Brainstorm Pit (Not Useable)

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Problem Solving System. How do you do your actions? A mix, or one way? Based off Fate. You can mix actions to determine how your character acts.


Forceful Actions.


Quick Actions.


Flashy Actions.


Careful Actions.


Sneaky Actions.


Clever Actions.
 
Mastery System.


Life Skills


Combat Skills


Magic Skills


Social Skills


Economic Skills


Political Skills
 
Mastery System


ACROBATICS
- Freeing yourself from grapples, ropes and the like
- Squeezing through tight spaces without losing movement
- Balancing on thin/fragile surfaces without falling
- Landing on your feet after a fall
- Ignoring minor falling damage, such as falling from a cart
-Tumbling

ARCANA
- Recall lore about magic items and spells
- Recognizing the functions of magic accessories, such as a wizard's spellbook or a warlock's tome
- Identifying a spell in a scroll/book
- Controlling a wild magic item/effect, such as a Sphere of Annihilation
- Understanding properties of spells cast by others (like knowing that a Banishment spell can be undone by attacking its caster)
- Identifying spells being cast (in my campaigns I use Nature for druid/ranger spells and Religion for cleric/paladin spells, but that's just me)

ATHLETICS
- Shoving creatures
- Grappling creatures
- Going through rough terrain, such as stairs, without losing movement
- Jumping a certain height/distance
- Swimming in rough currents/in heavy armor
- Acting in mid-air

DECEPTION
- Lying (duh)
- Fake crying
- Disguise emotions (such as pretending to like seeing a man tortured)
- Playing dead
- Passing yourself for someone else
- 'Being cool' if seen while following someone

HISTORY
- Recalling lore about families, events, places and heraldry
- Remembering anniversaries of important happenings
- Telling when/where a certain item was made
- Noticing a person's origins based on their looks or customs

INSIGHT
- Identifying whether someone is being deceitful or evasive in answering
- Noticing what a person plans by what they're doing
- Telling if someone is following you rather than just going in the same direction
- Perceiving if someone is being mentally dominated
- Getting the meaning of underlying messages

INTIMIDATION
- Intimidating (duh) someone into doing what you want
- Torturing someone
Taunting someone into violence

INVESTIGATION
- Searching someone (dead or alive) or an area (unlike Perception, this is made for clues or deductions that mere sight fail)
- Seeing through illusions
- Finding more about rumors
- Locating someone in an urban environment
- Searching for specific information in books/libraries

MEDICINE
- Stabilizing someone
- Noticing a certain disease in someome
- Providing long-term treatment

NATURE
- Recalling lore about beasts, plants, terrain, types of vegetation and weather
- Knowing what plants are needed to make certain compounds/potions
- Identifying poisonous/dangerous food
- Harvesting poisons from plants/beasts
- Detecting strange weather changes

PERCEPTION
- Spotting/hearing hidden threats
- Recognizing someone who's far away
- Finding minute details
- Identifying a noise's source

PERFORMANCE
- Singing
- Dancing
- Telling stories
- Delivering a good speech

PERSUASION
- Convincing someone to do what you want
- Debating
- Knowing how to behave in a given social setting
- Flattering someone
- Seducing someone

RELIGION
- Recalling lore about deities, temples and rituals
- Performing a ritual according to specification
- Knowing what would be offensive to a certain faith

SLEIGHT OF HAND
- Stealing from people without being noticed
- Juggling
- Putting something on someone without being noticed
- Picking a weapon from the air (such as from a disarmed foe)
- Concealing belongings in yourself
- Performing gestures or messages without being noticed (perhaps even somatic components, according to the DM)

STEALTH
- Hiding
- Moving without being heard
- Mingling in a crowd
- Following someone

SURVIVAL
- Tracking
- Foraging food
- Hunting wild game
- Protecting yourself from weather/terrain hazards such as sunburn and mosquitoes
- Finding water
- Knowing which way is north
- Avoid getting lost
- Making a decent campsite in extreme conditions
 
 
A JRPG System in the works. It'll most likely involve percentage die.
 
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The Engagement Scenario (Battle)


https://rolz.org/dr?room=Crystal Odyssey


There are many ways to solve an Engagement Scenario whether through stealth, manipulation, discussion, or combat. Your character's personality and philosophies will determine what actions they take in a Engagement Scenario. Although, in this roleplay, your character will likely use some form of combat to survive due to the nature of JRPGs.


Note: This system will only be utilized when in combat with another entity. Combat includes persuasion, attacking, magic using, etc.


Will be using the d20 die.


http://catchyourhare.com/diceroller/


Each point into STR, DEX, SPD, PER, VIG, SUR grants your character 2 additional action points.


