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  1. - Top - End - #1
    Ettin in the Playground
     
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    Default Generica 2.0-Grandia Edition P.E.A.C.H.

    Generica 2.0 is an upgrade of my Generica system, designed to emulate video games, specifically JRPGs. Generica is a flexible little system that can be easily adopted to almost any CRPG, with some minor modifications. I choose Grandia to be a first game for this conversion because of it's very interesting cancel mechanics (that goes well with generica's initiative) and strange positioning system.

    Spoiler: Attributes
    Show
    Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:

    Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
    Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
    Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
    Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
    Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
    Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.

    You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.

    Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
    Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
    Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
    Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
    Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
    Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.

    PR-Agility+Vitality+Strength+1/2 level
    MR-Agility+Intelligence+Willpower+1/2 level
    PD-Vitality+Strength+1/2 level
    MD-Wisdom+Willpower+1/2 level
    PAE-Willpower+Vitality+8+1/2 level
    MAE-Willpower+Wisdom+8+1/2 level

    When creating a character you use a point buy system to generate your attributes. Your attributes range from 3 to 10 and you have 25 points to distribute using the following "chart":

    3-0
    4-1
    5-2
    6-3
    7-5
    8-7
    9-10
    10-13

    When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
    When calculating the amount of damage you inflict you roll the base damage(based on the spell/special you are using) add your primary attribute value, add Intelligence for magical and Strength for physical attacks and subtract target's Physical/Magical Defense.

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

    Character's HP are calculated from characters archetype and Vitality

    HP=20+Vitality*2+Level bonus


    Spoiler: Initiative and movement
    Show
    This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
    Movement is done on a simple 5x5 grid. Each space represents a small area and can contain up to 4 combatants. To move to an adjacent position you need to expand 13-1/2AGI initiative points. If you want to move two spaces you need to expand 23-AGI initiative points.


    Spoiler: Specials, Magic and Skills
    Show
    Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has between 5 and 8 special that are learned as character advances. Each character starts with one special at level 1.
    Magic is used by equipping Mana Eggs. Every round each combatant infuses each mana egg with energy imaginatively called Magic Points(MP). MP accumulated in one mana egg can not be used to cast spells from another mana egg. Each character can equip 2-4 mana eggs, based on his archetype. Each characters starts with Level 1 mana eggs, but can equip more powerful mana eggs as his magic level rises.
    Skills are passive trait that improve your combat capabilities. Each character has 2-4 skills books and each skill book an amount of slots equal to the characters skill level. A skill book can not have multiple copies of the same skill..

    After every battle each participant gains standard EXP and also special, skill and magic EXP. This EXP is used to improve specials/magic/skill level unlocking new specials, more powerful mana eggs and more skill slots.


    Spoiler: Range
    Show
    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


    Spoiler: Archetypes
    Show
    Archetype are basically a classes, they determine what your character is good at and what he is bad at. They also determine his primary attribute. There are 6 archetypes, based on characters weapon.

    Axe
    Primary Attribute-Vitality
    HP per level-3.5
    Skill Books-3
    Mana Eggs-2
    MP Recovery-1MP(+0.1 per Magic level)
    Specials-8
    SP Recovery-3SP(+0.4 per Special level)
    Special EXP modifier-130
    Skill EXP modifier-100
    Magic EXP modifier-80

    Sword
    Primary Attribute-Strength
    HP per level-3
    Skill Books-3
    Mana Eggs-3
    MP Recovery-1MP(+0.1 per Magic level)
    Specials-7
    SP Recovery-3SP(+0.4 per Special level)
    Special EXP modifier-130
    Skill EXP modifier-100
    Magic EXP modifier-80

    Dagger
    Primary Attribute-Agility
    HP per level-2.5
    Skill Books-4
    Mana Eggs-3
    MP Recovery-1MP(+0.2 per Magic level)
    Specials-6
    SP Recovery-3SP(+0.3 per Special level)
    Special EXP modifier-90
    Skill EXP modifier-130
    Magic EXP modifier-90

