon Rune

Fire Rune is the master of area damage. And while Fire Rune does have a support spell or two they are secondary to pure destructive power.

Level 0
Fire Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Fire damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.

Level 1
Flame Arrows
Pick two enemies. Deals [2d6+2+Fire Magic] Fire damage.
Chant Time: 18
Burning Bolt
Target one enemy. Deal [1d8+Fire Magic] Fire damage and inflict Burn (DC=8+[Fire Magic]).
Chant Time: 14

Level 2
Fire Wall
Deals [2d6+4+Fire Magic] Fire damage to one enemy row.
Chant Time: 22
Dancing Flames
Deals [1d8+Fire Magic] Fire damage to all enemies.
Chant Time: 28
Flowing Sword Rune
Full Moon Rune
Gadet Rune
Giant Owl Rune
Gooze Rune
Goundhog Rune
Great Hawk Rune
Hate Rune
Hawk Rune
Howling Rune
Isshin Rune
Jongleur Rune
Kangacom Rune
Kite Rune

Lightning Rune is optimized for taking down powerful foes. Although it provides a few other options concentrated offense is usually the best choice.

Level 0
Lightning Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Lightning damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.

Level 1
Angry Blow
Target one enemy. Deals [1d12+2+Lightning Magic] Lightning damage.
Chant Time: 12
Shocking Bolt
Target one enemy. Deal [1d8+Lightning Magic] Lightning damage and inflict Shock (DC=8+[Lightning Magic]).
Chant Time: 14

Level 2
Thunder Runner
Deals [2d8+4+Lightning Magic] Lightning damage to one enemy column.
Chant Time: 22
Raging Blow
Deals [2d12+6+Lightning Magic] Lightning damage to one enemy.
Chant Time: 20
Lion Rune
Maleet Rune
Mayfly Rune
Mischief Rune
Nympth Rune


Level 1
Open Gate
[Rune Rank]d6 Fire damage / area of enemies.
Inflicts Faint (DC 8+[Rune Rank]) / area of enemies.
Chant Time: ?

Level 2
Royal Passage
[Rune Rank]d8 lightening damage / 1 enemy.
Chant Time: ?

Level 3
Pale Palace
[Rune Rank]d10 water damage / all enemies.
Chant Time: ?

Level 4
Empty World
[Rune Rank]d12 weapon damage / all enemies.
[Rune Rank]d4 weapon damage / all allies.
Chant Time: ?
Phoenix Rune
Pixie Rune
Rabid Fang Rune
Rage Sword Rune
Red Rose Rune
Ressurection Rune
Ripple Rune
Rune of Punishment
Sheild Rune
Shining Wind Rune
Shining Wing Rune
Shrike Rune
Sickle Rune
Slash Rune
Soul Eater Rune
Spider Slay Rune
Spreading Flame Rune

Level 0
Star Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Star damage.
Chant Time: 20

Level 1
Twinkling Star
300 DMG / 1 enemy.
Chant Time: ?

Level 2
Starry Stillness
Inflicts Sleep (DC 8+[Rune Rank]) / all enemies.
Inflicts Silence (DC 8+[Rune Rank]) / all enemies.
Chant Time: ?

Level 3
Comet
[Rune Rank]d10 damage / enemy column.
Chant Time: ?

Level 4
Meteor Shower
[Rune Rank]d12 damage / all enemies.
Chant Time: ?
Swallow Rune
Sylph Rune
Titan Rune
Trick Rune
Twilight Rune
Twin Ring Rune

The command adding rune for all spear-weapon users. In the shape of a pike it reminds of a unicorn, concentraiting the power into a single hit straightforward.

