The Game Mechanics

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 21

WELCOME TO THE GAME

Glad to see you could join us in the world of The Game! Before you begin your
adventure, here are the mechanics for a smooth journey. Have fun!

STATS

BOON: Each class has a specific stat that they are particularly strong in, these stats are
known as BOONS, and directly affect the amount of points a character receives upon
leveling up.

BANE: Each class has a specific stat that they are particularly weak in, these stats are
known as BANES, and directly affect the amount of points a character receives upon
leveling up.

HOW GAINING STATS WORK:


Upon leveling up you are required to roll for your stats, this is so that it is possible to get
blank levels/perfect levels wholly based on your luck with the rolls.

HP/MP: IF BOON: D8, IF NEUTRAL: D6, IF BANE: D4.


ALL OTHER STATS: Roll a d4.
If Boon: 1 = 1 Stat point, 2-3 = 2 stat points, 4 = 3 stat points.
If Neutral: 1 = 0 Stat points, 2-3 = 1 stat point, 4 = 2 stat points.
If Bane: 1-3 = 0 Stat points, 4 = 1 Stat point.

Depending on the Stat certain actions gain bonuses from them. Gain +3 in rolls if the
stat is a boon, +1 for every 25 stat points if the stat is neutral, and -1 if the stat is a
bane.

ATK: For feats of great strength, crushing heads and lifting boulders. Overpowering
opponents in a physical stalemate.

MAG: Can be used for anything magic related, get checks on if you understand objects
more with analyze. Overpowering opponents in battles of the mind. Gains additional
resistance to mind based CC.

DEF: Directly reduce physical attack DMG taken from the value of this stat.

RES: Directly reduce magical attack DMG taken from the value of this stat.
SPD: How quick and fast your character is, gets additions to escaping and chasing.
Probably also something related to the speed of tasks.

DEX: How flexible your character is, will definitely get bonuses to dodging attacks or
feats like taking no fall damage, or escaping from grapples easily. Gets bonuses to
ambushes and dodging ambushes.

LCK: Gambling, money related things, increased crit rate, reduced crits received.

DIV: Is a stat solely based on Godhood and religions etc. Outside of battle you can feel
and interact with other divine objects.

CHA: Increased chance in convincing people through talking and etc.

SKILLS

These are your character's abilities, when starting you get a passive and active skill
based on the class you have chosen as well as a racial skill based on the race you have
chosen. However, you may only learn a new skill every 4 levels, whereas leveling up a
skill is available at every chance.

You may choose a second class at level 20. You have the option of learning a unity skill
every 6 levels if you have a second class. Skills can also be learned from skill books,
being taught, or randomly learning them. At level 15 you learn an ultimate skill.

Skills reach MAX level at Level 3, additionally, they go through a major change such as
adding an additional effect, or increasing scaling by a significant amount. Only
production skills have a different level cap of Level 10.

You may teach skills to allies depending on the skill you are teaching them. They have 1
chance to learn a skill every session. They must roll a 90-100 in a d100.

NOTE: Even if you choose the same class as another player, you will not receive the
same skills as them. The DM grants skills based on the player’s playstyle.

Active Skills: Skills that require you to activate them for their action to begin, normally
these are meant for battle. They consume MP, but on certain occasions consume a
different resource.
Passive Skills: These are skills that are always active, they will activate if a certain
condition is met, or simply grant the character certain buffs or advantages based on the
situation.

Class Skills: skills that are based off of your class/classes. They are your bread and
butter and can be both active or passive skills.

Racial Skills: skills based off of the race you’ve chosen. They can only be passive skills.

Production Skills: Skills that directly affect the production of certain items, blacksmithing,
tailoring, cooking, etc. belong in this category.

Unity Skills: skills that come from your two chosen classes. They are a show of skill
from how much mastery you have over both classes. They can be both passive or
active skills.

Ultimate Skills: skills that should only be used during a crisis or when the situation sees
fit. They are skills that consume a % of your HP or MP. Not a fixed value.
When learning an ultimate skill, your choices will be based on your class.

BATTLE

When a battle begins, turn order is decided by a characters’ SPD stat. The higher it is
the sooner the player can act. Additionally, if the characters’ SPD stat is 10 points
higher than the target, they can act twice. This also applies to enemies.

