Milor's Labyrinth

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    Ippy
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    Milor's Labyrinth

    Post by Ippy on Wed Nov 19, 2014 4:19 pm

    *reserved*



    Last edited by Ippy on Fri Jan 16, 2015 2:58 pm; edited 8 times in total
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Wed Nov 19, 2014 4:26 pm

    The dreaded necroplague has come to the kingdom of Ataraxia on a wailing wind.  The dead are rising from the graveyards, ghosts are ranging out from their haunts, and vampires grow bolder each night.  It's only a matter of time before the armies and behemoths of ancient battlefields resurface... AS ZOMBIES.  The apocalypse is bearing down, and all the combined knowledge of Ataraxia's wizard's towers can't stop it.

    King Doran has become desperate, so desperate as to reach at straws.  There is, nay, was, a legend.  A legend of the mad mage Milor who unlocked the secrets of the universe and existence.  A  man that__$@!!!24034683... . ... . .. ......

    WHY HELLO READER!  I AM THE MAGNIFICANT YEBEARD SULTAN FANTASMIC OMNIBOSS ARCHWIZARD-WITCH NECROMANCER RULING ENCHANTER RULER MILOR THE MAGNIFICANT, FIRST AND LAST FORERUNNER OF HIS AND HER FIRST NAME.  AND LAST NAME.

    You may call me as such.  But never include my last name.  I hear, see, smell, and the whole seventeen, the offer of your fictional King Do-Ran.  He offers anything and everything in his power for you to come to my labyrinth, and wish the necroplague away.  WEAK.  Do-Ran does not understand wishes.  I offer you IMAGINATION.  Come.  Forget the trivialities of religiosity and zoo-keeping.  WISH.  Come and find me, conquer my labyrinth!  I shall give your character IMAGINIATION.

    ...... .. . ... . ...38643042!!!@$__an has offered even his own life.  In his desperation, he would declare a state religion, forfeit the kingdom treasury, anything to repay the wish of removing the necroplague and the foul undead.  The legend is no longer; Milor's mythical labyrinth has been found through the efforts of treasure-seekers everywhere.  The King has setup a fairgrounds at its entrance, offering discounts and subsidies on all manner of goods and equipment that could be useful for dungeon-plunging.

    For this campaign, you will play the role of a character interested in betting their life against Milor's labyrinth, a place where none (allegedly) have returned from.  You will party together with the other player characters, and aim for the ultimate goal: a wish granted by Milor.

    I will now slowly be posting rules so that anyone may correct/question any nonsensical statements I've written.  That being said, keep in mind I'm presenting an incomplete set, and some inquiries will simply be answered later.

    Modus Operandi:
    Play will begin after character creation as the party enters the labyrinth.  Whenever the party enters a section of the labyrinth I as GM will post a description of the area and if there are any events that must immediately be dealt with (most commonly, combat).  Once all such events have been satisfied, players are free to interact with the area, which will be resolved in order of posting (unless the players agree to change order).  This includes  moving to another area.  The party never splits: if a player moves to a new location, the whole party is moved.  If another player did not get a chance to act in an certain area before the party moves, they may still do so retroactively if they are performing a simple interaction.

    Whenever a player posts, they will include a 'character header' containing the following information: character name, current HP/MP/SP, max HP/MP/SP, current threat level, and any conditions or status effects the character may be under (including remaining durations, if applicable).  Players are largely responsible for tracking these numbers, as well as their own Exp/Wxp.  When a character levels up, the player informs the GM (Exp, along with other statistics, will be maintained by the player on a character sheet).  Players are also responsible for rolling all foreseeable random values related to their character.  For example, when a character declares an attack against a monster the controlling player should roll for hit chance and proc chance of the attack.  Die rolls will be honor-system; if you fudge a roll you're trying too hard.

    Once the game enters 'combat mode,' player and non-player combatants will duke it out in a round-based sequence.  All the players of the party will post the action(s) of their character for the combat round.  If a player believes they will not be able to post in a timely fashion, it is recommended they designate a proxy player to take the round(s) in their place.  If a player desires to take some action they're not sure is legal, they should post both the desired action and a backup action (this likewise applies to non-combat), so the turn can be resolved within a single posting.  Once all the characters have declared an action, the GM will post the results of the round and the next round will begin, repeating until combat is resolved.  Characters that remain inactive for two consecutive rounds will be assumed to have taken the 'flee' action on the third round (baring stuns and similar status effects).
    Character Stats:
    Characters and most monsters are defined by a set of statistics.  Note that the game rounds fractional values in the way least beneficial to PCs.  The statistics are as follows:

    Health
    Characters have a max number of hit points (HP) equal to 5x their health stat.  A character with half or less their HP remaining has the 'injured' condition.  A character with half their level in HP remaining has the 'wounded' condition.  A wounded character must expend double the normal stamina.  A character who loses all of their HP dies.  Their corpse becomes a quest item, and is transferred to the party inventory.

    Mana
    Characters have a max number of magic points (MP) equal to 5x their mana stat.  Mana is used by characters to fuel magic, such as that of spells or equipment.  There are no innate negatives for lacking mana.  Mana is regained primarily through the use of items.

    Stamina
    Characters have a max number of stamina points (SP) equal to a base value of 100.  Stamina is expended to perform most actions a character can take, such as jump or attack.  Out of combat, stamina is assumed to be at max value under normal circumstances.  During combat, 30 SP can be regained through use of the 'quick rest' action.

    Attack
    Characters deal additional damage with weapons equal to their attack stat.  Certain objects may require a minimum amount of damage dealt in a single attack to break them.

    Skill
    Characters add their skill statistic to their weapon proc chance 3x their skill to weapon hit chance.

    Spell Might (SM)
    Characters which cast spells will find spell might improves their potency.  Amongst other spells, spell might tends to improve spells which deal damage, buff allies offensively, and weaken enemies.

    Spell Power (SE)
    Characters which cast spells will find spell power improves their potency.  Amongst other spells, spell power tends to improve spells which heal, buff allies defensively, and weaken enemies.

    Spell Slots
    Characters may only cast spells which they have 'slotted.'  During combat, slotting a spell is an action.  Spells are normally slotted from scrolls or spellbooks.  Certain spells can require multiple spell slots to properly 'slot' them.  A character may freely choose what spells they have slotted while out of combat, and thus enter combat with pre-slotted spells.  The default amount of slots available to a character is two, improvable through perks and items.

