Some Things to Know Out of Character (to entice your undying love) :This will be a modern setting with anachronistic examples of highly advanced technology, as well as rampant use of magic and other such mystical (or scientific) forces.
Everyone possesses a unique ability, called their Core Ability. You will get to design this.
Most characters will be of high school age, due to the setting.
There will be a few precreated classes to choose from, though 'Custom' is always an option in my book. Custom all the way!
Fighting will happen. Probably often. (Except for filler arcs.)
Life is kind of (exactly) like a video game; meaning that characters in this world can do things like access their inventory, check their stats, communicate with their friends and loved ones through chat boxes that seem to appear from nowhere, advance their level/ job class. Imagine the possibilities! Hilarious, right? Right? :/ I hope so.
Character interaction will happen. Probably often.
People have either very normal or very odd names.
I intend for us to make a story, together.
Clothing functions as armor.Characters can change appearance when switching to combat mode. (usually accompanied by transformation scene)
How Combat Works; It'll be a rather simple system of rolling 1d6 (one six sided die), whether you're on offense or defense, attempting to match (and hopefully supersede) their roll. Modifiers for appropriate stats will be added to the die roll; for example, an attacking character using Physical Melee type damage would roll 1d6+ their Strength modifier. Combat between players will be divided into turns, which consist of an attack and defense action, and will run a default time of 10 turns (five for each character). This is to ensure fairness in combat and streamline the overall process. Die rolls will be made
here, under your character's name. Now, this method of combat requires players to collaborate in their victories as well as their defeats; so I expect a fair bit of co-operative work to go into this.
Defending: I didn't make this abundantly clear earlier, so I'm going to go ahead and edit it in now. Defense is a little more complicated than it appears on the surface. Essentially, your defense modifier is based on the enemy's attack type; if an enemy attacks you with a Strength-governed skill (anything Physical, be it melee or ranged), your character would apply their Strength modifier to defend (or Agility. Which stat you intend to use for defense should be stated on the roll) against said attack. The same can be said for Intelligence-governed and Willpower-governed skills and normal attacks.
Statistic Changes: To determine your Stats at level 1, you will roll 5 3d6 (three six sided dice, five times). These rolls can be distributed among your statistic categories (as they are). You will also determine your beginning HP Pool in a similar way (1 roll of 3d6) and please be sure to link your roll (link found in the section above) in your character sheet. These points can be distributed however you wish among your five stats. Every two points above ten ranks you gain a +1 Modifier to that stat and actions attributed to that stat. Alternatively, for every two points below 10 your stats are, you will receive a negative Modifier. As for leveling up, a defeated opponent gives you half their EXP, rounded up. To level up you need your level +1. So at level 1 you need 2 XP to level up, at level 2 you need 3, at level 4 you need 5, and so forth.