Attacks are normally decided upon the DM and the player rolling a D20, however, there
are many factors that come into play. If a unit is hard CC’ed (stunned, frozen,
immobilized) they cannot dodge, this means that all attacks done on that target will
connect, this is applicable to both enemies and allies. Depending on the attack, certain
STATS will give you bonuses to your D20 roll, DEX gives you bonuses in dodging or
parrying, LCK directly increases crit chance and lowers enemy crit rate, etc.

There are 3 types of DMG values, Physical, Magical, and True. Physical damage is
directly subtracted to the DEF stat in order to see the full value, Magical damage is
directly subtracted to the RES stat in order to see the full value, and True damage
ignores defensive stats and deals flat damage. Certain skills ignore these rules, such as
DoT’s (Damage over Time) or simply ignore the defensive stats as a whole.
Physical:
These actions are refreshed every 5 turns.
● Bludgeoning: Blunt weapons and appendages are able to make dents in both
armor and flesh, applying a bruise or an area more vulnerable to attacks. This is
only granted if they successfully win the roll based on the ATK stat. Say it was
successful, the area will become vulnerable and the target gets more damage
when specifically hit on that area. Damage dealt through the dent or bruise is
dependent on the DM's choice.

● Piercing: Weapons and appendages under this category are either nimble or
sturdy enough to penetrate both armor and hide. Piercing weapons have the
ability to pierce through DEF stats and apply the full damage given they succeed
the roll. Though this is heavily reliant on the LCK stat.

● Slashing: Weapons and appendages under the slashing category are those
crafted to hack through both hide and metal. Slashing weapons have the ability
to apply a bleed effect on the target's hit given they succeed the roll of DEX. All
targets hit have to succeed a DEF roll in order to avoid getting the bleed effect.
Say the attack was a critical hit, a roll will have to be made in order to determine
whether a part will be severed, which will give a certain effect on the target hit.

These conditions are highly dependent on the situation and the action of the player or
DM. For example, a blunt weapon to INTENTIONALLY bruise the target, a roll to hit
and a secondary roll based on the ATK stat to see if bruising the target was successful.
If the roll wasn’t able to bruise the target, the chance will only appear after a certain
amount of turns in order to avoid spamming, granted the attack hits.

DEATH

Death in the world of The Game is permanent, once a character is dead, that’s it.
However, in certain cases Death is not permanent. Certain skills, characters, items, and
deities can resurrect fallen allies. Simultaneously, depending on the quest you may also
be immortal. Death in Side Stories means you will never be able to enter that side story
again, unless you are resurrected by your allies inside that side story.

HP determines how much DMG an enemy/ally needs to receive before they are dead.
Enemies die instantly upon reaching 0 HP, this also applies to summons and familiars.
However, if a character reaches 0 HP they are instead gravely wounded. Gravely
wounded characters can’t act and will die upon 3 turns in battle. If they are healed out of
0 HP, they are no longer gravely wounded but instead incapacitated. Additionally, if an
incapacitated character reaches 0 HP once more, they die.

TURN ORDER
This is determined by all participants' SPEED stat, the higher it is the more likely it is
that you will move ahead of all the participants in battle.

THE WORLD

The world of the Game is made up of many different continents:

Caelun: A continent consisting of thousands of floating isles all connected by a black


hole that doesn’t pull more than it needs to, the isles themselves don’t move either,
each isle has its own ruler and other rulers can challenge each other for right of
ownership of isles, constant wars as the fights for isles are not limited to combat, races
that do not fly nor float are looked down upon, the group that currently owns most of the
isles is called “Sky Grazer”. Sky Grazer has a group of 6 that call themselves “The
Usurpers”, and each of them claim isles in different ways. Some by force, others by
trade, and for one of the Usurpers lots and lots of money. Individual isle rulers try to
steer clear of the Usurpers because as of the moment, their attention remains on the
bigger isles.

Roebel: A continent that is built upon a single dungeon, the dungeons size and mass is
the entire continent, cities are built on different floors and the entrance of the dungeon
welcomes beginners and challengers alike, no discrimination, slavery is highly
encouraged but not the mistreating of slaves, the dungeons operations are all managed
by the guild “Imperium”. The dungeon itself has not been cleared yet, and though other
guilds and challengers attempt to dive deeper into the dungeon, none have been able to
succeed besides Imperium. Though the dungeon divers suspect foul play, no one has
yet to find any proof that suggests otherwise.

