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- Our game is an RPG that takes place in a number of arenas based on Tiers.
- The battle system takes place on a 1 by 10 grid, like this: [OOOOO|OOOOO] The players can start anywhere in the first 5, 1-5, and the enemies, in the last 5, 6-10.
- Each turn, the players and enemies are given three courses of action: movement, attacking, and passing.
- The first is movement. Every turn, you can move up to 2 spaces in either direction, but you can only do an action if you move 0 or 1 spaces.
- As many characters as you want can occupy one space, but you cannot move forward if you are in the same space as a monster, and vice versa.
- For example: A player and an enemy are in space 6. In this situation, movement to space 7 is not allowed until the enemy is defeated. Movement backwards however is possible.
- The second action is attacking.
- As stated before, attacks are only possible if the player has moved 0-1 spaces. If a player takes 2 spaces, their turn automatically ends and the enemy takes it's turn.
- For attacks, there are 10 weapon types that determine the range of the attack and the damage dealt.
- Each weapon has a Damage rating and Hit rating which are both determined by a dice roll. The Damage formula is (Power of weapon)d(STR stat for Melee weapons) or (DEX stat for rangeded weapons). The range for Hit rating is 1-20.
- Weapons also have a purchase Cost, a Range, and a Stat Requirement. In order for a weapon to be used, the stats (STR or/and DEX) must be at the minmum requirements that the weapon requires.
- Range dictates the number of spaces a weapon can cover. Melee weapons can only be used on enemies in the same space as the player. Ranged weapons are given a numbered range that determines how many spaces forward you can attack. Example: A player at Position 1 with a ranged weapon having a range of 4 can attack an enemy in any position from 1 to 5.
- Weapons are split into 10 differing types, and each are given a different Tier of strength level
- Weapons:
- Dagger: [Power: Low | Hit: Very High (16) | Range: None (0) | Cost: Very Low | Requirements: Very Low STR, Very Low DEX]
- Sword [Power: Medium | Hit: High (14) | Range: None (0) | Cost: Low | Requirements: Low STR]
- Axe: [Power: Very High | Hit: Low (10) Range: None (0)) | Cost: High | Requirements: High STR]
- Spear: [Power: High | Hit: Medium (12) | Range: Very Low (1) | Cost: High | Requirements: Medium STR, Low DEX]
- Whip: [Power: Very Low | Hit: Medium (13) | Range: Low (2) | Cost: Low | Requirements: Low STR, Low DEX]
- Short Bow: [Power: Low | Hit: Low (11) | Range: Medium (3) | Cost: Medium | Reqruirements: Medium DEX]
- Long Bow: [Power: Medium | Hit: Medium (13) | Range: High (4) | Cost: High | Requirements: High DEX, Low STR]
- Crossbow: [Power: High | Hit: High (15) | Range: High (5) | Cost: Very High | Requirements: High DEX, Medium STR]
- Pistol: [Power: High | Hit: Very High (16) | Range: Very High (6) | Cost: Very High | Requirements: High DEX]
- In addition, there are also magic spells split into six different magic types. Spell damage (Spell Power)d(INT stat).
- Spells are split into six elements: Fire, Water, Air, Earth, Light, and Darkness.
- Fire, Water, Air, and Earth are all offensive spells of differing power and range.
- [Fire/Water Magic | Power: Medium | MP Cost: Medium | Range: Medium (varies) | Requirements: Medium INT]
- [Air Magic | Power: Low | MPCost: Low | Range: High | Requirements: Low INT]
- [Earth Magic | Power: High | Cost: High | Range: Low | Requirements: High INT]
- Light Magic are purely healing spells.
- [Light Magic | Healing: High | Cost: Medium | Range: Low | Requirements: Medium WIS]
- Dark Magic are drain spells.
- [Dark Magic | Drain: Medium | Cost: High | Range: Medium | Requirements: High WIS]
- Races:
- There are a multitude of races a player can become based on their chose. Once a player reaches a certain level, they will ascend to the next tier of race of their choice.
- Tier 1: Human Class: 100 EXP is gained per battle. Next class is reached at Level 5.
- Tier 2: High Men Class: Dragonkin, Elves, Aquakin. 400-600 EXP is earned per battle. Next class is reached at Level 50.
- Tier 3: Demihuman Class: Volcano Dragonmen, Sirocco Dragonmen, Lesser Angels, Lesser Demons, Sharkman, Rayfishman. 2500 EXP is earned per battle. Next class is reached at level 200.
- Tier 4: Volcano Dragon, Sirocco Dragon, Angel, Demon, Shark, Rayfish. 10000 EXP is earned per battle. Next class is reached at Level 1,000.
- Tier 5: Volcano Warlord, Sirocco Crusader, Archangel, Archdemon, Shark Conqueror, Rayfish Markmaster. 100,000 EXP is earned per battle. Next class is reached at level 10,000.
- Tier 6: Ragnarok Dragon, Apocalypse Dragon, Demigod, Demon Overlord, Leviathan, Eternal Hunter. 500,000 EXP is earned per battle.
- Tier 7: Volcano God, Nova God, God of Light, God of Darkness, Sea God, Deep Ocean God
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