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G u i d e l i n e   N a v i g a t i o n
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H i t   P o i n t s   &   M a n a   P o i n t s

  »  Hit points (HP) is the attribute which reflects your character’s life force, because of this it is the most important of your characters statistics. When an opponent attacks you and does damage, that damage is subtracted from your hit points, when/if your hit points reach zero your character has been knocked out.

»  If your character runs out of hit points and is knocked out then the result of this is you’re out of combat unless you are revived. If your character is not revived and the rest of your character’s party is also knocked out, then your party has lost the battle.

»  Mana points (MP) is the attribute that reflects how much special ability your character has. When casting spells or using abilities you spend MP, if your character does not have enough MP to use their technique then they will be unable to do so unless they use an item to restore their MP.
 
 

A t t r i b u t e s   E x p l a i n e d

  »  Power: Represents your character’s physical strength and ability, is used for physical attacks.
»  Formula: Power + Weapon = Total Damage.

»  Defense: Determines how much physical punishment your character can take.
»  Formula: Defense + Armor/Accessory = Total Defense.

»  Speed: Represents how fast your character is, plays into combat order and how easy your attacks can be evaded.
»  Effects: Combat order is based on speed, from highest to lowest.

»  Magic: Represents how much magical power your character has, used with techniques.
»  Formula: Varies based on technique used, listed with techs.

»  Evasion: Determines if and how often your character can evade the attacks of another.
»  Formula: Defender’s Eva / Attacker’s Speed = Evasion (See table below for %)

»  M-Defense: Determines how much magic damage your charachter can take.
»  Formula: M-Defense + Armor/Accessory = Total Magic Defense.
 
 

E v a d i n g   E x p l a i n e d

  Evading an attack is something your character has a chance to do every time you are attacked, a simple formula is used to determine the percentile change your character has to dodge based on your character’s evasion attribute and your attacker’s speed. Using the formula above you will come up with a number (round to the nearest .25) that you can cross check with the table below for the percentile which can then be applied to a dice roll (it should be noted that CT: Eternal Gaze sports a calculator/dice roller which you can access from the left upper banner on the site which will do all of this for you, this is simply an explanation of how the system works.)  
 
O u t c o m e P e r c e n t a g e O u t c o m e P e r c e n t a g e
2 or Greater
1.75
1.50
1.25
40% (1-40 on d100)
35% (1-35 on d100)
30% (1-30 on d100)
25% (1-25 on d100)
1
.75
.50
.25 or Lower
20% (1-20 on d100)
15% (1-15 on d100)
10% (1-10 on d100)
05% (1-05 on d100)
 

C r i t i c a l   A t t a c k s

  A critical attack is an attack that strikes for double the damage, though rare they can be a massive change in the tide of battle. Much like the evasion system critical attacks are tied to the attacker and defenders attributes (speed, and evasion respectively), compaired against each other. The formula is attacker’s speed divided by defender’s evasion. Taking that number and rounding to the nearest .25 you can then compair this final number to the table below to see the percentage chance of landing a critical. The CT: Eternal Gaze battle calculator handles all of these calculations for you, so this is just a reference for how the calculator works.  
 
O u t c o m e P e r c e n t a g e O u t c o m e P e r c e n t a g e
2 or Greater
1.75
1.50
1.25
20% (1-20 on d100)
17% (1-17 on d100)
15% (1-15 on d100)
12% (1-12 on d100)
1
.75
.50
.25 or Lower
10% (1-10 on d100)
07% (1-07 on d100)
05% (1-05 on d100)
02% (1-02 on d100)
 

B a t t l e   G u i d e

  »  Battles can be one on one or party based. Parties can consist of up to three characters at one time. If desired one person can fight an entire party.

»  When in combat your character gets one combat action per round (this does not include role-playing aspects, simply one attack, they can use one item, or use one technique, or can attempt to flee)

»  You can flee combat if you wish, doing so uses the same formula and system as the evasion system, except it is performed as a combat option by the attacker.


»  Combat ends when all of one party has been knocked out at the same time. When this happens the winning party receives XP gains for winning while the losing party also receives gains, though lesser. See (XP Charts)