Each point into MAN, CON, RES, SPT, INV, GEO grants your character 2 additional mana points.


Each point into CHA, INT, PES, LCK, MND, TME grants your character 2 additional will points.


Stats


Hit Points: Start at 0. Capped at 20.


Mana Points: Start at 5. Capped at 100.


Action Points: Start at 5. Capped at 100.


Will Points: Start at 5. Capped at 100.


Speed:


Strength: Start at 0. Capped at 5.


Dexterity: Start at 0. Capped at 5.


Stealth: Start at 0. Capped at 5.


Perception: Start at 0. Capped at 5.


Vigor: Start at 0. Capped at 5.


Survival: Start at 0. Capped at 5.


Destruction: Start at 0. Capped at 5.


Conjuration: Start at 0. Capped at 5.


Restoration: Start at 0. Capped at 5.


Geomancy: Start at 0. Capped at 5.


Invocation: Start at 0. Capped at 5.


Spirit: Start at 0. Capped at 5.


Charisma: Start at 0. Capped at 5.


Intelligence: Start at 0. Capped at 5.


Persuasion: Start at 0. Capped at 5.


Luck: Start at 0. Capped at 5.


Tame: Start at 0. Capped at 5.


Mind: Start at 0. Capped at 5.
 
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The Lesser, Minor, Moderate, Major, and Massive System.


Lesser - Everyday task.


Minor - A little bit difficult.


Moderate - It's difficult.


Major - Very difficult.


Massive - Impossible.
 
Physical Aspects


(Self) Strength - Attack, Terrain - Determines your attacks and the ability to manipulate the terrain.


(Self) Dexterity - Evade (Unique) - Determines your acrobatic skill in dodging against magical/physical attacks.


(Self) Vigor - Defend, Status Restore - Determines your overall endurance and the ability to handle status effects.


(Self) Stealth - Hidden (Unique) - Hide for an advantage.


(Self) Perception - Analyze, Deduct - Determines your ability to perceive physical aspects and your ability to take advantage of the situation.


(Self & Others) Survival - Augment, Heal - Determines your ability to survive in a battle.


Magical Aspects


(Self & Others) Restoration - Heal, Status Restore - Determines your ability to use restoration spells.


(Self) Destruction - Attack, Status Effect - Determines your ability to use destruction spells.


(Self) Conjuration - Summon (Unique) - Determines your ability to summon unique creatures, raise the dead, etc.


(Self) Geomancy - Terrain, Deduct - Determines your ability to manipulate the environment, and to create disadvantages for your opponent.


(Self) Invocation - Crystal (Unique) - Determines your ability to use crystal energy.


(Self) Spirit - Magical Analyze, Defend - Determines your ability to comprehend magical aspects as well as to defend against magical aspects.


Mental Aspects


(Self & Others) Charisma - Status Effect, Heal - Determines your ability to encourage your allies with your charm.


(Self) Persuasion - Mental Attack, Deduct - Determines your ability to harm enemies with your words.


(Self) Intelligence - Mental Analyze, Status Restore - Determines your ability to understand the situation, as well as to recover from a misfortune.


(Self) Mind - Mental Defend, Terrain - Reinforce others with your mind, while bending the terrain to fit your mind.


(Self) Tame - Control (Unique) - Determines your ability to tame and control monsters.


(Self) Luck - Gamble (Unique) - Determines your ability to be fortunate.
 
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You can choose 4 abilities for your character.


3 Elemental abilities.
 
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Normal Actions


Attack


Defend


Move


Flee - Flee from battle. Use all your resource points from your highest resource. Example: 20 Action, 10 Will, 5 Mana. I spend all 20 action to flee. If I had 1/20 Action, 4/10 Will, 3/5 mana. I still use action.


Converse - Speak with your opponent.


Item - Use an item. Costs nothing.
 
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Skill Actions and what they do.


Physical Aspects (Require Action)


Physical Attack. Use a physical material to attack at your foe. Requires STR. Higher techniques. (SELF)


Physical Defend. Use a physical material to block against a physical attack. Requires VIG. Higher techniques. (SELF)


Evade. Use your acrobatics to dodge. Requires DEX. Allows you to use your agility against physical manifestations. (SELF)


Terrain. Use your raw strength to manipulate the terrain. Requires STR. Allows you to change the terrain with your strength. (SELF)


Movement. Use your feet to move in the battlefield. Requires SPD. Allows you to move in battle. (SELF)


Status Effect. Use your keen skill to place status effects from your attacks. Requires FIN. Allows you to place status effects with physical actions. (SELF)


Status Restore.  Your body can withstand certain elements. Requires VIG. Allows you to restore against status effects. (SELF)


Analyze. FIN.


