So... >.> Marbles. Fun, yeah? Unfortunately, not that type of marbles. In the vein of ripping off Fire Emblem, I'm looking at a new system to fulfill my own desires. I don't really know what systems there are already out there, but this is, at least what I think, I want. So this is what I'm going to use. But more on this in a bit; first, the story: [hr]We chosen few have been sent from our normal lives to fulfill the role only heroes travel down. Down a path of pain, suffering, reward, and power. This tale is not a happy one, but one we hope ends in favor of a brighter future. The entire world will be enveloped in an inescapable darkness that not even the brightest of stars can illuminate. Mankind's only hope is destroy the source of this shadow in the distant future, after the darkness has expended itself in conquering the world. Enter our heroes. Beings from the past, before the darkness had taken hold of the earth; pure of its infection. We group of beings out of time can interact with the splinters of magic brought by the darkness to fuel our abilities further in the dream to one day return the world to light. [hr] [hider=The system]Now, I say 'in the vein of Fire Emblem' because that is the simplest way of describing of the meat of how things work. You have seven main stats, which determines how your well your character fares. In combat, you use your accuracy minus their evasion and roll 1d100. If it lands within the range, you roll your attack minus their defense for physical weapons or your magic minus their resistance for magical attacks. As soon as your hp hits zero, your character dissolves away. Upon level up, you roll 1d100 for each of your stats, and gain increase those you roll within your range. This is all the dice rolling involved unless I call for a special case. (Shouldn't be, but like I said; this is a new system.) As for non-combat stats, there isn't any. I'll leave that to any on forum roleplay between maps. [hider=Stats]You have seven main stats.[list] [*] Magic [*] Attack [*] Resistance [*] Block [*] Luck [*] Endurance [*] Skill[/list] Magic - Main magic attack stat. Vs target's resistance, dealing the remainder as damage. Attack - Main physical attack stat. Vs target's block, dealing the remainder as damage. Resistance - Main magic defense stat. Vs incoming magic damage. Block - Main physical defense stat. Vs incoming attack damage. Luck - Aids in just about everything. Endurance - Determines health. Skill - Mostly used in creating your accuracy and evasion. Critical hits are also derived from this stat. Starting stats will be level 1, rolling 1d10 in each stat. You will roll two sets and point buy a third set; 3s in all stats and 14 points to spend as you please (no going over 10). You can choose which set to start with and (upon death) which set to be revived with as long as you have a marble left. [/hider] [hider=Marbles]In case you haven't noticed, your stats do in fact spell Marbles. However, marbles are also an in-game item. Allowing your character to do as they wish with them. They cannont be stolen without you willing it and don't take your drunken murmurings as your consent. Only you with clear mind and conscious can dissolve one of your own marbles. They even always find a way back into your possession for those with butterfingers and those who are often forgetful. Each player begins with three marbles (think three lives). If your hp hits 0, your body and one marble is disintegrated on the spot. However, your next marble instantly revives your body as long as you have one. They hold more than your lives though; each marble holds on to your base stats separately. You exchange your base, but retain any stats gained through level up. Your alignment changes, and all darkness is transferred to your new marble. [/hider] [hider= The last two stats... er three.]In the Marbles section, I spoke of Alignment and Darkness. These values go hand in hand as you progress the game, and generally have no effect during combat (though, there are exceptions to everything). Alignment - That fancy ChaoticGood, LawfullEvil table that likes to cause an uproar in a lot of tabletop groups. This has no effect on anything but your character. While you can choose to act in agreement to your alignment, you are not bound to it. Just because you are good natured, doesn't mean you are incapable of evil; and vice-versa. Just don't be that guy that ruin's the game because 'that's what my character would do'. This only takes affect in game as you gather Darkness. Darkness - The splinters of evil floating in the air; and also the source of magic. This evil is a powerful infection that persists even after death, but offers a great reward in exchange of letting it consume you. Whether or not you welcome this reward is dependent of the person; but one cannot refuse this gift once you allow the darkness into your soul. Some effects are minor, some can become a great liability. Traits - The last of what makes a character; traits are generally everything the world does to you. Like a poisoned condition or a burn. Perhaps you grow a third arm. All of these go away with each new body, however there is one that does not. Being the special little snowflakes you are; each player gets to make one staple trait that defines who their person is. This trait can be as simple as letting you roll two dice instead of one under certain conditions, or as random as everything you eat tastes like chocolate pudding. Now, while I [i]highly[/i] recommend avoiding that last trait, I won't stop you. Of course, this trait is subject to my opinion. For game balancing reasons I won't give you a free +5 to every stat; but I will help you fit in a reasonable trait.[/hider][/hider] This is just the basic system for the interest check. Feel free to ask questions on anything I might have missed, or things you are just unclear about. As for party size, I'd think 4~ish is a doable start. I'd like to not get too ambitious as I try to piece together this hectic mess, but I'll try to take in as much as I can. Most rolling will be done on discord, and this will be mostly play by post because of time restraints. Saturdays will be most of my game management days, though I'll have time all through the week.