    Tough
    Characters add their tough stat to their physical defense and half of it to their elemental defense.  Tough may also influence situations of bodily fortitude.

    Dodge
    Characters with high dodge perform better in situations of sudden reflex.  Dodge also increases 'avoid' (reduces hit chance of attacks targeting the character) by 3 and 'evade' (reduces proc chance of attacks targeting the character) by 1.

    Resist
    Characters add their resist stat to their magic defense and half of it to their elemental defense.  Resist may also influence situations of magical or mental vitality.

    Luck
    Characters reduce the chance of being inflicted by a harmful spell or spell-like effect based on their luck stat.  Luck is sometimes used in place of dodge when decreasing the proc chance of certain weapons.  Luck may also influence situations of pure chance.

    Speed
    Characters attempting to perform actions before other characters rely on their speed.  When such a situation rises (like during a combat round), the order of action execution is determined by 'initiative.'  Initiative is calculated per round or situation as: speed * speed multiplier, where speed multiplier is a randomly determined value between .5 and 1.5 (50 plus an 100-sided die, divided by 100).  When a character performs the 'flee' action in combat, they compare the combined initiative of their fleeing allies to the combined initiative of enemies that would pursue them.  The flee command is successful if the allied initiative is higher.  Otherwise, fleeing character(s) exit combat at the end of the round.  A character which has fled cannot reenter combat or affect it in any way due to the fairness magic permeating Milor's Labyrinth.

    Threat
    Characters that accrue more threat are more likely to be attacked by monsters.  Inversely, characters with relatively (in comparison to their allies) low threat are unlikely to be targeted.  Some monsters might make combat decisions based on other factors, like Litheranjre, Milor's 4-ton moth-beast.  Litheranjre absolutely detests fire.  DETESTS IT.  That thing will go ham on any character wielding fire.  But it won't go near them, oh no; it'll just switch to ranged magical attacks.

    Opportunity Actions
    Characters normally have a single opportunity action.  Various events during a combat round allow a character to perform multiple actions on their next turn, although these actions are usually limited one action type.  A character may perform a number of these types of actions per round equal to their opportunity stat, although it is possible to lose these actions in other ways (such as blocking).  Every character is entitled to an opportunity attack against an enemy if they hit that enemy with an attack and that enemy uses a ranged attack later in that same round.

    Job
    Characters gain a number of job points equal to their job stat.  A job point, once gained, must be immediately and permanently expended to increase a character's capacity in a job by one.  To complete a job a character rolls 1d20 and adds their capacity in the relevant job.  If this equals or exceeds the job's DC (secretly determined by the GM), the character completes the job.  The jobs are as follows:

    Academia: Intellectual/Artistic Pursuits
    Athletics: Physical stunts and performances not falling under finesse.
    Basket-Weaving: Max it to the detriment of your other statistics and you'll still win.
    Deception: Lying, acting, tricking.
    Diplomacy: Persuasion, making friends.
    Finesse: Acrobatics, dexterity, fine hand movements, escape artist.
    Perception: Detection based on available senses.
    Magic: Interactions with magic sites and items.
    Medicine: Poison, healing, identifying hazards.
    Mechanics: Operating machinery or complex devices.
    Sense: Insight, getting a clue, empathy.
    Stealth: Eluding perceptions and senses.

    Defenses and Damage Types
    Characters possess four different defense stats: physical defense, elemental defense, magic defense, and divine defense.  Physical, elemental, and magic defense are determined by the tough and resist stats of a character.  The divine defense of a character is equal to the character's level.  Whenever a character would take damage, they reduce that damage by a number equal to the relevant defense (ie, physical damage is reduced by physical defense).  Damage that has no type is not reduced by defense.  Damage can have a subtype as well as a supertype.  Examples of damage types include: magic, physical slash, physical pierce, divine chaos, and elemental ice.
    Equipment & Inventory:
    During their adventures, characters may come across a variety of items.  Most, if not all, items have an item level.  Characters can place these items in their 'inventory,' a dimensionless space of boundless capacity.  A character always has access to any item in their inventory, unless the item specifies otherwise in its descriptions.  Activating an item in combat is considered a 'use item' action, which takes up the using character's turn and expends 5 SP unless otherwise specified by the item.

    There are three special types of items that a character can 'equip.'  Equipping an item in combat is a 'equip item' action, which takes up the equipping character's turn and expends 10 SP.  A character may only have one of each of these three item types equipped at any time.  The three equip types are 'weapon,' 'armor,' and 'trinket.'

    Weapon
    With a weapon equipped, a character can perform the 'attack' action.  In order to attack, a character must expend a number of SP equal to their weapons SP cost.  The attacker rolls 1d100 for hit chance and 1d100 for proc chance.  If the d100 is equal to or less than the hit chance, the attack deals damage.  If the attack hits and procs, the weapon's secondary effects activate.  Attacks made by the weapon generate threat for the character equal to the threat of the weapon.  Weapons are categorized into 'weapon classes' which heavily  influence the kinds of maneuvers the weapon can perform.  In summary, all weapons have at least these basic statistics:
    -- Weapon Class (cls)
    -- Damage (dmg)
    -- Hit Chance (hit)
    -- Proc Chance (proc)
    -- SP cost (SPC)
    -- threat (thr)
    -- secondary effect (sec)

    Armor
    Armor primarily serves to provide stat increases to characters, normally of the defensive variety.  Exotic armors may also perform other functions.  Armor also determines a characters "passive" or "initial" threat level.  Thus a character which does not equip armor skips out on its benefits in favor of avoiding being targeted by most monsters during the first round of combat.  

    Trinkets
    Trinkets are similar to armor in that they can provide stat increases, but are different in that they tend to be more specialized.  Trinkets often provide the character unique options or boons.  The purpose of one trinket compared to another can be highly discrepant.

    Party Inventory
    Certain items can be placed in the 'party inventory,' which is an inventory accessible to all characters at all times.  Quest items, unless otherwise noted, can only be placed in the party inventory.  Players are responsible for tracking the party inventory.
    Spells and Maneuvers:
    Spells
    In order to cast a spell, a character must have a copy of that spell available in some form, most commonly by having it slotted.  Unless otherwise specified, it costs 10 SP to perform the 'cast spell' action.  Casting a spell usually costs mana, which can differ between spells.  Spells can belong to one of four magic schools: nature, cult, heaven, or weave.  

