scratch pad 2

3 AP / turn

melee/ guns - roll to hit, three levels of success, graze/hit/crit. Technically 5 levels of success but they only happen when modifying attacks rolls: miss[graze/hit/crit]brutal. Roll 1d20+modifiers, compare vs hit evasion / crit evasion, apply proper level of damage. Hit Evasion generally 7, Crit Eva generally 15. between -3 to -5 penalty for multi-attacking in the same turn, so your follow up hits are less likely to deal as much damage.
fire/water/earth/air - magic just works, no to hit rolls. Resist/Neutral/Weak levels of damage based on element, comparable to graze/hit/crit

Strength / Dexterity / Spirit / Vitality
Melee/Interference / Gun/Move / Magic/Grit / Healing/HP

Melee/Gun/Magic/Healing - as expected
Interference - automatic OAs basically (and ignores armor)
Grit - temporary DR, refreshes every turn (or well when you move really but w/e), which i guess makes it function as thp
HP - it's HP

Stats probably in the 5-8 range?

Armor - a secondary HP (durability/DP) pool, and grants passive DR while it's not broken to any DP or HP damage. DP damage generally happens first. Armor drops your Move depending on type.

Weapons/Armor types probably by class…? 2h weapons deal x1.5 damage. Shields grant a free block each turn (drop damage from an attack by 1 intensity), dual wielding lets you calculate multi-attack penalties per weapon so it's easier to hit with follow up attacks. Weapons might also have weight

Defending - 1AP, grants +1 block until your next turn

Moving - 1AP to Shift 1 (move without getting interfered), or 1AP to move your Move rating and refill your Grit

- Sorcerer
Modifies spells on the fly with AP. Limited by a balancing act between elements.

So you have 5MP. And then essence levels for the four elements. Each time you cast a spell, it cost 1MP and generates 1 essence of the same element. Individual essence can only be +2 over the smallest essence value you currently have, so you can't spam the same element over and over.

Have four basic spells, one of each element, each costing 1MP and 1AP. Then you have a lot of 1AP spell modifiers you can attach in the same round when casting, that do different things. Waving MP cost / Increasing damage to extend burn phases. Increased range / granting aoes. Adding debuffs (probably based on element). Turning it into a melee attack (and adding str to the damage). Those sorts of things.

Have a mana dispersal action, which zeros out your essence totals, refills MP equal to the essence total, and probably restores some HP.

Start with 5MP, +2 Essence caps, and four actions that look sort of like this:
Create Fire - 1AP, 1MP, +1Fire Essence - Ranged: 5 - Deals fire damage to a single target. Resist: 1d4+1xMAG. Neutral: 2d4+2xMAG. Weak: 3d4+3xMAG.
Recycle Essence - 3AP - T: Self - Lower all essence levels to 0, and regain +1MP per essence lost. Restores 1xWIL HP per air/water essence, and 1xWIL DP per earth/fire essence.

And then as you level, you get options that look sort of like these to pick from:
Extension - 1AP - T: Self - The next time you cast a Spell this round, increase its range from 5 to 20.
Heighten - 1AP - T: Self - The next time you cast a spell this round, it deals +50% damage.
Expand - 1AP - T: Self - The next time you cast a spell this round, it gains an area 2.
Blade Form - 1AP - T: Self - The next time you cast a spell this round, add your STR score to your MAG score when calculating damage. The spell is now a melee attack, rather than ranged.

Essence Condenser - Allows for +3 essence caps, rather than +2
Mana Reserves - Increases max MP to 6.

- Wizard
Cast spells with multiple tiers of power depending on AP spend. Spellbook occasionally needs to be refreshed in battle, somewhere between atwill and encounter powers.

Basically you can have six spells active in your spellbook at once, and they each have different effects depending on if you spend 1, 2 or 3 AP on them. Once you cast a spell, it's exhausted.

There's a recharge action though, which grants you use of all your spells once again.

- Geomancer
Randomized spells. Works like a deck of cards, with different decks depending on the area.

alright so imagine you have something like geomancy, where the effect of the ability varies from location to location. Now imagine there was a class entirely based around that, but it was also kind of random. Okay.

So there's a handful of different geomancer 'deck's, each with 10 cards, and each card has a unique spell with different effects and AP costs, and you draw cards from the deck, and playing them as needed. Also imagine that there's a few different decks with relevance for each area (probably three, making a total of 3 decks of 10 spells), so you don't even always have the same deck, and might wind up switching between them. ok? ok cool.

So you probably draw 3 cards each turn, and can only have 5 in your hand (any extras being discarded). There's probably skills to draw more cards, force the current deck to (or not to) shuffle, passives to pick the deck you start with after seeing which are available, bullshit like that.

- Sniper
Runs on stances and special bullets. Functions as encounter powers.

Snipers revolve around setting up big, singular attacks that hit as hard as possible. Signature 1AP Skill is lock on, which increases the severity of your attacks by one step on the target until you lock on to another target. Otherwise, they have a small pool of special bullets that function as encounter powers. spend an AP to load one up, and when you fire it at a target it has additional effects in addition to not consuming the gun's default ammo. Other things like going into a firing stance to increase accuracy until they move, and multi AP attacks that hit harder rather than relying on multiple attacks per round.

- Gunslinger
Runs on abilities with varying AP/Bullet costs.

Gunslingers are on the opposite end of the spectrum, with mobility options, favoring multiple attacks per round, have having many abilities that consume extra bullets to spray the damage around even further. I think their main gimmick is that they don't have a penalty to multi-attacking the first time they attack a new target each round.

- Engineer
Runs on gadgets which use heat meters.

Engineers have a couple different tools, each with it's own pool of powers (and new powers are learned from the tools), of which they can equip three or four. Each time you use a tool, it gains +1 heat, probably up to a maximum of 4, until it can't be used. Spending a round without activating a tool lowers its heat by 1, so there's some juggling going on with when and how they can use their powers. Tools are themed, like a medkit focused on HP recovery, repairkit focused on DP recovery, a flamethrower on various fire attacks, a tool for buffing, etc.

- Striker
Runs on pressure points. Functions as a stack mechanic on monsters.

Whenever they hit a monster with normal attacks, it puts pressure on the target. When pressure reaches certain thresholds, you can use different abilities to spend it for additional damage and other effects. As they level they probably get some utility actions like placing pressure on nearby targets, gaining bonus AP when high pressure targets die, etc. to make it a little more user friendly.

- Enforcer
Big bruiser, runs on rage. Functions kind of like TP.

The opposite of the striker. When they attack, they gain rage. Spend rage on powerful attacks. They're sort of a tank though, so they gets stuff like an aura that gives them rage when allies are hit, and counter stances that do things like let allies counter attack when hit, or increasing interference damage and the like.

- Warlord
Runs on stamina, functions like normal MP.

So stamina function closer to normal MP than anything else here; you get a big pool at the start of battle, then your abilities all consume a bit so you spend down towards zero. Generally their abilities have low AP costs, since the focus is on stamina management, rather than action management. They're a little more defensive than the other melees too, with access to some healing and guard skills, like granting themselves or nearby allies extra blocks for the round, getting grit when they attack, then other forced movement abilities and instant chase type reactions to make them sticky and good at locking down enemies and sort of tanky.

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