Okay, so you want to play... The first thing you are going to need to do is create a character, so let's setup the rules. New characters will start at level 1 and will have the following basic stats:
Starting Stats
10 Hit points
2 Magic points
2 Skill points
2 Accuracy
2 Attack
2 Defense
2 Intelligence
3 Agility
2 Magic Defense
A quick rundown of the meanings... Hit points are what damage takes away, magic points you spend to cast spells in battle, skill points you spend to use skills in battle, accuracy is your ability to hit with a physical attack, attack is related to the damage you do from a physical attack, defense is related to the damage you don't take from a physical attack, intelligence slightly increases spell damage and is the maximum amount of spell creation points you can hold, agility is your ability to evade physical attacks and it determines battle order, and magic defense is related to the damage you don't take from a magical attack. Pretty simple.
Okay, now that you know the basics, the next thing you need to do is choose a class. Each class has a special ability that only they can do, as well as different stat growths. Here is a list of the classes, a small explanation, and their stat modifiers:
Classes
Knight: The Knight is the mainstay of many armies in Lufia. Good strength, defense, and agility make up the Knight. Promotion leads to different specifications of Knighthood, which will alter your character greatly. A Knight's specialty, Hack, is the only way to make it through a jungle or dense forest without burning it down.
Armor Rank: A
Weapon Rank: A
Specialty: Hack (cuts dense vegetation)
Stat Modifiers: +2 HP +2 Attack
Monk: The Monk is a master of him/herself. Their trained fists are weapons of destruction and they are also ordained holy people. A Monk's specialty, Third Eye, allows him/her to feel the prescene of evil, and therefore, prevent most disadvantageous attacks on him/herself and their parties. It can also be used to sniff out hidden passages.
Armor Rank: B
Weapon Rank: C
Specialty: Third Eye (identifies evil and hidden areas)
Stat Modifiers: +3 HP +3 Attack -1 Defense
Thief: The Thief is a crafty and mischievous person. They have high dexerity, allowing their hands to expertly lift valuables much too heavy for their victims (;) ). The Thief's specialty, Trick, allows him/her to swipe precious items from unsuspecting victims AND they can open some locked doors with their abilities.
Armor Rank: B
Weapon Rank: B
Specialty: Trick (pickpocket and lock picking)
Stat Modifiers: +1 HP +2 Agility
Agent: The Agent is a master of espionage and recon, not to mention the well-documented art of seduction. The skill of the Agent can make enemies drop information that otherwise would remain hidden. Their smooth, persuasive words and actions can lead almost anyone to do what they wish, hence, their specialty, Seduction.
Armor Rank: B
Weapon Rank: B
Specialty: Seduction (gets the opposite sex to bend to will)
Stat Modifiers: +1 HP +1 Agility +1 Accuracy
White Mage: The White Mage is the beacon of hope and good magic. These Mages use Healing, Defense, and Time Manipulation magic, and are definitely a useful ally. Their specialty, Revivify, allows them to heal lost souls and revive deceased people briefly. They may fully revive a person with the help of a special relic.
Armor Rank: C
Weapon Rank: C
Specialty: Revivify (revives dead people briefly)
Elements Available: Light
Stat Modifiers: +2 MP +1 Intelligence
Black Mage: The Black Mage is one of the most feared magic users on the planet. Able to harness the powers of the elements, as well as summon magical entities to help them in battle, the Black Mage's reputation is well-earned. A Black Mage's training allows him/her to read and manipulate ancient magical runes.
Armor Rank: C
Weapon Rank: C
Specialty: Rune manipulation (read and manipulate runes)
Elements available: Earth, Water, Ice, Thunder
Stat Modifiers: +2 MP +1 Intelligence
Blue Mage: The Blue Mage is a master of enemy manipulation. Each time he sees a spell cast at him or his party, he has a chance to learn that spell. A blue mages specialty, Mimic, allows him/her to copy a target's appearance and voice to further their own purposes.
