Cherreads

Character Status and Info Dump.

[Name: Example}

[Race: Human]

[Health: 10 (Constitution x10)

[Stamina: 20 (Constitution x20)

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- attributes

o Strength – 1 (-F)

o Constitution – 1 (-F)

o Agility – 1 (-F)

o Mind – 1 (-F)

o Spirit – 1 (-F)

.

-Armour

o Head

o Chest

o Waist

o Legs

o Hands

o Feet

.

-Weapons

o Main Hand

o Off hand

.

-Consumables

o Food

o Water

o Potions

.

-Items

o Knowledge

o Materials

.

-Skills

o Common

o Rare

o Epic

o Legendary

.

-Titles

o Basic

o Unique

o Exclusive

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Attribute information:

o Strength - The Physical Strength of the Player

o Constitution - The Health, Stamina and Resilience of the Player

o Agility - The Physical Speed and Flexibility of the Player

o Mind – The Thinking Speed and Awareness of the Player

o Spirit - The Willpower of the Player

(-F) is a part of the Mortal Grading system of attributes , as follows:

o (-F) 1-5: Below Average, just a little weaker than the average person.

o (F) 6-10: Average, everyone around you is at least an equal.

o (F+) 11-15 Above Average compared to a common man.

o (-E) 16-20: You've reached a level that can make you stand out from the common person, whether it's for your ability to problem solve or your strength and speed.

o (E) 21-25: You attribute is reaching the limit of a Common person, .

o (E+) 26-30: You've reached the Limit of the common person.

o (D) 31-45: You can be considered Superhuman.

o (C) 46-60: You can be considered Superhuman, just stronger.

o (B) 61-75: You can be considered Superhuman, even stronger.

o (A) 75-90: You can be considered Superhuman, but much stronger.

o (S) 90 – 100: Many different titles are given to those of this level, you are the closest existence to a god, but unfortunately not one.

Beyond Mortal, Information Restricted, Assess Denied…

Attribute Points: Attribute Points are generally rewarded to the player through completing the side or main missions and are the standard method of improving the users attributes, untradeable.

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Equipment, Weapons, Consumables and Items information:

Items can be found all over the place, and can be categorised as an Equipment, Consumables, Knowledge or Material. Each item has a Rarity, and if applicable, Attribute Requirements, Damage and Defence rating, etc.

Equipment: Weapons, Armour and Jewellery, generally used by the Player during combat but may have additional effects outside of combat.

Consumables: Food, Potions and Scrolls, single use items to restore health and stamina, grant additional benefits to the Player or release a single contained spell for attacking or supportive purposes.

Knowledge: Notes, Books, Crafting Recipes and Manuals, it can provide the Player with Skills and Crafting Designs, or give knowledge of the world to the Player.

Materials: Crafting Resources used in regards with a specific Profession

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Rarity:

o Trash – it may be better to use your fists if it was a weapon and may give you food poisoning if its food.

o Common – White glow, this is the most basic of items, anything lesser should be thrown out

o Uncommon – Green glow, these items usually come with a special effect.

o Rare – Blue glow, these items are produced by experienced crafters, or are exception materials, usually accompanied by 2 special effects.

o Epic – Purple glow, these items are the limit of understanding of common men, the strongest item they can make, or the rarest of materials, boasting a strong special effect or multiple effects from a singular item.

o Magical – Orange glow, the items have passed the threshold of the limits of common men and can only be found in special places.

o Legendary – Red glow, these items have reached the pinnacle of mortal capabilities and can even harm gods in the right hands.

Beyond Mortal, Information Restricted, Assess Denied…

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Skills Information:

Skills can be Categorized between Passive or Action:

Passive skills: Passive skills are always in affect and involve Weapon and Armour proficiency (Damage and Weapon Handling), Attributes and Universal Knowledge.

Action Skills: Action skills require the user to meet specific requirements (If applicable), complete specific movements (If applicable) and envision the skill to call forth, for example, imagining a fireball and some hand movement for the user to summon a fireball or to be behind the target and using a dagger to use Back Stab.

Skills may be unlearnable without correct Attributes or Universal Knowledge.

Skills are mostly acquired through Knowledge items (Skill Books), that are destroyed upon learning, and can be further improved upon (If Applicable) using Skill Point along with the appropriate Skill Book, for example, Sharp Weapon – Dagger Proficiency (Entry), that improves dagger proficiency to a basic level can be upgraded to Sharp Weapon – Dagger Proficiency (Basic) to further improve dagger proficiency, using skill points.

Each skill, if not restricted can be level up following:

o Entry

o Basic

o Professional

o Master

o Grand master

o Unparalleled

Beyond Mortal, Information Restricted, Assess Denied…

.

Skills can each have a Rarity as well:

o Common

o Rare

o Epic

o Legendary

Beyond Mortal, Information Restricted, Assess Denied…

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Skill Points: Skill Points are rewarded to the player through completing side or main missions and are used to improve the users character unlocked skills, untradeable.

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-Title Information:

Titles are gained by the player by accomplishing specific feats, and can offer a small, medium, or large effect depending on the type:

o Basic: Basic titles are given to those who completed noteworthy feats, can offer a small attribute bonus or/and special effect.

o Unique: Unique Titles are rare, and the feats required to obtain them are challenging, can offer a medium attribute bonus or/and a/multiple-strong special effect.

o Exclusive: No one else but you can receive this title, the feats required to obtain one will be even more difficult then becoming a god, can offer Large attribute bonus or/and Multiple Strong Effects.

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How combat works: {I'm going to try and make the combat seem like its written realistically, without the game influencing it to much apart from Status effects, Combat logs will be my way off showing the Combat system I've created, its looks like its good to use for now but im not to sure if it will be efficient in the future}

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-Damage Rating

Melee: Weapon Attack Rating + Strength Rating = Damage Rating

Unarmed – Strength Rating = Damage Rating

Ranged: Weapon Attack Rating = Damage Rating + Ammo HP Damage

Skill: Weapon Attack Rating +/x Skill Attack Rating = Damage Rating

Critical hit: HP damage x2* (Base x2)

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-Defence Rating

No equipment: Constitution Rating = Defence rating

Armour: Constitution Rating + Armour Rating (of equipment hit) = Defence Rating

Skill: Skill Defence Rating = Defence Rating rating

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Strength Rating and Constitution Rating:

o -F (1)

o F (2)

o F+ (3)

o E (4-6)

o D (7-9)

o C (10-12)

o B (13-15)

o A (16-18)

o S (19-21)

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Equipment Attack and Armour Rating:

o Feeble (1)

o Low (2)

o Average (3)

o Strong (4)

o Powerful (5)

o Extreme (6)

o Absolute (7)

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-Damage vs Defence:

Once Attackers Damage and Defenders Defence Rating are Calculated, Defence Rating is taken away from Damage rating to calculate Overall Damage Rating, Following:

o (0) Ineffective: 0% Damage

o (1) Feeble: 10% Damage

o (2) Low: 20% Damage

o (3) Average: 30% Damage

o (4) Strong: 50% Damage

o (5) Powerful: 70% Damage

o (6) Extreme: 90% Damage

o (7+) Absolute: 100% Damage

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