A tower, in the middle of wilds, that seems to go beyond the Heavens, what awaits those who enter?
Notes:
Character creation is easy, name, age, etc. Race, nothing kaiju or anything, humanoid to half giant size. Anything that fits that and does not destroy rules of causality/fate/op is good. Hell lesser Gods (Japanese style) or Demigods (Just no auto Heracules kinda thing.) will do.
Stats: Maxed out stat is 30. Funny, because you start with that number to spend.
Power: Adds damage total to your skill cards (Which will be handed out in pm, then spoilers.)
Will: Defense stat/take less damage.
Speed: How fast your character moves a turn, dodge and speed of attack.
Energy: Your spell/mana meter. Decides your cap.
Constitution; Your health bar.
Powers: power schools listed below. Also it's now 12, not 8. Read the notes again.
1: Mental: Mind over matter.
2: Nature: Tapping into powers of nature/elements.
3: Technology: Using high tech gadgets to make your life better.
4: Belief: Doing the Ork trick, belief fuels reality. Excuse to use mythology/religion/cleric stuff.
5: Alter: Most customizable power of bunch, pick form, and from there unique (Or trying to) abilities. (Jojo stands basically.)
6: Ki: Typical anime/kung fu stuff.
7: Power: Throwing around raw energy. Light, heat, radioactive material, and just force waves.
8: Mutation: Able to alter/evolve self on the spot! Weird and nasty stuff here.
9: Knowledge: Instead of 'belief" fueling magic like powers. It is science law/fact that fuels the powers to do neat tricks. Still magic, just magic that relates to science terms.
10: Conjure: Go forth my minions and attack. (Literally a summoner with this build.)
11: Words of Power: Magic ink/symbols that enhance power, or grants power, or does a cool trick. Noted that it is akin to Belief or Knowledge, it's just a great dealing casting faster.
12: Relic: Tapping into a actual device that has magic. A fusion of knowledge and technology. Just magic items doing the work now.
Power rules:
1: Decided the max schools to use at a time is 3. Recharge rate of just one active is 6. But 2 becomes 5. 3 it becomes 4. being nice, need the energy respawn stuff.
2: Starting fighting style dictates your starter abilities in pm. Close (in face) Distant (Blast away.) Snipe: Maximum distance, if can see target, can snipe.
Leveling up/new tricks:
There is currency in this game, when you find the Vendor, hand it over and menu will pop up.
Otherwise fill magic invisible gm xp flow bar. When maxed get options.
1: Brand new power school with starter stuff.
2: Upgrade pre existing action card.
3: Buy your own designer spells without the vendor.
4: 6 free stat points to spend in upgrading yourself.
5: Buy a new character to roleplay with.
So yeah character info, stats done, first school pick, fighting style picked. Then the pms to settle starting skills. After this, the Tower to be found and go in. All you need now is character stuff Naturegirl and will send complete move list. Not sharing them with public, it's a respect thing.
Hope you guys have fun. Weekends hardly ever on. But during the week, I will be.