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Posted: Thu Jul 26, 2007 9:41 am
Hello. I am Visba, and I'm new to the clan. Below is a new RP I am creating, that has nothing to do with Star Wars, in case you thought the name implied anything related to Star Wars.
Story: See Below. Like, far below. About 10 posts below actually.
The battle system will be a special form of call-and-response that gives a very high level of freedom to the players. In this battle system, the player has a statistic called "Action Points," originally used in a W40k roleplaying system called "Inquisitor." In this system, the player says what they want to do, the DM decided the number of action points required and the rolls needed to succeed the action, and the consequences of failure, if applicable.
Here's an example:
A player is playing as an outcast, wielding a shotgun. He is next to a doorway (without a door.) He wants to roll out from behind the wall, fire into the hallway, and then end up on the other side of the doorway behind the other wall. This would take 3 action points: 1 to roll, 1 to aim, and one to fire. The aiming step is not nessecary, but it gives a considerably higher chance of hitting the opponent; however, the outcast would probably choose to skip the aiming step and instead use his 3rd action point to use the pump-action device at the front of the shotgun, simply because the scatter of the shotgun would cause less of a need for aiming.
Also, upon dismal failure of a critical roll, the DM can change what happens. For example:
A player tries to jump a gap. He fails his roll, but since the DM and the player don't want the character to die, the DM decides that the character can drop his weapon in order to grab onto the edge of the cliff with one hand, where he can pull himself up with the resulting adrenaline rush.
Also, any action points not used during the turn can be used on your opponents turn for dodging.
Statistics are explained below.
Brackets indicate the need to change a name. PM me about any suggestions about anything.
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Posted: Thu Jul 26, 2007 12:48 pm
Stat Explanations:
Starting stats: 2d4 each. If your total doesn't add up to 16 or greater, then you may reroll everything.
Strength: For each point of strength, add +1 to damage. For every 3 points, add a +1 bonus to accuracy. For every 10 points, add +1 action point.
Dexterity: -Light Armor: For every 2 points of Dex, add +1 to AC. For every 7 points, add 1 action point. For every unused action during an opponent's turn, add +.15 to AC for dodging per point of dexterity. -Medium Armor: For every 3 points of Dex, add +1 to AC. For every 10 points, add 1 action point. For every unused action during an opponent's turn, add +.1 to AC for dodging per point of dexterity. -Heavy Armor: No bonuses, but when you're so well armored, who needs speed?
Constitution: For each point of constitution, add 2 HP. For every 3 points of constitution, add a +1 bonus against attacks that would cause you to be pushed back or knocked down. For every 10 points, gain +1 damage reduction.
Intelligence: For each point of intelligence, add 1 MP for mages. For every 2 points of Int, add 1 MP for spies. For every 3 points of Int, add +1 accuracy for guns for outcasts and spies. For every 4 points of Int, add +1 device for spies or +1 MP for Knights.
Intelligence also affects what the character sees or thinks of, ex: you are a spy, and you and your party are fighting in an underground bunker with some bandits. As your friends fight it out, you notice a lightswitch. You whisper for your mage, who is casting outside of the fray, to hit it as you put on your nightvision goggles. As soon as he does this, you stab your opponents in the back and leave them bleeding on the floor. In a nutshell: if your character has a high Int, the DM will give them more options.
If the stats aren't balanced, they can be adjusted later.
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Posted: Thu Jul 26, 2007 1:00 pm
Races:
Terran: +1 to the stat of your choice: Terrans are adaptable and usually well trained.
Zelyth: +2 Dex, -2 Con. Zelyth are very quick, but their thin forms are prone to being pushed around or hurt.
Droif: +2 Con, -2 Dex. This race is not quite as fast as the others, but they are more durable, and in heavy armor, it really makes no difference how fast you are!
Wexyl: +2 Int, +2 Dex, -2 Str, -2 Con. These halflings, though they're not very tough, they're extremely clever and nimble. Usually play as Spies and Outcasts, though they have been known to be knights and mages on occasion.
Kurlk: +2 Con, +2 Str, +2 to all saves against being pushed back or tripped, -3 Int, cannot cast magic or use devices.
If you have any new race ideas, please submit them to me.
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Posted: Thu Jul 26, 2007 1:09 pm
Classes:
Knight: These are fighters who use blades and wear armor. They can learn magic... a little. Rules concerning armor, dual-wielding, shields, two-handed weapons, and any other combat aspect will be outlined later.
Spy: These are Dexterity-based fighters, usually using light, concealable weapons and light armor. They are the only class that can use devices, and have an understanding of magic between Knights and Mages. Can only use small weapons like daggers and pistols (aquired illegally.) Can only wear light armor.
