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EXTRA SKILLS for PortalQuest

Nov 30th, 2018
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  1. EXTRA RULES:
  2. DC= Dice Challenge
  3. +#dc Roll numbers added to requirement for success
  4. dc#+ Roll required to succeed
  5. >>>When accosted with an opponent's successful attack roll, Players may use their action to roll resist or dodge or block
  6. the attack. The player's dodge/block roll must succeed against the opponent's roll by +1 if it is a close quarter's attack
  7. Ranged and AOE attacks require a success by +2. Rolls to resist apply to magical, poisonous, or psychological attacks or status effects being inflicted. Resist rolls only require you match the opponent's attack roll to negate damage.
  8. Those who have dual weild or a shield may use one of their normal attacks(free action in case of shield) to block.
  9. Common sense will dictate when an action cannot be blocked, in most cases dodging will be an option.
  10.  
  11. >>>Selecting Dual weild ability costs 1 skill point. You may roll 2 normal attacks as a singular action expended
  12. >>>Selecting Sheild User ability costs 1 skill point. Take +1 hit points to your health and have one free action for blocking
  13.  
  14. >>>Normal attacks and instant actions may be used from helpless with a +2dc, unable to crit while helpless.
  15. Normal skill actions CANNOT (With wrestling skills being the exception)."Getting Up" From Helpless incurs no dice challenge
  16. except the traditional 6+
  17.  
  18. >>>The rules for rolls made with a +4 modifier and higher are changed (except for the cases of some Bosses and some Enemies) When making a roll+4 action if the natural roll is failed but successful only due to modifier it still fails. I.E.= ([1d10+4]5+4=9):FAILED
  19. ([1d10+4]6+4=10):SUCCESS
  20.  
  21. EXTRA status effects
  22. Afflictions:
  23. Paranoia: You will become paranoid to a specific target and may not offer them assistance i.e. healing, buffs, etc
  24. Paranoia makes you more susceptible to Turmoil.
  25. Grief: All modifiers to actions are void, must roll without.
  26. Panic: In combat or running away you have a chance to drop an artifact which requires an instant action to pick up. Being inflicted with Turmoil, Grief, or Paranoia while Panicked will incur loss of turns on unsuccessful resistance rolls, most enemies run away when inflicted as such.
  27. Crippled: stackable; grevious, you have lost a limb. The DC challenge is raised by 1 for every instance of crippled applied to you
  28. Turmoil: You experience inner turmoil. Your resistance modifiers no longer apply. The recesses of your thoughts attract
  29. dark beings and you are now susceptible to being suddenly separated by your party.
  30. Abject Hunger: You are compelled to eat something, anything! If you have nothing to eat this turn take 1 hit damage, next turn 2 hits, next 3 hits, etc. Cannibalism is a valid action.
  31. Charm: You have been smitten by an enemy! Continuously roll resistance rolls until success or effects wears off. Failed rolls incur counterattack damage onto party members. Enemy has access to your skills.
  32. Poisoned
  33.  
  34.  
  35.  
  36.  
  37.  
  38. EXTRA Stats
  39. Players start with 3 EXTRA points to spend
  40. Each Tier requires 2 EXTRA points to unlock
  41. Once Unlocked players may select 1 skill from that tier
  42. Secret Skills have no tiers and are immediately accessed once a specific conditions are fulfilled
  43.  
  44.  
  45. Pulchritude:
  46. This stat determines the grace, charm, beauty of a person outward and inward
  47. Raising it gives modifiers to persuasion rolls, makes you less aggro'ed
  48. Enables access to Beautiful Skills. Raising it to a certain point allows you
  49. to talk and negotiate with Angels and Gods
  50.  
  51. Imagination:
  52. This stat determines how immersed you are in your own inner world, your dominion,
  53. and ability to manifest desires.
  54. Raising it gives modifiers to perception rolls and betters your navigation around imaginary landscapes
  55. Enables Access to Imaginary Skills. Raising it to a certain point allows you to establish dominion
  56.  
  57. Neitzchesity:
  58. This stat Determines your will to power, your inner strength, and belief in yourself.
  59. Raising it gives modifiers to resistance rolls, getting up from helpless, and damage healed
  60. Enables Access to Virtuous Skills. Raising it to a certain point allows you to ignore the modifiers
  61. of Angels and Gods
  62.  
  63. Secrecy:
  64. Secret Skills can only be unlocked through fulfilling specific requirements in your EXTRA Skill tree
  65. OR Specific conditions in Game.
  66. Secrecy is not a Stat
  67.  
  68.  
  69. -_BEAUTIFUL SKILLS_-
  70. *Tier 1 *access grants +1 to persuasion rolls
  71. >>> Halo Effect: passive; You are very cute, and your wiles are charming. Most low level and some medium level hostile creatures will not harm you outside of combat. Some might even fall in love, with some coercion.
