[center][h1]✧ Game System ✧[/h1] [img]https://i.imgur.com/dO3jlMm.png[/img][/center] Since the scale, details and exact nature of [i]Yggdrasil[/i] from Overlord isn't known exactly (not to mention that is ludicrously detailed and broad - unnecessary for our RPing experience here) we'll adopting a fantasy RP system that I've developed and been running here on this site. For anyone wishing to check out the system in more detail than necessary for this RP, link will be below: [center]https://www.roleplayerguild.com/topics/166414-talrae-looking-for-co-gm/ooc[/center] Since we'll be RPing in the Isekai (other world) where it won't be Yggdrasil in-game, I'll forgo much of the details regarding the actual gameplay mechanics. However since we'll be designing Player and NPCs, we'll need to know the basics of the system. [hr] All stat will be represented by the following scale. An average, normal human being would fit around on "D" rank for all Attributes. Same scale will apply to Skills. Last rank, X-rank, is a special rank indicating that the individual belongs to the top 20 individuals who possess that Attribute or Skill in Yggdrasil. [center]F -> E -> D -> C -> B -> A -> AA -> AAA -> S -> SS -> SSS -> X[/center] [center][b][h3]✧ Attributes ✧[/h3][/b][/center] [hider] [center][img]https://i.imgur.com/vFAIcyB.png[/img][/center] The following are Attributes. All players have these Stats known as Attributes. Simply put its the base stat chart. Every stat [list] [*][hider=Health] Abbreviated to HP. Health is the character's main indication of their well-being.[/hider] [*][hider=Mana] Abbreviated to MP. Mana is required for most Actions and Spells.[/hider] [*][hider=Strength] Abbreviated to STR. Strength represents the character's physical power. It has the following properties: - Physical attack damage - Action effect - Allow wielding of heavier items such as shields [/hider] [*][hider=Agility] Abbreviated to AGI. Agility represents the character's physical speed and dexterity. It has the following properties: - Overall speed of movement - How many moves (normal, Action, Spells) can be executed within a period of time - Physical evasion - Certain items, such as heavy armor, lowers Agility [/hider] [*][hider=Intelligence] Abbreviated to INT. Intelligence represents the character's magical affinity. It will primarily determine how powerful the player's spells are. It has the following properties: - Spell effect - Natural magic resistance [/hider] [*][hider=Stamina] Abbreviated to STM. Stamina represents the character's endurance. - Reduces cooldown time of Actions and Spells - General tenacity and endurance. [/hider] [*][hider=Physical Resist] Abbreviated to PRes, Physical Resist represents the character's ability to resist physical attacks. [/hider] [*][hider=Magic Resist] Abbreviated to MRes, Magic Resist represents the character's ability to resist magical attacks. [/hider] [*][hider=True Resist] Abbreviated to TRes, True Resist represents the character's ability to resist all types of attacks, including Chaos Damage (non-physical, non-magical). However, resist amount per stat rank is relatively low when compared to PRes and MRes. [/hider] [/list] [/hider] [center][b][h3]✧ Skills ✧[/h3][/b][/center] [hider] [center][img]https://i.imgur.com/SzVcp2Z.png[/img][/center] Skills are what the character possesses that represents the character's aptitude at something. While a specific set of Skills does exist, for the purpose of this RP we'll make it as detailed and wide-stretching as we want for the characters we create. Skills include anything from Weapon Wielding Skill (such as Sword Wielding) to something mundane and non-hostile such as Crafting or Smithing. [/hider] [center][b][h3]✧ Titles ✧[/h3][/b][/center] [hider] [center][img]https://i.imgur.com/VQaUl2u.png[/img][/center] Titles are given out to players by the game system. Most NPCs (and players sometimes) afterwards will refer to the title of the player as well as their name. Titles can be achieved by enacting something extremely epic/awesome. When a Title is bestowed by the game system it confers a special bonus to the bearer, determined by the nature of the Title and what the epic move was. A character may only wear 1 title at a time. Each Title is unique and will never replicate itself in the game. [/hider] [center][h3][b]✧ Spells ✧[/b][/h3][/center] [hider] [center][img]https://i.imgur.com/9bVDEuu.png[/img][/center] Spells are magic. And usually are only cast by players who practice in the magical discipline such as mages. All Magic requires speaking words, hand gesture and a Magic Weapon item such as a wand to cast. No speaking words or hand gesture will result in the spell being cast unsuccessfully. Casting without a Magic Weapon will hurt the player equal to the amount of mana spent but the spell will go off successfully. Spells follow Disciplines, with multiple Disciplines existing. For instance, Fire Discipline will contain all fire-related spells. A character will usually be specialized in a few (or one) Discipline of Spells since specializing in multiple in-game would be a difficult and costly process. Since it would be unrealistic to list out thousands of Spells that exists in-game, players will be responsible for writing and inventing their own Spells for their characters. [/hider] [center][h3][b]✧ Actions ✧[/b][/h3][/center] [hider] [center][img]https://i.imgur.com/iYnt9DZ.png[/img][/center] Actions work similarly to spells but are non-magical in nature. It is most often used by characters that practice physical combat but aren't magical. Actions often are a special and powerful move. For instance, just swinging a sword would not be an Action. Actions exist for all kinds of physical attacks, anywhere from simple Sword based attacks to ranged attacks using a gun powder weapon. Since it would be unrealistic to list out thousands of Actions that exists in-game, players will be responsible for writing and inventing their own Actions for their characters. [/hider] [center][h3][b]✧ Currency ✧[/b][/h3][/center] [hider] [center][img]https://i.imgur.com/4frKNDQ.png[/img][/center] Currency between Yggdrasil and Isekai will NOT be exchangeable. For spells, abilities and actions that requires the expenditure of currency, only Yggdrasil currency will be acceptable. However with the right material (eg. Gold) it is possible to physically mint more coin. An average price of a Legendary item might range between 100,000s. Ultimate and beyond will require 10s or 100s of 1,000,000s. [center] 1 Adamantium Coin = 100 Mithril = 1,000,000 1 Mithril Coin = 100 Golds = 10,000 1 Gold Coin = 10 Silvers = 100 1 Silver Coin = 10 Coppers = 10 1 Copper Coin = 1 standard currency [/center] [/hider] [center][h3][b]✧ Items ✧[/b][/h3][/center] [hider] [center][img]https://i.imgur.com/xXTojEY.png[/img][/center] [center][b]Common -> Uncommon -> Rare -> Mythic -> Legendary -> Ultimate -> Transcendant[/b][/center] Items are classified largely by rarity, as seen above. For most Players after reaching Level 100, Legendary are the most accessible, as they are relatively less complicated to craft and could be bought on the market using currency. Starting Ultimate grade, it gets significantly more difficult to obtain, often requiring massive amount of grinding. Transcendent items exist only as information to most players, with most powerful Guilds possessing only a few of them at a time. Items are further diversified by types (such as weapons, clothing, armor) and viable wielders. Certain items cannot be wielded by certain Classes, Subclasses or Levels. Items can be crafted by players and/or NPCs, depending on their Skill. Items also require repairing; using the items beyond its durability will result in the destruction of the item. Lastly, items can be enhanced, a process similar to crafting the item. However, enhancing an item may break it (it is lost). Chances of breaking are 1%, 5%, 10%, 15%, 20%, 25%. For every level, with +6 Enhancement being the maximum. [/hider]