Advertisement
castfromhp

Hurf

Mar 6th, 2013
114
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.28 KB | None | 0 0
  1. Active Time Points
  2. Each character has 3 ATP per session to spend. Unspent ATP is lost at the end of each session, and at the beginning of each session, ATP refreshes to 3.
  3.  
  4. 1 ATP can be spent to:
  5.  
  6. * Regain a use of a once per combat ability
  7. * Instantly swap one piece of equipment with another (caveat being removing the automatic once per battle instant swap we get)
  8. * Activate a Custom Attack built as a 4 point Limit Break
  9.  
  10. 2 ATP can be spent to:
  11.  
  12. * Regain a use of a once per session ability
  13. * Activate a Custom Attack built as an 8 point Limit Break
  14.  
  15. 3 ATP can be spent to:
  16.  
  17. * Activate any Job Ability with a 1 destiny cost that does not produce a permanent effect (Dark Knights with Souleater can fuck right off)
  18. * Activate a Custom Attack built as a 12 point Limit Break
  19.  
  20. The GM maintains the right to declare "rocks fall, you die" if you're being an asshole with ATP.
  21.  
  22. Custom Attacks
  23. Custom Attacks are gained every time a bonus ability is granted due to AP and are constructed much in the same way as Limit Breaks. Custom Attacks are always standard actions, and they cost 1-3 ATP to activate, depending on their point value. (1 ATP --> 4 points, 2 ATP --> 8 points, 3 ATP --> 12 point) When you gain a Custom Attack, you may construct it for any ATP cost that you wish, which means you may choose to eventually have a set of 1 ATP Custom Attacks that can be used multiple times a session, or a set of 3 ATP bombs that each consume all of your ATP for a session when used.
  24.  
  25. Attack: Weapon applies a +2 Damage Step bonus for Custom Attacks. Attack: Magic does not exist, because it is horseshit, and damage is actually equal between spellcasters and melee users using Attack: Weapon so long as equipment tiers are equal.
  26.  
  27. Trance and Limit Break
  28. When a character enters Trance, they:
  29. * are cured of all status effects
  30. * deal +2 damage steps with all attacks
  31. * gain 3 temporary ATP that disappear at the end of their Trance state and are used before their normal ATP
  32. * may spend a standard action to use a Limit Break, but this ends Trance
  33. * gain other bonuses depending on what the fuck Kain feels like doing
  34.  
  35. Each character builds and maintains one Limit Break, which begins at 15 points, increases to 20 points at level 10, and finally to 30 points whenever the GM fucking feels like it.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement