Aye, I got bored and decided to make something slightly more complicated.
You are the <insert number of players here> heroes!I think 4 would be a good number. Or 5. 5 is good. 5 is a nice number.
On the continent of Ivarice (not at all related to Ivalice), the evil and sinister Darklord Evilguy has risen to power yet again. He is located in the Dark Evil Castle in the Sky in an undisclosed location. However, he is guard by four MAGIC CRYSTALS OF DARKNESS. OOOOOOOH. You are the <insert number of players here, 5 is still good> heroes, preparing in the small town of Noobton for your journey. Supposedly, the nearest crystal is located in a cave system to the northeast. Sure, you only have 10-30 HP or so and the final boss will probably have way more than 9999...but has that ever stopped adventurers before? I DON'T THINK SO.
HP/Hit Points: When it hits 0, you're KOed.
MP/Magic Points: Fuel for spells, skills, and abilities.
EXP/Experience: Listed as current exp/exp required for level up. When it hits the max, you level up.
AP/Ability Points: Used to acquire new skills. Gained by winning battles.
ATK/Attack: Physical attack power. Every 1 point of ATK increases physical damage by 1.
DEF/Defense: Physical defense power. Every 1 point of DEF reduces physical damage taken by 1.
MAG/Magic: Magical attack power. Every 1 point of MAG increases magical damage by 1.
MDEF/Magic Defense: Magical defense power. Every 1 point of MDEF reduces magic damage taken by 1.
SPD/Speed: Determines turn order. Highest speed goes first, lowest goes last.
ACC/Accuracy: Determines hit rate. Everyone has 95% Accuracy before modifiers like weapons and skills.
EVA/Evasion: Determines dodging rate. Goes against Accuracy to determine if you dodge or not.
Note: In the list of jobs, the +<number> after the stats is how much you gain on level up.
Fighter Generic Sword n' Board warrior. Has good physical stats.
Can equip: Swords, Greatswords, Spears, Axes, Hammers, Medium Armor, Heavy Armor, Shields, Helms, Boots, Gauntlets.Close Combat -
Powerbreak,
GuardbreakHP: 25 +4
MP: 15 +1
ATK: 13 +3
DEF: 12 +3
MAG: 2 +1
MDEF: 4 +2
SPD: 10 +2
ACC: 95%
EVA: 15%
MonkA reckless fighter with high ATK but poor defensive stats.
Can equip: Knuckles, Clothes, Hats, Shoes, Gloves.Martial Arts -
Cyclone Spin,
Wave FistHP: 20 +4
MP: 20 +2
ATK: 15 +4
DEF: 5 +1
MAG: 1 +1
MDEF: 4 +1
SPD: 12 +2
ACC: 95%
EVA: 25%
ThiefA clever, quick, and cunning rogue. Can steal items from foes.
Can equip: Daggers, Clothes, Light Armor, Hats, Shoes, Gloves.Thievery -
Steal,
MugHP: 15 +2
MP: 16 +1
ATK: 12 +2
DEF: 6 +1
MAG: 3 +1
MDEF: 6 +1
SPD: 15 +3
ACC: 95%
EVA: 40%
ArcherAttacking from afar, the Archer specializes in status ailments.
Can equip: Daggers, Bows, Clothes, Light Armor, Hats, Shoes, Gloves.Archery -
Blackout,
Aim: ArmHP: 18 +2
MP: 18 +1
ATK: 14 +2
DEF: 7 +1
MAG: 2 +1
MDEF: 5 +1
SPD: 11 +2
ACC: 95%
EVA: 20%
Black MageHooded sorcerers who use magic for offense.
Can equip: Staves, Wands, Clothes, Robes, Hats, Gloves, Shoes.Black Magic -
Fire,
Aero,
SlowHP: 14 +2
MP: 30 +3
ATK: 5 +1
DEF: 4 +1
MAG: 13 +4
MDEF: 8 +2
SPD: 10 +2
ACC: 95%
EVA: 20%
White MageThe White Mage uses magic to heal and support the party. Excels in magical defense.