    Weapon Experience
    As a weapon is wielded a character gains experience in its use.  Each time a character earns 100 weapon experience (Wxp), they improve their proficiency with that weapon by 1 and their Wxp with that weapon is reset to zero.  It is a player's responsibility to track Wxp and inform the GM of proficiency ups.  When a character gains proficiency in a weapon they will be given a choice between two improvements.  These improvements can include learning a new maneuver, mastering a known maneuver, learning a mastered maneuver of another weapon of the same class, increasing the weapon's item level, and so on.  While there is no limit to the proficiency that can be gained with a single weapon, a character may only retain knowledge of four maneuvers per weapon.  If a character learns a fifth maneuver with a weapon, they must forget a previously learned maneuver.  If they cannot or do not wish to, the proficiency gained is wasted.  Mastered maneuvers may not be forgotten.

    Maneuvers
    There are many types of maneuvers, such as sword techniques, combo finishers, and stances.  With the exception of stances, maneuvers are essentially special attack actions loaded with additional effects or modifications. A maneuver might increase damage at the cost of additional SP, for instance.  While maneuvers can be used as a main action, maneuvers may not be traded out for whenever a basic attack is appropriate (attacks of opportunity are basic attacks, not maneuvers). Weapons draw maneuvers from a maneuver list associated with their weapon class(es), although some weapons have unique maneuvers unavailable to other weapons.

    Stances
    Stances are a unique kind of maneuver that are passive rather than active.  A character may only be in a single stance at one time.  Entering, switching, or exiting a stance is an action that requires a turn, but can be done the same turn as a basic attack action.  Stances can also be entered outside of combat, so that a character begins combat in a preselected stance.  If a character equips a different weapon, they lose their current stance unless the new weapon also has the stance as a learned maneuver.

    Combo Chains
    Particular maneuvers can be chained together to create a combo.  To begin a combo a character must land a 'setup' maneuver against a target.  Hitting with a setup attack enables the attacker to perform a 'distraction' maneuver against that same target.  A character cannot use a setup attack on a target after hitting with a distraction or setup maneuver.  Distraction maneuvers must follow a setup, they cannot be used in isolation.  Missing the distraction attack or performing any other action besides the distraction attack ends the combo.  If the distraction attack connects, the character may end the combo with a 'finisher' maneuver, the powerful payoff to combos.  Performing an action other than a finisher attack ends the combo.  Finisher maneuvers must follow a successful distraction attack, they cannot be used in isolation.

    Techniques and Foci
    'Techniques' are the most common form of maneuver.  Unlike combo maneuvers, techniques may be repeatedly used against the same target, hit or miss.  A 'focus' maneuver is a technique that does not include an attack-- it is used purely for its special effects.
    Food and Rest:
    Each day of play a character must consume a suitable amount of food and gain a sufficient amount of sleep  in order to avoid stamina reduction.  A 'day of play' is a time unit as determined by the GM and does not coincide with a real-world day.  A warning will be provided before a game day comes to an end.  Failure to eat or sleep by this time will impose a -25 max stamina penalty for each absence.  Low quality rest and foods may reduce the severity of the penalty, but do not necessarily eliminate it.  Sleeping the day away will recover 25 max stamina lost to exhaustion while high quality foods can recover max stamina lost to starvation.
    Character Leveling:
    Leveling
    Characters gain a level whenever they gain their current level x5 in current Exp.  That Exp is then added to the character's total Exp while any remaining Exp carries over to the next level.  Once a character has reached level 5, they gain a perk at every level up, choosing from one of three perk choices granted by the GM.  Characters also gain 10x their new level in level points (LP).  Characters can save LP for use later, or use it to increase the following statistics: health, mana, attack, skill, spell might, spell power, tough, dodge, resist, luck, speed, or job.  The cost to increase a stat by one is equal to the new value of that stat.  Thus, increasing a stat from 0 to 5 costs 15 LP (1+2+3+4+5).

    Character Creation
    Player characters begin at level 5, and thus will have 150 LP, 1 perk, and 50 total experience.  Stats begin at zero, so a character which doesn't start dead will begin with 149 LP and 1 health (5 max HP).  Regardless of a character's background, some sequence of events or another have rendered them with a measly 100 Atars (currency in Ataraxia) to spend at the fairgrounds to acquire their initial equipment and inventory.  Players will need to maintain a character sheet containing their character's stats, inventory, perks, status, information, experience, maneuvers, spells, wealth, etc.  This is a prime location to place such trivialities as a character's personal history, appearance, theme music, and other such data.  These things are purely optional, although a character's name, race, age, and gender (non-binary) are not.  The playable races are: human, elf, dwarf, and orc.
    Playable Races:
    Racial Spells and Items
    Certain spells and items will be linked to a race.  In regards to spells, if you are not of that race, the spell requires an additional spell slot to slot and cannot be cast from a scroll without a magic job roll.  The rules of racially-linked vary dependent on the item type, and will be discussed on a by-need basis.  Know that race restrictions can always be overcome.

    Humans
    Humans make up the majority of Ataraxia's population; to be precise, it is a human kingdom.  Most of the other races regard humans as predominantly foolish.  Human experts, however, like to point out how humans are the golden standard, the ideal, the cream of the crop, when it comes to such areas as: technology, a regulated currency, criminal records, public education, industry, territory, quantity of religions, population, cotton harvests, and massive wars.

    Human PCs begin play with an additional perk for being more main character than the other races.

    Elves
    Elves are the least populated yet longest lived of all the races.  Their meager numbers have taken to building beautiful villages in Vilrael groves: sky-soaring trees with thick, twisty trunks.  The fact that these groves have managed to exist for eons despite the passing of empires and warlords is likely testament to the elvish knack for controlling the lesser species diplomacy.

    Elf PC's may select 3 of the following bonuses, on account of being superior:
    +2 athletics
    +2 academia
    +2 deception
    +2 diplomacy
    +2 finesse
    +2 magic
    +2 medicine
    +2 perception
    +2 stealth

    Dwarves
    Dwarves, unlike the other races, are not native to Ataraxia.  The necroplague isn't really their problem, but they still are flocking to the fairgrounds for "glory," "money," "duty," "self-peace," "stonework," "adventure," "getting away from the parents," "how far down does the labyrinth really go," "this is some kind of life-risking festival?  AWESOME!" ...amongst other various reasons the foreigners have given.