Goldora: A continent for the outcasts with no ruler, it is pure uncharted land. There are
villages scattered around the earth with different races and terrible new monsters and
creatures. As of this moment none of the other continents know of this place and its
existence, as well as where it is located in the world. Those that know of its existence
understand that a being of unexplainable power is what brought it to the world of the
Game.
Tolrun: Mountainous, lush greens, lots of plains and fields, population mostly human,
demi-humans are in the minority. Dungeons and bosses are hidden and said to be the
source of great fortune, if a dungeon is found the kingdom nearest to it oftentimes fights
for the right to claim it as their own. Alteria is the leading kingdom, with their reach
claiming almost 50% of the continent as their own land. However, the Gelt alliance
comprised of 5 different kingdoms that make up the other 50% are waging war against
Alteria in hopes of dividing the land equally. This war has caused hundreds of
thousands of deaths and other than the Gelt alliance and Kingdom of Alteria, there
seems to be third party that attacks both sides.

Gaena: Desert, rocky, canyon-esquire, split around 1/4 to 3/4, 1/4 is an icy landscape
with strong winds. Technology hasn’t developed as much, with the locals choosing to
rely on magic, their own strength, or faith to help them survive the extreme challenges
that the continent presents. Monsters often roam the lands killing many a traveler and
sometimes wiping entire cities off of the map with no one to tell their tales. The locals
are made up of all sorts of races and they treat everyone equally as they believe any
conflict that isn’t against monsters is pointless. The icy landscape has come under the
rule of the Mercenary King, who one day decided to gather refugees from around the
continent of Gaena and found a kingdom at the most distinct area of Gaena. The
Kindgom has continued to be strong despite the difference in race and values, many
claiming it to be a paradise, however, it seems as though the Mercenary King is plotting
something that will change the fate of the entire continent and everyone that calls it
home.

Zentur: The continent of the deep and the dark, Zentur is found under the ocean or
deep inside a massive cavernous system that have been charted by the locals. The
continent being split into two, one group of underwater races have taken to the deep
even granting those that wish to enter their kingdom technology that lets them explore
as though they were fishes. The kingdom of the underwater side of the continent is
known as “Abyss”, the king wants to spread his benevolence and love for all races that
they may conquer the abyss known as the ocean, hence the name of his Kingdom. His
citizens however, disagree, believing themselves to be the superior race. The
queendom of the caverns is known as “Center” as their queen believes that the center
of the world revolves around their cavernous system, which has yet to be fully explored.
The queen is harsh, but fair, which steels the resolve of all her residents and scares of
visitors of her queendom. However, the residents and queen herself wish to welcome
them as they are in need of insight to further explore the deep and dark caverns of
Zentur.
EXPLORATION

The world of The Game is filled with hidden pieces, conflicts, secrets, and worlds to
discover. When not in battle feel free to do whatever you feel like doing, however, just
remember that based on your character and the DM you have a storyline quest that will
be slowly built up in the background.

Simultaneously, there are SIDE STORIES, these take place in another world and do not
change anything in the main quest line or main world. Feel free to join in and drop out
whenever you feel like. Side stories are either found by the players that explore the
world or the DM lets everyone know that it is time for a new side story. Side stories have
a difficulty level from 1-5, 1 being the least challenging and 5 being for those that are
prepared to conquer entire worlds to claim victory.

SIDE STORIES UNLOCKED:

The Advent of Horror, DIFFICULTY 2: An entire world has been ravaged by beasts
and cryptids of the night, seemingly led by a conqueror that has yet to show himself.
The world is in a constant state of night as a blood red moon hangs above all those
below. There are few survivors but the locals know a thing or two about fighting these
accursed monsters and purging them from their land. Will you be able to take back this
world for the locals? The innocents massacred by the bloody conquest of the hidden
Conqueror? Or will you choose to watch and reap the rewards of both sides crashing
into each other? The choice is yours.

COMPANIONS

When exploring the world of the game there is a possibility you will gain followers,
companions, friends, and lovers. There are a few types:

● Slave: The buying and selling of sentient beings is not illegal in the world of The
Game. Many of these slaves vary in race, class, and sometimes, species. Slaves
are bound by the deities to never oppose their master, and doing so results in
death. Not loyal, instead, required in order to live.

● Familiars: These come in many shapes and sizes, familiars are forever bound to
their masters. Once summoned they cannot be dismissed, their lives are now
bound to forever roam the earth. They are your responsibility as death to these
creatures are permanent. They do not have classes but instead, can be anything
through evolution.

