Because we needed another one. Yes this is basically Redundant RPG but I don't care.
You wake up somewhere in a field or something IDK.
I'll start doing stuff once I have 3 players. Hopefully I don't forget this thread exists.
Your class & skills:
Adventurer: Balanced in everything and can use all equipment.
Attack (3 AP): Physical attack.
Bzzap (5 AP): Basic magic attack.
Guard (2 AP): Blocks physical damage by 50%
Tough Up (8 AP): Increases ATK and DEF by 10%. Stackable up to 5 times.
Mage: Fast offensive magic user.
Bzzap (5 AP): Basic magic attack.
Fireball (6 AP): Fire damage. Sometimes burns.
Frost (7 AP): Ice damage. Sometimes freezes.
Charge Up (5 AP): Increases AP regen to 8 per turn for 3 turns.
Guard: Physical wall. Lots of HP and DEF.
Attack (3 AP): Physical attack.
SMAAASH (8 AP): Double damage physical attack.
Guard (2 AP): Blocks physical damage by 50%.
Shield (9 AP): Reduces physical damage by 20% to your whole team for 3 turns.
Helper: Special wall. Lots of Mg. DEF and with healing abilities.
Bzzap (5 AP): Basic magic attack.
Recover (6 AP): Heals 25 HP to a teammate.
Special Shield (9 AP): Reduces special damage by 20% to your whole team for 3 turns.
Magical Guard (4 AP): Blocks special damage by 50%.
Warrior: Slow, heavy hitting physical user.
Attack (3 AP): Physical attack.
SMAAASH (8 AP): Double damage physical attack.
Takeout Smash (10 AP): Triple damage physical attack. 5 HP recoil.
Game-End (15 AP): 75% chance to instantly defeat any regular enemy.
Striker: Incredibly fast, but low ATK and DEF.
Attack (3 AP): Physical attack.
Quick Strike (5 AP): Always hits first.
Hype Up (4 AP): Increases speed by 50% for 3 turns.
Focus (6 AP): Triples chance to avoid enemy attacks (from 1/20 to 3/20). Lasts for the whole battle.
Try to pick a class nobody else has picked.
Stats for reference:
ATK: Physical strength. Determines damage.
DEF: Physical toughness. Lessens damage.
Mg. ATK: Increases damage of non-physical attacks.
Mg. DEF: Decreases damage from non-physical attacks.
SPD: Fastest goes first.
HP: Well, take a guess. Health. Damage is determined by: Damage = ATK-DEF/2 (minimum 1 damage)
AP: Action Points. You have a max of 15 AP, each attack uses a different amount. Recharges 5 per turn.
Members:
Pi: Helper
Markelu: Mage
Thowardz: Adventurer
Clarification of battle system
This is a turn-based system (obviously). Each turn you choose 1 attack, and you use AP. You recharge 5 AP each turn.
You know the names of the enemy's moves, but not what they do: guess for yourself. At Level 3, you get the "Examine" option, which tells you what the enemy's moves do.
Once your HP hits 0, you're Unconcsious for the rest of the battle unless revived. After the battle you are revived, but you do not gain experience. You always enter battle with full HP and AP.
After a battle, each conscious party member gains experience points. After gaining enough experience you level up.
New moves are learnt at certain levels, or from other events. You can learn up to 8 moves.
Experience to level up:
1: 0
2: 10
3: 30
4: 60
5: 100
6: 150
7: 210
etc.
I'll be helper.