    Dwarf PCs gain 2 SP on each of their turns and may ignore stamina costs for 1 round once per "event."

    Orcs
    Fugitives from a ruined land, Ataraxian orcs have made every attempt to preserve their vibrant culture in an hostile, well-established country.   Resentment still lingers with the humans due to ancient wars, but it cannot be argued the modern trend is one of temperance.  The volatile and passionate race is no longer regarded as bestial,  but are rather respected for their principles and loyalty.

    Orc PCs have the following qualities, for being savage ingrates:
    > Can see in the dark
    > Have a strong sense of smell
    > Exceptional strength
    > More fearsome presence (no effect on threat)

    Fairgrounds Shoppe


    Weapons:

    All available weapons are level 5.

    Fisticuffs 9 Atars
    A classic, a favorite.  It takes a true warrior to delve into almost certain death armed with only fisticuffs.
    Martial weapon class/Physical Crush damage type/3 damage/75% hit chance/10% proc chance/6 SP cost/2 threat generated on attacks/target loses action for the round secondary effect

    Hedge Wand 10at
    It appears this vendor is trying to sell you a bush twig...
    Implement, Ranged/Magic Arcane/2 dmg/100 hit/10 proc/5 SPC/4 thr/gain 1 MP

    Home Handgun 17at
    A handgun of custom design.  Not very trustworthy, but it fires bullets.
    Gun/Physical Crush/8 dmg/40 hit/40 proc/5 SPC/5 thr/3 bonus dmg

    Hunting Bow 14at
    A commonly crafted bow, proven time and time again.
    Bow/Physical Pierce/4 dmg/80 hit/5 proc/6 SPC/Critical Strike 2xdmg

    Lumber Axe 18at
    The glistening blade and steady handle really drive home how well this must cut trees.  The number 11 engraved at the base must be a count of trees felled.
    Axe/Physical Slash/8 dmg/55 hit/0 proc/15 SPC/5 thr/bleed 2 damage for three rounds

    Nailed Board 12at
    A real pain to put out Atars for, but alas you've no nails nor boards.
    Bludgeon/Physical Pierce/5 dmg/60 hit/10 proc/5 SPC/2 thr/poison 8 elemental toxic damage for three rounds

    Scout's Sword 15at
    An endless debate rages on whether the scout's sword is better than the soldiers.  The vendor swears by the scout side.
    Slim Blade/Physical Slash/4 dmg/85 hit/15 proc/7 SPC/3 thr/'exposed' for 3 rounds

    Soldier's Sword 15at
    The most available weapon on the market.  There's more of these than fisticuffs.
    Broad Blade/Physical Slash/5 dmg/75 hit/5 proc/8 SPC/ 4 thr/3 bonus damage

    Soldier's Crossbow 17at
    The weapon most iconic to Ataraxian militaristic supremacy is not the sword, lance, or firearm.  It is much simpler.
    Bow/Physical Pierce/6 dmg/65 hit/0 proc/10 SPC/4 thr/ignore half target's defenses

    Stick of Smiting 8at
    At glance, it appears a larger, thicker hedge wand.  But it is so much more.
    Bludgeon, Implement/Physical Crush/2 dmg/75 hit/50 proc/5 SPC/3 thr/deals divine smite damage

    Sword and Board 13at
    Toys of play that look more in place between a child's hands than a dungeon delver.
    Broad Blade, Shield/Physical Crush/4 dmg/70 hit/20 proc/12 SPC/4 thr/'shields up' for 1 round (+50% block chance)

    Tavern Dagger 11at
    An ill-kept tool of "defense."
    Smallhand/Physical Slash/2 dmg/80 hit/25 proc/2 SPC/2 thr/'poison' 8 toxic damage for three rounds

    Wanderer's Staff 10at
    The classiest weapon of them all.  Indicative of philosophic minds.
    Polearm/Physical Crush/3 dmg/70 hit/45 proc/7 SPC/3 thr/target acts last in the round

    Armors:

    All armors are level 6.

    Home Plate 20at
    A kind soul is willing to sell their family heritage for your survival.
    Heavy category/16 thr/+4 physical defense

    Soldier's Mail 16at
    The mainstay of Ataraxian frontline troops, designed against lightning attacks of ancient orcs and fire attacks of the modern day.
    Medium/12 thr/+3 physical defense, +2 elemental defense

    Chain Shirt 10at
    Why make a shirt of chains they said.  It'll be useless they said.
    Light/6 thr/+4 physical defense against ranged attacks, +1 defense against pierce damage

    Leather Jacket 12at
    Perhaps not the most protective of armors, but most certainly cool.
    Light/6 thr/+1 physical and elemental defense, +5 avoid

    Practical Clothes 7at
    Because anything is restrictive.
    Absent/2 thr/+2 speed

    Apprentice Robes 14at
    Robes given to students of the wizard towers.
    Absent/2 thr/+3 magic defense

    Trinkets:

    All trinkets are level 5.

    Magic Feather 15at
    A pristine feather emitting faint orange and teal light.
    +6 speed the first round of combat, +2 on other rounds

    Wizard Hat 10at
    Crinkly, scrunchy, and singed.  Still works.
    +1 spell slot

    Hypnotic Pocket Watch 21at
    After much scrutinization, the vendor of this item says he can't really think of much else to add.
    25%-luck chance to lull a target to sleep for hours or control a sleeping target for a round. Successive attempts to control a previously controlled creature have a 60% chance of success. Failure to control a sleeping target will wake it and alert it to the attempt.

    Charger's Trumpet 11at
    A small golden trumpet lined with Ataraxian banners.
    Incites self and ally to go first.  Requires 3 rounds to recharge.

    Menacing Mask 14at
    Gazing upon this mask invokes a desire to smash it.
    +9 standing (initial) threat

    Windy Chalice 16at
    When attached to a person, this chalice blows incoming projectiles off course.
    +20 ranged attack avoidance

    Armband of Bodily Resilience 13at
    This wide armband is difficult to get past the elbow, but features a splendid scene of forest animals.
    4 reduced damage from bleed, poison, and rot.