  72. >>> Curtsy: instant, Recharge 2; You distract the opponent with your stunning beauty. On success they lose an action next turn
  73. >>> Pacify: When an opponent falls below 10% of their hp roll a 1d100. If your roll beats the remaining percentage they will withdraw from combat and not return unless inspired. Alternatively, you roll against 100% of the remaining HP of those inflicted with CHARM status affect.
  74.  
  75. *Tier 2*
  76. >>> Hi there! <3: passive; When any of your attacks or persuasive actions crit, roll a 1d6 to charm the target. This Skill upgrades Halo Effect
  77. >>> [EDIT] Quelling presence: automatic spell; Outside of combat you may assuage the party's insecurities. This spell targets everyone in the party except yourself. When used Everyone effected rolls another Affliction Save roll with a +1 modifier.
  78. >>> Show Some Leg: Always critfails on failure. On success Target is charmed for 2 turns. Resistances may apply
  79.  
  80. *Tier 3*
  81. >>>Blow Kiss: Recharge 4; Charm's target for 3 turns on success, resistances may apply.
  82. >>>Lullaby: Recharge 6; Roll a 1d100 against the remaining HP% of all opponents on the field. Criticals are within the 5th percentile range. A critical failure will render everyone on your party asleep. A critical success will render everyone engaged in combat asleep except for those with immunity.
  83.  
  84. *Tier 4
  85. *Tier 5
  86. *Tier 6
  87. *tier 7
  88.  
  89. -_IMAGINARY SKILLS_-
  90. *Tier 1*access grants +1 to navigation rolls
  91. Pretend: Instant, Automatic; gain an additional weapon tag of your choice and apply to your weapon. Gain +1 to attacks for the remainder of combat.
  92. Head in the Clouds: Visions of imaginary occurrences come more readily to you. When in an Imaginary landscape roll 1d10 to be drawn towards anomalies (clues, angels, treasure, Gods)
  93. Evoke: Spell, recharge 2; Select two targets and make them paranoid towards each other.
  94.  
  95. *Tier 2*
  96. Schizophrenia: Requires Evoke, passive; The Evoke skill gains the Cleave Tag
  97. la la Land: passive; You become aware of the presences of Imaginary lands in your realm and may intentionally find them. Additionally, you may appraise people to see if there is a Portal in their head.
  98. Intuition: passive; Upon Natural Critical Success You may roll another action. Also inflicts PANIC status effect on all enemies.
  99.  
  100. *Tier 3*
  101. Divination: Once per session. By any means of your choice, roll to see a vision of a possible Future or locate an object/artifact/person.
  102. Indigo Children: Passive; You gain Resistance to magical attacks and Imaginary attacks by DC+2. You may also use this skill to add a +1 modifier to your next action.
  103. Mental Projection: You may project an imaginary object into becoming tangible. This can be applied to things found or used to conjure items like food, clothing, supplies, etc.
  104.  
  105. *Tier 4* Access grants +2 to navigation rolls
  106. Manifest Destiny:
  107. Sovereign Domain: When choosing this skill write out the descriptions of your Domain and give it one passive element or status effect. This element or status effect is inflicted passively to all enemies within, while allies become immune to the applied element or status effect. Using this skill while fighting Gods will have variable effects.
  108. Multiplicity: passive; Gain additional regular actions or instant, may only use one or the other at a time.
  109.  
  110. -_VIRTUOUS SKILLS_-
  111. >>> Impart Courage: twice per session; Encourage an ally, on success cures Paranoia, Grief, Panic, Inner Turmoil
  112. >>> Boost of Confidence: passive; On a successful resist roll you gain +1 to your next action
  113. >>> Convince: When an opponent falls below 10% of their hp roll a 1d100. If your roll beats the remaining percentage they will withdraw from combat and not return unless inspired. Alternatively, you roll against 100% of the remaining HP of those inflicted with TURMOIL, PARANOIA, PANIC, AND GRIEF status affect.
  114.  
  115.  
  116. >>> Code of Honor:
  117. >>> Dedication: recharge 6; Gain a +1 modifier to your normal attacks every turn you only use normal attacks for a maximum of +3 and then restart. May not use instant actions during.
  118. >>> I Know. : Immunity to Paranoia, Grief, and Panic
  119.  
  120. >>> Decisive Rhetoric:
  121.  
  122. >>> Because God Knows. :Instant recharge 5; For a single turn remove your target's modifiers even from skills that ask for modified dice roll.
  123. >>> Walk a Thousand Plateaus. :
  124. >>> A Body Without Organs. : recharge 8; Next turn all successful attacks made against the opponent are Natural Critical attacks with the roll added as a modifier.
  125.  
  126. -_SECRET SKILLS_-
  127.  
  128.  
  129. ---&BUILDS&---
  130. Angel
  131. Beautiful Imagination
  132. Beautiful Virtues
  133. Imaginary Beauty
  134. Astronaut
  135. Imaginary Virtues
  136. Virtuous Beauty
  137. Virtuous Imagination
  138. Philosopher
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