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

Alto
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.

Non-Path Starting Abilities
Hateful Cleave (Physical. AoE. Highest damage: Power * 3)
Charge (Physica. AoE. Movement. Highest damage: Power * 3)
Provoke (Taunt. Single Target)

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: Fire Lash (Physical/Fire Attack. AoE. Highest damage: Power * 6)
Node 2: Embrace Scars (Increase power by 5% of buried damage)
Node 3: Vibrato (Deal and Take 20% more damage for 5 turns)
Node 4: To Be Determined
Node 5: Born to Break (Take no damage from spent Buried Damage)
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: Inspire (Grants nearby allied units the Inspired buff and taunts all nearby enemies)
Node 2: Swallowed Feelings (Bury damage for an additional turn)
Node 3: Suppress (Sends all Buried Damage to the first nodes, essentially resetting the turn timer for all Buried Damage)
Node 4: To Be Determined
Node 5: Winter (Water. AoE. Expends all Buried Damage and applies damage based off of Buried Damage spent.)
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


Teagan Almace

Teagan
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.

Non-Path Starting Abilities
Protect (Single Target. Target becomes the character Teagan protects)
Treatment (Self-Only. Heal for 6 * Power and cures Poison and Bleed effects)
Forceful Punch (Physical. Single Target. Push: 3 tiles. Damage: 3 * Power)

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: New Leaves Dancing (Earth. Single Target. Damage: Power * 20)
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 "Guardian" 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: Iron Dragon Breaker (Earth. Single Target Damage. AoE Debuff. Reduces Physical and Earth resistance by 15%)
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

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. At the end of her turn, Bravissima's Hunger is doubled. At the end of her turn, she takes damage equal to her Hunger. Hunger is reset if she receives MP. There are tiers of hunger, which are 0-9, 10-49, 50-99, and 100+.

Non-Path Starting Abilities
Mana Theft (Any Mana damage Bravissima deals, she absorbs)

Path 1: Embers
The "Embers" path grants Bravissima better leech abilities and short range spells. Many abilities will increase hunger with use.
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), Fire Wave (Fire. AoE. Highest Damage: 5 * Power)
Node 2: Flame Rush (Fire. AoE. Movement. Highest Damage: 3 * Power)
Node 3: Feast Upon the Final Breath (If Bravissima defeats an enemy, her Hunger is reset)
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: Ashes
The "Ashes" path grants Bravissima more long range spells and MP refunding on her spells.
Path Stat Increase: +10 MP, +1 Power
Node 1: Cling to Normalcy (Get a refund on MP used in a spell equal to [Number of target hit] / [Number of tiles targeted] * Cost. Does not reset Hunger)
Node 2: Hunger to Power (Increase Power based on the current tier of Hunger)
Node 3: Suppress Hunger (Take half damage from Hunger)
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


Fortissimo Cantabile

Fortissimo
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.

Non-Path Starting Abilities
Summon Illusion (Summon. Summons an Illusion)
Cleave (Physical. AoE. Highest Damage: Power * 3)
Charge (Physical AoE. Movement. Highest Damage: Power * 5)

Path 1: Revenge
The "Revenge" path grants a number of songs that buff allies and damages enemies.
Path Stat Increase: Power +1
Node 1: Song of Denouncement (Physical. AoE. Song. Buff: Increases damage. Highest Damage: Power * 2)
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: Lordship
The "Lordship" path grants Fortissimo a number of songs that heal allies and debuffs enemies.
Path Stat Increase: Power +1
Node 1: Song of Denouncement (Heal. AoE. Song. Debuff: Decrease damage. Highest Healing: Power * 2)
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

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

Non-Path Starting Ingredients
Sharp (Effect. Heal. Turns: 3. Potency: 5 * Power)
Acid (Effect. Damage. Turns: 1. Potency: 7 * Power)
Slow Release (Time. Turns * 3. Potency * 0.5)
Fast Release (Time. Turns * 0.5. Potency * 1.75)
Pressurize (Area. "Cross" AoE. Potency * 0.5)