    Mace
    Primary Attribute-Willpower
    HP per level-2.5
    Skill Books-3
    Mana Eggs-3
    MP Recovery-2MP(+0.2 per Magic level)
    Specials-6
    SP Recovery-3SP(+0.3 per Special level)
    Special EXP modifier-110
    Skill EXP modifier-110
    Magic EXP modifier-110

    Staff
    Primary Attribute-Wisdom
    HP per level-2
    Skill Books-2
    Mana Eggs-4
    MP Recovery-2MP(+0.3 per Magic level)
    Specials-5
    SP Recovery-2SP(+0.2 per Special level)
    Special EXP modifier-80
    Skill EXP modifier-100
    Magic EXP modifier-130

    Rod
    Primary Attribute-Intelligence
    HP per level-2
    Skill Books-2
    Mana Eggs-4
    MP Recovery-2MP(+0.3 per Magic level)
    Specials-5
    SP Recovery-2SP(+0.2 per Special level)
    Special EXP modifier-80
    Skill EXP modifier-100
    Magic EXP modifier-130


    Spoiler: Advancement
    Show
    To gain a level your character needs to acquire 10 EXP. Every time you gain a level you get extra HP and possibly a bonus to your secondary stats.

    The EXP needed to level up your special/skill/magic is described in the following chart:

    1-0
    2-1000
    3-2000
    4-3500
    5-5000
    6-7000
    7-9000
    8-11000
    9-13500
    10-16000
    Last edited by Philemonite; 2014-12-12 at 09:10 AM.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

  2. - Top - End - #2
    Ettin in the Playground
     
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Spoiler: Specials
    Show
    In Generica 2.0 you create your own special moves. You pick a basic effect, add some enchantments, calculate the cost and you are ready to use it. This post will contain some sample builds once I get some time to finish them.

    Base attack special-5SP
    Base damage-2d6+1/2 level

    Modifiers:

    IP damage-x1.2
    d8-x1.3
    d4-x0.8
    1 extra die-x1.8
    2 extra dice-x2.7
    3 extra dice-x3.6
    4 extra dice-x4.5
    Circle 1-x1.5
    Circle 2-x2
    Circle 3-x3
    Circle 4-x4.5
    Line-x2.5
    Fan 1-x1.8
    Fan 2-x3.5
    Around 1-x1.2
    Around 2-x1.5
    Around 3-x2.5
    Drain HP-x2(Drains 1/5 of damage inflicted)
    Drain MP-x3(Converts 1/8 of damage to MP for each mana egg)

    Healing-5SP
    Effect-Heals 1d6+2+WIS/2 HP+1/4 level
    Single Buff-5SP
    Effect
    -Boosts PD or MD by 4 for 6 rounds
    -Boosts PR, MR, PAE or MAE by 3 for 6 rounds
    -Boosts Magical or Physical damage inflicted by 3 for 6 rounds
    -Boosts accurary by 2 for 6 rounds

    Modifiers:

    1 extra healing die-x2
    2 extra healing dice-x3.3
    3 extra healing dice-x4.6
    Self-x0.8
    Additional buff-x2.2
    Circle 2-x2.2
    Circle 3-x3

    Ailment Attack
    Base Damage-1d6
    Effect-Moves block(PAE)-12SP(Blocks use of specials, 7 rounds)
    Effect-Magic Block(MAE)-12SP(Blocks use of mana eggs, 7 rounds)
    Effect-Poison(PAE)-8SP(-5%HP every round, 7 rounds)
    Effect-Paralyzes(PAE)-10SP(-40IP)
    Effect-Stun(MAE)-8SP(Cut IP in half)
    Effect-Sleep(MAE)-10SP(5 rounds)

    Modifiers:

    Circle 2*2
    Circle 3*3
    Line*2.5
    Fan 1*1.8
    Fan 2*3.5
    1 extra die-x1.8
    2 extra dice-x2.7
    3 extra dice-x3.6
    4 extra dice-x4.5



    Sample Builds
    Spoiler: Staff
    Show

    Spoiler: Communicator-Alfina Based
    Show
    Comet Spike-Level 1
    Target-Single
    Base Damage-2d6+1/2 level
    Effect-IP damage 2(6)
    Cost-6SP

    Stun Force-Level 3
    Target-Single
    Base Damage-1d6+1/2 level
    Effect-Stun
    Cost-8SP

    Holy Circle-Level 5
    Target-Circle 2
    Base Damage-None
    Effect-Boosts PD/MD by 4+1/5 level for 6 rounds
    Cost-25SP

    Ripple Shot-Level 7
    Target-Line
    Base Damage-3d6+1/2 level
    Effect-None
    Cost-23SP

    Energy Surge-Level 10
    Target-Circle 3
    Base Damage-None
    Effect-Gives allies 15SP
    Cost-30SP


    Spoiler: Rod
    Show

    Spoiler: Fortune Teller-Dahna Based
    Show
    Homing Shot-Level 1
    Target-Single
    Base Damage-2d6+1/2 level
    Effect-IP damage 2(6)
    Cost-6SP

    Mana Capture-Level 3
    Target-Single
    Base Damage-1d6+1/2 level
    Effect-Drain MP
    Cost-15SP

    Dancing Cards-Level 5
    Target-Self
    Base Damage-None
    Effect-Creates 5 magic cards that dance around the user. When the user is attacked one of the cards is spent to deal 5 points of damage that can not be reduced in any way.
    Cost-22SP

    Mana Spring-Level 7
    Target-Self
    Base Damage-None
    Effect-Cuts MP consumption by 50%. Lasts for 5 rounds.
    Cost-26SP

    Fissure-Level 10
    Target-Line
    Base Damage-3d8+1/2 level, Earth elemental
    Effect-IP damage 2(6)
    Cost-39SP


    Spoiler: Mace
    Show

    Spoiler: Mage Knight-Jaid Based
    Show
    Blaster Bomb-Level 1
    Target-Single
    Base Damage-2d6+1/2 level
    Effect-IP damage 2(6)
    Cost-6SP

    Nightmare Ball-Level 3
    Target-Fan 1
    Base Damage-1d6+1/2 level, Water elemental
    Effect-Sleep
    Cost-20SP

    Jolt Knuckle-Level 5
    Target-Single
    Base Damage-2d6+1/2 level, Bolt elemental
    Effect-Stun
    Cost-16SP

    Fist Burst-Level 6
    Target-Circle 2
    Base Damage-3d6+1/2 level, Fire elemental
    Effect-None
    Cost-20SP

    Titan Fist-Level 8
    Target-Around 2
    Base Damage-4d8+1/2 level, Earth elemental
    Effect-None
    Cost-29SP

    Toxic-Level 10
    Target-Circle 2
    Base Damage-2d6+1/2 level, Forest elemental
    Effect-Poison
    Cost-32SP
    Last edited by Philemonite; 2014-12-12 at 09:10 AM.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

  3. - Top - End - #3
    Ettin in the Playground
     
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Spoiler: Spell List
    Show
    Fire

    Burn
    Deals 1d6 Fire damage, Single, 5MP
    WOW
    Boosts Physical Damage inflicted by 3 for 6 rounds, Single, 5MP

    Guard up
    Boosts MD by 4 for 6 rounds, Circle 2, 10MP
    Burnblaze
    Deals 1d6 Fire damage, Circle 2, 12MP
    Burnstrike
    Deals 2d6 Fire damage, Single, 9MP

    Burnflame
    Deals 2d6 Fire damage, Circle 3, 21MP
    Inferno
    Deals 2d6 Fire damage, Fan 2, 20MP
    Hellburner
    Deals 5d4 Fire damage, Single, 22MP