    Skirmisher cloak 15at
    A billowing cloak that conceals the body.
    +10 avoid, +20 speed when fleeing

    Belda's Oath 14at
    Belda's story is legendary, and a perfect complement to those who would brave the labyrinth.
    +5 skill, -5 luck, -5 evade

    Symbol of Despair 7at
    A skin mark representing surrender to an inevitable doom.  Although it originated with the elves, symbols of despair became widely popular amongst orcs during their exodus to Ataraxia.
    Increased susceptibility to unfortunate events.

    Spell Scrolls:

    All spell scrolls are level 5 and cost 12at.

    Heal
    As the first spell invented in historical records, heal is a reminder of the good magic can achieve.
    Heaven-type magic/7 mana cost/5 threat generated. Heals target for 8+SE HP.

    Lance of Wrath
    A culminated shaft of pure destructive fury, for when something just needs to revoked from existence.
    Heaven/10 MP/7 thr. Deals 15+120%SM divine smite damage to a target. Bypasses defense, damage reduction, and damage

    resistance granted by status effects.


    Spiritual Armor
    "For those of us who cannot be brave.  For those of us whom the fates have tossed aside." -Acolyte Xin
    Heaven/6 MP/3 thr. Confers divine boon for 5 rounds to a target, providing 3+40%SE magic defense, divine defense, and luck.

    Reverse Damage
    The wise cleric protects and does battle all at once.
    Heaven/5 MP/4 thr. Confers divine boon for 1 round to a target. Boon is discharged upon taking non-status damage, negating up to 5+SM+SE of that damage and returning it to the source as divine smite damage.

    Embers
    "She did not have room for tears. While the rest of us cried before the burning grove, I could see the cinders reflecting in her eyes." -Chronicler Suviel Tel'Dese on Yemvrin the Scorch.
    Nature/9 MP/5 thr. Applies elemental curse for 3 rounds to two targets and deals 3+SM elemental fire damage on cast.  Deals 5+SM elemental fire damage at the start of each turn.

    Rainfall
    The wizards of Ataraxia realized the applications of the orcish raindance and were swift to develop their own counterpart.  The spell has since become a staple of agriculture and machinery.
    Nature/5 MP/1 thr. Magical environment spell (lasts its level in rounds unless otherwise noted). Creates rainfall. The water created lasts indefinitely.

    Visage of Bear
    Creates a radiant, larger than life image of a bear about the caster, unleashing a mighty roar upon cast.
    Nature/3 MP/6 thr. Self-targeting physical boon, 3 rounds. Increases threat by 200%SM and attack by 3.

    Cleansing Waters
    The waters of the Beyarti have always had restorative properties. Translating this phenomena into a spell was a simple matter.
    Nature/4 MP/3 thr. Removes 6+SP levels of curses from the target. The spell chooses which curses.

    Elemental Bolt
    The first lesson of any aspiring Ataraxian magician is how to conjure the base elements. Hurling them at something mean isn't much of a step higher.
    Weave/2 MP/4 thr. Deals 5+SM elemental ice, elemental fire, elemental lightning, or elemental acid damage, caster's choice.

    Wings of Will
    Wizard's towers are astounding tall and needle thin: the design is not for practicality, but for learning.
    Weave/6 MP/1 thr. Grants target magic boon for 4 rounds. Gains flight and 3+60%SP dodge.

    Relative Motion
    "The orc was trying to swing his axe at me, and I said to him-- you see he was already angry-- I said 'you seem a little slow.' The best part is it took him a bit to yell back with his stupid tongue." -Magistar Thormir
    Weave/5 MP/3 thr. Deals 10+SM magic wither damage and applies 10+SM stacks of 'Relative Motion' magic curse for 10 rounds. Whenever an ally would gain an action of opportunity relative to the target, they may expend 10 stacks rather than their own action of opportunity.

    Fractal Image
    In the year 663 the plethora of laws regulating illusion magic were abolished and re-instituted under this single law: no applications which the common mind would call criminal. Ataraxian law doesn't reign over the labyrinth.
    Weave/3 MP/1 thr. Creates a flat, copied image of the target before the target with 5+SP HP for 2 rounds. The image absorbs all incoming damage and spell levels until its destroyed (it loses HP equal to the spell level and negates/weakens the spell).

    Melt Flesh
    Any cultist's go-to method for ruining someone's day.  Or life.
    Cult/5 MP/6 thr. Deals 5+SM magic wither damage to the target. Applies 'sting' elemental curse for 1 day, reducing elemental defense by 3. Applies 'bleed' physical curse for 1 day, dealing 2 damage each round.

    Waves of Exhaustion
    The spell, in the arms of select few wizards, has been the deciding factor of numerous Ataraxian victories in war.
    Cult/5 MP/8 thr. Has a 100+10*SP-15*Luck %chance of reducing each enemy's SP by 30. Grants an opportunity cast of this spell next round upon casting.

    Vampiric Edge
    It cannot be denied that the necroplague, despite all its horrors, has spurred an advancement in the field of magics.
    Cult/10 MP/3 thr. 4 round magic boon to target. Attacks deal 2+40%SM extra damage and heal for the same amount.

    Ruination
    "The allure of the dark arts is not power, but rather bringing low those that think themselves safe." -Nym
    Cult/7 MP/4 thr. 2 round divine curse to target. Reduces attack and physical defense by 2+60%SP.

    Tools:

    Healer's Kit Level 5, 9at
    DC 10 medicine check to heal 3 HP.  20 uses.

    Locksmith's Kit lv5, 11at
    Opens locks with +2 to the mechanics check. Can create locks (mechanics). 5 uses.

    Lockpick lv5, 2at
    Opens a lock with a +2 to the finesse check.  Item is broken on failure.

    House Stuff lv5, 14at
    Includes common household items, like silverware, tongs, or writing materials.

    Artist's Satchel lv5, 8at
    Creates paintings with a +2 on the academia check. 3 uses.

    Lexion lv5, 7at
    Capable of translating small phrases of unknown languages with an academia check.

    Climber's Pack lv5, 10at
    Enables climbing where it might otherwise be impossible.  +2 to athletics checks to climb.  Can break in scenarios of extreme failure.