Armor Rank: C
Weapon Rank: C
Specialty: Mimic (copies target's voice and appearance)
Stat Modifiers: +2 MP +1 Intelligence
Psionic: The Psionic is a mage of the mind. They are able to use the same elements as a black mage, but the source is their own mind. They are limited in the types of helmets they can wear, but generally have a slight advantage in weapons and armor. A psionic's specialty allows them to read people's minds for specific information.
Armor Rank: C
Weapon Rank: B
Specialty: Telepathy (find specific information from target mind)
Elements Available: Fire, Water, Ice, Thunder
Stat Modifiers: +2 Intelligence
Okay. After you pick your class, you then modify your starting stats by the stat modifiers for that class. You will do this everytime you level-up as well. After you have your class selected, it is time you choose a race. Races will set a general description of your character, and help with other information. Here are the races:
Races
Human
Trait: Compassion and Mercy
The largest denomination in Lufia. Humans are adaptable to many enviroments, but have no true advantages. These creatures main trait is Compassion and Mercy. They are more likely to forgive their enemies than other races.
Stat Modifiers: None (but +5 to character points to start)
Elven
Trait: Smartass
The most intelligent and cunning creatures on the planet. They have acute hearing and sight, as well as respectable strength. Because of their high intelligence, they are usually Smartasses, making wisecracks whenever an opportunity comes.
Stat Modifiers: +1 Int, +1 mdef, -1 MP, -1 SP
Merpeople
Trait: Waverider
These creatures, once bound to the sea, have adapted themselves enough to move on land. Due to the ease of moving in the sea, they lack massive power, but have prowess with magic. Their trait, Waverider, comes from their obvious advantage in the sea. While in the sea, a Merperson's agility doubles.
Stat Modifiers: +1 MP, -1 AGI, -1 Mdef
Tao-Boath
Trait: Tough Hide
The mighty Tao-Boath, humanoid/bear people, have great strength, with somewhat of a temper, but are usually harmless. Their trait, Tough Hide, allows them defend against more damage than other races. In addition, their fur protects them from harsh conditions, such as rain and snow caps.
Stat Modifiers: +2 Atk, -1 AGI, -1 INT
The stat modifiers for race are only applied once, at character creation, and NOT at level-up. The next thing you do is choose your alignment. Your alignment will be a deciding factor in what mission you can accept, what actions you can take, and somtimes what equipment you can use. The alignments are:
Alignments
Light alignment
A light alignment draws honest, law-abiding citizens to you for help. As you continue to fight under light alignment, you will gain respect and many people will love you. Some may give you items for free and others may let you know of treasures and items. Saving lives pays off sometimes.
Neutral alignment
You care for neither the straight walk of the light alignment, nor the ways of the dark alignment. You do as you please. However, some people may not trust you as you are "playing on both sides."
Dark alignment
A dark alignment draws the criminal element to you for help or deeds. Adventuring under the dark alignment lets you kill many people and have your way about most things, but if you are too destructive, the light-aligned PCs may be offered a mission to bring you to justice. Torture, arson, blackmail and power are your bag.
After you have your alignment, you are ready to adjust your character stats. You will earn character points to increase your stats with every level. You can save as many points as you want, and spend them anytime you aren't in a battle. At level 1, you start with 5 points. Humans (as stated above) start with 5 more points than normal. Here are the stats and what it costs to raise them:
Stat Costs for Character points
HP - 3
MP - 4
SP - 4
Accuracy - 4
Attack - 5
Defense - 8
Intelligence - 6
Agility - 4
Magic Defense - 5
Points start out low, but you will gain more points at higher level, so you can customize your character. The last thing you need to do before your character is ready to start out in the world is fill in a background and pick a starting location. Please try to pick a starting location with weaker monsters. White mages, Black mages, and Psionics should report to the spell creation area so they can create their starting spell. Blue mages should report there as well and choose a basic starting spell. After that they can purchase their starting equipment. Each person starts with 30 gold and 2 potions. Equipment worn must be your class rank or lower. A > B > C. A Thief can equip a Shortsword (rank B) or a Rod (rank C), but not a Longsword (rank A)
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