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Fantasy Lorium (Mechanics)

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Danzo

The Big Boom
Welcome to the Mechanics page of Lorium (High Fantasy RP if you came from the interest check).

Characters are limited to one per person until they die.
Until a death occurs a new character cannot be posted to the Character page.



Skills
  1. Skills refer to physical type activities such as Slashing (which would release a medium range current of air that can cut).
  2. Skills use up a set amount from a character's stamina pool before being unable to be used.
  3. Some skills will also draw upon a character's mana pool.
  4. Skills do not refer to the basic act of attacking that have no effects.
  5. Skills can be learned and taught to others.
  6. Learning or teaching a skill takes time and aptitude like training.
  7. You can flavor a skill cosmetically like a slash that takes the shape of a bird. It would still have the same effect but, would look different.
  8. Skills that would require the breaking of one's body to perform will harm you.

Magic
  1. Magic refers to ethereal type activities like launching a ball of fire.
  2. Magic use up a set amount of mana from a character's mana pool before being unable to be used.
  3. Some spells will also draw upon a character's stamina pool.
  4. Mana is always used if attacking with magic.
  5. Spells can be learned and taught to others depending on affinity for said spell.
  6. Time is still needed in the learning and teaching of said spells.
  7. Spells can be flavored cosmetically.
  8. Spells that require a sacrifice of either oneself or another will damage said component as well as the target.
  9. Spells will have cast times and sometimes may require additional components.

Trait
A trait is something a player can choose if they give up six stat points. Listed here are the current traits if one wishes to make their own ask to work something out with me. Take note, however, player created traits will also be added to this list to be used.
  1. Trained - Add thirty points to your starting stamina pool
  2. Magically Inclined - Add thirty points to your starting mana pool
  3. Combatant - Add two damage to all your physical attacks
  4. Trained Wizard - Add two damage to all your magical attacks
  5. Martially Trained - Your unarmed attacks deal four extra damage
  6. Fundamentals - Your mana bolts deal four extra damage
  7. Vampire - Can drain blood to heal. Take damage while in the sun, running water (including rain), and silver. Increase all stats except Strength and Stamina by 2 at night.
  8. Werewolf - Can eat any meats except poisoned to heal. Take damage from Silver, increased damage from fire, and increased damage from sound-based attacks. Increase all stats except Intelligence and mana by 2 while in wolf form. (Wolf form can be assumed only during the day)
  9. Crafty - Can create basic potions if one gathers the necessary ingredients
  10. Hunter - Have an increased likelihood of finding game animals
  11. Neeeerrrrrd - Increase Intelligence stat by two points
  12. You work out or - Increase Strength stat by two points
  13. I'm hopped up on Mt. Dew - Increase Stamina stat by two points
  14. I'm up all night to get lucky - Increase Luck stat by two points
  15. Hardcore Parkour - Increase Dexterity stat by two points
  16. I get hurt a lot - Increase Constitution stat by two points


Combat

To prevent combat that quickly finishes a dice system will be implemented for combat. Said dice system will revolve around 2 different stages of combat. These two stages are attacking and damage. First, the attacker and defender will roll against each other, whichever side has the higher number either defends or attacks. The attacker if successful will be allowed to deal damage depending on their target according to what they are using. Please note that all attacks will have a base set amount of damage and that can be taken or you may roll to see if you can get a higher number. A defender if successful may perform a counter-attack on their attacker using the same rules as the attacker.

Magic and Skills used in combat will use a slightly different set of rules to determine a few factors when it comes to fighting. First, depending on what type of magic or skill is used, from what distance, how big of an area it will cover, and if the defender can feasibly defend against the attack in some way. Once these are taking into account the defender must make a roll against the set number a spell or skill has in order to either dodge or mitigate some of the damage.

The dice used in combat will be ten-sided dice, twenty-sided dice, and a percentile die to decide certain factors. Ten-sided will be used to determine who wins the roll off in attacking and defending. The Twenty-Sided die shall be used to determine your new damage if you choose to roll it. Finally, the percentile die will be used to determine if any extra effect from your attack is added such as a major bleeding, being stunned by blunt force, lighting aflame, and so on.


Encounters and Travel

Travel in this will be handled with a time system in the game that each location will have between areas. This time system will be set as hours at a time between an encounter or interaction with party members. An example of this is a three-man party is walking to a new town, they've come across a few herbs and decide to pick them to sell or use, after picking the herbs and moving on this would count towards as two hours have passed without moving towards the town. Now say this same group continues on towards their goal but encounter monsters who they flee from in the direction of their goal. This would subtract an amount equal to how long and far they ran from the monsters but, time can be added if they got caught and had to fight. Time is also added for breaks like eating, sleeping, or anything that would cause them to not continue towards their goal. Traveling will also require characters to take breaks to rest and eat so as to prevent basically instantaneous travel.


Encounters are times when one will come across either monsters, a quest, items, or any other set of random things while traveling between towns. Encounters are random in their occurrence and what it will be that one encounters. Note that encounters will never be set up in a way that would try and favor anyone over another. This is done to keep the game fair for everyone and prevent anything that could be seen as playing favorites. Encounters can almost always be avoided if the player(s) do not wish to partake in them. Encounters will always be a mixed bag of good and bad situations that play out or are avoided.



If more is added to mechanics due to the growth or change in the RP all players will be notified.
 
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