Path 1: Alchemist
To Be Determined
Path Stat Increase: +1 Power
Node 1: Instant (Time. Instant application of Healing/Damage. MP Cost *2. Potency * 1.5)
Node 2: Cilantro (Effect. Buff: Increase Power. Turns: 3. Potency 3.)
Node 3: Strong Arm (+1 Throw 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: Engineer
To Be Determined
Path Stat Increase: +1 Power
Node 1: Armor Coating (Effect. Buff: Increase Resist All. Turns: 5. Potency: 25%)
Node 2: Aerosolizer (Area. "3x3" AoE. MP Cost * 1.25. Potency * 0.5)
Node 3: Aerodynamic Designs (+1 Throw 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


Hypatia Bonheur

Gimmick: Elemental Charge
Hypatia has two types of spells: Builder Spells and Finisher Spells. Before Hypatia casts a Builder Spell, she chooses an element for the spell. The Builder Spell increases her Elemental Charge associated with the element chosen and restores some MP. If the spell is a Finisher Spell, it expends Elemental Charge as part of its cost to cast and applies an impressive effect.

Non-Path Starting Abilities
Focus (Basic Attack Replacement. Self-Only. Buff: +10% Damage.)
Summon Element (Builder. Single Target. Damage: Power * 3)
Rouse Body (Builder. Single Target. Heal: Power * 3)

Path 1: Harmony
The "Harmony" path is about building up a variety of elemental charges to unleash spells that have several elemental effects.
Path Stat Increase: +1 Power
Node 1: Armor of Ice and Stone (Single Target. Buff: Nullify Next Damage. Heal Damage: Power * 6)
Node 2: Fire Twister (Fire/Wind. AoE. Highest Damage: 9 * Power)
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: Purity
The "Purity" path is about building up a large amount of a single element to enact powerful, single-effect abilities.
Path Stat Increase: +1 Power
Node 1: Ice Prison (Ice. Single Target. Debuff: Stun for 1 turn. Damage: Power * 4)
Node 2: Wind Blast (Wind. AoE. Movement. Highest Damage: Power * 6)
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. 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.

Non-Path Starting Abilities
Summon Berserker (Summon)
Summon Coward (Summon)
Swap (Berserker and Coward swap places)

Path 1: Dysfunction
The "Dysfunction" path grants each character abilities that make them more powerful individually, to the detriment of the other two characters.
Path Stat Increase: +1 Power
Node 1: Bloody Thrash (Berserker. Physical. Single Target. HP-Cost. Damage: 5 * Power) Ectoplasmic Shot (Coward. Dark. Single Target. Damage: Power * 5)
Node 2: Throw Fugue (Berserker. Single-Target. Moves Fugue to designated spot)
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: Harmony
The "Harmony" path grants abilities to each character that are weak by itself, but can combo with abilities of the other two characters, causing it to be more powerful.
Path Stat Increase: +1 Power
Node 1: Provoke (Berserker. Taunt. Single Target) Healing Touch (Coward. Heal. Single Target. Heal: Power * 5)
Node 2: Pull (Berserker. Pull. Taunt. Single 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


"Old Man"

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.

Non-Path Starting Abilities
Pray (Basic Attack Replacement. Self-Only. Restore 100 MP)
Give Damage (Negate-Resist. Transfer Damage. Single Target. Damage: Power * 4)
Take Damage (Heal. Transfer Damage. Single Target. Heal: Power * 4)

Path 1: Teacher
To Be Determined
Path Stat Increase: +1 Power, +25 HP
Node 1: To Be Determined (Gain Power based on how close Current HP is to 0)
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: Martyr
To Be Determined
Path Stat Increase: +1 Power, +25 HP
Node 1: To Be Determined (Gains Power based on how close Current HP is to Max HP)
Node 2: To Be Determined
Node 3: Peace of Mind (Heals a small amount at end of turn)
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


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.

Non-Path Starting 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.

Non-Path Starting Abilities
Smite (Light. Single Target. Damage: Power * 5)
Prayer for the Body (Single Target. Heal: Power * 5)

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
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

Path 2: 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
Node 8: To Be Determined
Node 9: To Be Determined
Node 10: To Be Determined

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