Posted June 19, 2023 by Braden M. Rohl
There you go, fresh content with lore on Castle Azeon and its master! Probably going to do a bit of item, skill, and ability design next and upload it in a sort of Alpha test form to see how I want it to work. I was taking notes on how spellcasting is going to work on Saturday, and I want to play around with some Starting Gear load outs to get a better picture of what the characters will look like.
Also, wow, thanks for the downloads everyone! Happy to see this project picking up a little bit of attention!
No classes, just Starting Gear packages that are rolled, probably out of six, but we'll see. I'm figuring on kind of 5e-style gear loadouts, so an armor slot, a weapon or two (or a shield), maybe a tool, that sort of thing. Any piece of equipment you can wear or hold will offer up two Skills and/or Abilities, and every piece of your gear will have them. You pick one to start play with and you pick another when you advance. Even though these are "on" your gear, they will be "your" Skills/Abilities, and you keep them even if you switch out pieces of equipment, sort of like Final Fantasy IX. Skills will be active-use attacks, buffs, spells, that sort of thing, while Abilities will be passives.
Spells, as hinted at in the latest update, are divided into the Soul Arts, for your traditional black magic sorts of things, and Empyreal Miracles, my version of Mork Borg's Unclean vs Sacred Scrolls. You obtain spells through your Gear, just like any other Skill, but they'll work a little bit differently from MB's spells with discrete rules for crit and crit fails and escalating, but different, penalties on cast failure. You'll see.