Strength - Physical Attack, Terrain


Vigor - Status Restore, Physical Defend


Dexterity - Evade


Speed - Movement


Finesse - Status Effect, Analyze


Magical Aspects (Require Mana)


Status Restore. Use a magical skill to restore a status. Requires RES. Can be used on allies. (Self & Others)


Status Effect. Use a magical skill to effect a status. Requires DES. Can be use on opponents. (SELF)


Magical Attack. Use a magical skill to attack your foe. Requires DES. (SELF)


Magical Defend. Use a magical skill to defend against a magical attack. Requires SPT. (SELF).


Heal. Use a magical skill to heal an ally. Requires RES. (Self & Others).


Terrain. Use magic to manipulate the terrain. Requires GEO. (Self).


Augment. Use a magical skill to boost yourself and others. Requires INV. (Self & Others)


Deduct. Use a magical skill to deduct from enemies. Requires INV. (Self)


Summon. Summon creatures to fight. Requires SUM. (Self)


Analzye. Use your spirit energy to discover new entities.


Restoration - Status Restore, Heal


Destruction - Status Effect, Magical Attack


Spirit - Magical Defend, Analyze


Geomancy - Terrain


Invocation - Augment, Deduct


Conjuration - Summon


Mental Aspects


Status Effect. Confuse your enemy. Requires PER. (SELF)


Mental Attack. Attack with your guile. Requires GUI (Self)


Mental Defend. Defend against mental attacks. Requires WIS. (Self)


Augment. Encourage your ally. Requires CHA. (Self & Others).


Deduct. Disorient your enemy. Requires PER. (SELF)


Status Restore. Encourage your ally. Requires CHA. (Self & Others).


Control. Tame, and convince monsters/people to fight. Requires TME. (Self)


Gamble. Take a chance. Requires LCK (Self)


Analyze. Check out your opponent. Requires WIS. (Self)


Persuasion - Status Effect, Deduct


Guile - Mental Attack


Wisdom - Mental Defend, Analyze


Charisma - Augment, Status Restore


Tame - Control


Luck - Gamble


What each skill does.


Heal - Restore Hit Points


Attack - Deal damage to Hit Points.


Defend - Block against respective attack.


Evade - Block against physical and magical attacks.


Movement - Move in the battlefield.
 
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When it's your post you can do these actions during a engagement scenario.


Normal Attack: Costs 1 Action per die. You can only attack once in a post, unless you get the multi rate ability, but you're free to state IC that you've struck at your foe with several attacks.


Brace: Costs 1 Action. Prepare your defenses by bracing to dodge, or to defend. Add +1 bonus to all your physical defend/evade die. You cannot Attack, Converse, Inspect, Use Item, Move, or Converse while bracing.


Movement: Costs 1 action per second of movement, while in battle.


Use Item: Use an item on the battlefield on yourself. Costs 1 Action, and you can only use one item per post.


Skills: Use a skill. Doesn't cost action points.


Converse: Converse with an ally, enemy, or neutral individual. Costs 1 Action per die. Can only be used once per post.


Inspect: Inspect the surrounding areas. Costs 1 Action per die. Can only be used once per post.


Throw: Throw an item, or weapon. Costs 1 action, if you throw a weapon with the intent to do damage on an enemy, it will act as a normal attack.


Mana Recovery: Costs 1 action per die. You can use this only once per post.


Critical Attack. Costs 1 action per die. You can use in conjunction with your normal attack. Total cost of a critical attack, if a critical hit is a success is 3 actions.


When it's not your post, and individuals do actions against you during a engagement scenario, you can do these actions.


Defend: Costs 1 action per die. Defend against a normal attack.


Evade: Costs 1 action per die. Evade against a normal attack.


Counter: Costs 1 action per die. Counter against a normal attack.


Spirit: Costs 1 action per die. Counter against a magical attack.


Resistance: Costs 1 action per die. Counter against a status effect.


Empower: Costs 1 action per die. Counter against a deduct.


Out of an engagement scenario, you're free to play your character without limitations on their actions.


All your action points are recovered during your next post. Example: If I have 8 action points, and I use them all in a post, I have 0 action points. I get them all back next time I post.
 
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Vitality- Influence your health points. Start with 3. Add 1 health per rank up. Capped at 30.


Mystic-Influence your mana points. Start with 4. Add 1 mana per rank up. Capped at 40.