Mages: There are 3 types of mages: [White], [Red], and [Black]. [White] can use protection and healing magic. [Red] use chaos magic. [Black] use shadow and death magic. All mages can wield amulets. In addition, [Black] mages can wield scythes, [Red] mages can wield crozii (I think that's the plural form of crozius), and [white] mages can wield simple staves. Light armor gives a 20% spell fail chance, medium armor gives a 40% spell fail chance, and heavy armor gives a 60% spell fail chance.
Outcast: These are bandits working for the Underground. They can wear light or medium armor. They are the only class that actively wields guns, and can wield guns, blades, gunblades, guns with bayonnets, or any combination of guns and blades you can think of. Dex and Int based fighters, usually using their environment to their advantage.
Priest [NPC]: Mages of [the Empire]. Use light magic (blinding and burning). Rules for mages apply. The Empire also uses Knights, Spies, and Police, the equivalent of Outlaws.
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Posted: Thu Jul 26, 2007 2:07 pm
Character Sheet:
Name: Race: Class: Profession:
Level: Exp:
Character Description (Appearance and Bio):
Str: Dex: Con: Int:
HP: MP: AP: AC: (Armor Bonus)+(Shield)+(Dex Bonus)+(Other) Melee Accuracy Bonus: Melee Damage Bonus: Gun Accuracy Bonus (Spies and Outcasts only):
Spells/Special Actions: (lots of space)
Inventory Credits: Items: (lots of space)
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Posted: Thu Jul 26, 2007 2:24 pm
Spells/Special Actions system.
Just like players can create their own attacks, players create their own spells and choose their own special actions. Here's how it works:
For spells, if a player wants to do a certain thing with their magic, they'll tell the DM what they want to do and then the DM will set a number of MP, actions required, and the damage/effectiveness. Then, as the player casts the spell more and more, it will level up, becoming more powerful. This allows for creativity and experimentation.
Example: A Red Mage decides he wants to cast a spell that sends forth a beam of chaos that will damage its foe. The DM assigns a number of MP required (let's say... 1), a number of action points (1), and assigns its effectiveness (1d3 damage). After a player successfully casts this spell 10 times, it levels up to require 2 MP, 1 AP, and do 1d3+2 damage. After 20 more times, it levels up again and requires 3 MP, 1 AP, and does 1d4+4 damage.
Then, if a player wants to implement this spell to influence objects, say... to shoot the ceiling and cause it to collapse upon a foe, then this would become a new spell, that influences objects instead of enemies. It would start out requiring 1 MP, 1 AP, and have a DC for the desired effect. As it leveled up, it could be used on more objects and in more ways with more chances of success.
A similar principle applies to actions. If a character, say, wants to do a wall run, then the DM would assign requirements for doing this (only light armor with a one-handed weapon or a gun that can be held easily in one hand, whether you can fire it with 1 hand or not). Then the DM would assign an AP requirement (2), and a chance of success. As the player did this more and more, the chance of success would increase, and eventually it would only take 1 AP.
Then if a player wants to, say, push off the wall at the end of the run, do a flip for dramatic effect, fire while he's upside down above his opponent, and land on the other side of his opponent, this would take an additional 2 AP (3 if aiming is involved, though at really close range, it would not give that much more of a chance of success, though it would give a much better chance of hitting the head as opposed to the shoulders or other body parts) and have a chance of success for the push and flip, and for the landing. Then, if a player succeeds at the push enough times, the chance of success becomes better, and the more a player lands on his/her feet in any situation, the better the chance to land on his/her feet in this scenario becomes.
This principle also applies to special attacks, such as an attack directed at pushing or tripping your opponent.
All of this provides low-level players to improvise and use their character's (and their own) intelligence to give them an edge, and it gives high-level characters the ability to do crazy Matrix-style battles that would be really cool to imagine.
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Posted: Thu Jul 26, 2007 2:54 pm
Special Battle Elements:
Shields: -Add to AC -Cannot dual-wield, cannot wield 2-hand weapons -Cannot do certain actions requiring a free hand
Two-hand wielding of one-hand melee weapons: -gain double strength bonus to damage and accuracy -can switch to and from a one-hand melee grip with 1 action
Dual Wielding: -Off-hand weapon has a 50% accuracy penalty for non-spies. For each level gained after the first, add a 5% bonus to accuracy until it reaches the same accuracy as the primary weapon. Since spies are extremely well trained and only use light weapons, this penalty does not apply for them; they are considered ambidextrous. -Both weapons can attack the same target with 1 AP, or different targets for 2 AP. -Aiming works the same way: 1 AP if they both target the same thing, 2 AP if they both target different things. You can take the option of only aiming one.
