NEW SUMMONING SYSTEM FOR ITEMS
-LIMIT SYSTEM-
- All items summoned using SP now has a "Limit" value.
- When the "Limit" is spent for the item, the item is automatically dismissed.
- Limit is spent when the player attacks with the item or use the item in any way.
- The more powerful the item, the easier it is to deplete the Limit.
- Limit cannot be recovered under normal circumstances other than by dismissing and resummoning that item.
- Items that are completely destroyed or lost will be dismissed with a considered Limit of 0.
- The amount of SP recovered is relative and proportional to the amount of Limit remaining for the dismissed item. The rest will have to be slowly regenerated (see next section)
- Some extremely powerful artifacts (ones that you cannot summon under normal conditions, and will normally need to be "found" along the way) will continuously have its Limit drained every turn whether or not you use it.
-REGENERATION SYSTEM-
- When an item that is summoned is put into a state where it cannot be dismissed (e.x. summoning an explosive and using it up just like that), the points spent on the item will be slowly regenerated.
- You cannot regenerate summon points to make up what you used up from summoning until that item has been dismissed or put into a state where it can't be dismissed (or whatever else, etc. You get the point).
- When an item is dismissed and not all the points are recovered (due to usage of limit, etc), then it will slowly be regenerated over time.
- The amount recovered will be relative to your maximum SP.
- You CANNOT over-recover SP.
-SUMMON POINT USAGE CHANGES-
- The amount of SP spent on an item that increases in power with you will increase along with its power increase.
- Some extremely powerful artifacts (ones that you cannot summon under normal conditions, and will normally need to be "found" along the way) will drain SP every turn when summoned in order to stay summoned.
- Alformentioned extremely powerful artifacts cannot be summoned when you currently have another one active (as in summoned already).
OTHER CHANGES
- The "Omni-Rolls" bonuses are getting nerfed due to massive increase in power with them. They will be converted to "Action-Roll" bonuses.
- Little bits of changes to the "destructivity level" in comparison to the former game (the one before the forums got nuked).
- System for ascending up tiers is now changed.
- All players get a stat called "Essence" which really has no limit in either side (negative or positive), and cannot be manually used. All players' Essence start at 0. Your essence decrease by 5 everytime you die. As for increasing them... I'm not telling how to.

This new stat is actually just to further make people strive harder to stay alive. And yes, there are consequences if this stat gets too low.
Why the sudden change of system? Because this was actually discussed a bit. The random event was suppose to be something else, really. But I decided to do some "balancing" to the game. The limits will be added at the end of the turn. The action rolls rule will begin at the beginning.
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SnipeHeart:
You sighed and walked away from the fairy. Along your very long walk away from the fairy... You come across a tall and large stone pillar with a small septagram sigil drawn on it.SnipeHeart wrote:Walk away from the fairy, accepting defeat, but don't worry, revenge WILL be mine.
It seems to be standing in the middle of nowhere, which makes it seem... significant... In some way. Although not really. You turn back and see that the fair was out of sight. Nothing but you, the sky, the grassy ground, empty space, and the stone pillar.
Location: Grassy Plains - Stone Pillar
Silence:
You fly across the vacuum of space, and eventually spotted a solar system with. You fly to the nearest planet; a yellow planet with some purple "scars" on it.Silence - 4 + 3 wrote:Find new planet to explore.
Before you enter this new planet, you decide to boost your shield a bit. And so you do so. (Shield now gives +1 to defense rolls, +50 HP to Shield)Silence - 4 + 3 wrote:Boost the shield.
Before you can settle on to this planet, your radar detects a humongous foe nearby.
ENEMY NAME: Ravaging Angel
ENEMY TYPE: RARE ENEMY
TIER LEVEL: 1.5
You may choose to flee or fight it.
LIMIT POINTS: Stick: 100/100
Boost Staff (It only now costs 2 SP for now, so +2 SP to your current now): 50/50
Location: Outer Space - ???Near Yellow Planet???
