Uncommon Time: Predecessor

Uncommon Time: Predecessor is a 2D, turn-based, tactics RPG made in Unity. The game is based on the RPGMaker game Uncommon Time.

Each party member has a unique mechanic (called a gimmick) and two upgrade paths. Currently the system is built under the assumption that every character will have 10 nodes per path, giving 20 upgrades total. Each path has a stat increase that is granted with every node unlocked.

Party Members


Alto Cantabile.

Gimmick: Buried Damage
Alto's gimmick is she will only take half the damage dealt to her, only to take the remaining damage three turns later. This damage is referred to as "Buried Damage" and is a requirement for some of her abilities. When Buried Damage is spent on abilities, Alto takes the damage instantly.

Path 1: Cracked
The "Cracked" path increases Alto's damage output and heavily relies on Alto being damaged to further increase her damage.
Path Stat Increase: +1 Power
Node 1: Embrace Scars (Increase power by 5% of buried damage)
Node 2: Vibrato (Deal and Take 20% more damage for 5 turns)
Node 3: Fire Lash (Physical/Fire Attack. AoE. Highest damage: Power * 6)
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

Path 2: Dutiful
The "Dutiful" path is Alto's Tank path, giving her taunts, buffs, and increasing her Buried Damage pool.
Path Stat Increase: +1 Power, +10 HP
Node 1: Swallowed Feelings (Bury damage for an additional turn)
Node 2: Inspire (Grants nearby allied units the Inspired buff and taunts all nearby enemies)
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
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Node 9: To Be Determined
Node 10: To Be Determined


Teagan Almace

Gimmick: Protect
Teagan's gimmick is she can choose a single party member and split half of any damage dealt to them between herself and the target. This split happens before resistance is taken into account.

Path 1: Savior
The "Savior" path increases Teagan's damage output and heavily relies on her Target being damaged.
Path Stat Increase: +1 Power
Node 1: Revenge (Whenever Teagan's target takes damage, Teagan increases her Power by 1)
Node 2: Fang Punch (Earth Attack. Single Target. Damage: Power * 8)
Node 3: Counter Attack (When Teagan's target takes damage, she performs a basic attack against the attacker if they are within range)
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

Path 2: Guardian
The "Guadrian" path is Teagan's Tank path, giving her self heals and the ability to heal her Target.
Path Stat Increase: +10 HP, +1 Power
Node 1: Blossom Punch (Teagan attacks her target and heals herself at the same time. Damage: Power * 3.5. Healing: Power * 3.5)
Node 2: Share Heal (Half of all healing Teagan dealt to Teagan is also dealt to her Target)
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined


Bravissima

Gimmick: Hunger
Bravissima is a fairy, and like all fairy she has no HP pool, but instead has an MP pool that acts as both her HP and MP. Unlike a normal fairy, though, she constantly loses MP and must drain living things in order to survive.

Path 1: Ashes
The "Ashes" path grants Bravissima better leech abilities and short range spells.
Path Stat Increase: +10 MP, +1 Power
Node 1: Digest Life (Overflow of MP damage becomes HP damage, allowing Bravissima to drain characters who lack MP)
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

Path 2: Embers
The "Embers" path grants Bravissima more long range spells and MP refunding on her spells.
Path Stat Increase: +10 MP, +1 Power
Node 1: Breath Upon the Embers (Get a refund on MP used in a spell equal to [Number of target hit] / [Number of tiles targeted])
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
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Node 10: To Be Determined


Fortissimo Cantabile

Gimmick: Illusions and Song
Fortissimo can summon up to three illusory copies of himself. Whenever Fortissimo uses a Sing ability, his illusions sing along, performing the same ability.

Path 1: Petty Revenge
The "Petty Revenge" path grants a number of songs that buff allies and damages enemies.
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

Path 2: Right to Rule
The "Right to Rule" path grants Fortissimo a number of songs that heal allies and debuffs enemies.
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined


Joseph Vega

Gimmick: Alchemy
Joseph uses player-determined formulas to create his concoctions that produce a variety of effects.

Path 1: To Be Determined
To Be Determined
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
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Path 2: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
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Node 10: To Be Determined


Hypatia Bonhuer

Gimmick: Wheel of Elements and Explosive Finisher
Hypatia has two types of spells: Builder Spells and Finisher Spells. Before Hypatia casts a spell, she chooses an element for the spell. If the spell is a Builder Spell, the spell activates the Elemental Spoke associated with the element chosen. If the spell is a Finisher Spell, then it casts the spell normally and then recasts the spell again for every activated Elemental Spoke on the Wheel of Elements. Each recast is in the element of the activated spoke.

Path 1: To Be Determined
To Be Determined
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
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Node 10: To Be Determined

Path 2: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined


Fugue

Gimmick: Berserker and Coward
Fugue has two ghosts she can summon in combat. Berserker and Coward. Fugue, after summoning a ghost, can imbue it with a role (Tank, Damager, or Healer). Berserker gets more powerful the more damage it has taken. Coward gets more powerful the more it has moved. Additionally, neither ghost nor Fugue can move more than 5 tiles away from each other, though both ghosts are not limited by their distance to each other.

Path 1: Protective
The "Protective" path is slated to be about increasing the power of Berserker and Coward while not increasing the power of Fugue.
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
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Node 10: To Be Determined

Path 2: Nurturing
The "Nurturing" path is slated to be about increasing Berserker, Coward, and Fugue equally.
Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
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Node 10: To Be Determined


Iithm "Old Man" Ghurab

Gimmick: Empathy
Old Man can move damage between himself and others, allowing him to take damage from an ally or transfer his own damage onto enemies.

Path 1: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
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Path 2: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
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Node 10: To Be Determined


Rashi Montel

Gimmick: Calendar
At the beginning of his first turn, he chooses 6 "laws" to follow, which are applied each turn. On his 7th turn, it is the sabbath, so he takes no action, but regains all of his spent MP. Afterward, his calendar clears and he chooses another 6 laws.

Laws:
"Goliath Principle" gives Rashi 50% more Power (damage/healing multiplier), but he can only damage the enemy with the highest HP% or heal the ally with the lowest HP%.
"Two by Two" gives Rashi +2 movement, but he can only move an even number of spaces.

Path 1: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
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Path 2: To Be Determined
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Path Stat Increase: To Be Determined
Node 1: To Be Determined
Node 2: To Be Determined
Node 3: To Be Determined
Node 4: To Be Determined
Node 5: To Be Determined
Node 6: To Be Determined
Node 7: To Be Determined
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

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