Aiming: -doubles accuracy bonus for 1 AP -Ensures hitting a stationary target
Taking multiple attacks in one turn: -1 AP per attack except at DM's transgression -if they are against the same target, then it only requires aiming once, which allows you every attack with your normal bonus (not doubled) -if there is no aiming, then each attack vs the same target is taken without an acc bonus -if they are vs different targets, then there is a cumulative -2 penalty for each other target (first attack=no bonus, second attack=-2, third attack=-4, etc.) Each attack must have its own aim step if aiming is involved. If you do 1 attack vs 1 target and 3 vs another, then you must still aim all 4 attacks, not just 2, because the action would be really complicated. -Special attack moves involving multiple attacks will be given appropriate chances of success, special effects, and damages by the DM.
Combining Actions: -each action has its own chance of success, assigned by the DM which can be influenced for better or worse by the other actions. -each action has its own required AP, which can be influenced for better or worse by the other actions.
Improvising: -Interaction with the environment is encouraged; however, your character must be deemed intelligent enough to do the action that you want them to do. -Using weapons based on what is available from this environment is also allowed, though they'd probably be unwieldy and incur accuracy penalties. The DM will set the damage they deal. -In order to interact with the environment, a player must look around at his environment at some point that he/she is in said environment. During a battle, this would take 1 AP.
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Posted: Fri Jul 27, 2007 1:09 pm
Equipment Information:
Blade
Base Power: Attribute: Strength Requirement: Size: Reach: Range (if applicable): Other:
Staff, Crozius, and Scythe (mage)
Base Power: Attribute: Spell Enhancement Modifier: Strength Requirement: Reach: Other: (Size is always large, 2 handed)
Amulet
Attribute: Spell Enhancement Modifier: Other:
Gun
Base Power: Ammo: -Attribute: -Power Bonus: -Other: (ex: explosion radius for explosive ammo) Shots per turn: Reload Time (in AP): Strength Requirement: Size: Range: Other: (ex: shotgun - 1 AP pump action, scatter rule, ex: sniper rifile - acc bonus)
Armor
Each class can have 2 layers of armor, which differ accordingly for each class. If 2 types of armor from different armor types are used (ex: 1 light and 1 medium), then the armor is treated as the heavier armor type. A good example of 2 layers of armor would be for an Outcast:
Inner Layer: Mesh Armor (Light) Outer Layer: Overcoat (Light)
Armor Stats:
AC: Type: Strength Requirement: Other:
The strength requirements do stack, so the Outcast mentioned earlier would need to have enough strength to carry the combined total of both layers of armor. Furthermore, it also stacks with weapons and equipment, requiring the player to choose wisely what he wields.
Shield
AC: Strength Requirement: Other: (example: blade-shield/gun-shield)
Devices
Strength Requirement: Intelligence Requirement (this requirement doesn't stack): Effect:
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Posted: Fri Jul 27, 2007 1:25 pm
Professions:
Professions are where the character fits into the world in which he lives. Some's profession is their class. Others have different talents. It is for you to decide what you want.
Fighter: This character has been trained, whether by himself or by another in fighting with blades. +1 Strength.
Bodyguard: This character has been trained to recieve larger amounts of pain and punishment. +1 Constitution.
Scholar: This character is cunning and intelligent, and can make quick decisions. +1 Intelligence.
Adept: This character is especially quick and graceful. +1 Dexterity.
Musician: This character can play an instrument. This character starts out with a normal version of the instrument; however, the character can buy more useful versions of it. Ex: a character plays guitar. They decide to sell their starting guitar and buy a guitar with a reinforced body and neck and a built-in retractable blade to use in combat.
Thief: This character is good at sneaking and stealing things, though they usually rely on their intellect as opposed to their brawn. Starting bonus of +2 to pickpocketing and lockpicking, start with basic thief's tools.
Characters can make up other professions that the DM can decide to let the character use or not use.
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Posted: Fri Jul 27, 2007 7:43 pm
The concept definitely sounds pretty cool. I'm interested in seeing some more info about it. Are you planning on writing any background to the story, or is it just play-by-ear?
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Posted: Sun Jul 29, 2007 9:10 am
The Story So Far:
Terra, 2112 C.E. (I heart Rush).
The world was not always like this.
Once, people had freedom. People had choices. People had souls. That was before The Cataclysm. Today, the reason why is unknown, probably covered up by the government. We were all told that it was a meteorite that nearly wiped our species off the face of the Earth, but I know this to be a lie. I know where the craters came from.
