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  1. You probably already read the other thread, so I'll cut it short in the presentation department. For the sign-in form, we'll need the following: Name (+surname and nicknames) Work of fiction the character cames from Physical description (an image is well accepted) Short summary of the character's personality Short summary of the character's backstory Short summary of the character's powers and abilities (with emphasis on the ones most used by the character) As you noticed, there's nothing regarding actual stats. Once the character is accepted, well create their stat sheet together, including usable skills and unique characteristics, based on the character's work of fiction and the description of their abilities. Once every character is accepted, we'll do a quick revision of every sheet for balancing purposes before starting out.Now, for the explanation of the basic system. Each character will always have these stats: Health Points: the amount of damage the character can withstand. When the HP go under zero, the character becomes unconscious. If the HP go under -50% of the maximum value, the character is destroyed and won't be usable anymore. Strength: increases the damage done by physical skills. Note that some skills (usually associated with magical weapons) are still influenced by strength but cause magical damage. Spirit: increases the damage done by magical and other non-physical skills. KI based skills are usually influenced by spirit but cause physical damage. Defense: mitigates physical damage received. Resistance: mitigates magical damage received. Speed: determines turn order and evasion. Accuracy: influences the accuracy of offensive skills. Most characters will have an additional stat in the likes of mana points to limit skill use (those character will usually have higher stats to compensate and/or a way to replenish their "fuel stat").Strength, spirit, defense and resistance are directly added and subctracted to the base damage of the used skill. The same goes for accuracy and speed, used to determine the final chance of the attack hitting. As for turn order, that's slightly more complicated. Each character has a turn count that goes from 1 to 100. Each character's speed stat is added to their turn count until someone reaces 100. When somebody reaches 100 or more, it's their turn: after that, their turn count goes back to 0 plus any overflow from reaching 100. If two characters reach 100 together, the one with the most overflow will go first, if they also have the same overflow the one with the higher speed will go first, and if they also have the same speed the enemy will go before a PC, and don't worry about any other possible coincidence because we'll just make sure that that won't happen ò_ò (or, you know, we'll just go random) Example: Character A has 21 speed, Character B has 36 speed and Character C has 24 speed. A: 21/100 B: 34/100 C: 24/100 A: 42/100 B: 68/100 C: 48/100 A: 63/100 B: 102/100 C: 72/100 turn of B A: 84/100 B: 36/100 C: 96/100 A: 105/100 B: 60/100 C: 120/100 turn of C A: 105/100 B: 60/100 C: 20/100 turn of A A: 26/100 B: 94/100 C: 44/100 A: 47/100 B: 128/100 C: 68/100 turn of B A: 68/100 B: 62/100 C: 92/100 A: 89/100 B: 96/100 C: 116/100 turn of C A: 110/100 B: 130/100 C: 40/100 turn of B A: 110/100 B: 30/100 C: 40/100 turn of A Other mechanics: Mana Points: Mana Points are totally recovered when resting out of combat. Ammo Points: Ammo Points are totally recovered between battles. Energy Points: Energy Points reset to half the maximum value between battles. Each time a character hits an enemy with an offensive skill, they gain 1 Energy Point. Heat Points: Heat Points reset to 10 between battles. Each time a character hits an enemy with an offensive skill, they gain 1 Heat Point. Rescuing: during their turn, a character can rescue an unconcious ally instead of using active skills. A rescued character is completely removed from the battle. Anti-lock: after recovering from sleep and stun, the character gains a bonus resistance to the recovered debuff equal to 30%. The bonus decreases by 5% each turn.
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