Spriterkid:
You make the hole a bit smaller and lifted the sword a bit... It didn't come out completely, but one of the sigils on the barrier-the one with the picture of stone pillars, seems to react to your magic and disappear. Probably reacts to earth magic. Now all that's left is the sigil of the snowflake on the barrier. It'll probably come down if you manage to get that sigil down too. Then you can freely pull the sword out.Spriterkid - 2 + 1 wrote:>Attempt to pull out the crystal sword using Geomancy to make the hole bigger and the rock under the crystal sword ascend.
LIMIT POINTS: Frost Slingshot: 30/30
Location: Room of the Crystal Sword
Dualer:
Attack Roll vs Defense Roll: 5 - 1 + 2 = 6 vs 6Dualer wrote:Action 1:Fly around and stab the demon in the back with Frost Blade.
You and the Cloud Demon began clashing! Neither side recieved damage.
You began preparing a counter attack, but fail to.Dualer - 1 + 1 wrote:Action 2:Prepare for counter attack using Frost Blade.
The Cloud Demon further whips up winds around it!
Success Roll: 6 + 1
The Cloud Demon is now able to perform two actions in one turn!
(Slight Haste => Haste)
The Cloud Demon tries to punch you!
Combat Roll: 1 + 1 + 1 vs 5 + 1
You counter without preparing a counter anyways. You strike the Cloud Demon in the face as it misses you with its giant hand. (15 damage)
Code: Select all
BOSS: Cloud Demon
HP: 185
Status Effects: Storm Defense: +2 Defense to all water, wind and lightning attributed attacks.
Storm Power: +1 Attack to all water, wind and lightning attacks.
Demonic Strength: +1 attack to all physical attacks.
Status Protection: Starting statuses cannot be removed.
Intimidation (Lv. 1): Occasionally decrease rolls of enemies.
Haste: Is able to perform two actions in one turn.
Status Immunity (Lv. 4): Immune to Death and most negative status effects.
Cumulus Boost: +1 to attack rolls and action rolls, is able to land critical hits.
Stabalized Body: Prevents negative overshots.
Lightning Absorbsion Armour: 35/35
Frost Blade: 25/25
Laser Pistol: 60/60
Location: The Sky
Infinity's End:
You gather more power out of the recently formed hole, causing you to be able to move quicker and thus granting you Haste: Allows two actions per turn.Infinity's End - 3 + 1 wrote:Draw even more power through the recently formed hole in reality.
LIMIT POINTS: Oblivion Edge (now only costs 2 SP, so + 2 SP to your current SP): 50/50
Location: Lightless World Teleportion Sigil
Queen Larsa:
You began charging your lance... a bit too much. It kinda overcharge (-10 HP), but your next attack with your lance gets a +3 attack and a double damage bonus. (+Lance Overcharge (Lv. 1)) During your search, you find a small black crystal hidden in the grass. What is the crystal doing in the middle of nowhere? Who cares. You pick it up.Queen Larsa - 6 wrote:Increase height, search around for anything of interest
Finalize procedure named after "lances: charge" at time of search
Item Obtained: 1x Black Crystal
Location: Grassy Plains
Ex-Rumia::
You leave and head towards the Container.Ex-Rumia wrote:Head toward Container V, ignoring the Soarer.
Along the way, what do you encounter?
[1-2: Nothing]
[3: Minor Enemy]
[4: Not-so Minor Enemy]
[5: Item]
[6: Item + Enemy]
Encounter Roll: 6
Along the way, you found a Transdimensional Halo!
Item Obtained: 1xTransdimensional Halo
As you are about to continue on ahead, a Scar Warper flies towards you! It resemble a giant complex energy being with sigil covering its body along with two long arms and giant blades of red pulsing energy at the ends.
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Scar Warper
HP: 2000
SP: 100
Status Effects: Warp Scar: ???
Combat Roll: 4+4 vs 6+5
It charges at you and... bounces right off the barrier around you.
Location: Void of the Calembrax - Omniversal Emptiness: Path towards Container V (1/3)
Alnylthyria:
You carved a sigil into the ground, yet it looks somewhat incomplete... What could you be missing?Alnylthyria - 3 wrote:>Omega: Carve a sigil into the ground
Location: Sanctum of Darkness
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And now for all those who never heard about this earlier, you may now complain/rant/question me and this huge System change. If you have anymore questions on the system, feel free to ask me.