Character creation basics

Jul 24, 2008 18:12

Oddly enough my character creation got extremely simple, with no hacked out formulas to remember. Pick a class, then pick 2 attributes. Pick one or more talents, although if you pick more than one you only get talent slot, so you can't use both at once. Then pick a few attacks, and 1 or 2 inspirations.

I'd like training point costs to be as small as possible. Players would get 1-2 training points per encounter + 20 or so when you level up, so you'd average 30+ training points per session. The most expensive talents and attacks might cost ~50 (but have level requirements, etc.). Level cap (where you end the game) should be about 50 but most characters should have almost all their abusive shit by 30.

When you level up you immediately get full HP, ki, and stock, break out of dizzy, and can immediately spend training points and swap talents and attacks. GMs are encouraged to occasionally delay or speed up a character leveling up, so that characters get a dramatic powerup during a tough battle.

So leveling up might go like...
1: base class bonuses, 1 talent slot, 2 attributes
6: 1 more attribute
10: 1 more talent slot
11: 1 more attribute
16: 1 more attribute
20: 1 more talent slot
21: 1 more attribute
26: 1 more attribute
30: 1 more talent slot
31: 1 more attribute
40: 1 more attribute
50: 1 more attribute

The four selectable classes:

Guardian - A tough fighter who specializes in provoking the enemy and lasting through long battles. The Guardian can take a beating, then dish out an even bigger beating. He's not too good at fighting at a distance, but he has skills to keep his enemies close. The Guardian can last a long time with skills to support himself, and can take enemies down with strong attacks. It takes a long time to exhaust a Guardian of his options.
Base HP = 150
Ki = 10/50
AP = 6/12
Class ability (Challenge): An opponent hit by a Guardian is taunted (shit, I need to add taunt into the previous post) until the end of the Guardian's next turn.

Hunter - Deals lots of damage either at close or far range, depending on whether he wants to use a weapon or not. He specializes in fast, brutal attacks that deal lots of damage. The Hunter can take some hits, but he's not skilled at long-term battles. He wants to hit hard and fast, and stay only as long as he has to. The Hunter relies on having Stock in order to keep a strong Cancel chain going.
Base HP = 120
Ki = 0/50
AP = 6/15
Class ability (Relentless): At the end of the Hunter's turn, if he/she hit an opponent, add 1 Stock AP to the Hunter's total, in addition to any gained normally.

Sage - A scholar who specializes in controlling the battlefield by limiting enemy movement and attacks. The sage can also deal some strong attacks. He's great for backing up other attacking teammates, or even just slowing them down and blasting them down with ease himself. He's nowhere near as tough as the other classes, and relies on a constant flow of Ki to keep his powers running.
Base HP = 100
Ki = 30/60
AP = 6/12
Class ability (Focus): Any time the Sage uses Build Up, add 2 Ki to the amount restored.

Monk - An enlightened fighter who cleanses the battlefield. He can heal and buff his teammates, and can even withstand the rigors of close combat. He's fairly tough, although not as tough as the Guardian, and can take a few hits when foes decide to fight him. He does best with a team, though, as his attacks are not as strong. He also needs a strong flow of Ki to keep his skills going.
Base HP = 130
Ki = 20/50
AP = 6/12
Class ability (Inner Peace): At the end of the Monk's turn, if the Monk performed no actions other than moving (including Build Up), add 2 Ki to the Monk's total.

What the stats mean:
HP = pretty self explanatory, it's the amount of damage you can take before getting knocked out. I'll work on death but for now let's assume it's like FF and people can't die.
Ki = First number is the amount you start with at the beginning of a battle/during downtime. Second number is the maximum you can have at any one time.
AP = first number is the amount you gain per turn and the amount that your Stock starts at. second number is the maximum Stock you can have, and the amount your Stock starts at if you ambush the enemy or otherwise get a surprise attack. If you get ambushed, your stock is 0.
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