    Water

    Heal
    Heals 1d6+WIS/3 HP, Single, 4MP
    Evap
    Deals 1d6 Water damage, Single, 6MP

    Snooze
    Inflicts Sleep, Circle 3, 15MP
    Healer
    Heals 2d6+WIS/2 HP, Single, 10MP
    Alheal
    Heals 1d6+WIS/3 HP, Circle 2, 9MP

    Healer+
    Heals 3d6+WIS HP, Single, 18MP
    Alhealer
    Heals 2d6+WIS/2 HP, Circle 3, 22MP
    Tartarus Rain
    Deals 2d6 Water damage, Circle 4, 28MP


    Wind

    Howl
    Deals 1d3 Wind damage, Circle 2, 4MP
    Shhh
    Inflicts Magic Block, Single, 7MP

    Howlslash
    Deals 2d6 Wind damage, Line, 11MP
    Wham
    Deals 1d4 Wind damage and Inflict Paralyze, Single, 10MP
    Fader
    Boosts PR by 3 for 6 rounds, Circle 2, 13MP

    Runner
    Reduces movement cost by 3 for 6 rounds, Circle 2, 15MP
    Howlnado
    Deals 3d4 Wind damage, Circle 4, 30MP
    Erebos
    Deals 3d4 damage, Single, 12MP


    Land

    Shake
    Deals 1d6 Land damage, Circle 2, 8MP
    Diggin
    Boosts PD by 4 for 6 rounds, Circle 2, 10MP

    Tremor
    Deals 2d4 Land damage, Circle 3, 18MP
    Def-Loss
    Reduces PD by 4 for 6 rounds, Circle 2, 10MP
    Cure
    Cure Poison, Single, 3MP

    Quake
    Deals 3d4 Land damage, Circle 4, 26MP
    Refresh
    Cure Magic Block and Special Block, Circle 2, 8MP
    Gravity
    Moves all enemies one step closer to the center, Circle 4, 12MP



    Blizzard

    Crackle
    Deals 1d6 Blizzard damage, Single, 5MP
    Fiora
    Inflict Special Block, Single, 7MP

    Crackle Floe
    Deals 2d6 Blizzard damage, Single, 9MP
    Freeze
    Reduces PR by 3 for 6 rounds, Circle 2, 12MP
    Diamond Dust
    Deals 1d10 damage, Circle 4, 15MP

    Crackle Fang
    Deals 2d8 Blizzard damage, Circle 2, 18MP
    Cold
    Reduces MR by 3 for 6 rounds, Circle 2, 12MP
    Crackle Glacier
    Deals 3d8 Blizzard damage, Single, 27MP


    Forest

    Absorber
    Deals 1d6 Forest damage and recovers HP equal to 20% damage inflicted, Single, 7MP
    Craze
    Inflicts Specials Block, Single, 7MP

    Poizn
    Deals 2d4 Forest damage and inflicts Poison, Single, 15MP
    Resurrect
    Cures unconscious and heals 1d6+WIS/3 HP, Single, 18MP
    Halvah
    Cures all ailments, Single, 10MP

    Regenera
    Recover WIS/2 HP every round for 7 rounds, Single, 16MP
    Reviva
    Cures unconscious and heals 2d6+WIS/2 HP, Single, 27MP
    Purify
    Clears debuffs, Circle 3, 20MP

    Bomb

    BOOM
    Deals 1d6 Bomb damage, Line, 8MP
    Res-Loss
    Reduces MD by 4 for 6 rounds, Circle 2, 10MP

    BOOMOR
    Deals 1d6 Bomb damage, Circle 2, 11MP
    Meteor Fall
    Deals 2d6 Bomb damage, Single, 9MP
    Meteor Strike
    Deals 2d10 Bomb damage, Single, 13MP