Stamina-Influences your action points. Start with 3. Add 1 action per rank up. You need actions to do multiple things. It's restored at the start of your turn. Ex: 3 action points, I use 2 to attack and move. I only have 1 for defend, evade, or counter until it's my turn. Capped at 15. Each die counts as an action.


Strength - Influences your Physical Attack. Roll a 1d6. 1m range. Each rank in strength offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. +1m Range
  7. +1m Range
  8. +1m Range
  9. +1m Range
  10. +2m Range (Can only be obtained at rank 5)
  11. 10m Throw (Can throw weapon, but lose ability to use weapon for a turn)
  12. Gain a 1d4 die (Can only be obtained at rank 5)

Perception - Influences your ranged Attack. Roll a 1d4. 5m range. Each rank in dexterity offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. +5m Range
  7. +5m Range
  8. +5m Range
  9. +10m Range (Can only be obtained at rank 4)
  10. +15m Range (Can only be obtained at rank 5)
  11. Gain a 1d4 die (Can only be obtained at rank 5)

Physique - Influences your Physical Defend against Physical attacks, or ranged attacks. Roll a 1d4. Each rank in Physique offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. Lower critical chance by 1 of an opponent, when defending.
  7. Lower Critical chance by 1 of an opponent, when defending.
  8. Lower critical chance by 1 of an opponent, when defending.
  9. Lower Critical chance by 2 of an opponent, when defending. (Can only be obtained at rank 4)
  10. Lower critical chance by 3 of an opponent, when defending. (Can only be obtained at rank 5)
  11. Gain a 1d4 die (Can only be obtained at rank 5)

Dexterity - Influences your Physical Evade against physical attacks, or ranged attacks. Roll a 1d4. Each rank in Dexterity offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. When you successfully dodge, move +1m.
  7. When you successfully dodge, move +1m.
  8. When you successfully dodge, move +1m.
  9. When you successfully dodge, move +1m.
  10. When you successfully dodge, move +2m (Can only be obtained at rank 5)
  11. Gain a 1d4 die (Can only be obtained at rank 5)

Counter - Influences your ability to counter in the same turn. Roll a 1d4. Counter allows you to deal damage during the same turn your opponent attacks, but your character gets hit by all the damage. You can only counter, if your weapon allows you to counter the hit. A strength weapon counters strength weapon. Perception weapon counters a perception weapon. Each rank in counter offers a separate bonus. A counter cannot be avoided. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. When you counter, -1 damage from your opponent. (can only be obtained at rank 4)
  7. When you counter, -2 damage from your opponent. (Can only be obtained at rank 5).
  8. Gain a 1d4 die (Can only be obtained at rank 5).

Movement - Influences your movement. Start with 4m per second. Each rank offers a separate bonus. Capped at 5.

  1. +1m
  2. +1m
  3. +1m
  4. +1m
  5. +2m (Can only be obtained at rank 5)
  6. Expert Climber, +2m movement when climbing.
  7. Expert Swimmer, +2m movement in water.
  8. Gain a 1d4 die (Can only be obtained at rank 5)

Multi Rate - Influences your ability to use multiple dice. Capped at 5. Only applies to normal actions.

  1. +1 Target, requires an additional 1d4 die. Your action, works on multiple targets. (Half damage to all)
  2. +1 Target, requires an additional 1d4 die. Your action, works on multiple targets. (Half damage to all)
  3. +1 Target, requires an additional 1d4 die. Your action, works on multiple targets. (Half damage to all)
  4. +1 Target, requires an additional 1d4 die. Your action, works on multiple targets. (Half damage to all)
  5. +2 Target, requires two additional 1d4 die. Your action, works on multiple targets. (can only be obtained at rank 5) (Half damage to all)
  6. +1 Die Combine. You can combine a 1d4 die with your primary die. Works on 1 target only.
  7. +1 Die Combine.
  8. +1 Die Combine.
  9. +1 Die Combine.
  10. +2 Die Combine. (Can only be obtained at rank 5)
  11. Gain a 1d4 die (Can only be obtained at rank 5)

Mana Recovery - Influences your mana recovery. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +2 (Can only be obtained at rank 4)
  5. +3 (Can only be obtained at rank 5)
  6. Gain a 1d4 die (Can only be obtained at rank 5)
  7. +3 Mana (Can only be obtained at rank 4)
  8. +5 mana (can only be obtained at rank 5)

Charisma - Influences your converse skill, and your ability to pick up information. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (can only be obtained at rank 5)

  6. When you speak to the opposite gender, +2.

  7. When you speak to the same gender, +2.

  8. When you speak to a non-gender, +2

  9. Gain a 1d4 die (Can only be obtained at rank 5)

Intelligence - Influences your knowledge skill, and the ability to research/analyze situations. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. Gain a 1d4 die (Can only be obtained at rank 5)
  7. Specialize in one area, +3. (Example: Rocks).
  8. Specialize in one area, +3. (Example: Rocks).
  9. Specialize in one area, +3. (Example: Rocks).

