Magicat

Job System (mmrpgorigin)

Mar 12th, 2017
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  1. Peasant
  2. Health: 33
  3. Attack: 33
  4. Sp. Attack: 33
  5. Defense: 34
  6. Sp. Defense: 34
  7. Charisma: 33
  8. Sp. Energy: 10
  9. Ability: Scrounge- Gains 20% more zenny from defeating opponents, Merchant discount +10%. When outside of battle, Peasants may beg for Zenny that will last for one turn. If they do obtain Zenny, the % of zenny they gain in proportion to total zenny, their Charisma will drop by [(% of Zgain)/3 = %drop]
  10.  
  11. EDIT: Peasants will be able to haggle with Merchants as well. Since Peasants are usually small, helpless children, they're able to haggle with other Merchants and possibly decrease the price of items they're buying. For example, the Peasant will be able to guilt the Merchant to reduce the price of healing items by a percentage or even just giving them to the Peasant for free.
  12.  
  13. In battle, the Peasant will even be able to plead for mercy from the opponent (As long as it isn't a tourney opponent). The equation used will probably be [(D + C)/(eC/2)] (D = damage taken. C = Charisma. eC = Enemy's Charisma).
  14.  
  15. Merchant
  16. Health: 40
  17. Attack: 32
  18. Sp. Attack: 32
  19. Defense: 43
  20. Sp. Defense: 23
  21. Charisma: 30
  22. Sp. Energy: 8
  23. Ability: Tradesmen- Merchants can sell any items they have on their person to NPCs or Player Characters, and demand any price they wish. Merchants will also have the ability to create equipment to sell to other players, and some equipment will be player merchant exclusive. Merchants can also haggle NPC Merchants and can potentially lower the price of an item, establish a trade (trading 3 cabbages for a sword) and even teaching NPC Merchants how to create otherwise player merchant exclusive items in order to lower the price of a certain item.
  24.  
  25. EDIT: Merchants will be able to rent their own merchant stands and sell to players. Their stands will be listed in their player info and will list the items Merchants are selling, along with the prices of said items. Merchants do not have to be at their stands at all times, but players will have to go to either the Merchant or their stand to buy from them.
  26.  
  27. Merchants will also be able to buy out more than one apartment in the same complex (assuming they have the money) but can only settle in one. With these claimed apartments, the Merchant can sell them off for any price per month (although nothing more than 30% of the original value) and, if they're able to buy all apartments in the complex, can pay to claim ownership of it. If done so, the Merchant's title will not only change to Landlord, but he'll also have the ability to haggle with players in terms of rent ("Instead of 25 Zenny a month, gimme 6 cabbages".)
  28.  
  29. Musician
  30. Health: 40
  31. Attack: 25
  32. Sp. Attack: 32
  33. Defense: 30
  34. Sp. Defense: 40
  35. Charisma: 33
  36. Tch. Energy: 15
  37. Ability: Serenade- When attacking an opponent with their weapon, the Musician and any nearby players participating in the battle will be healed as well. The formula for how much everyone involved is healed by is (Dmg * Skill)/(3/Skill). "Skill" will be a multiplier for the genre of music the Musician is playing. The Musician can set any sort of music they'd wish in order to influence the skill stat, but if not, skill will be set to 1. The Musician's skill stat will be hidden, and the skill stat for every genre of music will average 1. The formula for attacking for Musicians is [Power * (Attack/Defense)] * Skill
  38. Every song will fall in one of these five categories:
  39. Modern:
  40. Classic:
  41. Country:
  42. NES-age:
  43. Vaporwave:
  44.  
  45. EDIT: Musicians will also be able to equip Sheet Music in their weapon slots. As each player has three weapon slots, a player could have one weapon and two Sheet Musics, if they wanted. Sheet Music will assume one of the five above multipliers, or even unique attacking multipliers if they do not fit under those categories. For example, a Musician with a 10 power weapon and a set Multiplier of 0.9x may also have two Sheet Musics, one with a 1.4x multiplier and another with a 1.25x multiplier. As these stack multiplicatively, the Musician will have a damage boost of 1.57x
  46. ✂-------------------------------------------------------------------------------------------------------------
  47. Criminal
  48. Health: 57
  49. Attack: 50
  50. Sp. Attack: 41
  51. Defense: 41
  52. Sp. Defense: 10
  53. Charisma: 1
  54. Sp. Energy: 5
  55. Ability: Anticulture- The Criminal has no Charisma stat, so they need to really work hard to capture the audience's attention in-battle. The Criminal will gain what is basically a "temporary Charisma stat" for every battle that will affect their zenny yield and item drop chance. Criminals may have to wear costumes that may not be the best for fighting, but will surely whip the crowd into a frenzy.
  56. NOTE: DUE TO BE DELETED
  57. ✂-------------------------------------------------------------------------------------------------------------
  58.  