    BA-BOOM
    Deals 2d6 Bomb damage, Circle 3, 21MP
    Galactic Bang
    Deals 3d8 Bomb damage, Single, 27MP
    Vanish
    Boosts PR and MR by 4 for 6 rounds, Self, 18MP


    Bolt

    Zap
    Deals 1d6 Bolt damage, Circle 2, 8MP
    Stram
    Reduces Physical damage inflicted by 3 for 6 rounds, Single, 5MP

    Binder
    Reduces Magical damage inflicted by 3 for 6 rounds, Single, 5MP
    Blade Zap
    Deals 2d8 Bolt damage, Single, 13MP
    Dragon Zap
    Deals 2d6 Bolt damage, Line, 14MP

    Gad Zap
    Deals 3d10 Bolt damage, Single, 33MP
    Astraea Zap
    Deals 2d8 Bolt damage, Circle 3, 25MP
    Curse
    Reduces MAR and PAR by 3 for 6 rounds, Single, 21MP


    Spoiler: Mana Eggs
    Show
    Level 1

    Fire Egg-Burn, WOW
    Water Egg-Heal, Evap
    Wind Egg-Howl, Shhh
    Land Egg-Shake, Diggin
    Blizzard Egg-Crackle, Fiora
    Forest Egg-Absorber, Craze
    Bomb Egg-BOOM, Res-Loss
    Bolt Egg-Zap, Stram

    Level 2

    Blaze Egg-Burnblaze, Burn
    Quake Egg-Tremor, Diggin
    Rain Egg-Alheal, Heal
    Cyclone Egg-Wham, Howl
    Blast Egg-Meteor Fall, Res-Loss
    Leaf Egg-Poizn, Craze
    Frost Egg-Crackle Floe, Fiora
    Thunder Egg-Blade Zap, Stram

    Level 3

    Tree Egg-Absorber, Cure
    Mist Egg-Crackle, Healer
    Burst Egg-BOOM, Guard up
    Lightning Egg-Zap, Fader

    Level 4

    Star Egg-Def-Loss, BOOMOR
    Icicle Egg-Howlslash, Freeze
    Spark Egg-Burnstrike, Binder
    Plant Egg-Snooze, Halvah

    Level 5

    Dust Egg-Shake, Resurrect, Cure
    Flare Egg-WOW, Meteor Strike, Burnblaze
    Aqua Egg-Evap, Diamond Dust, Alheal
    Gust Egg-Shhh, Dragon Zap, Fader

    Level 6

    Rainbow Egg-Evap, Healer, Tartarus Rain
    Volcano Egg-Burn, Guard up, Inferno
    Gravity Egg-Diggin, Tremor, Refresh
    Sonic Egg-Howl, Wham, Howlnado

    Level 7

    Cluster Egg-Res-Loss, BOOMOR, Meteor Fall, BA-BOOM
    Photon Egg-Zap, Binder, Blade Zap, Astraea Zap
    Blizzard Egg-Fiora, Crackle Floe, Freeze, Crackle Fang
    Soul Egg-Absorber, Resurrect, Halvah, Regenera

    Level 8

    Life Egg-Heal, Snooze, Alhealer, Cold
    Astral Egg-Shhh, Howlslash, Erebos, Curse
    Protect Egg-Shake, Def-Loss, Quake, Reviva
    Burning Egg-WOW, Burnstrike, Hellburner, Vanish

    Level 9

    Calamity-BOOM, Meteor Strike, Galactic Bang, Burnflame
    Dragon-Stram, Dragon Zap, Gad Zap, Runner
    Fenrir-Crackle, Diamond Dust, Crackle Glacier, Healer+
    Crown-Craze, Poizn, Purify, Gravity

    Level 10

    Ultimate Egg-???


    Spoiler: Fusion, Extraction and Infusion
    Show
    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 Rain 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, but it will increase the level of the egg by 1. Every egg can only be infused with one spell, with the exception of Ultimate Egg. Ultimate Egg can be infused with up to 5 different spells.