Inventory - Influences the amount of items you carry on your person. Start with 5. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)

Spirit - Influences your special defense against special attacks. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +2 (Can only be obtained at rank 4)
  5. +3 (Can only be obtained at rank 5)
  6. When you use spirit on a special attack, your opponent loses 3 mana. (can only be obtainted at rank 5)
  7. When you use spirit on a special attack, your opponent loses 1 mana.
  8. When you use spirit on a special attack, your opponent loses 1 mana.
  9. Gain a 1d4 die (Can only be obtained at rank 5)

Resistance - Influence your defense against status effects. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. When you use resistance on a status effect, your opponent loses 1 mana.
  7. When you use resistance on a status effect, your opponent loses 1 mana.
  8. When you use resistance on a status effect, your opponent loses 3 mana. (Can only be obtained at rank 5)
  9. Gain a 1d4 die. (Can only be obtained at rank 5)

Empower - Influences your defense against deducts. Roll a 1d4. Each rank offers a separate bonus. Capped at 5.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +2 (Can only be obtained at rank 5)
  6. When you use Empower against a deduct, your opponent loses 1 mana.
  7. When you use empower against a deduct, your opponent loses 1 mana.
  8. When you use empower against a deduct, your opponent loses 3 mana. (Can only be obtained at rank 5).

Luck - Influences your critical. Roll a 1d20 to determine critical damage, a 20 is a critical hit. Critical hits deal times two damage. (Crits work on all dice). Capped at 5. Only works on normal actions.

  1. +1 Critical chance, Gain an additional number.
  2. +1 Critical chance, Gain an additional number.
  3. +1 Critical chance, Gain an additional number.
  4. +2 Critical chance, Gain two additional numbers. (Can only be obtained at rank 4)
  5. +3 Critical Chance, Gain three additional numbers. (Can only be obtained at rank 5)
  6. +1 Critical damage
  7. +1 Critical Damage
  8. +1 Critical Damage
  9. +2 Critical Damage (Can only be obtained at rank 4)
  10. +3 Critical Damage (Can only be obtained at rank 5)
  11. Gain a 1d4 die (Can only be obtained at rank 5)



Skill - Influences your skill power for a particular skill. Add 1 rank up. There's a max of 5 to put in each skill. (Cost 1 Action per Skill use)

  1. Magical Attack Technique - A powerful magical attack.
  2. Magical Defend Technique - A powerful magical defend.
  3. Status Restore Technique - Ability to restore status.
  4. Status Effect Technique - Ability to inflict Status.
  5. Terrain Technique - Ability to manipulate terrain.
  6. Magical Heal Technique - A powerful magical heal.
  7. Augment Technique - Ability to power up.
  8. Deduct Technique - Ability to power down.
  9. Analyze Technique - Ability to inspect.

.
 
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Lv 1 Ability. Roll a 1d4 but add +1 to total. Costs 4 Mana and 1 Action. For additional effects add mana.


Lv 2 ability. Roll 2d4, but add +2 to total. Costs 8 Mana and 2 Action.. For additional effects add mana.


Lv 3 Ability. Roll 3d4, but add +3 to total. Costs 12 Mana and 3 Action. For additional effects add mana.


Lv 4 Ability. Roll 4d4, but add +4 to total. Costs 16 Mana and 4 Action. For additional effects add mana.


Lv 5 ability. roll 5d4, but add +5 to total. Costs 20 Mana and 5 Action. For additional effects add  mana.


The above works for Attack, Defend, Heal.


Status Restore, Status Effect, Terrain, Augment, Deduct, Analyze.


For Status restore, the total allows you to recover the amount of status effect on a character. The remainder points can be used to add status immunity, but each 3 additional points = 1 status immunity point/1 deduct immunity point.


For Status Effect, levels determine which statuses work, as well as the strength of the status. Status Effects start at 1 duration, and their duration can be increased up to 3. Example: I get a 9 on my lv 2 status effect, and the person rolls a saving roll of 7. The status succeeds, but he has 2 points on him. Status restores can heal the individual, or make an individual immune.


For Terrain, points determine the amount of terrain that can be created. They can be used to block paths, or to make paths easier to travel in. Every 2 points = 1 terrain cell manipulation.


For Augment, points determine the bonus added when rolling a die. Applies to everything. Every 2 points = 1 Bonus.