● Summons: Summons are normally brought about by skills or temporarily by an


item. They only last for a limited amount of time and are normally used for battle.
They can however, evolve and change with the skill and their master. They are
normally stronger than familiars however, familiars grow stronger the longer they
have lived.

CLASSES

Everyone that wishes to join The Game must choose a class that will stick with them for
the entirety of their journey unless specific requirements are met. Your class determines
your boons and banes, as well as your stats and skills that you will learn in your journey.
Choose wisely.

● The Crusader: A man devoting their lives completely to their faith. Abandoning
everything but emboldened with zealotry, they will take everything in the name of
their beliefs.

BOON: HP/DEF/RES
BANE: DEX/SPD

Primary: Heavy Weapons


Secondary: Shields

Starting Skill LVL 1: Crushing Blow 6MP


A swing that carries all your strength, blowing away everything that stands in your way.
If you strike an opponent at their joints, shatter their limbs dealing a bonus 1d6 of
damage. Scales off 10% of your HP.

Passive Skill LVL 1: Iron Will.


Any second you are tied down prevents you from doing their will. Grants +1 when
checking if you are affected by debuffs.

● Origin: The meanings of mana are naked upon the gaze of the Origin, who are
masters of all magics. Despite this however, it does not mean they can cast all
magic known to man. They must steadily grow their own vessel to unlock more of
their knowledge and mastery to bring destruction and creation to the world.
BOON: MAG/MP
BANE: ATK/DEF

Primary: Staffs, Tomes


Secondary: Knives/Daggers

Starting Skill: (The Player must choose a school of magic/an element first).

Passive Skill LVL1: Infinite Knowledge.


Despite knowing all about magic, the world is vast and unexplored. When doing an
observational check on anything, gain +1 to your roll.

● Gunslinger: Some people say guns are crude and require naught but a finger to
claim the lives of many, berating it as a weapon for the simpletons of the world.
The Gunslinger has met these people and put a bullet through their skulls. This
scares people and impresses them at the same time.

BOON: DEX/STR
BANE: MAG/RES

Primary: Firearms
Secondary: Secondary firearms, daggers

Starting Skill, LVL1: Named Bullets 3MP


When an unruly type of person tries to stand in your way, you often take note of their
name in order to make sure it doesn’t happen again. Mark your bullets with the name of
your opponents, if the bullet connects with the name written on it that attack will always
critically strike.

Starting Passive, LVL1: Desperado


Many associate your name with bandits of the olden days but the only thing you have in
common with them is that you’re desperate. When HP reaches below 10% you may act
twice in one turn per battle.

● Thief: Cracking locks, stealing gold, and slitting throats, the dancing steps of
thievery. Quick with their feet and skillful with their hands, thieves are a class that
robs their opponents blind then robs the light from their eyes. Masters of the
dagger and skilled with a variety of weapons they are versatile yet, fragile. Their
rule is “It’s not illegal if there was no one there to see it”.
BOON: SPD/DEX
BANE: STR/DEF/RES

Primary: Daggers, short swords


Secondary: Pocket Firearms, Bow and Arrow, Fists

Starting Skill, LVL1: Fan of Knives, 5MP


Sometimes there are many a vagrant that goes against your simple philosophy and
wish to “bring justice”, luckily, you have a fan of knives you keep on your body at all
times.
Throws 6 knives in a cone in front of you, each knife dealing 10% of your DEX/SPD +
1d4. They inflict 1 stack of bleed for 3 turns, if multiple knives hit a target they gain
multiple stacks. (Bleed, a deep gash that drains opponents of their blood and strength.
Each stack deals 1% of the opponents MAX HP and weakens them by 10% of their
damage dealt.)

Starting Passive, LVL1: The less Fortunate.


You are a firm believer of distributing wealth from the wealthy to the masses, you being
the masses of course. At the end of every battle guarantee a gold drop that depends on
the DM.

● Technovore: Half of a species, half machine. Overcomes the physical limitations


that their body places on them using the brilliance of technology. This mix of
machine and nature creates a true force to be reckoned with as they use the full
potential of both.

BOON: DEF/MP
BANE: MAG/LCK

Primary: Depends on the player


Secondary: Small guns

Starting Skill: Based on the primary chosen by the player.

