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Stats, Thread Starting and Limit Breaks
Topic Started: Nov 13 2008, 03:11 AM (1,695 Views)
[-Cloud-]
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Apocalypse (Lv4)
As you have noticed, there are a number of stats on Children of Crisis. A lot more than some RPGs but not a whole lot. This will explain each one and how each stat works.

Health Points

Health Points, Hit Points or just HP is your characters life/stamina and just their ability to go on. It isn't something your character is aware of. They will never say "Oh my HP is low" for it isn't a measurable thing in the world they are roleplaying in. It is nothing more than a meter to let you know when you're character is losing and how badly they were really hurt. When your HP hits 0 they pass out. If at that point someone decides to finish them off, they are dead. But that is only allowable in Death Matches. HP increases as your Stats do. Add up each of your stats to find your total HP.

Magic Points

This is code named MP and is known as such throughout many Role-playing games. MP is how much magical prowess a character has and where their limit is when it comes to using super cool spells. Much like HP, one would not know of the term MP. A character would never reference it, they would just know they are running low on energy and cannot use their spells anymore. MP is equal to your Magic and Intelligence stat combined.

Stats

Intelligence

Intelligence doesn't serve how smart your character is IQ wise. Characters are only as intelligent as the person role-playing them is. This does not mean you can go and meta-game. But, it means that if you want them to be an idiot, then can be regardless of this stat. Intelligence coves spells, machine operation and sometimes specific abilities; not book smarts.

Strength:

Strength is... Strength. It is what determines how hard your punches are and how hard you swing your weapon about. Strength also determines how much you can carry. Every item has a weight and taking everything into battle with you can be... disastrous on your health.

Spirit:

Spirit is your mental capabilities. It is your Willpower, your Charisma and all those other wonderful Mental stats that aren't quite covered. It is also your resistance to Magic damage as well as allows you to resist other unique things. Spirit grants access to many unique abilities and sometimes certain Materia. Keeping this stat low would cause many problems when you are put up against a Magic user. Spirit lowers all Magical damage you take by 10% of your Spirit stat. Just know that when your HP is low, damage starts to become more apparent. When a move deals great damage to your HP it will probably actually show physical harm. So, don't get the mentality of invincibility stuck in your head.

Endurance:

Endurance is how much you can take. If you've ever watched Advent Children, you would know that things that would normally cripple a person doesn't exactly cripple the heroes of that movie. Well, this stat helps with that. A sword slashing against you wont exactly cut you open in this world. That's because people can increase their bodies Endurance to harm. Physical damage is reduced by 10% of your Endurance. Just know that when your HP is low, damage starts to become more apparent. When a move deals great damage to your HP it will probably actually show physical harm. So, don't get the mentality of invincibility stuck in your head.

Magic

Magic is how powerful the spells you cast are. Yea... that's about it.

Speed:

Speed is how fast you move. This goes for all movement... how fast you swing your sword (Note weight deducts from speed) and how fast you run. But do remember that this does not represent control over that speed. Having this stat high alone would make you travel fast... in one motion. Don't expect to turn or change directions with this stat alone.

Agility:

Ah... Agility. The answer to all our prayers. Agility is your control over your body. It represents how agile you are. A high Agility stat would make you flexible and allow you to dodge things easier. But this stat alone would not help you dodge. This stat works well with Speed. Agility represents the max one can move before losing control. So if your speed is higher than your agility, expect not to be able to control your movements unless you slow down. However, if your Agility is higher than your speed, every move you make is perfectly under your control.

Skills

Weapon Skill

Weapon Skill is the only stat to be renamed. You rename it to the specific weapon your character uses. Do not list just "Sword, Polearm, Gun, etc." for it needs to be specific. If they use a Rapier, list Rapier... not Sword. This stat represents the specific of your character's skill in that weapon. This helps you in deflecting and blocking attacks with that weapon; depending on the weapon of course. Projectiles are obviously not going to help you block or deflect anything. But if your Strength and Skill match an attack coming at you (Melee weapons) you can deflect it or move it out of the way with one swift motion. This skill also allows you to utilize Command Materia that deals with Weapons. Projectiles usually get a few unique Command Materia. Do note this skill represents the aiming ability of one using a Projectile weapon.

Hand to Hand:

This represents your skill fighting hand to hand. All that applies for the skill above when it comes to melee weapons applies to Hand to Hand. Hand to Hand also aides in utilizing Command Materia based on hand to hand techniques. Do know there are some Materia that works for ALL weapons and Hand to Hand. But they are in fact rare.

Casting:

In order to understand Casting, you would need to understand Materia. Materia is concentrated Life Stream. The Life Stream is the souls of the past flowing through the planet. So Materia is the knowledge and past lives of the people of old. Casting is your skill at harnessing that knowledge and using it. Casting only works with Magic Materia. Command Materia is governed by the Weapon skill or Hand to Hand combat skill that deals with it.