    Rope lv10, 5at
    Varied uses.  Finesse to create binds/knots.

    Shovel lv5, 4at
    Not a viable weapon. May dig up to level 5 grounds.

    Musical Instrument lv5, 8at
    Perform music (academia).

    Tinker's Bag lv5, 12at
    Required for various mechanics checks.  Confers a +2 bonus. 10 uses.

    Disguise Case lv5, 9at
    Creates disguises with a deception check. 3 uses.

    Hooded Lantern lv3, 2at
    Creates a small sphere of dim light. 30 uses.

    Bullseye Lantern lv3, 2at
    Creates a cone of dim light. 30 uses.

    Bright Torch lv2, 1at
    Creates a sphere of light.  2 uses.

    Bag of Acorns lv5, 2at
    Dispenses acorns. 3 uses.

    Scout's License lv5, 12at
    Enables user to loosely scout an adjourning area with a +2 bonus to the stealth check to avoid detection. 3 uses.

    Raw Basket Materials lv10, 8at
    DC 14 basket-weaving check to create a level 10 basket. 3 uses.

    Trap Disarm Kit lv5, 10at
    Disables traps with a +2 bonus on the mechanics check. 5 uses.

    Cooking Pots lv5, 10at
    Converts food into tasty food with a basket-weaving check. 10 uses.

    Tent Dressing lv5, 7at
    Hides an entire campsite with a +1 to the stealth check. 5 uses.

    Sabotage Device lv5, 15at
    Paralyzes mechanical opponents with a +2 to the mechanics check. Duration based on check. 3 uses.

    Torture Tools lv5, 11at
    DC 11 medicine to apply a level 5 torture.  Failure indicates the target has been compromised and will suffer from further torture. 3 uses.

    Bedroll lv5, 0at
    Provides complete rest in up to level 10 environments.

    Screamers lv5, 6at
    Common pests, these tiny black-balled creatures literally scream their life out when suddenly disturbed.

    Spell Book lv6, 3at
    Can record a spell from a scroll, expending the scroll, with a +6 bonus on the magic check. Recorded spells may be later slotted from the spellbook, but not cast from the book itself. Holds up to 6 spells.

    Consumables:

    All consumables are level 5.

    Health Potion 12at
    Heals 16 HP.

    Mana Potion 11at
    Recovers 16 mana.

    Healing Salve 4at
    DC 7 medicine to heal 12 HP.

    Health Poultice 5at
    DC 9 medicine to apply 5 round physical boon.  Heals 4 HP.

    Bandage 6at
    Removes a physical curse.

    Antidote 6at
    Removes a elemental curse.

    Vulnerary 6at
    Removes a magical curse.

    Sortilege 5at
    Gives a reroll against an ongoing effect.

    Fire Rune 5at
    'Rune' elemental boon for 3 rounds.  Converts base weapon damage into fire.

    Ice Rune 5at
    'Rune' elemental boon for 3 rounds.  Converts base weapon damage into fire.

    Enchanted Safety Line 7at
    A strong rope that will latch out and grab onto something in the event its bearer falls, discharging its enchantment.

    Snorkel Leaf 4at
    Grants 5 minutes of water-breathing.

    Smokesticks 7at
    Creates 5 cubic feet of smoke.

    Coffee Bean 3at
    5 round physical boon.  Regen 5 SP.

    Rations 1at
    Satisfies food requirements for the day.

    Succulent Meat 2at
    Good stuff.

    Adrenaline Shot 21at
    Heals wounded targets 10 HP. Grants 3 round physical boon providing an extra main action.

    Paintball 3at
    Marks a target for half an hour, dripping an odorless paint.

    Vanishing Powder 3at
    DC 8 stealth to reduce threat by 5.

    Bomb 8at
    DC 8 mechanics to set without detonation. Attack dealing 5 damage to detonate (explodes on melee attackers). Set next to

    target, dealing 20 physical blast damage on detonation.

    Tripline Trap 3at
    Trap, DC 6. Knocks prone triggering targets with 85% hit chance.

    Concussive Trap 6at
    Trap, DC 7. Stuns triggering targets for 2 rounds with 85% hit chance.

    Bomb Trap 11at
    Trap, DC 9. Deals 20 physical blast damage to triggering targets.

    Physics Fetish 6at
    'Fetish' divine boon for 3 rounds. +4 physical defense.

    Elements Fetish 6at
    'Fetish' divine boon for 3 rounds. +4 elemental defense.

    Magics Fetish 6at
    'Fetish' divine boon for 3 rounds. +4 magic defense.

    Divines Fetish 6at
    'Fetish' divine boon for 3 rounds. +4 divine defense.


    Last edited by Ippy on Wed Mar 04, 2015 5:10 pm; edited 18 times in total
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Tue Nov 25, 2014 12:03 pm

    How he comes up with all these random story lines I'll never understand, but bravo ippy. Bravo
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    FrenchPopo

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    Re: Milor's Labyrinth

    Post by FrenchPopo on Tue Nov 25, 2014 2:27 pm

    MILOR OFFERS
    IMAGINATION:

    ____________________________________________________________________

    Name: Malica Zaina
    Race: Human
    Gender: Female
    Age: 18

    Health: 30  (Injured 15 |Wounded 3 )
    Mana: 40
    Stamina:100

    PERKS:
    Shake it Off I: Gain the 'shake it off' action, which has a 20% chance of removing a curse (debuff of any type-- physical, elemental, magic, or divine).

    Trap Trigger I: +10 dodge & luck against traps.

    STATISTICS:
    STATS: LP Pool (150)
    Health: 6
    Mana: 8
    Attack: 0
    Skill: 2
    Spell Might (SM): 9
    Spell Power (SE): 0
    Tough: 0
    Dodge: 0
    Resist: 3
    Luck: 5
    Speed: 0

    Threat: 2

    JOB:6

    SKILLS:
    Job Points:6

    Academia: 0
    Athletics: 0
    Basket-Weaving: 0
    Deception: 0
    Diplomacy: 0
    Finesse: 0
    Perception: 3
    Magic: 3
    Medicine: 0
    Mechanics: 0
    Sense: 0
    Stealth: 0


    DEFENSES AND COMBAT STUFF:

    DEFENSES:
    Physical defense: 0
    Elemental defense: 1
    Magic defense: 3
    Divine defense: 5

    COMBAT:
    Spell Slots: 3

    Slotted Spells:


    • Embers
    • Melt Flesh
    • Vampiric Edge



    Speed: 2
    Avoid: __ /__  (Normal/vs Ranged)
    Evade:
    Hit Bonus:
    Proc Bonus:

    Spells and Gear:
    SPELLS:



    • Embers

    "She did not have room for tears. While the rest of us cried before the burning grove, I could see the cinders reflecting in her eyes." -Chronicler Suviel Tel'Dese on Yemvrin the Scorch.
    Nature/9 MP/5 thr. Applies elemental curse for 3 rounds to two targets and deals 3+SM elemental fire damage on cast. Deals 5+SM elemental fire damage at the start of each turn.



