You are on page 1of 4

one for the road: GLOSSARY

stats:
(short for statistics) are vitally important to RPGs as they determine the outcome of a
character's or monster's actions. By using stats, a game designer can determine the
powers and skills of characters, monsters, and RPGs as well as run battles smoothly. In
short, stats are what separate the trainer classes.
PRIMARY STATS:
Hit points(HP): the life "energy" or health of a character. A full HP bar is
green, half health is yellow, and nearing death is red. If the HP bar runs empty,
the character dies.
Magic Points (MP): the magic "energy" of a character. Determines extent of
magic a player is capable of using.
Attack: the attack modifier of a character. It determines how much damage
you can do.
Defence: the defence modifier of a character. It determines how much damage
you can take, magical or otherwise.
Mobility: used to determine a character's chances to be hit. represents a
person's physical nimbleness. Used to determine fine motor skills, reaction time,
and aiming.
speed: The Speed stat determines how quickly one can act in battle. Players
with higher Speed will make a move before ones with lower Speed under normal
conditions; in the case that two players have the same Speed, one of them will
randomly go first.
SECONDARY STATS:
Strength: The stat that represents a person's physical power. affects maximum
damage dealt.
Constitution: The stat representing a character's physical toughness. Used to
determine how much damage someone can take and how well they resist status
effects, poisons, illnesses, etc.
wisdom: affects battle strategy, and occasionally helps with spells and magical
defense. The stat representing a person's intuition. Used to determine a
character's willpower and decision-making skills.
Ranged: affects character competency with ranged weapons
Luck: affects both Attack and Defence stats by a small amount.
Charisma: The stat representing a person's force of personality. Used to
determine how well someone can influence others by speeches, diplomacy,
fear, lying, etc
perception: able to see things that would normally be invisible.
stealth: determines how well one can blend into their surroundings or even
allows one to disappear from sight altogether, often this is combined with
attacking an unaware or flanked opponent to inflict high damage
Intelligence: The stat representing how smart a character is. Used to show
how skilled a person is, how quickly they learn, how many languages they can
speak, etc.

player classes:
the way ive designed this game, your character starts off being either a
demigod(greek or roman), a legacy, or a nature spirit. these are what im calling
primary classes. Besides your primary class, you also are allowed to choose a
compatible secondary class which determines your in-game occupation and gives you
a more-defined skillset.
DEMIGOD: demigods are direct descendants of greek/roman gods and usually gain
characteristics, abilities, and skills associated with that parent.
Child of athena: usually have high stealth, intelligence, and attack powers, but
are rarely able to use magic.
Child of poseidon/neptune: have high mobility and attack stats. Are able to use
elemental magic to control water in all its forms. If at a high enough level, they
can even create earthquakes.
Child of zeus/jupiter: have an abnormally high attack stat.

TANKS: Tanks excel in shrugging off incoming damage and focus on disrupting their
enemies more than being significant damage threats themselves.
vanguards: offensive tanks. Vanguards lead the charge for their team and
are specialists at getting action started. Their explosive team fight initiation
seeks to catch enemies out of position while allowing allies to follow-up to
devastating effect.
wardens: defensive tanks. Wardens stand steadfast, seeking to hold the line
by persistently locking down any oncomers who try to pass them. Wardens keep
their allies out of harms way and allow them to safely deal with enemies caught
in the fray.
FIGHTERS: the warrior class, damaging-focused group that look to be in the thick of
combat. excel at singling out high-priority targets to blitz toward, immediately forcing
those targets (and their teammates) to deal with their presence. Fighters are not as
durable as the tanks, but certain subclasses can take their fair share of punishment
while bringing enough damage to be a real kill threat if left unchecked.
sentinels: relentlessly march down the opposition and devastate those foolish
enough to get within their grasp. They are the only subclass who excel at both
dealing and taking significant amounts of damage, but in turn they have a
tough time closing in on targets due to their low range and extremely limited
mobility.
marksmen: marksmen excel at dealing reliable sustained damage at range
(usually through basic attacks) while constantly skirting the edge of danger.
they are very fragile and are extremely reliant on powerful item purchases to
become true damage threats.
assassins: Assassins specialize in infiltrating enemy lines with their unrivaled
mobility to quickly dispatch high-priority targets. Due to their mostly melee
nature, Assassins must put them themselves into dangerous positions in order
to execute their targets. Luckily, they often have defensive tricks up their
sleeves that, if used cleverly, allow them to effectively avoid incoming damage.

slayers: Slayers are fragile but agile champions that look to swiftly take down
their targets using light weapons. breed of Fighter focused more on damage
than defense.
skirmishers: Unlike Assassins, Skirmishers aim to shred through any nearby
enemy that approaches. Because Skirmishers lack high-end burst damage or
reliable ways of closing in on high-priority targets, they are instead armed with
situationally powerful defensive tools to survive in the fray, along with extreme
sustained damage to cut down even the most durable targets.