    Spoiler: Nothing to see here
    Show
    Level 1
    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-Bomb***, Fire*
    Dragon-Bolt***, Wind*
    Fenrir-Blizzard***, Water*
    Crown-Forest***, Land*

    Level 10
    Ultimate Egg-*****
    Last edited by Philemonite; 2014-12-08 at 06:32 AM.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

  4. - Top - End - #4
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Skills list is not finished, there is plenty more skills that need to be added, but it is enough for a start. (X) represents how many slots the skill takes.

    Spoiler: Skill List
    Show
    Toughness(1)-Boosts Physical Defense by 2.
    Warrior's Way(1)-Boosts Physical damage inflicted by 2.
    Mentality(1)-Boosts Magic Defense by 2.
    Power(1)-Boosts Magic damage inflicted by 2.
    Boomflame Chant(2)-Reduces the cost for Fire and Bomb spells by 2.
    Glacier Chant(2)-Reduces the cost for Water and Blizzard spells by 2.
    Leafwater Chant(2)-Reduces the cost for Forest and Water spells by 2.
    Northwind Chant(2)-Reduces the cost for Wind and Blizzard spells by 2.
    Quakeblast Chant(2)-Reduces the cost for Land and Bomb spells by 2.
    Stormcloud Chant(2)-Reduces the cost for Wind and Bolt spells by 2.
    Woodland Chant(2)-Reduces the cost for Forest and Land spells by 2.
    Zapfire Chant(2)-Reduces the cost for Fire and Bolt spells by 2.
    Speed(2)-Boosts initiative by 1.
    Defensive(2)-Reduces IP damage by 2.
    Abandonment(2)-Boosts Magical Repel by 1.
    Perception(2)-Boosts Physical Repel by 1.
    Dash(2)-Reduces movement cost by 2.
    Wizardry Chant(3)-Reduces the cost for Water, Land, Forest and Blizzard spells by 2.
    Mystic Chant(3)-Reduces the cost for Fire, Wind, Bolt and Bomb spells by 2.
    Fire Mastery(3)-Fire Spells are cast with +2 accuracy.
    Water Mastery(3)-Water Spells are cast with +2 accuracy.
    Wind Mastery(3)-Wind Spells are cast with +2 accuracy.
    Land Mastery(3)-Land Spells are cast with +2 accuracy.
    Blizzard Mastery(3)-Blizzard Spells are cast with +2 accuracy.
    Forest Mastery(3)-Forest Spells are cast with +2 accuracy.
    Bomb Mastery(3)-Bomb Spells are cast with +2 accuracy.
    Bolt Mastery(3)-Bolt Spells are cast with +2 accuracy.
    Psycho Shield(3)-Boosts Resistance to Magic Block and Special Block by 3.
    Immunity(3)-Boost Resistance to Poison and Paralysis by 3.
    Strong Will(3)-Boosts Resistance to Sleep and Daze by 3.
    Morale Boost(3)-Any beneficial effect has it's duration extended by 50%.
    Diver(3)-Deals 25% more damage to Aquatic and Floating enemies.
    Exorcist(3)-Deals 25% more damage to Undead and Demon enemies.
    Forrester(3)-Deals 25% more damage Plant, Insect and Reptile enemies.
    Grappler(3)-Deals 25% more damage to Human and Mineral enemies.
    Hunter(3)-Deals 25% more damage to Bird, Beast and Dragon enemies.
    Absorb Magic(4)-Recovers 1 MP when taking magical damage.
    Special Power(4)-Recovers 2 additional SP every round.
    Meditate(5)-Recovers 1 additional MP every round.
    Magical Esoteric(6)-Single target attack spells deal 3(8) IP damage.



