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WillWalker

MOTAQUEST RULES

Oct 31st, 2014
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  1. CHANGELOG 11/16: Language is now a separate Talent from Knowledge. Anai speaks Anubian and Common.
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  3. Everything on this list is subject to change, as I figure out what works and does not work, bear with me. I'll also be adding things as they become relevant.
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  5. The first major thing I need to state is due to the nature of the dice involved, criticals of both kinds are turned off for d20 rolls.
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  7. Dice are accepted in a best of first three format. Any dice posts with incorrect modifiers, or that are not linked to the prompting post will be ignored.
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  9. Rolls the players will make:
  10. Skill Checks 1d20+Stat+Talent
  11. Luck Rolls 1d100
  12. Attack Rolls 1d20+Physical Attack
  13. Magic Rolls 1d20+Magic Attack
  14. Reflex Saves 1d20+Reflex
  15. Will Saves 1d20+Will
  16. Tank Saves 1d20+Tank
  17. Initiative Rolls 1d20+Reflex
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  19. COMBAT OPTIONS
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  21. Instead of making a tank save after an enemy's successful attack, you can opt to counterattack, or utilize any defensive power you may have.
  22. Counterattacking will cause you to fail the tank save and take normal HP damage from the incoming attack, however it guarantees your attack will land on the opponent, but not that they will take damage.
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  26. OVERWORLD ACTIONS
  27. Move- Move in a direction of your choosing up to your speed. Random encounters are possible. See rules below.
  28. Sneak Move - Roll on the lowest sneak score in the party, with a DC of 15, to avoid random encounters during the move. you cannot rest while sneaking, even if mounted.
  29. Aggressive Move - Guarantee an encounter.
  30. Camp - Ends the day, usually done after a move. Eating a Meal and Resting regains half your total MP and SP, with +1 additional MP if camping is done at night.
  31. Hunting - Rolling knowledge(survival), then (craft)cooking, in order to find and prepare food. a survival roll of 10 procures 1 day of food, 15 2 days, and 20 3 days. A cooking roll of 10 creates passable rations with no bonus. 15 restores an additional SP when consumed, and 20 restores an additional 2. Unless otherwise mentioned, raw meat will sicken you, causing you to lose 1 SP. Each day without food causes you to lose 2SP.
  32. Search- Attempt to find interesting items, dungeon entrances, or something else of your choosing, or the GM's. Roll Luck, 1d100.
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  34. MOVEMENT
  35. You may choose to move at night, during the day, or both. Each time period you can move up to your overworld move.
  36. You have a foot speed of 3 squares per day on neutral terrain. You can double your move at the cost of becoming fatigued.
  37. Mounted, your speed increases to 6 squares.
  38. Moving double your speed without a camp action incurs fatigue. You may 'camp' while mounted, your mount cannot, and fatigues after 12 squares without a camp action.
  39. A normal move cycle would consist of moving 3 squares, having an encounter, then resting until the next morning. 3 squares/Day
  40. A hurried move cycle would consist of moving three squares, having an encounter, then moving three again. 6squares/day, incurs fatigue.
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  42. IMPROVEMENT
  43. Improving Base refers to spending points to raise something which already has a base score. Anything you don't currently have a rank in after character creation ends has an imaginary base of 0. To improve bases you must spend points equal to the number of the rank you are purchasing. For example, to improve the base score of a character's Beef from 2 to 3, you must spend three points. To raise it from 3 to 4 you must spend 4 points. 4-5, 5 points, and so on. After Character Creation, this is the method for buying and improving everything.
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  45. Experience points
  46. Each session grants 1 exp just for playing. Encounters grant exp based on their difficulty. Hunting grants no experience. Solving a problem or encounter by alternative methods will still grant full experience points. Exp is banked on completion of tasks that award it, and can be spent at any point during the game.
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  48. Atlas Intervention
  49. Experience Points can be spent as a free action to alter reality for the player in a number of ways.
  50. 1 point
  51. -Add +4 to a roll before rolling, or +2 after the roll
  52. -Reroll one failed roll, the second roll must be taken even if it's worse
  53. -Recover 2 mana or stamina points.
  54. -Recover 1 HP immediately
  55. 2 points
  56. -Negate one fatal attack on yourself or an ally
  57. -Automatically score a critical hit on an enemy
  58. (more suggestions welcome)
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  60. Creating Magic Items
  61. Spend an amount of experience points equal to the rank of the effect you wish to imbue. A +1 sword costs 1 exp. A sword with a level 1 fire spell imbued into it also costs 1 exp. Unless a proper knowledge roll and in-character research is done, you can only imbue an object with an effect that you already know and have at least 1 rank in. Utilizing a Magic Item costs you MP equal to the rank of the effect used, or draws from MP stored in the object at creation(up to the object's rank in stored mp, must be recharged)
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  65. SPECIAL ATTACKS (SPA)
  66. Special attacks are a form of ability that are nonmagical in nature, such as a martial arts move, or a natural acid or venom. These moves cost Stamina Points instead of Mana Points. Point costs are equal to the rank of the ability used, just like Magic.
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  68. MAGIC (MA)
  69. MP costs are equal to the rank of spell you are using, and are variable. Rank 4 Fire magic can cost 1 and deal 1 damage, or cost 4 and deal 4, and anything in between.
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  71. Magic spells that go up in level improve in some way at level 3, 6, and 10, dependant on the character's needs. For example, a wind spell at level 3 can be used to pick up loose sediment and create a smokescreen of dust or sand, giving a penalty to vision-based rolls equal to its level, in lieu of damage. This feature is optional, and can be applied to all levels of the spell, so you could also create a 1MP cost -1 smokescreen instead.
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