    • Melt Flesh

    Any cultist's go-to method for ruining someone's day.  Or life.
    Cult/5 MP/6 thr. Deals 5+SM magic wither damage to the target. Applies 'sting' elemental curse for 1 day, reducing elemental defense by 3. Applies 'bleed' physical curse for 1 day, dealing 2 damage each round.



    • Vampiric Edge


    It cannot be denied that the necroplague, despite all its horrors, has spurred an advancement in the field of magics.
    Cult/10 MP/3 thr. 4 round magic boon to target. Attacks deal 2+40%SM extra damage and heal for the same amount.

    EQUIPPED GEAR:

    Hedge Wand
    Implement, Ranged/Magic Arcane/2 dmg/100 hit/10 proc/5 SPC/4 thr/gain 1 MP

    Wizard Hat
    +1 spell slot

    Practical Clothes
    Absent/2 thr/+2 speed

    PACKED GEAR:


    Bedroll lv5
    Provides complete rest in up to level 10 environments.


    CONSUMABLES:

    Rations x4
    Satisfies food requirements for the day.

    Mana Potion x3
    Recovers 16 mana

    REMAINING At: 0

    EXPERIENCE!:

    Total Experience: 50
    Weapon Experience:

    Physical Appearance and Nature:

    APPEARANCE:
    Height: 5'9"
    Weight: 130 lbs
    Eyes: Dark Brown, almost reddish.
    Hair: Long, dark silver

    Picture:

    Theme Song:


    PERSONALITY:

    To be filled in later.


    Last edited by FrenchPopo on Tue Dec 09, 2014 1:40 pm; edited 7 times in total
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Wed Nov 26, 2014 1:28 am

    Yes, yes, French gets it. As for the story though, it's just a zombie apocalypse with a magical solution for the heroes to fetch, pretty basic stuff. OR IS IT?

    Anyway, more rules have been posted (maneuvers/inventory).
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Wed Nov 26, 2014 12:05 pm

    Do we make up our own maneuvers, spells and whatnot or are you going to provide us with a list
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Wed Nov 26, 2014 7:15 pm

    They will be provided. Spells will be found as items (most commonly as scrolls) while maneuvers can be selected upon gaining proficiency with a weapon (I will roll randomly on a table to see what maneuvers, if any, are presented for selection). Scrolls can be used either to cast the spell or slot the spell, either of which expends the scroll.
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Fri Nov 28, 2014 5:41 pm

    So in order to keep casting spells we will either have to find an item that allows us to continually cast said spell or come by lots of scrolls?
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Sat Nov 29, 2014 6:56 am

    No, once you have slotted a spell it can be cast as much as MP allows.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Mon Dec 01, 2014 10:03 am

    Race: Male Elf
    Name: Sarnor
    Age: 20
    HP: 25/25
    Stamina: 100
    Mana: 20/20

    Perks
    Spoiler:
    Nobody Knows What This Perk Does: It was tempting

    Stats
    Spoiler:

    Health: 5
    Mana: 4
    Attack: 4
    Skill: 5
    Spell Might (SM): 0
    Spell Power (SE): 0
    Tough: 4
    Dodge: 6
    Resist: 4
    Luck: 6
    Speed: 4
    Threat: 0

    Job: 7
    Spoiler:
    Academia: 0
    Athletics: 0
    Basket-Weaving: 0
    *Deception: 4
    *Diplomacy: 4
    *Finesse: 5
    Perception: 0
    Magic: 0
    Medicine: 0
    Mechanics: 0
    Sense: 0
    Stealth: 0

    *Elf bonus
    Defenses
    Spoiler:
    Physical defense: 4
    Elemental defense: 4
    Magic defense: 4
    Divine defense: 5
     

    SP: 150


    Last edited by Elit3Fla5h on Wed Dec 03, 2014 7:29 pm; edited 1 time in total


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    Re: Milor's Labyrinth

    Post by Ippy on Mon Dec 01, 2014 4:55 pm

    Character, food, and rest rules have been added.
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Mon Dec 01, 2014 10:11 pm

    so give me my perk please, then i shall make character
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    Re: Milor's Labyrinth

    Post by Ippy on Wed Dec 03, 2014 12:27 am

    Nailo, the perks you have available for your first character are:

    Handspring I> 40% reduced falling damage, 40% chance to resist knock down and disarm.
    Rapid Item Use I> Speed multiplier +20 during rounds which you use/equip an item.
    Tactics I> Can ready a total of 2 actions, assigning which takes priority over the others.

    You may pick one as your level 5 perk.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Wed Dec 03, 2014 8:55 am

    Please elaborate on opportunity Actions.

    And do we have multiple Job stats, one for each job? Or is it just one stat.

    Most of our stats on a d100 scale seem like miniscule bonuses unless we sink a large amount of LP in it, even then at character creation the highest you can get a stat is 17? And we have a lot of stats. How do you recommend assigning stat points?


    Last edited by Elit3Fla5h on Wed Dec 03, 2014 12:31 pm; edited 1 time in total


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    Re: Milor's Labyrinth

    Post by Ippy on Wed Dec 03, 2014 11:18 am

    Think of opportunity actions as secondary actions.  Normally a character is only permitted one action a round, but if they meet some criteria they may expend an opportunity action to perform multiple actions in one round.  Opportunity actions refill each round.  A character with two opportunity actions and a high block chance might block two attacks per round, for instance.

    There is a singular job stat and multiple jobs.  A character's score in a job is called 'capacity.'  Any time a player character gains an increase to their job stat, they may improve a capacity by one.  A PC could divide their job points between magic, perception, and diplomacy, for example, or just have a really high stealth check.