    Equipment

    Each character starts with 5 peaces of basic equipment. This are weapon, armor, armgear, headgear and footwear. Starting from level 2 your characters can equip special pieces of equipment that provide additional bonuses. Each archetype has access to different weapon type, but other equipment that is available is based on character's attributes.


    Spoiler: Weapons
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    Spoiler: Axes
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    Level 3-Sturdy Axe
    +1 PD

    Spoiler: Swords
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    Level 3-Power Blade
    +1 Physical Power

    Spoiler: Daggers
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    Level 3-Swift Dagger
    +1 Initiative

    Spoiler: Maces
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    Level 3-Bronze Mace
    +2 Sleep Resistance

    Spoiler: Staves
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    Level 3-Heal Staff
    Special-Grants access to Heal spell

    Spoiler: Rods
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    Level 3-Burn Rod
    Special-Grants access to Burn spell

    Spoiler: Body Armor
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    Level 2-Plate Armor
    Vitality 7/Strength 8
    +1 PD
    Level 2-Linen Robes
    Intelligence 7/Wisdom 7
    +1 MD
    Level 2-Leather Cloth
    Agility 8
    +1 PR
    Level 2-Leather Vest
    Willpower 7
    +2 Magic Block/Moves Block Resistance
    Level 4-Gaia Gear
    Agility 7/Willpower 6
    +5 Bolt Resistance, -2 Wind Resistance
    Level 4-Pure Robe
    Wisdom 7
    Special: Grants access to Cure spell

    Spoiler: Armgear
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    Level 2-Wooden Shield
    Vitality 6/Strength 7
    +1 PR
    Level 2-Bracelet
    Intelligence 7/Wisdom 7
    +1 MR
    Level 2-Leather Wrist
    Agility 7/Willpower 7
    +1 PR

    Spoiler: Headgear
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    Level 2-Iron helm
    Strength 8/Vitality 7
    +2 Move Block Resistance
    Level 2-Ruby Amulet
    Intelligence 7
    +3 Fire resistance
    Level 2-Bandana
    Willpower 7
    +2 Sleep Resistance
    Level 2-Leather Hat
    Agility 7
    +1 MR
    Level 2-Mitre
    Wisdom 7
    +2 Healing

    Spoiler: Footwear
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    Level 2-Leather Boots
    Strength 7/Vitality 7
    +1 Physical Power
    Level 2-Speedy Shoes
    Agility 7
    +2 Movement
    Level 2-Sandals
    Wisdom 7/Intelligence 7/Willpower 7
    +1 MD


    If a piece of equipment grants access to a spell you can use it through any egg you have equipped, but you still pay the same MP cost.
    Last edited by Philemonite; 2014-09-05 at 04:03 AM.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    If I'm reading it right, ice/lightning/bomb/plant aren't made by mixing two basic elements? Sadpanda.

    Quick question, is there a distinction between ranged attacks and melee attacks? Can you attack from anywhere to anywhere with all attacks?
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by banthesun View Post
    If I'm reading it right, ice/lightning/bomb/plant aren't made by mixing two basic elements? Sadpanda.
    My main inspiration was Xtreme, every elemental is independent there.
    It could have been worse, I could have gone with just four elementals, like Grandia 3 did.

    Quick question, is there a distinction between ranged attacks and melee attacks? Can you attack from anywhere to anywhere with all attacks?
    Melee attacks can only attacks enemies that are in the same or adjacent position.
    Ranged attacks don't have a set range, the battlefield is small enough anyway(5x5).
    Last edited by Philemonite; 2014-08-31 at 04:32 AM.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by Asteron Questar View Post
    Melee attacks can only attacks enemies that are in the same or adjacent position.
    Ranged attacks don't have a set range, the battlefield is small enough anyway(5x5).
    Hmmm, I didn't see any notes about balancing for ranged attacks, did I miss them? (though if it is unbalanced, that'd definitely be true to Grandia 1 )
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by banthesun View Post
    Hmmm, I didn't see any notes about balancing for ranged attacks, did I miss them? (though if it is unbalanced, that'd definitely be true to Grandia 1 )
    Well, magic and area attacks specials are already ranged. Melee specials have run-up effect(I need to add that), adding a movement action to the attack. You can move up to two spaces before attacking, but you pay standard movement cost for it.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    I added the rules for mana egg fusion, EXP modifiers for each archetype and two sample builds for special moves(Staff and Rod).
    I need at least four more sample builds (axe, sword, mace and dagger) and EXP chart for special/skill/magic level.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Just quickly, is the only difference between Staff and Rod archetypes their primary stat?

