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Oct 10th, 2015
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  1. Stat Changes:
  2. -All stats will now have a “soft cap.” Once this cap is reached, no more points may be added to that stat, and it may not be exceeded except through the use of outside means (EX: Strength is capped at 20, but this number may be exceeded using robotic appendages.)
  3. -Any points lost in any attributes as a result of these caps will result in skill point refunds for PCs, to the full cost of those attributes.
  4. Primary Stat Caps:
  5. ST: 20
  6. DX: 16
  7. IQ: 16
  8. HT: 18
  9. Secondary Stat Caps:
  10. HP: 25
  11. Will: 20
  12. Perception: 20
  13. FP: 20
  14. *Speed: Cannot be increased more than 2.00 past the formula stated in the rulebook: (HT+DX)/4
  15. **Basic Move: Cannot be increased past the limits stated in rule book: Basic speed minus all fractions.
  16. Dodge: Cannot be increased past 12. No exceptions.
  17.  
  18. Skill Changes:
  19. -The skills sumo and taijutsu, and any adjoining skills, are now considered to be DX based. Adjust relative level accordingly.
  20.  
  21. Advantages:
  22. -The following advantages are nerfed: Enhanced Move (May only be taken at level 0.5), Hard to Subdue (Cost x1.5), Super Jump (May only be taken at level 1).
  23.  
  24. Fate Points:
  25. -Fate Points are capped at 5. This number may not be exceeded.
  26. -Only one reroll is allowed for any action that will not possibly result in death.
  27. -For actions that will possibly result in death, an additional reroll is allowed.
  28. -Fate Points may only be gained upon a roll of 3, 4, or 5 and nothing else. No Exceptions.
  29. -A new spell is granted to each of the PCs. The favor of the goddess allows any character to spend FP equal to ½ total FP +2 in order to gain one Fate Point, provided the character has no Fate Points currently stocked. Casting this spell counts as an action in battle.
  30.  
  31. Magic:
  32. -Magic is no longer to be treated as a set of individual skills. All points put into magic “skills” are to be refunded instantly.
  33. -Magic no longer requires a round of concentration in order to be cast. In order to cast magic, the caster will roll Will-5 to determine if the attack or action succeeds. A weapon or item that the caster designates as a signature weapon or item may be used to gain a +1 on magic rolls, so long as that weapon or item is used to cast the magic. A “Shard of Adara” may be consumed in order to gain an additional +3 to the roll. The effect of the shard will last for one cast. The cost of all spells is set at a flat 2 FP. Spells which contain multiple movements or uses of magic will cost the number of actions x 2 FP.
  34. -Any sustained usage of magic (spells which last more than one turn) require rolls every turn the spell remains active and additional costs of 2 FP per turn.
  35. -When doing calculations for magic, all fractions are to be dropped (rounded down, in other words) unless otherwise stated.
  36. -The attributes and damage values of specific subsets of magic are as follows:
  37. -Lightning:
  38. -A mostly offensive element. Its controlling attribute is speed. Its secondary effect is shock.
  39. -A basic bolt is treated as an innate attack with a range equal to the user’s speed (minus any fractions). Attacks made on targets beyond this range will dissipate. Initial power of the attack is a number of die determined by this equation: N = (1/2 * Speed)-1. EX: If Speed is equal to 6, (1/2 * 6)-1 = 2, thus you roll 2 die for damage. This attack will fail completely against targets insulated against electricity or utilizing some form of grounding to divert the path of the electricity. This attack will instantly succeed against metal targets. If the attack succeeds, a shockwave of crushing damage equal to (1/2 * Speed)-1 will hit the target and anything within the target’s hex, also causing knockback equal to one-half of the caster’s speed minus fractions, and causing full shock damage.
  40. -Any attacks not utilizing a basic bolt will inflict damage equal to (1/2 * Speed)-1, along with any damage inflicted by weapons utilized in conjunction with the spell. This will also cause full shock damage.
  41. -Lightning magic may also be used for temporary increases in speed, however any increases in speed caused by the usage of lightning magic will not affect the damage or other stats of lightning spells.
  42.  
  43. -Wind:
  44. -A mostly movement based element. Its controlling attribute is basic move. Its secondary effect is cutting.
  45. -Wind’s basic maneuver serves to “push” either the caster or an opponent in a specific direction. The pushing effect can be used to send the caster or an opponent “flying” in any direction. The opponent rolls against ST to determine if they resist the winds. Opponents that fail the roll will be sent flying up to a distance of one-half of the caster’s basic move, not taking into account advantages or any bonuses to basic move. Cutting damage equal to one-half of the user’s move minus fractions will be inflicted upon unarmored targets and those with low levels of soft armor. Targets with hard armor will not take cutting damage, though they may still be knocked back. If the user chooses to cast wind to move himself, the movement is equal to his basic move plus one half, and any targets within his path will receive cutting damage equal to one-half of his basic move minus fractions. Cutting effects do not damage the caster, but will damage anything in its way, including friendly PCs.