Machine Operation

This is simple, how well you Operate Machines. There are many technological advances in this world. But not everyone can use it. This stat along with Intelligence will help you with that. Using Machines is complicated. Each part of the machine will require a small amount in Machine Operation. You would have to add up the total requirements from each part (Usually Six or Seven main parts in Advanced Machines) to be able to operate it. So, beginners would need to start small.
Edited by Cloud, Jan 13 2010, 12:05 AM.
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[-Cloud-]
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Apocalypse (Lv4)
Starting a Thread

Unlike the Final Fantasy VII game (Not Crisis Core and DoC), our fighting system is not a turn based system. There is no ATB and you can do more than one thing in a post (Be reasonable. I swear if you cast like four spells in one post and then punch at someone seven times I'll make bad things happen). Now having a lot happen in a post is fine so long as both you and your opponent are okay with doing a ton of actions to make the fight shorter and faster paced. But be realistic with it (As realistic as Final Fantasy can get)... please? For me?

Anyways, at the start of a thread (Any thread mind you) you must state the following either in your actual role-play or in a quote at the end of the post.

  • What weapon(s) you are wielding
  • What armor you are wearing
  • What Materia is equipped
  • What Accessory is equipped (Only One at a time)
  • What Items you have on you at that moment
Just because your character sheet says you have it, it doesn't mean you have it on you at all times. Each item (Including basic potions) will have a weight. Instead of using a Heavy, Medium and Light system we will use a basic number weight system you might have seen in games like Oblivion or Morrowind. Your strength is how much you can carry, so if the number of items you claim you have on you exceeds that... well you wont be able to move from all the weight. You can bring a large amount of things and set them down on the ground, but that means anyone in that thread can run to grab them and use them. A lot of items are one time uses, so be weary when fighting.

Limit Breaks

Many of the Final Fantasy VII fans are aware of Limit Breaks and just how epic they are. I bet you are wondering how we will incorporate them into this RPG, right? Well we have done it already and they are fully customizable. But don't think you get them right off the bat. You have to do a few steps first:

  • Request it in the Request Forum
  • Start a learning thread where you learn how to use the new Limit Break
Do know that once you use a Limit Break slot, you cannot undo it. Once it is done it cannot be undone. But don't fret, there are plenty of slots to fill up. Now, before you get gung-ho about the Limit Breaks know this.

Limit Break Level 1- Roughly the power of a Level 1 spell, should deal around your base stat in damage.

Limit Break Level 2- These are a bit stronger than Level One limit breaks. They go beyond the normal attack and can do a number of things. These would be a bit stronger than level 2 attacks/spells/etc.

Limit Break Level 3- These are where the power houses come in. These are a little bit stronger than Level 3 Spells/Attacks/etc.

Limit Break Level 4- This takes things to the next level. Where as these would be a step above a Level 3 Spell.

Limit Break Format

Braver [Limit Break Level 1]
Description: Charge at your opponent with great speed and force before leaping into the air and bringing your weapon down on top of them.
Requirements: Limit Break Level 1 Access
Effect: Regular roll for damage (1d(Strength+Weapon Strength)) but with a +50 tagged onto it. So it would be; (1d(Strength+Weapon Strength))+50
Cost: None

The above is a basic format for a Level 1 Limit break. Know that they are not auto-hits and they can miss quite easily. Also, be aware that Limit Breaks do NOT have to be attacks. They can be: Transformations, Healing Techniques, Body Enhancers, Barriers, Spells or anything you want. If you're lazy and uncreative you can take the attack from a Command Materia or the Spell of a Magic Materia and make it so you can use that without any MP cost.

How many Limit Breaks you can have and when you can use them

  • Level 1
    -Limit Break 1 [Can Gain at Total HP of 100]
    -Limit Break 2 [Can Gain at Total HP of 150]

  • Level 2
    -Limit Break 1 [Can Gain at Total HP of 300]
    -Limit Break 2 [Can Gain at Total HP of 500]

  • Level 3
    -Limit Break 1 [Can Gain at Total HP of 1,000]
    -Limit Break 2 [Can Gain at Total HP of 2,000]

  • Level 4
    -Limit Break 1 [Can Gain at Total HP of 4,000]

Once one has taken enough damage their limit "Gauge" fills up. When a person takes damage up to the required amount, they can use that limit break. But using that limit break will set the guage back at 0%. So if one takes has been hit for 30% of their HP they can use Level 1 Limit Break or they can wait until they've lost 50% of their total HP so they can use a Level 2 Limit Break.

  • Level 1 [30% of HP]
    -Limit Break 1
    -Limit Break 2

  • Level 2 [50% of HP]
    -Limit Break 1
    -Limit Break 2

  • Level 3 [70% of HP]
    -Limit Break 1
    -Limit Break 2

  • Level 4 [90% of HP]
    -Limit Break 1
Let's use an Example:

Say someone has 1,000 HP and has taken 300 damage so far. This puts them at 700 HP. They have a Limit Gauge filled to Level 1. Say they use Cure to heal themselves gaining 200 HP back and Defend against an oncoming attack. The next attack hits them for 300 HP again. They will be at 600 HP. They've taken 60% of their HP so far and can use any Level 1 or Level 2 Limit Break. If they do, it puts the gauge back at 0%.

Note: Just remember you must do a learning thread to achieve the Limit Break. You may NOT start with a Limit Break.
Edited by Cloud, Jan 13 2010, 03:47 PM.
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