Can equip: Hammers, Staves, Wands, Clothes, Robes, Hats, Gloves, Shoes.White Magic -
Cure,
Esuna,
SilenceHP: 13 +2
MP: 31 +3
ATK: 3 +1
DEF: 6 +1
MAG: 11 +3
MDEF: 12 +3
SPD: 9 +2
ACC: 95%
EVA: 20%
Blue MageCan't learn most abilities through AP, instead getting hit by certain enemies abilities will cause them to be learned. Learns many exotic moves.
Can equip: Swords, Staves, Wands, Clothes, Robes, Hats, Gloves, Shoes.Blue Magic -
Water Breath,
Matra Magic,
LifebreakHP: 17 +2
MP: 23 +2
ATK: 10 +2
DEF: 7 +1
MAG: 12 +2
MDEF: 6 +2
SPD: 12 +2
ACC: 95%
EVA: 25%
ElementalistHarnessing the elements, these mages can perform a variety of effects depending on the element of their spell.
Can equip: Staves, Wands, Robes, Clothes, Shoes, Hats, Gloves.Elementalism -
Augment,
Flame Whip,
Earth HealHP: 17 +2
MP: 27 +3
ATK: 6 +1
DEF: 8 +2
MAG: 13 +3
MDEF: 9 +2
SPD: 10 +2
ACC: 95%
EVA: 15%
Outside of combat, rolls will be standard.
1 - Epic failure. You made things worse.
2 - Normal failure.
3 - You succeeded, yet still failed in some way.
4 - You succeeded. Hooray!
5 - You did what you tried to do and you did it epically.
6 - You won too hard and now there's going to be unintended side effects.
7 - Only achievable with positive modifiers. Basically awesomer than an overshoot without the side effects.
Your class will determine your bonuses, so they'll make sense where they should. A Warrior or Monk would get +1 to moving a big ass boulder out of the way, a Thief would get a bonus to opening a locked treasure chest, and a White Mage would get a +1 to using his Cure out of combat.
Disclaimer:
Objects in the rear-view mirror Combat is not as complicated as it looks. You can still do
I attack this dude with my sword and such.
As said in the Stats section, turn order will be decided by Speed. Highest to lowest.
When combat starts, you can pick to either be in the Front Row or the Back Row. If you're in the back row you cannot be hit by melee attacks, but you can't use them either. Being in the front row has no advantages or disadvantages.
Combat will be simple. Let's say Warrior A has 100% Accuracy and 10 ATK and Warrior B has 25% Evasion and 5 Defense. Final accuracy is 75%, and the RNG rolls 50 out of 100, making it hit. Now before the attack hits, an invisible 1d6 is rolled. If the roll is 6, the attack is a critical hit, which deal an extra 50% damage, and may possibly induce status effects depending on the skill/attack used.
Let's say Warrior A rolled a 6. Now we do (Warrior A's ATK) - (Warrior B's DEF) for final damage. In this case, 5. Due to the critical hit, that 5 becomes 7.5, rounded up to 8. So the final damage is 8.
On an unrelated note, party-assisting spells such as Cure, Protect, Shell, etc will run off of normal rolls. I.E. 1 - epic failure, 6 - overshoot. Will affect things such as successful casting, how long it lasts, how strong it is, etc.
Name:
Class:
Other Junk: Whatever else you wanna add.
That's it!
Darvi
Name: Wymar
Class: BM (Black Mage)
Junk: I call dibs on the hadoken! No other person shall harness the power of love into a blast of destruction!
Ochita
Name:Ochi
Class:Blue Mage
Junk:Later.
Diablous
Name: Dia
Class: White Mage
Junk: Later, if I can think of anything.
Pyrate
Name: Monk
Class: Monk
Other junk: Monk
SeriousConcentrate
Name: Noah
Class: Thief
Other Junk: Nothing at the moment.
ragnarok97071
Name: Black Mage
Class: Black Mage
Other Junk: Sociopathic, uses a list of horrible actions AS ACHIEVEMENTS, HADOKEN.
adwarf
Name: Grotunga
Class: Elementalist
Wolfchild
Name: Terra
Class: Black Mage
Flavour: Play FFVI to find out
Ironyowl
Kisame12794
Name: Azrael
class: Thief
other junk: blacksmith