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  1. WakFATE
  2.  
  3. Wakfu/Stasis points: each character has a maximum pool of Wakfu and Stasis points. A character starts with 2 max in one pool and 1 max in the other. [Each time a character gains a fate point (including those gained from refresh at the start of each session), he can choose to get one Wakfu or Stasis point up to his pool's max. At the end of each session, you lose all unspent Wakfu and Stasis points.] OR to differentiate them more and make "encounter powers" [Characters start each scene with points in each pool equal to the pool's maximum. At the end of each scene, all unspent points are lost.]
  4.  
  5. Skills: Shoot and Fight are merged into a Weapons skill, representing usage of any weapons (as opposed to class spells) you might have; it's also the skill used by monsters to attack. Drive is Ride instead.
  6. Each class has a skill it uses for using its attack spells (as in for attacking) and (possible) some class stunts. Default distance for class attacks is up to one zone away, but it can be modified by stunts.
  7.  
  8. Cra - Notice
  9. Ecaflip - Empathy
  10. Eniprisa - Investigate
  11. Enutrof - Resources
  12. Feca - Craft
  13. Foggernaut - Weapons
  14. Iop - Provoke
  15. Masqueraider - Deceive
  16. Osamodas - Rapport
  17. Pandawa - Contacts
  18. Rogue - Burglary
  19. Sacrier - Physique
  20. Sadida - Lore
  21. Sram - Stealth
  22. Xelor - Will
  23.  
  24. Athletics and Ride are universally useful skills that relate to movement and defence in combat situations (as in most of the game's conflicts, per default setting), and as such don't get to be favoured by any class. Using your health to attack is fine (as is the case with Sacriers' Physique), though I might reconsider that - never been a fan of "secondary" stats being based on primaries.
  25.  
  26. Elemental Affinities and Weaknesses: each class gets a specific Elemental Weakness (based on whatever element they don't cover in the MMO; Foggers are a special case which is covered by their stunt) and can pick an Elemental Affinity from the remaining three elements (Air, Earth, Fire, Water minus their Weakness; again, Foggers are a special case). Some monsters have Affinities and Weaknesses too.
  27.  
  28. Cra - Water
  29. Ecaflip - Air
  30. Eniprisa - Earth
  31. Enutrof - Air
  32. Feca - Air
  33. Foggernaut - Special
  34. Iop - Water
  35. Masqueraider - Earth
  36. Osamodas - Water
  37. Pandawa - Air
  38. Rogue - Water
  39. Sacrier - Water
  40. Sadida - Fire
  41. Sram - Earth
  42. Xelor - Earth
  43.  
  44. They're mostly a way to get spotlight for a player, hence no resistances since that'd just drag the fight on. When attacking an enemy with a weakness corresponding to your affinity, you get a +1 bonus to the roll.
  45.  
  46. Class Stunts
  47. When you pick a class you get a basic stunt from it - supposedly two basic stunts per class but I can't figure out them all yet so this'll have to do. They have different effects depending on whether you use Wakfu or Stasis points with them
  48. Cra - ??? (possibly something to do with beacons)
  49.  
  50. Ecaflip - Tarot Deck (bonuses for your action this turn or maluses to the enemy's next action)
  51.  
  52. Eniprisa - Biological Warfare
  53.  
  54. Enutrof - ??? (dhreller or mines?)
  55.  
  56. Feca - ??? (obviously glyphs but what to do with them)
  57.  
  58. Foggernaut - Adaptability
  59. Wakfu point: For the cost of 1 Wakfu point, until the end of the conflict you gain an Elemental Affinity of your choice. This replaces your current Elemental Affinity, if any.
  60. Stasis point: For the cost of 1 Stasis point, until the end of the conflict target enemy gets an Elemental Weakness of your choice. This replaces its current Elemental Weakness, if any.
  61.  
  62. Iop - ???
  63.  
  64. Masqueradier - Adaptability but of different kind!
  65.  
  66. Osamodas - Pets!
  67. Wakfu points: Summon a Nameless NPC which you've captured before to the zone you are currently in. The cost in Wakfu points is the NPC's level of proficiency minus one, so an Average NPC would be free apart from the action, a Fair one would cost 1 Wakfu point, and so on. The NPC acts once each round during your turn and is controlled by you. It is expended after its use - you'll have to capture another NPC of the kind if you want to use it again. The NPC disappears when the scene ends or when it's Taken Out.
  68. Stasis points: At the end of a conflict, if your side is victorious, for each Stasis point you spend in Capture, you can Capture one Taken Out non-human Nameless NPC. It is "stored" in your Capture stunt and can be summoned later with the Wakfu points version of the stunt.
  69. GM's note: Two dials here. You might want to restrict the total amount of NPCs stored by the Osamodas, though that shouldn't be an issue with the action and Wakfu point cost to summon and Stasis point cost to capture. You might also want to have the summoned NPC be controlled by you instead of the player, being generally helpful and following orders but in a way you figure out.
  70.  
  71. Pandawa - ??? (something to do with barrel and throwing probably)
  72.  
  73. Rogue - Bombs!
  74. Wakfu points: For the cost of 1 Wakfu point, add a "Bomb Trap" aspect to the zone you're currently in. When a creature moves to a zone with a "Bomb Trap" aspect, make a Burglary vs Athletics physical attack roll. The aspect then disappears.
  75. Stasis points: For the cost of 1 Stasis point, add a "Ticking Bomb" aspect to the zone you're currently in. At the end of your next turn, make a singular Burglary physical attack roll, and every creature in the zone makes an Athletics defence roll against it. The aspect then disappears.
  76. Note: Both of those work even on allies.
  77.  
  78. Sacrier - Tentacles!
  79. Wakfu points: When an ally within 1 zone of you is attacked, before the dice are rolled, for the cost of 1 Wakfu point you can change the target of the attack to yourself. If the ally is not in your zone, you move to the ally's zone and the ally moves to your zone.
  80. Stasis points: For the cost of 1 Stasis point, you can move a target within 1 zone of you to the zone you're in.
  81.  
  82. Sadida - Dolls!
  83.  
  84. Sram - Backstabs?
  85.  
  86. Xelor - ??? (dials? slow/haste dickery?)
  87.  
  88. I need to work on stunt keywords. "Wakfu points version" is way too wordy of a way to say it. Also >repeating costs in descriptions >no formatting, case-by-case wording for range and target. Just need to clean it up.
  89.  
  90. GM ADVICE: ZONES = FUCKING IMPORTANT. Lots of class stunts deal with zones and movement between them, so most battlefields should have at least 3 zones.
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