It was about fifty years ago when the world finally cracked--that is to say, its leaders went mad. First, the terrorists launched them, then the civilized nations launched back, but in the end, every major population center on the world was decimated. All that's left of them are some torn flags in a museum. What was left of humanity cleaned up the fallout and started over.
The world descended into chaos. Hate arose around the world against those who followed what was once "Islam." They were hunted down and wiped out. Then, they came against every organized religion, so this could never happen again. Half of the Christians were fully assimilated and finally abandoned God. The other half were either killed or hidden. The Buddhists finally got their enlightenment, for the Hindus, Brahma's year was over, the Jews were exiled again, dispersed throughout the four corners of the earth. All that was left were the godless heathens, and the utter chaos they had caused.
In order to create order, they created a new religion. A religion based around computers and technology, in which those known as The Priests controlled every aspect of life. And the Priests were even more determined to make sure this never happened again. First they dismantled every remaining nuclear reactor, then they banned explosives, then guns.
But when man lost one way to fight, he developed another. All of the religious exiles developed their own form of it. The Magic we'd read about in Fantasy books became real. It was like a fairy tale gone horribly awry. Soon, this was banned as well, except for the Priests, who practiced their magic of "light." But this was not the force of good they wielded, but the power to blind and burn all who rose up against them.
With their new power, the Priests started going at everything that was "different." The homosexuals were slaughtered, the deformed were euthanized, and the non-believers of the new, godless religion were exiled or burned.
With religion and difference gone, everyone conformed, some gladly, some in fear, and some because they knew no other way. All that is left of our spark is here, in the Underground, and with those freelances and cult mages and members of the exiles who work with us.
Now my son, take this knowledge and teach it to everyone, that one day, people will once again have choices. People will once again have souls. People will once again have freedom.
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Posted: Mon Jul 30, 2007 11:19 am
Range Explanations:
short, gun short: across a room medium, gun medium: across a large room, down a hallway long, gun long: across a long area sniper: across an extremely long area scatter: cannot be dodged, Point Blank>Close>Medium>Long jet (ex: flamethrower): cannot be dodged, short range, can hit multiple targets
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Posted: Mon Jul 30, 2007 11:26 am
Basic Equipment Types:
Legal Weapons: Dagger - short blade, can be thrown, augmented critical (19-20) Short Sword - medium blade Longsword - medium blade, augmented critical (19-20) Greatsword - long blade Arm Blade - blade attached to arm Polearm - blade on a pole, has a reach attack *Scythe - polearm that enhances shadow or death magic *Crozius - polearm with a special head. Can have various effects. *Staff - polearm with knockback and less damage than a blade. Bow - technologically enhanced bow. Long range. For damage and accuracy purposes, counts as a blade. Shuriken - thrown object, short range. Guitars - because they're just good for hitting with.
Note: for purposes of this game, non-blades are considered blades. Ex: a club would be a blade with a knock-back special property. Guitars would be considered a polearm, but I put them in their own category as a joke.
Illegal Weapons: Pistol - short range, 1-hand gun Magnum - medium range, 1 hand, augmented critical (19-20) Shotgun - scatter gun, medium size Rifile - semi-automatic weapon, medium range, medium size SMG - small size, heavy, 1 hand, automatic gun Sniper - really long range gun, has a scope Spray Gun - flamethrower, acid spewer, etc: has a jet fire and a pack to hold ammo. Special ammo type. Grenade - Thrown device. Gunblade - A blade with a gun built in Bayonnet - A blade that goes on a gun. It is not illegal, but only people with guns would use one. Launcher - A heavy gun. Long range, usually explosive ammo, can have laser guidance.
Armor: Light, under - a thin layer of armor worn under outer armor Light, over - an overcoat or some sort of coat with a strong thread Medium, under - a thick vest or garment worn under medium or heavy armor Medium, over - thin, flexible, metal armor Heavy, over - thick, sturdy, durable, non-flexible armor Mech armor - heavy armor that increases strength, adds arms or weapons, etc.
Ammo: Metal - normal Laser - ignores armor Explosive - explodes upon contacting a solid object Plasma - melts armor, and anything under it Flame - flamethrower ammo, ignores armor Acid - acid explosion upon contacting a solid object. eats armor or flesh. Gas - Releases toxic, blinding, or some other form of gas. Sound - minor: deafens foes, moderate: deafens and hurts foes, major: knocks back, injurs, and deafens foes.
Example Devices: Deployable defensive walls Personal Shielding Personal Cloaking Goggles (special vision) Gas Mask Underwater Breathing Apparatus Gloves Boots Belts Spider-Bots Deployable Cameras Grappling hooks Rings
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