  59. Teacher
  60. Health: 24
  61. Attack: 20
  62. Sp. Attack: 42
  63. Defense: 26
  64. Sp. Defense: 44
  65. Charisma: 44
  66. Sp. Energy: 18
  67. Ability: Tutor- When defeating an enemy, the Teacher has a chance of getting the opportunity of recruiting the opponent [(Charisma/2.3)/100 Chance, to be precise]. The Teacher can have a total party of 4 at maximum (The teacher + 3 recruits). However, the Teacher can only recruit defeated foes from tournaments. Compared to the Liontamer, the Teacher's recruits will have a lower base stat growth, be less likely to know Techniques, and be unable to equip new weapons and armor, but be much more powerful and have enemy-exclusive weapons and armor that no other players would have access to.
  68.  
  69. EDIT: Due to being a Teacher, the player will also be able to improve the Sp. Atk, Sp. Def, and Charisma growth of their recruits. The Teacher can buy custom textbooks that, although can't be used as weapons, can be used every turn to improve the growth of every current recruit's stat (i.e: A Table Manners Textbook improving Charisma growth by 60 points can be used whenever, but has a 5 turn cooldown). To boost Health, Attack, and Defense, a Teacher and Liontamer can trade each other's recruits and train them. Not only will both parties get a stat boost in those respective areas, but the points that each recruit will gain is increased by x1.5
  70.  
  71. Liontamer
  72. Health: 40
  73. Attack: 44
  74. Sp. Attack: 28
  75. Defense: 36
  76. Sp. Defense: 23
  77. Charisma: 33
  78. Sp. Energy: 9
  79. Ability: Tame- When defeating an enemy, the Liontamer has a chance of getting the opportunity of recruiting the opponent [(Charisma/1.5)/100]. The Liontamer can have a total party of 4 at maximum (The Liontamer + 3 recruits). However, the Liontamer can only recruit defeated foes outside of tournaments (Mad hippies, old folk, or actual lions!). Compared to the Teacher, the Liontamer's recruits will start off much weaker, and usually come equipped with low level weapons, but will have a much higher stat growth, be more likely to know useful Techniques (Healing, Status-inflicting, etc) and be able to (eventually) equip new weapons and armor.
  80.  
  81. EDIT: Due to being a Liontamer, the player will also be able to improve the Health, Attack, and Defense growth of their recruits. The Liontamer can buy custom whips that, although can't be used as weapons, can be used every turn to improve the growth of every current recruit's stat (i.e: A Leather Whip improving Defense growth by 40 points can be used whenever, but has a 3 turn cooldown). To boost Sp. Atk, Sp. Def, and Charisma, a Liontamer and Teacher can trade each other's recruits and train them. Not only will both parties get a stat boost in those respective areas, but the points that each recruit will gain is increased by x1.5
  82.  
  83. Fortune Teller
  84. Health: 25
  85. Attack: 39
  86. Sp. Attack: 53
  87. Defense: 17
  88. Sp. Defense: 30
  89. Charisma: 36
  90. Sp. Energy: 23
  91. Ability: Space-Time Sightseer: When engaging a battle with a non-player opponent, the total sum of the damage it inflicts over the course of the next three turns is calculated, allowing the Fortune Teller to prepare with a shield if they need to. When interacting with a player, the Fortune Teller is allowed to charge any player a minimum of 4 Zenny to tell their fortune. The Fortune Teller can choose to grant:
  92. "Waterfall of Fortune" (1.25x Zenny yield for one week)
  93. "Good Health" (2x Health replenished when using items or healing abilities. Lasts one week)
  94. "Shield of Hope" (Damage inflicted on player and its units reduced by 15%. Lasts one week)
  95. "A big, slightly angry cat will appear in front of you" (A cat of the player's choice will appear in front of the player)
  96. Whether or not the fortune comes true is equal to (Charisma * 1.25)/100 = %age Chance. If the fortune comes true, the Fortune Teller's Charisma increases by 1.2, if not, the fortune doesn't come true and the Fortune Teller's Charisma decreases by 20%
  97.  
  98. Nurse
  99. Health: 43
  100. Attack: 15
  101. Sp. Attack: 20
  102. Defense: 40
  103. Sp. Defense: 50
  104. Charisma: 32
  105. Sp. Energy: 23
  106. Ability: Regenerate- Outside of battle, the Nurse will recover 1/8 of the amount of Health they have lost per turn, rounded up (e.i: A Nurse has 20/100 Health. The Nurse lost 80 Health, which means they'll recover 10 Health that turn). The Nurse will also have a chance to recover from any status conditions they may have (Chance per turn is determined by C/3.5). If the Nurse's Health drops to 25% or below, their Defense and Sp. Defense stats will be boosted by 1.3x temporarily until their Health returns to a value over 25%
  107.  
  108. Frontiersman
  109. Health: 30
  110. Attack: 54
  111. Sp. Attack: 40
  112. Defense: 23
  113. Sp. Defense: 23
  114. Charisma: 30
  115. Sp. Energy: 7
  116. Ability: Forage- The Frontiersman is a natural hunter, and gains 1.2x more experience when fighting any town-dwelling enemies. The Frontiersman also has the ability to tame animals, similar to the Liontamer when they defeat an animal-based enemy [(Charisma/1.3)/100 Chance]. When taming an animal, the Frontiersman can only ride it (although they get a Defense and Sp. Defense boost) and the animal will eventually run off when sustaining enough damage.
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