For Deduct, points determine the deduction when rolling a die. Applies to everything. Every 1 point = -1 modifier. Status restore can work on deducts.


For Analyze, points determine the amount of an area you can analyze. Every 2 points = 1 perspective.


Note: Physical/Magical defends can block against normal attacks.


For each 5 points in mana, you recover 1 mana per turn. Example: 50 mana = 10 mana recovery per turn.
 
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Additional Effects.


If your skill range is only 5m, or less. Add +2 to total.


If your skill range is only 15m, or less. Add +0 to total.


If your skill range is only 25m, or less. Use +1 mana.


If your skill range is only 35m. Use +2 mana.


If your skill range is only 50m. Use +3 mana.


If your target is only 1. Add +1 to total.


If your target is only 2. Use +3 mana. (applies range) (half damage to all enemies).


If your target is only 3. Use +6 mana. (applies range) (half damage to all enemies).


If your target is only 4. Use +9 mana. (applies range) (half damage to all enemies).


If your target is only 5. Use +12 mana. (applies range) (half damage to all enemies).


If your duration is none. Add +1 to total.


If your duration is only 1, tick starts after initial use. Add +0 to total.


If your duration is only 2. Use +5 mana.


If your duration is only 3. Use +10 mana.


It gets pretty hilarious seeing a warrior with a great sword use a Lv 1 +3 mana (range).
 
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To use items on others, you need to be next to them, or you need to throw the item. Each cell away from the player costs 1 action point.


So if I throw a heal item to use it on someone 5 cells away, that will cost me 6 action. 1 action to use item, and 5 action to throw it 5 cells away.
 
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Skills can be combined, but only up to two skills. Acceptable skill combinations are:


Combined skills mean you need to roll twice, but they don't cost an extra action point; however, they cost the same mana points. Example: I pay the price for two lv.1 skills, so I can use a Lv. 1 Attack/Status effect.


Attack/Status Effect


Attack/Terrain


Attack/Deduct


Defend/Heal


Defend/Status Restore


Defend/Augment


Heal/Defend


Heal/Status Restore


Heal/Augment


Status Restore/Heal


Status Restore/Defend


Status Restore/Augment


Status Effect/Attack


Status Effect/Deduct


Augment/Status Restore


Augment/Heal


Augment/Defend


Deduct/Status Effect


Deduct/Attack


Terrain/Attack


Analyze
 
For Character Sheet


20 Points to spend on Vitality, Mystic, Action.


Vitality: 3 (Max 12) Cost 1 Skill Point per Vitality.


Mystic: 3 (Max 20) Cost 1 Skill Point per Mystic.


Action: 3 (Max 10) Cost 2 Skill Points per Action.


10 Points to spend on for these attributes.


Speed: 2 (Max 4)


Strength: 0 (Max 2)


Perception: 0 (Max 2)


Dexterity: 0 (Max 2)


Counter: 0 (Max 2)


Physique: 0 (Max 2)


Spirit: 0 (Max 2)


Charisma: 0 (Max 2)


Inventory: 5 (Max 7 )


Intelligence: 0 (Max 2)


Resistance: 0 (Max 2)


4 Points to spend on for Skills.


Skill: Choose a skill, and then put the level next to the skill. Example: I spend all 4 points on Battle Attack Technique, so I now have Battle Attack Technique Lv 4.

  1. Battle Attack Technique - A powerful physical attack.
  2. Battle Defend Technique - A powerful physical defend.
  3. Magical Attack Technique - A powerful magical attack.
  4. Magical Defend Technique - A powerful magical defend.
  5. Status Restore Technique - Ability to restore status.
  6. Status Effect Technique - Ability to inflict Status.
  7. Terrain Technique - Ability to manipulate terrain.
  8. Magical Heal Technique - A powerful magical heal.
  9. Augment Technique - Ability to power up.
  10. Deduct Technique - Ability to power down.
  11. Analyze Technique - Ability to inspect.
 
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http://www.dandwiki.com/wiki/SRD:Weapons


Simple Weapons


Unarmed Weapons


Fist

  1. Damage: 1d2
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Attacks: 2
  8. Uses: Infinite

Gauntlet

  1. Damage: 1d3
  2. Critical Chance: 10 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 80 Percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

Light Melee Weapons


Dagger

  1. Damage: 1d4
  2. Critical Chance: 30 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell. 3 Cells if thrown.
  6. Type: Strike
  7. Uses: 20
  8. Attacks: 2

