This game will work in rounds, but differently than its cousin. A player posts his/her actions for a round, but does not resolve them. Instead, I will post a ‘round post’ that will have all resolved actions as well as the order they took place. Once I’ve posted this, the round officially ends a new one begins. A player may take back and redo their actions any number of times before the round post. A player may take two actions per round.
Combat will include you, your friends, and your enemies within vicinity. Position will be relative, not exact. Objects and terrain, too, will be relative. I expect miscommunication. Your position will have a relative label, and this label will affect play. On a final note, all pictorial representations are not to scale, and not all distances are defined, but are rather generalized as ‘short’ or ‘in Kansas.’
The Player Post
The player post will begin with an indicator of the player's status, specifically, the Player's HP and any spells/poisons/abilities/etc currently affecting them. It would also be nice if the player included any current (not prospective) position labels, such as "in front of player 'X.' At the end of the post, the player will clarify the two (or less) actions they will be taking that round. A player only need post this information once per round in combat, and once in between combats (provided nothing had changed).
- "The PC":
You will gain experiance points for accomplishments and for killing stuff. When you level, there is a chance that your statistics will automatically rise based on choices made in character creation. Statistics mark your character's capabilities and are combat-centric.
Also, when you level you will be able to put two points into one of six attributes. Putting a point into an attribute will increase three related stats at a rate determined in your character creation(6x3=18 stats).
Attributes and Related Stats
Prowess: attack, hit, threat
Toughness: HP, defense, dodge
Artifice: skill, dickery, initiative
Luck: chance, miracle, treasure
Magic: MP, willpower, capacity
Charisma: minion, support, persuasion
Attack: divided by defense to determine damage.
Hit: added to weapon’s hit chance to determine hit chance.
Threat: The threat you generate per action (the action modifies actual threat produced). Enemies prioritize targets based on threat accumulated.
HP: Herp Derp
Defense: see attack
Dodge: directly reduces the hit chance of those attacking you.
Skill: no inherit effect (your ability to achieve high-end stuff).
Dickery: no inherit effect (your ability to mess with opponents unfairly).
Initiative: increases the chance of your action occurring first in a round post. You may intentionally delay your action until some other action occurs.
Chance: increases the chances of everything by a little amount.
Miracle: Random goodness. Only way to avoid certain death.
Treasure: increases your yield of loot.
MP: magic points/mana pool. MP is used for many special abilities.
Willpower: when using MP, all other stats are increased by 1/3 your willpower. There are exceptions.
Capacity: your spell book of sorts. You may only use abilities you have ‘slotted’ and have a number of slots equal to 1+1/40th your capacity.
Minion: increases the capability of your minions, companions, pets, summons, soldiers, etc.
Support: no inherit effect (your ability to make allies better).
Persuasion: how effective you are at influencing others.
Abilities or items will often rely on your stats for their numeric effects. Additionally, equipments and abilities may have stat/attribute requirements.
- "Character Creation":
I need you to rank yourself in each stat. It would look like follows:
Where the first number in the 1/3/16 sequence is what your priority on the magnitude of how much that stat increases when you raise the attribute. So in this example, the player wants attack and threat to have equal, first priority, and hit would be second to both those. So later when he puts a point into prowess he might gain 10 attack, 10 threat, and 7 hit.
The second number is your rating of yourself on the attribute. This number should be between 1-5, where a 3 is average. I regard myself offensively, so I might put a 4-5 in attack.
The last number is your overall priority for the stat. So a 16 says of my stats, I believe this should be the 16th highest.
After that, post five ‘classes’ with accompanying descriptions. Rank the classes 1-3 by which one you’d rather be/think you fit. There should be three 1 ranks, and one 2 and 3 ranked classes.
Finally, detail an ability you would like to be given. This ability should not be class specific; you will always have access to it. If there are multiple, feel free to post them all and rank 'em.
Disregarding the previous finally, also post some weapon choices. Think 1st tier weapons, this is the start of the game after all. You may rank these as well.
Ohhh, last thing. Pick a color, be as descriptive as you want. Feel free to imagine this color during your special abilities and whatnot. I will use this color to denote things specific to you, as such do not pick a color that already is present.
Weapons of Choice:
While a player only has two actions per round (adventure or combat), they may specify any number of conditional actions, as in the format "if 'A' then I do 'B' else if 'C' I do 'D' else I do 'E.' If the some case that wasn't specfied by the player occurs, the character's action(s) is/are up to the GM.
Every now and then, you will find an object which grants you another aspect. Aspects are like classes in that they influence your party role, however you will be able to switch between any and all of your aspects. They determine some of the abilities you can use and alter your base stats by a set amount. You will be forewarned when you are about to recieve an aspect so that you may PM the GM with the aspect's role, stat modifiers, and ideas for starting abilities that come with the aspect.