Starting Passive, LVL 1: Tinkerer


Augmenting your own body to be half machine wasn’t easy, and you’ve picked up lots of
tricks on the way. When encountering machines or anything mechanical in nature roll a
d100, if the roll lands between 90-100 then pick apart that machine/item and gain a
component you can use.
● Tribesman: Hidden from the eyes of normalcy the tribesmen have now been
coming out of hiding to calm the storm that is threatening this world. Many have
lost their way and yet, more and more venture out. Using their connections with
spirits and their unique magic and fighting style they can change the outcomes of
wars.

BOON: MAG/ATK
BANE: DEF/RES

Primary: Spears
Secondary: Shields/Daggers

Starting Skill, LVL 1: Dart of Madness, 5MP


The Tribesmen are known for their uses of foraging to arm themselves with poisons that
have not been known to exist, such as the dart of madness. Fire a dart at a target that
will always inflict 1 damage and has the “Piercing” effect. Apply the debuff Madness
upon landing the dart for 2 turns. (Madness: Go into an unflinching rage using random
actions and targeting friendly targets before hostile ones).

Starting Passive, LVL 1: Spine tingling.


Being hidden from the world also came with its own dangers, learning to fend for
themselves they have an uncanny feeling when something isn’t right. In battle you will
have a gut feeling that a certain attack will be devastating to you or your allies. Outside
of battle, the passive may trigger when speaking to someone, walking through areas, or
viewing items.

● Scientist: The time is now! Science is in everything, even magic and it’s up to us
to find it! Gods? Nothing is omnipotent. The Void? Merely unexplored space, I
say! The world will be conquered and science is the boot that we must grovel at
to do it!

BOON: SPD/RES
BANE: ATK/DEF

Primary: Small Firearms


Secondary: None.

Starting Skill, LVL 1: Planned Assault, 4MP


The thinking man need not practice and train if the merely use their brains to conquer
the problems they are plagued with. Guarantees the next attack to land, however, the
attack can still be blocked or parried.
Starting Passive, LVL 1: Innate Curiosity
As well versed as you are in the world of science it is not nearly enough to satisfy this
thirst. At the end of battle always have an increased chance of getting more materials
for dismantling, lowering the odds of obtaining rare materials from 90-100 to 80-100.
Outside of battle, you will be more perceptive of small details that would otherwise be
unnoticeable as long as you analyze it.

● Elementalist: Masters of the elements, unbound by flesh and blood. They


manipulate their surroundings to favor them in battle. They are capable of
removing and creating cover or breaking through the ranks of opponents all by
themselves. When people say nature is scary, what they really mean is those
that use it are scary.

BOON: MAG/DEX
BANE: SPD/LCK

Primary: Orbs, Staves


Secondary: None

Starting Skill, LVL 1: Elemental Bullet, 5 MP.


Gather the basic elements of fire, earth, wind, water, and nature to create a bullet and
assault your enemies. Each bullet has different properties, fire will explode and light
enemies on fire, earth staggers opponents and counts as a blunt weapon, wind will
knockback opponents and bleed them, water will lower the stats of enemies by 5%, and
nature heals you for 10% of the damage dealt. Deals 10% of your MAG stat + 1d6.

Starting Passive, LVL 1: Tuning.


Being connected with all the elements of the world itself, draw in resources by tuning
yourself with your surroundings. Heal 5% HP and gain 5% Mana in battle if you have
not received any form of damage for the last 3 turns. The recovery stops if you are hit.
Outside of battle regain the same amount every hour.

● Dragoon: Break through their ranks and decimate their backlines! Strike from the
skies or flank them completely. The dragoon is nimble and dishes out high
damage while wielding fire and cold weapons to decimate high defense enemies
or waves of them singlehandedly. When a dragoon appears in war, the only thing
that can stop their charge is another dragoon.
BOON: DEX/SPD/ATK
BANE: RES/DEF/LCK
Primary: Two Handed cold weapons (Axes, Great Swords, Spears)
Secondary: Fists

Starting Skill, LVL 1: Break their Ranks, 7MP


Leap 30 feet into the air and attack at a downwards angle decimating the backline, or
completely shattering the frontline. Deals 10% of your ATK + 1d4 of damage. If this skill
critically strikes, impale your target and deal an additional 10% of your ATK as damage.

● Soul Taker: Many pray for their lives after death, devoting all their time to their
beliefs and gods for a chance at redemption for the lives that they lived. Little do
they know, if a soul taker is around at their time of death, then the only future
they have is to become lambs to the slaughter.