Spiked Gauntlet

  1. Damage: 1d4
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

Light Mace

  1. Damage: 1d4
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

One-Handed Melee Weapons


Mace

  1. Damage: 1d4
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

Short spear

  1. Damage: 1d4
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

Sword

  1. Damage: 1d4
  2. Critical Chance: 20 percent.
  3. Critical Damage: Times Two.
  4. Accuracy: 90 percent.
  5. Range: 1 Adjacent Cell.
  6. Type: Bludgeon
  7. Uses: 20
  8. Attacks: 2

Two-Handed Melee Weapons


Slash, Pierce, Bludgeon
 
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Cell Movement Copy/Paste


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1


2


3


4


5


6


Cell Pieces


Example Map


[A001][B001][C001][D001]


[A002][B001]


[A003][B001]


[A004][B001]


[A005][B001]


[A006][B001]


[A007][B001]


[A008][B001]


[A009][B001]


[A010][B001]


[A011][B001]


[A012][B001]


[A013][B001]


[A014][B001]


[A015][B001]


[A016][B001]
 
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[A001]


[B001]


[C001]


[D001]


[E001]


[F001]


[G001]


[H001]


[I001]


[J001]


[K001]


[L001]


[M001]


[N001]


[O001]


[P001]


[Q001]


[R001]


[S001]


[T001]


[U001]


[V001]


[W001]


[X001]


[Y001]


[Z001]
 
Range 1d4


Melee 1d6


For Skills


Range 1d4


Melee 1d6


Three range types


Close


Far


Super Far.
 
1 Skill Point Costs 25 XP.


1 mana point costs 10 XP.


1 health point costs 20 XP.


1 action point costs 25 XP.


How to get XP.

  1. Ten In-Character Post = 1 XP.
  2. One page of IC Roleplay = 10 XP.
  3. One hundred Out-of-Character Post = 1 XP.
  4. Arc Completion = 20 XP.
  5. Boss Defeated = 10 XP.
  6. Sidequest Completion = 5 XP.
  7. Character Goal Completed = 5 XP.
  8. Month Completion = 10 XP
 
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Vitality- Influence your health points. Start with 3. Add 1 health per rank up. Capped at 20.


Mystic-Influence your mana points. Start with 3. Add 1 mana per rank up. Capped at 40.


Stamina-Influences your action points. Start with 3. Add 1 action per rank up. You need actions to do multiple things. It's restored at the start of your turn. Each die counts as an action. Capped at 12.


Combing die process. You can combine your dies to reach a particular number. Example: I roll 3, 3, 2. All of them are failures, but if I have +3 die combine, I can combine all three to get a roll of 8, which may succeed an action, and allow for a crit.


Critical Hits can only be defended by certain rolls.


A die requires 1 action. A combine die requires only 1 ACTION.


Strength - Influences your Physical Attack. Roll a 1d10. 1m range/6 or above is a successful attack. 18 or above is a crit. Crits deal triple damage. Each rank in strength offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 Strength Die.
  2. +1 1d10 Strength Die.
  3. +1 1d10 Strength Die.
  4. +1 1d10 strength die.
  5. +1 Die combine (Can combine two dice)
  6. +1 Die Combine
  7. +1 additional number, 5 or above is a successful attack. 15, or above is a crit.
  8. +1 additional number
  9. +2m and +5m throw (Can throw weapon, but can only throw once)

Perception - Influences your ranged Attack. Roll a 1d10. 5m range/6 or above is a successful attack. 18 or above is a crit. Each rank in dexterity offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 perception die.
  2. +1 1d10 perception die.
  3. +1 1d10 perception die.
  4. +1 Die Combine (Can combine two dice)
  5. +1 Die Combine
  6. +10m Range
  7. +10m Range
  8. +1 additional number, 5 or above is a successful attack. 15 or above is a crit.
  9. +1 additional number.

Physique - Influences your Physical Defend against Physical attacks, or ranged attacks. Roll a 1d10. 6 or above is a successful defend. 18 or above can defend against critical attacks. Can cover for allies. Each rank in Physique offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 Physique Die.
  2. +1 1d10 Physique Die.
  3. +1 1d10 Physique Die.
  4. +1 1d10 Physique Die.
  5. +1 Die Combine (Can Combine two Dice)
  6. +1 Die Combine
  7. +1 Die Combine
  8. +1 additional number, 5 or above is a successful defend. 15, or above is a crit defend.
  9. +1 additional number.

Dexterity - Influences your Physical Evade against physical attacks, or ranged attacks. Roll a 1d10. 6 or above is a successful evade. 18 or above can evade against crits.  A successful evade dodges one attack, and allows your character to move 1m for free, for each successful evade. Each rank in Dexterity offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 evade die.
  2. +1 1d10 evade die.
  3. +1 1d10 evade die.
  4. +1 Die Combine
  5. +1 Die Combine
  6. When you successfully dodge, move +1m.
  7. When you successfully dodge, move +1m.
  8. +1 additional number, 5 or above is a successful evade. 15 or above, evades against crits.
  9. +1 additional number.