MAGES: A Mage is usually a Glass Cannon, blasting away at long range (usually), but
easily taken down at close range. Mages are offensive casters that seek to cripple and
burn down the opposition through their potent spells.
burst mages: Burst Mages aim to single out vulnerable targets by locking
them down and following up with a devastating barrage of damage from range.
Burst Mages struggle heavily against beefier targets who can shrug off their
initial spike of damage.
battle mages: Battle Mages get into the middle of the fray, seeking to wreak
havoc upon the entire enemy team with their overwhelming sustained area
damage. Due to their relatively short (but not melee) combat ranges and the
need to burn down their opponents over time, Battle Mages have significant
defensive capabilities that range from sustaining endlessly to literally defying
death for a short period of time.
artillery mages: Artillery Mages are the masters of range, and they leverage
that advantage to whittle down their opponents over time from great distances.
In turn, Artillery Mages are severely punished when enemies finally succeed in
closing in on them, due to their extreme fragility and limited mobility.
ENCHANTERS: Defensive casters that oversee the battlefield by protecting and
opening up opportunities for their allies. Enchanters focus on amplifying their allies
effectiveness by directly augmenting them and defending them from incoming threats.
Enchanters themselves are often quite fragile and bring relatively low damage to the
table, meaning they really only shine when grouped together with others.
augurs : subclass with the power of light and healing magic, as well as
defensive buffs for their allies. Their devotion to their god or deity gives them
various prayers, healing abilities and light-based spells to protect themselves
and others. Some even carry blessed weapons.
healers: A character type that focuses on keeping friendly characters alive.
Their general role is to heal/buff and resurrect fallen allies. Healers are wise in
medicine and apothecary. They know the herbs and simples that can restore
vitality, ease pain, anesthetize, and neutralize poisons; and with their
instruments, they can divine a being's state of health or sickness.
disruptors: Disruptors specialize in locking down opponents or, in some cases,
entire battlefields, by creating intense zones of threat that only foolish enemies
would dare wade through. Are adept at luring enemies into traps and are skilled
users of status effects. Disruptors greatly benefit from allied presence - both to
deter incoming danger and to help capitalize on targets theyve locked down.
OTHER:
npcs: It refers to characters that are operated by the game engine or game
master. the non-player characters have the ability to engage in conversation
and go about a daily routine. When it comes to the vast majority of computer

games, an NPC's entire existence will consist of walking back and forth and
saying the same line of dialogue over and over again.
druids: A jack of all trades nature magician. They often have a mix of
elemental offense, healing, and the ability to morph into animalsor elemental
spirits to become melee fighters. often a worshipper of nature.
rogues: Rogues are a diverse class that contains everything from dexterous
thieves, to treasure-hunters. Masters of stealth and infiltration, Rogues prefer to
attack when their opponent is least aware. They are quick but fragile, unable to
take heavy damage, and instead rely on their speed to dodge attacks and slip in
and out of the shadows to catch their opponent off guard.
scouts: the Scout combines high movement rate with superior sensory and
information-gathering skills, and often emphasizes stealth as well. Not
guaranteed to be very good at combat.
hunters: are woodsmen skilled at surviving in the wild. they may be lumped in
with Fighters or Rogues but more often than not are a separate tree of classes
all their own. Archery is generally their favored skill, although most can fall back
on swordplay if necessary. They may also be skilled in some form of wilderness
or nature magic.
bards: The Bard is a class specializing in music. Bardic songs are generally
useful for buffing allies, weakening enemies, status effects, and occasionally
damage, and of all the classes, Bards are the most likely to be good at
diplomacy with NPCs.
engineers: This is a character class that relies on technology to achieve ranged
controlling effects similar to a marksmen. They most likely have guns and
bombs as primary weapons, and employ stationary and/or mobile machines on
the battlefield.
brewers: combines items, magic or otherwise, to create potions or bombs to
use in a fight, often mixing them together during battle.
psychics: Psychics generally employ a combination of telepathy and
psychokinesis to attack the opponent's mind directly, or to deal damage to his
body. Some psychics claim to tell the future.
blacksmiths: Every village, town, and city has its own blacksmith. A
blacksmith is able to help his and his companions' attacks by encouraging them
and improving their weapons, and their blades are often a mark of great care
and dedication.

You might also like