BOON: MAG/MP
BANE: HP

Primary: Lantern
Secondary: None

Starting Skill, LVL 1: Banshee, 10 MP.


Harness the power of the souls in your lanterns and manifest them as another known
spirit of death. Manifest a banshee near the target that will haunt it for 3 turns, the
banshee has 20 HP and immune to physical damage with no resistances. Each turn the
banshee is alive, fear all opponents near the target causing them to flee if they come
too close. The target has all stats reduced by 15% of their base and once the banshee
leaves the target receives 100% of your MAG stat as damage.

Starting Passive, LVL 1: Reaper.


All beings have a soul and oh how lovely they burn, burn as fuel for your lantern.
The Soul Taker does not level up normally, the souls they gather can be consumed for
their strength or kept for their skills. Souls dropped depend on the DM.
Consume 20-50-100 souls to learn a new skill, level it up to 2 and then MAX.
Consume 50-1000 souls depending on your level to level up.
Retaining souls rewards you with stronger damaging skills as the Soul Taker has skills
that scales off of the souls in their lantern.

● Ravager: Savagery, Brutality, and raw power are words that best describe the
Ravager. Watch them tear through anything that stands in their way by using
whatever means possible to satiate their thirst for carnage.
BOON: ATK/SPD/LCK
BANE: DEF/RES/MAG

Primary: Pickaxes
Secondary: Rocket Launcher

Starting Skill, LVL 1: Pick them Apart!, 8MP.


The problem with a pickaxes is that they’re tough to swing and tougher to dislodge from
something, we’re lucky that our good friend ravager found a solution: Brute Strength.
Quickly swing your pickaxes nonstop at a target dealing 5% of your ATK stat + 1d4 of
damage 3 times. This attack will pierce their defense if the enemy is afflicted by a
debuff.

Starting Passive, LVL 1: Bloody Gust.


The thrill of your own flesh and blood being torn apart by whatever means is so
exhilarating, you want MORE! Every time you take damage in battle gain +1 SPD and
ATK, stacking up to 5 times for the duration of the battle. This duration resets at the end
of battle and retains even if you are healed.

● Alchemist: What is life? What does it mean to breathe and think and feel? Why
doesn’t everything have a soul? Who chooses to grant these souls? An
alchemist’s goal is to create life and watch it blossom. They spit on the Gods as
they have abandoned us.

BOON: MAG/DEX
BANE: SPD/DEF

Primary: Firearms
Secondary: Daggers/Knives

Starting Skill, LVL 1: Ignite, 3 MP.


Just a little bit of common place items and you can make an effective gas that culls
cities. This is just a powder, a powder that will light someone aflame in a matter of
seconds. Throw powder at a target area or opponent, after 1 turn that area will light
ablaze burning anything standing atop it for 10% of your MAG + 1d6 of damage.

Starting Passive, LVL 1: Tonics and Tinctures.


A good alchemist is always prepared for whatever comes their way, and luckily that’s
exactly what you are. Cleanse a single debuff from yourself or an ally once per battle.

● Druid: Nature’s beauty can’t be explained with simple words,


● Mech Rider
● Joker
● Umbra Sage
● Summoner
● Sentinel
● Villager
● Medic

● The Bard: Linguistic, lyrical, whimsical geniuses. They go around with their forms
of art bringing joy to wherever they go. Many people believe them to be
noncombatants, and while somewhat true, they are not entirely true as well. The
bard can use their form of entertainment (normally musical) to buff, debuff, heal,
or harm opponents.

BOON: SPD/MAG/DEX
BANE: DEF/RES

Primary: Any musical instrument/form of art (such as painting, drawing, poetry, or


dance)
Secondary: Throwable weapons (Knives, stars, small axes, bombs, etc.)

Starting Skill LVL 1: True Art 5MP


Though bringing happiness and cheer around with your art, there are plenty of people
that hate such things or disagree with how much you enjoy. Whatever it is you throw at
them has a range of 10ft. and can bounce between 3 people.
Inflicts 10% of your MAG + 1d4 of DMG and applies the debuff "Weakened" for 2 turns.
(Weakened: Enemies feel lethargic and lose the strength in their attacks or will to fight.
Lower the damage dealt by them up to 30%)

Starting Passive LVL 1: Prance around the stage.


You can perform anywhere, and everywhere if you so choose. At a tavern? No problem,
a theater? By all means, the battlefield? Easy Peasy. In battle after casting a skill, you
are harder to hit during that turn. Gain +1 to a defensive roll done that turn.