  46. -A “wind blade” may be produced, which costs 3 FP to cast and sustain each turn. This blade can be used on any other weapon or item to add a value of one-half of the user’s basic move as cutting damage.
  47. - Wind magic may also be used for temporary increases in basic move, however any increases in basic move caused by the usage of wind magic will not affect the damage or other stats of wind spells.
  48. -Earth:
  49. -A heavily defensive and partially offensive element. Its controlling attribute is strength. Its secondary effect is crushing.
  50. -This element relies upon the movement of the earth. The amount of earth that may be moved in one turn is equal to the user’s basic lift. An attack with thrown earth will have range equal to one-half of the caster’s strength, minus fractions, and crushing damage calculated using dice equal to (1/3 * ST)-2. EX: At 18 ST, (1/3 * 18)-2 = 4 dice.
  51. -An attack with earth used to crush the opponent will deal damage to the opponent every turn equal to (1/3 * ST)-2. The spell must be renewed every turn in order to be maintained.
  52. -An earth armor may be summoned to protect the caster at a cost of 4 FP. This armor has a DR of 7 all around, and has an HP of 15 before it crumbles away entirely. It may be cast on specific areas of the body, or the entire body, but if used on any part of the legs or torso, it will restrict movement and speed by half. Must be renewed every turn. May also be cast on other players.
  53. -Earthen walls summoned for defense will have a DR of 7 and HP of 15 before crumbling. Earthen walls cost 2 FP to summon and their width is equal to (1/3 * ST)-2.
  54. -“Sensing” through the earth costs 2 FP per cast. It will allow the caster to sense an area within a distance equal to one-half of the caster’s strength minus fractions.
  55. - Earth magic may also be used for temporary increases in strength, however any increases in strength caused by the usage of earth magic will not affect the damage or other stats of earth spells.
  56. -Please do not use this element to dig up the entire world and carry it with you.
  57. -Water:
  58. -An almost completely defensive element. Its controlling attribute is dexterity. Its secondary effect is acidic.
  59. -Mostly used for healing purposes.
  60.  
  61. -Fire:
  62. -An almost completely offensive element. Its controlling attribute is dexterity. Its secondary effect is burning. Its tertiary effect is being better than all the other pleb elements.
  63. -Mostly used for LMAOing @ your life.
  64.  
  65. -Necromancy:
  66. -A unique element. Its controlling attribute is will.
  67. -In order to gain a thrall, cast a necromancy spell upon any corpse. This spell works differently from other magic. In order to cast, a resurrection ritual must be performed upon a corpse for an uninterrupted period of 6 hours. Only one thrall may be raised per ritual. Thralls may be made from any form of animal or human, provided that they are over 50% organic, the brain is intact, and they do not exceed the size of an average adult human.
  68. -The amount of undead thralls you may control at any one time is equal to one-fourth of your Will, dropping any fractions. Thralls under your direct control may be given commands in and out of battle.
  69. -When a thrall is brought to life, it will regain half HP as well as any attributes it had except for IQ, which is set to 1, and DX, which is reduced by two-thirds. All attributes affected by these stats are changed as well.
  70. -A thrall is able to use skills it had in life, except for those involving IQ or any amount of thought, or any that are affected due to loss of limbs or crippling injuries that were inflicted before death.
  71. -When a thrall reaches 0 HP or below, it will disintegrate into dust.
  72. -Thralls do not require sleep or any form of sustenance.
  73. -Thralls may infect other corpses as the caster’s command, but corpses raised in this manner are not under the caster’s control, and will do as they please. Corpses raised in this manner may not infect other corpses. Corpses raised in this manner will die after a period of 5 in-game minutes.
  74. -Thralls will die automatically after a period of 24 in-game hours.
  75.  
  76. -“Totem” changes:
  77. -The totem skill will be changed to do the following:
  78. -Only skills may be absorbed.
  79. -If the PC already has a skill and chooses that one, he gains +1 to that skill as long as the spirit is in the totem.
  80. -If the PC does not have a skill and chooses one, the PC may use it at default.
  81.  
  82. -Firearms and dodging:
  83. -The current rule states that the amount of rounds dodged depends on the margin of victory of a dodge roll. EX: If 4 bullets are fired and the PC rolls a 7 while having 8 dodge, 2 of the 4 bullets will hit. One will miss do to a successful dodge, and one will miss due to having a margin of victory of 1.
  84. -This rule will change so that the amount of rounds dodged is 2 per each point of margin of victory. For the above example, the PC would only get hit with 1 round, since the margin of victory would cause 2 rounds to miss in addition to the 1 guaranteed by the dodge.
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