    EDIT: can't do it tonight, but would you be interested in more suggestions for specials?
    Last edited by banthesun; 2014-08-31 at 11:06 AM.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by banthesun View Post
    Just quickly, is the only difference between Staff and Rod archetypes their primary stat?
    In theory yes, but staff users usually specialize in healing and support, while rod users specialize in pure destruction. I was thinking of making staff users more special oriented, but that would cripple their already low amount of skills, making them even harder to customize.

    can't do it tonight, but would you be interested in more suggestions for specials?
    Always.
    Last edited by Philemonite; 2014-08-31 at 11:08 AM.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    EXP chart and Mace sample build added. It ended up very elemental.

    I also started recruitment for playtesting, as evident from my sig.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by Asteron Questar View Post
    Always.
    Alrighty then, lets get rolling!

    First, a few clarity issues: can single target buffs target yourself without the 'self' tag? Does Morale Boost effect buffs you cast, or recieve?

    A way to alter the speed of specials might be interesting. You could increase the cost have specials that leave you with more IP after use, or reduce the cost to give a wind up time for your attacks (attack doesn't excecute until you have enough IP next round).

    A healing over time effect could be cool. The plus side would be saving actions on healing, if used early enough, while the downside would be it doesn't help if the enemy dispells it or simply knocks you out before you've healed enough.

    On that note, dispell effects and cures are pretty scarse right about now. Is that intentional?

    A 'root' status effect that stops people moving might be interesting. Dunno if that has much grounding in Grandia though.

    Ways to increase or decrease the length of buffs and statuses you cast could be interesting too. It could give more range for customization in specials for staff users if you still want to try with that too.
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    Default Re: Generica 2.0-Grandia Edition P.E.A.C.H.

    Quote Originally Posted by banthesun View Post
    Alrighty then, lets get rolling!

    First, a few clarity issues: can single target buffs target yourself without the 'self' tag?
    Yes. The purpose of self modifier is to limit your targeting options and provide a lower SP cost.

    Does Morale Boost effect buffs you cast, or recieve?
    It affects any effect you receive, sorry if that wasn't clear. It is not a casting tool.

    A way to alter the speed of specials might be interesting. You could increase the cost have specials that leave you with more IP after use, or reduce the cost to give a wind up time for your attacks (attack doesn't excecute until you have enough IP next round).
    That could be done, however it needs to be limited to avoid exploitation.

    A healing over time effect could be cool. The plus side would be saving actions on healing, if used early enough, while the downside would be it doesn't help if the enemy dispells it or simply knocks you out before you've healed enough.
    There is already a spell that covers that, Regenera. I will also add a sample special, based on Carmyne's Holy Breath.

    On that note, dispell effects and cures are pretty scarse right about now. Is that intentional?
    There are spells that cure individual ailments and there are also skills to boost evasion. Dispel would be a good idea, and just like regan there will be a sample special that will cure ailments.

    A 'root' status effect that stops people moving might be interesting. Dunno if that has much grounding in Grandia though.
    That could be added, but right now I am happy with 6 ailments I have. Each one has a nice effect, without being too powerful.

    Ways to increase or decrease the length of buffs and statuses you cast could be interesting too. It could give more range for customization in specials for staff users if you still want to try with that too.
    Great idea.
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