● The Ranger: Huntsmen bred in the wild, living off of nature and becoming one
with their surroundings. They respect the bounty of nature and hate those that
take more than they are meant to. Prey can never escape their trained eyes, they
will be tracked, tagged, and killed for the hunt.

Boon: SPD/DEX
Bane: DEF
Primary: Any type of Bow
Secondary: Short swords

Starting Skill, LVL1: Tag 1MP


When hunting prey it is important to know where they are at all times, it is important to
hit vital areas and to know if it is wounded. Tag an opponent with an arrow applying the
debuff “Mark” on it. This deals 10% of your DEX. (Mark: Marked units receive increased
crit rate when being attacked, it is easier to hit marked opponents.)

Starting Passive, LVL1: Foraging


During a hunt it is important to make use of the environment, to learn how to survive just
from the wilderness. While exploring roll a d100 based on LCK, this has a chance of
giving you random supplies or drops.

● The War Cleric: Brothers and Sisters of faith, tempered by battle, war, and death.
They bring the will of their faith with them and heal those that need healing, all
the while crushing foes who wish to do more harm. Make no mistake, though
they may be men of the cloth, they can take a punch and throw another one
back.

Boon: MP/HP
Bane: SPD/DEF

Primary: Heavy Weapons or Shields


Secondary: Tomes or Staffs

Starting Skill: Cruelty of Life, 6MP.


Teach your opponents that life is not sunshine and rainbows, knock them down a peg.
Imbue your weapon with the holy light and strike at an opponent dealing 10% of your
HP + 1d6. Heal yourself or an ally for 30% of the DMG dealt.

Starting Passive: Renewal.


Your faith is rewarded whenever your life is threatened. Amidst battle if HP goes below
5%, heal yourself for 20% of your MAX HP. This can only trigger once per battle

● The Puppeteer: Ventriloquism is a long-lost art form, bringing to life what


otherwise has none is the purpose of these people. Their puppet is who they are,
and who they are is their puppet. Ample warning, they can do a lot more than just
perform.
Boon: DEX/RES
Bane: HP/MP/SPD

Primary: Puppet
Secondary: Puppet

Starting Skill, LVLMAX: Augment.


A Puppet is the life blood of the Puppeteer, without it they are a fish out of water, a bird
without wings. With that in mind, the puppets must be maintained and improved
constantly. Allows you to tinker with your puppet, different parts mean different abilities.
If a puppet breaks, this skill will let you repair it.

Starting Passive, LVL1: The More the Merrier.


Dexterous hands make for lifelike movements for your puppets. This skill allows you to
manipulate up to 2 puppets at a time.

● The Illusionist: Masters of deceit, they make you believe what they want you to
believe. They make for the best assassins, with strikes coming from every
direction as well as constant debuffs from the attacks. Enemies whittle away as
though they were illusions themselves.

Boon: SPD/ATK
Bane: DEF/RES/HP

Primary: Spears
Secondary: Strings

Starting Skill, LVL1: Seeing Double, 50% of your MAX MP


A classic trick making someone believe that there is more of something than there really
is. However, how an illusionist does it is where it really shines. Allows you to create a
double of yourself, attacks, or debuffs. Doubles deal 50% of the original damage.

Starting Passive, LVL1: It’s all lies!


Only you know what’s real among all the lies you have weaved, but what makes them
truly believable is when you don’t know yourself. If an attack is dodged or parried, the
next time you receive a blow turn into smoke and mist and reappear 5 ft. from the
original location.

● The Heretic: Life on the run, hatred against any and all forms of cult or religion,
an enemy of any divine or damned being. The heretic is always on the run
however, they are not helpless against the divine and have developed a unique
fighting style that hinders the faithful.

Boon: RES
Bane: DEX

Primary: Heavy Firearms (Ballista, Cannons, Howitzers)


Secondary: Sepulcher

Starting skill, LVL1: Armaments, 6MP


Life on the run has taught you one thing, move quickly and quickly move. No actions
wasted, a second means getting caught and you can’t let that happen. Allows the user
to set up a ballista without taking a turn.

Starting Passive, LVL1: Runic padding


Those damned deities and their “help”, you WILL take them down. In order to do that
you need to withstand their mighty blows; you hate to admit it but they hit hard. Reduce
all DIV/MAG based damage received directly by 25%.