    There's a whole bunch I could say about the stats, but I'll try to be general and brief:
    > A stat equal to your level is considered average.  
    > At low levels, the system favors round-robin.
    > Have some fockin' HP.
    > Don't fret too much, you gain enough LP each level up to emergency-rectify any low stat.  Level 5 to level 6 is nearly a 30% increase in total LP.

    EDIT:: races have been added.  Skill and dodge have been changed such that each point increases/decreases hit chance by 3% rather than 1%.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Wed Dec 03, 2014 1:40 pm

    I require perks as well.


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    Re: Milor's Labyrinth

    Post by Ippy on Wed Dec 03, 2014 2:15 pm

    Elite, you may choose from the following perks:

    Blocka I >Gain +15% block chance.
    Nobody Knows What This Perk Does >Tempting, no?
    Signature Spell I >Converts a spell slot to a 'signature spell slot.' Spells cast from this slot cost -15% MP.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Wed Dec 03, 2014 3:22 pm

    Race: Elf
    Name: Sarnor
    HP: 20/20
    Stamina:
    Mana: 5/5

    Perks
    Spoiler:
    Nobody Knows What This Perk Does: It was tempting

    Stats
    Spoiler:
    Health: 4
    Mana: 1
    Stamina: 4
    Attack: 4
    Skill: 5
    Spell Might (SM): 0
    Spell Power (SE): 0
    Spell Slots: 0
    Tough: 4
    Dodge: 5
    Resist: 4
    Luck: 6
    Speed: 4
    Threat: 0
    Opportunity Actions: 4

    Job: 7
    Spoiler:
    Academia: 0
    Athletics: 0
    Basket-Weaving: 0
    *Deception: 4
    *Diplomacy: 4
    *Finesse: 5
    Perception: 0
    Magic: 0
    Medicine: 0
    Mechanics: 0
    Sense: 0
    Stealth: 0

    *Elf bonus
    Defenses
    Spoiler:
    Physical defense: 4
    Elemental defense: 4
    Magic defense: 4
    Divine defense: 5
     

    SP: 150


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    Re: Milor's Labyrinth

    Post by Ippy on Wed Dec 03, 2014 4:18 pm

    Pretty good.  Note the following:

    Official character sheets will be maintained on a player's first post in the campaign thread (it will be both OOC/IC).  And that's all the first post will be, questions and comments will be placed here until gameplay begins.

    Stamina, spell slots, threat, and opportunity actions are not statistics that can be increased via LP.  All characters have a default value of 100, 2, 0, and 1 respectively.

    I kind of see a question in that character.  Mana is not a required stat, however certain items/maneuvers/sites may only be activated by expending mana.  Also, certain equipment may 'bind' x amount of mana, lowering a character's maximum mana.  If a character does not have sufficient mana or would enter negative mana, such equipment is automatically unequipped.

    Age and gender are not optional inclusions in the character sheet, they are mandatory. I should probably also make names mandatory, but as of now they're technically optional. Good catch.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Wed Dec 03, 2014 7:30 pm

    updated first post and fixed? it.


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    Re: Milor's Labyrinth

    Post by Ippy on Thu Dec 04, 2014 9:06 am

    Elite wrote:Most of our stats on a d100 scale seem like miniscule bonuses unless we sink a large amount of LP in it, even then at character creation the highest you can get a stat is 17? And we have a lot of stats. How do you recommend assigning stat points?

    I didn't notice this edit earlier.  You're right in that +3% hit chance seems less effective than +1 damage.  The truth is that if a character's attack and skill are 0, even if said character picked the most skill-hungry starter weapon, the damage-per-round (dpr) of that weapon will benefit more from the attack stat than the skill stat.  Note the following, however:

    > A 10 HP target against your 5 damage, 50% hit attack.  Unless you have the LP to increase attack to 10, it's still going to take two hits to down the target.  Any damage value between 6 and 9 is pointless in comparison to an increase in hit chance.

    > A 3% increase of hit chance on a 10% chance to hit weapon is a 30% dpr increase.  Hit chance / dodge chance are not scalar with the d100 system, they are scalar with the weapon involved.

    > 25 HP is the player character average.  1 damage is 4% of this HP, a similar number to 3%, if +1 attack and +1 skill improve kill-time of a target by 4% and 3% respectively (hint, they don't), a skill-primary attacker won't be losing out on much dpr in favor of proc chance/consistent damage.

    > I had a long paragraph here, but things were a little confusing.  Summary was, the difference between dealing more damage and having more hit chance target depends on the target's defenses.  At high levels, health bags are vulnerable to hit chance whereas shield walls need damage to take down.

    Discussing hit chance more or less covers skill/dodge.  Luck, the other "d100" skill, doesn't provide a set bonus (sometimes effects/events will use 2x your luck, 5x your luck, etc).  Unlike skill or dodge, there is no alternative (attack and defense respectively).  If a 50% chance of instant death is thrown at you, only luck will decrease that chance.

    On another subject, I'm close enough to completion that I would like a list of interested play-testers as to get this started.
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Thu Dec 04, 2014 11:42 am

    Hey elite I'll trade u my tactics perk for your shield block one. Otherwise my character might have difficulties blocking shit. O don't tell ippy though, shh haha XP
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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Thu Dec 04, 2014 11:49 am

    I'll help play test for yah ippy. Just gotta make character first. 6 hours of doing nothing at work should allow this
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    Re: Milor's Labyrinth

    Post by Nailo41 on Thu Dec 04, 2014 11:51 am

    I'm also gonna need another selection of perks for I'm gonna b human
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    Re: Milor's Labyrinth

    Post by Ippy on Thu Dec 04, 2014 12:01 pm

    @Nailo:: Your human perk may be one of:

    Pleasantries I > Improves initial dispositions and shop access. Reputable impression.
    Item Frugality I > Chance to retain item charges (may not apply to all items): 20% for multi-use items and 10% for consumables. 5% less item break chance.
    Favored Enemy I > Choose a favored enemy each day. First attack against an enemy of this type per enemy deals +character level damage and has +10% hit chance.

    Sponsored content

    Re: Milor's Labyrinth

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      Current date/time is Mon Sep 25, 2017 8:17 am