Board Thread:Roleplaying/@comment-32632608-20170831085640

Well, I've been trying to improve on this stuff. To be honest, I can't really do something right unless I think the plot is good enough, so I'm making the plot here something that I and the players would enjoy. I don't expect something good happening from this after some dead RPGs.

Rules

 * Please respect other users.


 * Try to be active.


 * No overpowered characters.

Create Your Character
You can have multiple characters, a maximum of 2 at a time. Of course, if necessary, I will make some restrictions.

Character Name: Triple Question Mark is not a name. I thought we all agreed on that.

Starter Psyche: Think of this as your all powerful companion. You yourself don't have any powers, since their all just the power that your Psyches lended to you. These Psyches can also act as their own characters, but are not counted in the 3 character limit. Yes, you can get more Psyches later on.


 * Character Attack: The basic attack that does not require any energy to use. Should be weaker compared to the rest.


 * Psyche's first ability: An ability that uses energy to cast. It can be an attack or a support move.


 * Psyche's second ability: An ability that uses energy to cast. It can be an attack or a support move.


 * Psyche's third ability: An ability that uses energy to cast. It can be an attack or a support move.


 * Psyche's Heartburn ability: An ability that charges up with the Heartburn bar. This is a devestating attack that I suggest, should be saved on bosses. You cannot store these, so time you abilities wisely.


 * Psyche's Perk: Something that only your Psyche has and nobody else! Could be a buff, game changer or another attack. More perks can be unlocked as the game passes.

Character Weapon: No, you don't start with a really great weapon. You'll start with a kind of weapon. (Chains, scythe, pistol, axe, etc) You can get better equipment as you progress.

Character Backstory: What makes your character the way they are?

Psyche Backstory: What makes your Psyche- Well, your Psyche?

Combat Rules
In this game, the turn based style works differently.

Some attacks are much stronger than others, depending on their kind. For example, an attack that releases fire arrows would be ranged and fire, meaning it would be stronger against ice and plant based enemies. A sort of elemental system.

If you manage to attack an enemy with their weakness, they will be stunned and you will get to act twice the next turn, or give the extra move to someone else. If you decide to hand someone the extra move, it would be powered up by 50%.

You don't always get to attack first. That depends whether which side ambushes the other. If you catch an enemy by surprise, you get the first turn, and vice versa.

When an enemy Psyche is stunned, you can speak to it, asking it for ransom or possibly recruit it. This doesn'tma_nananammdad apply to certain enemives like bosses and rivals.

In a turn, you have 6 choices on what to do.

Attack: Use your basic attack.

Psyche: Let your Psyche fight for you.

Block: Essentially "skip turn", but reduces the damage you would have took by 30%.

Scan For Weakness: Takes a turn to use, only works on one enemy at a time and doeslbln't always work.

Use Item: Use something that you have when you need it.

Charge: Uses a turn, but your next attack will be 20% stronger. Can be stacked up to 100%. This charge disappears when you get hit or when you attack.

Shop
Unlocks later.

Psyche Signators
If this ever gets too crowded, I'd be moving it to a blog. Here, I will list the characters and NPCs who wield Psyches.

==Requests==

Sometimes you could be given these side quests. These would give rewards. Careful, some are time limited! There could also be consequences for not doing a request you said you would.

Nobody wants your help yet. 