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Tsukeru Di Lorio ([personal profile] grimpeddler) wrote2023-10-06 07:15 pm

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Characters will only come in with two abilities, and each one is subject to modifications.

Everyone's abilities will be tweaked to fit into a JRPG setting (namely Final Fantasy). The mods will assist anyone who needs help, and there will be many examples available to help inspire creativity. We do not want a clear 1:1 on the way abilities will translate into this setting, so everyone will be encouraged to translate things as ICly as possible.

After all, this world runs on willpower, so all details will be determined by how strongly each character feels towards their abilities. Let's go ahead and dive into an example, though, shall we?
Say somebody hates their power over fire, and they see it as the very thing that took so much away from them. In their case, fire would be seen as destructive and as having control over their life.

Their ability could look something like:

Magic: Suffocating Blaze
Effect: AoE fire damage. Poisons all enemies for several minutes. Deals HP damage to the caster, each turn, until the end of battle.
Characters coming in without canon powers will be able to "awaken" to abilities that suit their nature/natural talents. Someone quick could perhaps gain a Speed spell that helps their allies move faster. Someone skilled at lying could gain an ability called Bluff, which switches the enemy's HP with their own.

The possibilities are endless, and the mods will only encourage players to go wild.

Of course, there will be a cap on just how much damage each ability can do. In the beginning, everyone will be unable to go beyond level 50. To see what that means for powers, please see this toplevel. As the game progresses, level caps will be lifted, and abilities will become much more powerful.

For the Trial By Fire round, levels will be uncapped, and all characters will be allowed even the most gamebreaking (within reason) abilities. As that will be a very doomed round, we see no reason to heavily limit what everyone can do.
Levels 21-50
Level 20 is the starting point, upon arrival.

At these levels, characters will not be able to go beyond the basic abilities. Most of the gains will come in the form of lasting longer in battle, being capable of taking more damage, and moving quicker.

The focus will be on improving stats/passive abilities, given the next active ability doesn't come until level 65.

Some examples of what characters could improve within this level range:
  • HP/Health Points; how much damage a character can take before they pass out. This is raised by training/sparring and/or hunting monsters.
  • SP/Spirit Points; how much magic and mental focus a character can use before they need a break. This is raised by meditating and/or practicing magic.
  • CP/Crystal Points; how many abilities they can juggle in one fight. This is raised with better armor and/or weapons, as well as gathering more of "their" crystals (ones matching their god's color).
  • Speed; how fast they move compared to enemies.
  • Attack; how hard they hit.
  • Defense; how much each enemy attack damages them.
  • Levels 51-60
    This is locked for the Trial By Fire characters.
    Levels 61-70
    This is locked for the Trial By Fire characters.
    Levels 71-80
    This is locked for the Trial By Fire characters.
    Levels 81-90
    This is locked for the Trial By Fire characters.
    Force Partners
    Force Abilities are something that only happens after a person has maxed out their bond with another person from a world different from their own.

    Once a person has made an incredibly close cross-canon CR, that CR is eligible to become their Force Partner.

    With their powers and plotting combined, they will awaken to a two-person attack. Each person can partner up with one cross-canon CR. The one initiating the partnership is the only one capable of activating the attack, once it's created.

    However, that isn't the extent of their FR experience. Despite having partnered up with someone for their own FR attack, they can become another person's FR partner. Just as with their own, however, it is only the person who initiated the partnership that has the power to activate that FR attack.
    Force Attacks
    Once a person has their partner, and the attack has been created, all that will remain is mastering said attack. This isn't something that needs to be threaded until the end of training. Just threading enough to establish that they did work on it, and that they were committed to putting in the time and effort, is enough.

    Force Time, in DFFOO, is limited to 10 turns for every party member, total. For the sake of simplicity, this will translate to 10 tags, total from the start of Force Time.

    During Force Time, everyone's attacks are multiplied, the longer Force Time goes on. Maximum damage is reached after a Support Fighter is the one doing most of the attacks within those limited turns, and then a mod journal chimes in with a comment specifying that maximum damage will be done with the next attack.

    As an important note, however: There will be no numbers used to specify how much damage is being done with these! Mod comments will use wordings such as "they did very little damage" or "wow, that's a whole lotta damage".

    When fighting a boss enemy, TurmÅ› will inform the fighters of HP thresholds having been met. They will be given a heads-up when roughly 1/4 of the HP is gone, when roughly 1/2 of the HP is gone, when roughly 3/4 of the HP is gone, and then when it's down to the last 5%. These heads-ups will give enough time to plan the next turn carefully.

    The reason for this?

    When Force Time is being used, it triggers Enemy Force Mechanics. Basically, in exchange for great power, the characters are putting themselves at even greater risks.

    Enemy HP @:

    80% - Enemy will gain one unique ability
    50% - Enemy will instantly launch a dangerous AoE (full party) attack.
    20% - Enemy will either gain boosted stats, or it will become immune to all damage until the next time it can attack.
    5% - Enemy will go on a frenzy!

    Thankfully, there are ways to avoid HP threshold consequences!

  • BT Phases; this allows a single character to deal immense damage! It's even more effective when activated right after Force Time.
  • Force Times; see above.
  • Summon Phases; like the BT phase, this is most effective when activated after Force Time. Unfortunately, BT phases cannot be combined with Summon phases.

    Given each of those things last a significant number of turns, activating one of these when it's nearing a dangerous threshold will help ensure that they get through the battle without casualties.


  • Original code by: showcased & efryndiel
    Edited code by: grimpeddler

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