Counter - Influences your ability to counter in the same turn. Roll a 1d10. 6 or above is a successful counter. You can counter attacks. A counter allows you to inflict the damage on your opponent, but if you miss a counter, you take the full brunt of the damage. 18 or above allows you to counter critical attacks. Each rank in counter offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 counter die,
  2. +1 1d10 counter die,
  3. +1 1d10 counter die,
  4. +1 1d10 counter die.
  5. +1 Die Combine
  6. +1 Die Combine
  7. +1 Die Combine
  8. +1 additional number, 5 or above is a successful counter. 15 or above, can counter against crits.
  9. +1 additional number.

Movement - Influences your movement. Start with 4m per second. Each rank offers a separate bonus. Capped at 6 levels.

  1. +1m
  2. +1m
  3. +1m
  4. +1m
  5. +1m
  6. +1m
  7. Expert Climber, +2m movement when climbing.
  8. Expert Swimmer, +2m movement in water.
  9. Expert jumper, +2m movement when jumping across ledges.

Mana Recovery - Influences your mana recovery. Roll a 1d10. A roll of 6 or above, means your character gets +1 mana. A crit mana recovery is a 18, or above. Each rank offers a separate bonus. Capped at 6 levels.

  1. +1 1d10 Mana Recovery die.
  2. +1 1d10 Mana Recovery die.
  3. +1 1d10 Mana Recovery die.
  4. +1 Die Combine.
  5. +1 Die Combine.
  6. +1 additional number. A roll of 5 or above, means your character gets +1 mana. A roll of 15, or above, means your character gets +3 mana.
  7. +1 additional number.
  8. +3 Mana Points
  9. +3 Mana Points

Inventory - Influences the amount of items you carry on your person. Start with 3. Capped at 6 levels.

  1. +1
  2. +1
  3. +1
  4. +1
  5. +1
  6. +1
  7. +2 for health consumables
  8. +2 for mana consumables
  9. +2 for action consumables

Spirit - Influences your special defense (Can only be used on yourself) against magical attacks. Roll a 1d10 die. Capped at 6. A roll of 10, or above fully blocks against a magical attack. Each die costs 6 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 9, or above fully blocks against a magical attack.
  2. +1 additional number
  3. +1 additional number
  4. Lower the cost of mana by 1.
  5. Lower the cost of mana by 1.
  6. Lower the cost of mana by 1.
  7. When you use spirit, your opponent loses +1 mana.
  8. When you use spirit, your opponent loses +1 mana.
  9. When you use spirit, your opponent loses +1 mana.

Resistance- Influences your special defense (Can only be used on yourself) against status effects. Roll a 1d10 die. Capped at 6. A roll of 10, or above fully blocks against a status effect. Each die costs 6 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 9, or above fully blocks against a magical attack.
  2. +1 additional number
  3. +1 additional number
  4. Lower the cost of mana by 1.
  5. Lower the cost of mana by 1.
  6. Lower the cost of mana by 1.
  7. When you use resistance, your opponent loses +1 mana.
  8. When you use resistance, your opponent loses +1 mana.
  9. When you use resistance, your opponent loses +1 mana.

Empower - Influences your special defense (Can only be used on yourself) against deducts. Roll a 1d10 die. Capped at 6. A roll of 10, or above fully blocks against a deduct. Each die costs 6 mana times the level of the skill, and 1 action times the level of the skill.

  1. +1 additional number, a roll of 9, or above fully blocks against a magical attack.
  2. +1 additional number
  3. +1 additional number
  4. Lower the cost of mana by 1.
  5. Lower the cost of mana by 1.
  6. Lower the cost of mana by 1.
  7. When you use Empower, your opponent loses +1 mana.
  8. When you use Empower, your opponent loses +1 mana.
  9. When you use Empower, your opponent loses +1 mana.

Skill - Influences your skill power for a particular skill. Add 1 rank up. There's a max of 5 to put in each skill. (Cost 1 Action per Skill use)

  1. Magical Attack Technique - A powerful magical attack.
  2. Magical Defend Technique - A powerful magical defend.
  3. Status Restore Technique - Ability to restore status.
  4. Status Effect Technique - Ability to inflict Status.
  5. Terrain Technique - Ability to manipulate terrain.
  6. Magical Heal Technique - A powerful magical heal.
  7. Augment Technique - Ability to power up.
  8. Deduct Technique - Ability to power down.
 
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