E: When performing an attack you can spend one level 1 MP to deal Holy damage, instead of physical.
D: When performing an attack you can spend one level 2 MP to pierce to the back row, dealing half damage.
C: Instead of performing an attack you can choose to spend one level 3 MP to recover X HP.
B: When performing an attack you can spend one level 4 MP to deal 2[W] damage and inflict Blind.
B+: When spending MP to deal Holy damage you deal 50% extra damage.
A: When spending MP to pierce to the back row you deal full damage to the second target.
A+: When spending MP to heal HP your action is instantaneous.
S: When spending MP to inflict Blind you deal 3[W] damage.

Viper Rune
War Horse Rune

While other runes can provide some minor healing the Water Rune is the one dedicated to healing, providing widespread healing, curing and revival. Water Rune can also inflict Freeze to soften up the enemies and Silence to block enemy magic use.

Level 0
Water Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Water damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.

Level 1
Kindness Drops
Pick two allies. They recover [6+Water Magic] HP.
Chant Time: 12
Morning Dew
Pick one ally. Cure one ailment.
Chant Time: 10

Level 2
Breath of Ice
Deals [1d8+Water Magic] Water damage to all enemies.
Chant Time: 28
Mother Ocean
Revive one fallen ally. Recover [15+Water Magic] HP.
Chant Time: 20
Frozen Spear-Requires C Runic Resonance
Target one enemy. Deals [2d8+Water Magic] Water damage and inflicts Freeze for [3+(Water Magic/4)].
Chant Time: 18

Level 3
Kindness Rain
All allies recover [12+Water Magic] HP.
Chanting Time: 26
Protect Mist
Repel one spell for each ally.
Chanting Time: 28
Fog of Deception-Requires B+ Runic Resonance
Boosts Evasion by [2+(Water Magic/6)] for [3+(Runic Resonance/4)] rounds.
Chant Time: 30

Level 4
Silent Lake
Inflict Silence on all enemies (DC=8+[Water Magic]).
Chanting Time: 28
Heavenly Drops-Requires S Runic Resonance
All allies recover [5+Water Magic+Runic Resonance]*2 HP.
Chanting Time: 42

White Saint Rune
White Tiger Rune

Level 0
Wind Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d8+[Runic Resonance] Wind damage.
Chant Time: ?
Special: This spells can not be interrupted and costs no MP.

Level 1
Wind of Sleep
Inflicts Sleep (DC 8+[Rune Rank]) / all enemies.
Chant Time: ?
The Shredding
[Rune Ranks]d4 damage /1 enemy
Chant Time: ?

Level 2
Healing Wind
Heals all health/1 ally.
Cures all negative status /1 ally.
Chant Time: ?
Storm Warning
Negates magic damage received once per round. [3+(Rune Rank/4)] rounds. / self.
Chant Time: ?

Level 3
Storm
[Rune Rank]d8 damage / all enemies.
Chant Time: ?
Funeral Wind
[Rune Rank]d8 damage/ 1 enemy.
Inflicts Faint (DC 8+[Rune Rank]) / 1 enemy.
Chant Time: ?
Wind Force-Requires A Runic Resonance
[Rune Rank]d8 damage / All enemies
Inflicts Freeze (DC 8+[Rune Rank]) / all enemies.
Chant Time: ?

Level 4
Shining Wind
[Rune Rank]d10 damage / all enemies.
[Rune Rank]d6 health / all allies.
Chant Time: ?
Eternal Wind-Requires S Runic Resonance
[Rune Rank]d12 DMG / all enemies.
Chant Time: ?

Wrath Rune

Notes to Philemonite
I used [Ranks]d6-12 as my damage formula. d6 for level 1. d12 for level 4. Remember how you built attacks in digimon world? I was thinking that might work here too. Aoe? -1 or -2 die scale or -2 DC. stats effect? - 1 or 2 die scale. Might be lazy, but there are a lot of runes and using a go to damage formula would make things a lot easier.

I just copied most of the runes from the game using the damage formula above P:.

Elbeyon
2016-03-05, 07:28 PM
Equipment gjhghjhj

Elbeyon
2016-03-06, 11:01 AM
I need one more post for the level up mechanics.... I think?