There are two types of abilities: Aspect abilities and core abilities. Aspect abilities can only be used while you are in a certain aspect whilst core abilities can be used regardless of the aspect you are in. There are three ways to learn each, two of which are the same ways for both. You can buy the ability from a skill trainer or gain it by expending an paticular item. In the case of core abilities, you will also be granted one at certain levels. In the case of aspect abilities, you will automatically start with three once you gain a new aspect.
This game will be played in tiers, which will seperate power levels (much like D&D 4.0's heroic/paragon/epic). The first tier is planned to be levels 1-6. Abilities, weapons, items, aspects, etc will all be sorted into tier. Once you enter a new tier, you will be able to upgrade all the aforementioned features into the higher tier.
A character's initiative for a round is equal to their initiative score plus a d100. The highest initiative goes first. Ties will be broken by another d100 roll. (In the future, the d100 may be replaced with chance, and ties may be broken by miracle. Your opinion would be nice).
Damage dealt by any source is multiplied by the attacker's attack divided by the defender's defense (unless the damage source ignores defense, then its 100%). The formula is (dmg)(Atk)/Def.
Treasure is assigned a 'Moneys' value. Whenever a character recieve treasure, they recieve their treasure score multiplied as a percentage against the 'Moneys' value. The formula is (Moneys value)(Player Treasure Score)/100.
The following are lists:
- ( )’s in a label signifies it may not always be true while a [ ] signifies a variable. This list will expand as required.
You are in melee. Leaving engagement with an opponent armed with a melee weapon triggers an opportunity attack. If engaged with a ranged weapon, you may only attack foes you are engaged with with a 80 hit penalty.
Clear Shot at [target] (except for [obstruction])
You can shoot at without penalty. It takes an action to line up a clear shot position, though it may not always be a possible action.
(Left or Right) Front of [ally]
Fronting an ally places you between the ally and the enemy. You obstruct the ally from ranged attacks and force opponents to engage you before they can engage the ally. Opponents can attempt to get around this, but if they do they provoke an opportunity attack from yourself.
In the case an ally has two fronts, one is left and one is right. An opponent engages both if they attempt to get at the ally, and they may not break through and actually engage the ally.
While normally an ally can only have two fronts, an ally may have up to 4 fronts if there are opponents on either side of the ally.
(Left or Right) Band of [ally]
Banding with an ally means that you engage opponents together, and must be engaged together. There is a max of two bands, and when you are banded with you automatically become the opposite band of the band-er (if someone becomes your left band you become their right band). You cannot band someone already banded on both sides. It does not take an action to band, other than that you move adjacent to the ally (or are already adjacent).
Partial Cover against [target(s)]
Opponents fire at you with 65% of their normal hit chance from range.
Full cover against [target(s)]
Opponents fire at you with 30% of their normal hit chance from range. You cannot be engaged from certain directions. Clear shots at you consider you to be in partial cover.
At angle of [target]
The target can’t get a clear shot at you. It takes an action to place yourself at angle, and if either you or the target move the effect ends.
Held by [target] or holding [target]
While being held or holding, you cannot attack, use items, cast certain spells, etc. You must either break free (grapple check) or release the hold first. You can, however, spend two actions to move yourself and the other your holding/being held by.
Move to a specified position/location/direction. Moving across hard terrain simply drops your initiative. Rarely will there be a situation where you can't cross the battlefield within a single action.
Switch and Equipment with something in your inventory. You cannot switch body equipment.
Adopt a Improvised Weapon
Pick up and use an object as a weapon or use the body of item as a weapon. Your equipped weapon (if it is not the improvised weapon) is returned to your inventory and the improvised weapon takes the weapon equipment slot. Attacking with an improvised weapon may damage the object/item being used. Improvised weapons have the following qualities:
(30dmg, 60hit, 40tr, [As object]si, blunt dmg) plus any situational modifiers.
Attack with your equipped weapon.
Interact with Object or Use an Item
Increase defense by 20%. Two guard actions (+40%) is known as a full-guard state while a single action is a half-guard state.
Gain 10% your max MP. Cannot focus while engaged.
Shift Aspect (counts as two actions)
You may change aspects. Also, you may redo your ability slots.
Give a single item in your inventory (<- unequiped) to an willing target.
Attempt to phyiscally outmanuevor or subdue a foe in melee. Commonly takes the form of a hold. To grapple, the grappler rolls a d8 and the target rolls a d12. Each add their grapple scores (lvl+Agl+Prw). Grappling generates twice the normal amount of threat.
Progress to another area. You may only move once per round.
Interact with Object or Use an Item
Switch any number of equipments with items in your inventory.
Gain 10% max MP. You may only focus once between combat encounters.
You may change aspects. Also, you may redo your ability slots.
Give any one item to an willing target.
You may exhange any number of items or moneys with another player. This player must in turn use an action to trade with you. You may list a secondary action to replace the trade action on the round post in case the other player does not accept the trade.
Last edited by Ippy on Tue Oct 25, 2011 10:22 pm; edited 19 times in total