You are a phantom for Marona and you have a role to help her get stronger, but you gain strength or work while Marona is out fighting. Each island let you gain more Items to forge into new items or sell for money. You play as a Phantom that is trying to gain power to help Marona in her goals.
The role of each type:
The Warriors are Masters of battle. Mostly with a boost to HP and an optional boost to another stat for their type of play. The worriors are the ones that get to picked to take out the 30 small fry or help with the big boss. Takes 20% less damage rounded up (12dmg * .2 = 2.4 = 3 less damage). The may not be the hero, but they make life easier for them.
The Mage is the super nova of the party. A large pool of Mana to cast with, makes up for there short Summon Timer. The mage is key for taking advantage of enemies weakness and doing massive damage or healing for every thing you got. The damage done by a mage is up by 50% rounded up. You may not be the hero, but you can save them.
The Merchants are master of sales and creations. With a list of things their Skills can help them make to sell or use on the battle feild for the party. The Merchant both make the equipment for the group and finds matirale to forge into new Item to sell and gain access to even more ressapeaic. Merchants have a 30% chance of finding matrirales and get a dice bounce on there specialty items. You may not be the hero, but you made their weapon.
Equipment
There are three equipment Types: Weapons, Armor, and Accessory, Each of witch has base stat that they effect.
Weapons with an up to Mana, Strength, or Dexterity.
Armor with Health, Skill, or Speed.
Accessories with Intelagnts, Summon Effects, Health, or Mana
Iron Breast Plate F Grade
Armor 5: +13 Health, -5 Mana, -2 Speed
Drop rate 1d10
Items
There are two item Types: Consumables, they are one time uses and materials used to make other things. Materials can be found as you adventure or bought from the merchants.
Iron Ore E Grade Blacksmith
Basic ore for making any and all weapons and armors.
Weapons: +2 Damage; - 2 Mana
Armor: + 3 Health; - 1 Speed
Drop rate: 2d10
Drop Number: 1D6
The type of merchants are: Blacksmith, Alchemist, and Librarian.
Merchants have Summon Timers of d6 + 2
Blacksmith are the crafters of weapons and armor, and have the Strength and Health to match with a +2 to each.
Alchemist are the makers of powerful consumables, from potions to bombs the burst in vines. They gain a +1 to Skill and +2 Dexterity.
Librarian are the embuers of magic into everything and everyone ( except consumables). They gain a +1 intelligence and +2 Mana.
The type of Worriors are: Archer, Runeknight, Valkyrie/Fighter
Warriors have Summon Timers of d10+3
Archer are the rang Weapons users. This allows them to do damage to any enemy on the feild. They gain +2 Dexterity and +1 Speed.
Runeknight are the magic using worriors hitting weakness when they attack. They gain +2 Speed and +1 Mana.
Valkyrie/Fighter are front line worriors, doing massive damage to the enemy's forces. They Gain +5 Health and +2 Strength.
The type of mage are: Wizard, and Healer
Mages have Summon Timers of d4 +1
Wizard use spells to take out crowds or Bosses with massive damage. They gain +2 intelligence and +5 mana.
Healer keep the party going with health restoration and buffs while debuffing the enemy. They gain +2 intelligence and +3 skill.
The islands is every adventure, and each has a deck. Each person at the table takes turns adding things to the deck (a standard deck of cards will do), both Monsters and Items to the card value. After the deck is made the GM rolls a d8 to see how many sections the island has that is how many battles before the party can complete the Job and clam the reword, that or the deck runs out.
How to make Your Character.