A few years in the future, the first true full immersion system is created in Japan, by one Akihiko Kayaba. While the first year or 2 after its creation is filled with lackluster games, finally a game taking full advantage of the technology is created by the Akihiko himself. This game is Sword Art Online, a Virtual Reality Massively Multiplayer Online Role Playing Game (VRMMORPG for short). You are one of the lucky ones who managed to get a copy before it sold out. Playing on the North American server for whatever reason (maybe you actually live in North America, maybe the server where you were was full) You never knew what you were signing up for…
This is a RPG of the anime and light novel Sword Art Online. To avoid conflict with canon, this game takes place on the North American server for the game. While one is never mentioned, what is mentioned is that English is the game’s official language. It makes sense that there would be a North American server.
Name: What you are called.
Gender: This accounts for both sex and gender, due to the way Nerve Gear works. If you haven’t read the light novels, it mentions that the avatar is based on the user’s gender. If the character has a non-binary gender, specify sex.
Appearance: What you look like, what you wear when not in combat gear, etc..
Personality: Duh.
Stats: Distribute 100 points between 6 stats. Minimum is 2 in all.:
Strength:
Agility:
Dexterity:
Endurance:
Resistance:
Luck:
Sword Skills: Special abilities. You may create 1 to start with, within reason.
Skills: Leave this blank for now. These raise as you perform actions.
Equipment: You start with Basic Clothes (no bonuses) and a choice of a Small Sword, a Kitchen Knife, a Makeshift Bow, a Light Hammer, or a Hand Axe.
Money: You start with 100 Units (Does someone remember what they used as money in SAO?)
Beta Tester: Yes or No.
Anything else I should know?
You have 100 points to distribute among 6 stats.
Strength: How much damage you do with weapons requiring great strength. 2-handed Swords, Axes, Hammers, and Clubs are examples. Also decides what levels of armor you can wear. Damage with Strength weapons is Base Weapon Damage + Strength. Each armor has a different strength requirement, some have other stat requirements.
Agility: Determines dodge chance, and movement speed. Move is agility / 2, rounded up. Dodge multiplier is Agility.
Dexterity: How good with your hands you are, and how precise. Affects hit chance and damage of 1 handed Swords, Spears, Staves, Bows, Knives, etc.. Hit chance is d100 + Weapon Hit x Dexterity Damage with Dexterity weapons is Base Weapon Damage + Dexterity.
Endurance: Affects Health. Health is Endurance x 3.
Resistance: Your resistance to all forms of damage. Raised by armor. Damage is reduced by a number 1/2 your resistance.
Luck: Obviously, how lucky you are. Effects critical chance, and what drops from monsters.
Level Ups: You get 5 stat points to spread around per level. You get a level every time you get your level x 100 exp. Every 3 levels, you get another Sword Skill.
Sword skills have various effects and stats, varying by skill. You are allowed to create your own, but keep it within reason: I hold veto power on any skill. Examples include: Strength times a certain amount damage and move adjacent to the enemy, Inflict poison, etc.
Skills: Your skills are how proficient you are with certain equipment. Weapons usually have a requirement of this for their use. Armor is used based on Strength. They raise as you use the weapon: At level 1, using it once will level it up. At 2, it’s twice. At 3, it’s 3 times. And so on.
Rolls are done on a 100 sided die.
Combat take place on a gridded map. Players will always take up 1 space. Most enemies will do the same, but some are bigger. Enemies will usually appear in the tower in each floor. When within range of an enemy, they may attack with their weapon, or use a Sword Skill. Sword Skills have a cooldown time, varying per skill. Damage is Weapon Damage + Weapon Stat - Enemy Resistance. Hit chance is Weapon Hit + d100 x Dexterity vs. Enemy Evasion. Move is half your Agility, rounded up.
Maps will be made using screenshots in RPG Maker, if nobody has any better ideas.
Crafting: Using monster drops and gathered materials, those that put in the time may learn to create new items and equipment.
Unique Skills: Upon certain accomplishments, some individuals may receive skills unique to that individual.
Anyone interested?
Also, does this seem like a good system? Are there any suggestions for improvements, or other means of map-making?
TvTropes page[/quote]
New abilities:
Dying moment of AWESOME:when your character is at the verge of DEATH or gravely wounded they may have 1 guaranteed action that whatever they want will hapen but this action will kill them and they will be unrecoverable
Finishing Moves:These are powerful moves that are slow to use (taking multiple turns) but are guaranteed to kill a miniboss or normal enemy and will improve over time so eventually they may do massive amounts of damage to bosses maybe even killing them outright if it makes sense that it would do so
The only way to not take damage from a finishing move is dodging
All players gain a level and 15 skill points
Will write intro soon you have surprises coming
Edit:30 is too high a number change it to 15 points and you may use them how you wish
SAO RPG