● The Fencer: Years of practice, failure, and perpetual training molds these people
into precise strikers. With incredible dexterity and wit, they are able to parry
perfectly and lead opponents exactly where they want them.

Boon: DEX/SPD
Bane: HP

Primary: Long Swords only


Secondary: None

Starting Skill, LVL1: Thrust 2MP.


Thrust your rapier at a target, this move will crit if it lands on a target's vitals or if used
directly after parrying a move. Deals 10% of your DEX + 1d8 of DMG.

Starting Passive, LVL1: Jack be nimble, Jack be quick


Every move that you land and every move that the enemy misses grants you
momentum. Get a temporary +1 to SPD and DEX, which caps at +5. You lose all stacks
upon being hit.

● The Wiseman: Members of the past generation never trusted each other,
because of this they drilled everything they knew into their successors through
years of repetition. They are meant for the revenge of their ancestors, though,
they also kill their ancestors in an act of revenge. Ironic.

Boon: ATK
Bane: MAG

Starting weapon: Light and heavy swords


Secondary: Shields or spears

Starting skill, LVL1: Barrage, 30% of your MAX MP


Planning is important, even more so for a Wiseman. Use superior planning and wit to
deal a decisive blow to your foes. Use a turn to channel your mana into stamina, then
do a quick burst of 3 consecutive attacks. This skill is canceled if hit during channeling,
but the mana is refunded. Deals 10% of STR + 1d4 of DMG.

Starting Skill, LVLMAX: Patience


Not moving for a turn allows you to grasp your opponent, predict and act exactly where
you want them to be. They say the early bird catches the worm; however, you say that
patience is king. All attacks done next turn will critically strike. This character can’t
critically strike otherwise.

● The Border: A man/woman that’s battled constantly through all their lifetimes
including this one. They are hardened veterans of war that have learned how to
perfectly balance their attacks through life force and mana.

Boon: HP/MP
Bane: DEF/RES

Primary: Fists (brass knuckles too)


Secondary: Feet (boots and all)

Starting Skill, LVL1: Blink/Force


Cost: 2HP/2MP
This skill changes depending on the resource consumed.

HP = Blink.
Use your life force to commit to reappearing elsewhere and quickly strike. Blink to a
target location within 5 feet of your body, when you arrive strike with your fist pushed
out dealing 15% of your ATK + 1d4 of DMG.

MP = Force.
Your body is your temple, create a force that pushes targets 3 feet away from your
character. If an opponent takes this skill at point blank, they are dazed at the end of the
knock back. If they are at the edge of the ability, they take 25% of your MAG. If they are
in between the ability misses.

Starting Passive LVL1: Breakthrough.


You have gone through lifetimes of battle and understand the limitations of the body and
how to break them. During battle if your HP or MP is down by 75%, choose a stat to
double the value for 1 turn. Being healed does not remove the buff.

● The Abomination: A man/woman stripped of their humanity and experimented on


to see whether or not what the limitations of the human body are. Abominations
are now just blobs of incoherent masses; however, they have the ability to evolve
with what they consume.

Boon: Random
Bane: Random

Primary: Random
Secondary: Random

Starting skill, LVLMAX: Amalgamate


The abomination chooses from what it consumes, allowing it to gain abilities, features,
and stats from what it chooses.
(This ability is unique to the abomination and is the only way for the abomination to gain
skills and stats. It can consume one creature of its choosing every level, or choose to
evolve a specific creature it already has further down.)

Passive skill: Consume.


Anything and everything are edible. Depending on what is consumed it can heal,
regenerate, or increase stats temporarily.

● The Vanguard: At the front and center of every fight, commanding and protecting.
The vanguard is the first and last to leave the battlefield. Once they arrive,
enemies are stricken with fear while allies are filled with hope.

Boon: ATK
Bane: HP

Primary weapon: Medium and Heavy Swords.


Secondary weapon: Flag
Starting skill, LVL1: Cleave in two, 5MP
As the forefront of the army, it is your responsibility to claim first blood and raise the
army’s morale. Wield your weapon and with one fell swoop, cut your enemy in half. This
deals 15% of your ATK, however if used at the start of battle this skill will deal an
additional 15% of the target’s MAX HP.

Starting Passive, LVL1: Indomitable


You refuse to yield, because if you do then who will your men look up to? You need to
be strong for the sake of them all. Every time your HP drops by 25%, boost your
strength, speed, and dexterity by 10% (Caps at 30%).

You might also like