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KingMurdoc

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May 28th, 2017
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  1. Primary Stats:
  2.  
  3. Level: Starts at 1. (Yes, even if you enter late.)
  4.  
  5. Stats: 10+Level*4 points.
  6. Constitution: Melee damage and health.
  7. Willpower: Magic damage and resist effects.
  8. Skill: Hit rate and buys proficiencies.
  9. Speed: Dodge rate, actions/turn.
  10.  
  11. Derived Stats:
  12.  
  13. HP: 20+(1 more per level)+STR*2
  14. Base Physical Damage: (Weapon) + Strength
  15. Base Magical Damage: (Spell) + Willpower
  16. Base Hit: Skill*2+Weapon/Spell+Combat/Magic Skill. Unarmed attacks have a base hit of 40.
  17. Base Dodge: Speed*2+Combat/Magic Skill
  18. Turns: 1+(Speed/10), rounded down.
  19.  
  20. Combat Skill: Equal to the sum of all skill points spent on direct combat skills.
  21. Magic Skill: Equal to the sum of all skill points spent on magic skills (does not include things like alchemy, or other things associated with magic that are not spellcasting.)
  22. Other derived stats in this vein may be implemented as necessary.
  23.  
  24. Skill Points: 10+Skill*2 base. Skill points can be spent on skills both in and out of combat. Skills may be chosen from a pre-prepared list or invented with GM approval. They may be passive proficiencies applied out of combat, small in-combat bonuses, or specific maneuvers (think Actions from Trespassers but broader in scope, and not as strong). Some races will also have unique racial skills, which function better than their generic equivalent. Skills may be leveled as high as one desires.
  25.  
  26. Passive skills and/or proficiencies should have a format along the lines of "Grants (Level*X) bonus to rolls involving Y," where X is determined by the GM based on the specificity of the skill. They can also trigger based on certain conditions in and out of combat; these will again determine the value of X. Active skills are something specific, like a signature spell or weapon maneuver; they can do things like strike with enhanced hit/critical chances, stun enemies, heal the user, etc.
  27.  
  28. (All examples are level 1.)
  29.  
  30. Example Proficiencies:
  31. Longswords: +2 to Hit when wielding slashing weapons such as broadswords, arming swords, or jian.
  32. Evocation: Fire: +2 to Hit while using fire-based spells.
  33. Diplomacy: +2 to persuasion that does not involve the threat of force or bribery.
  34. Survival: +2 to rolls to find food, water, shelter, etc. in uncivilized areas.
  35.  
  36. Example Passives:
  37. -Desperation I: Hit, Dodge, and Damage raised by 1 while under 50% HP.
  38. -Agility: Dodge raised by 2.
  39. -Lancebreaker: Hit and Dodge raised by 2 when fighting an enemy using polearms.
  40. -Resistance: Reduce all magical damage taken by 1.
  41. -Armor User: Use armor of weight 1 without penalties.
  42. Example Actives:
  43. -Daze: Roll a Magic attack at halved hit. Instead of dealing damage, prevent the target from acting on its next turn.
  44. -Disarm: On a target you have critical chance against, or one that is currently suffering a negative status, roll an attack at a third of your normal hit. If the attack hits, remove the target's equipped weapon.
  45. -Gamble: Lose half of your Hit when activated. Gain half of this value in Crit. This may be used with other abilities.
  46. -Reckless Assault: Trade Dodge for the next turn in increments of 10 to gain the same amount in Hit. This can also give you Crit.
  47.  
  48. Each major branch of non-martial spellcasting also has its own base spell.
  49. Arcane Missile (Wizardry): Make an attack with a base hit of 70, and a base damage of 0.
  50. Mana Blast (Sorcery): Make an attack with a base hit of 50, and a base damage of 3.
  51. Smite: Make an attack with a base hit of 50, and a base damage of 0, which bypasses half of all resistance effects.
  52.  
  53. Equipment:
  54. You get 1 main hand, 1 off hand, 1 armor, and 3 miscellaneous slots. The main hand slot is used primarily for weapons and the odd magical implement; the off hand is a choice between a weapon or a shield. Miscellaneous slots are your magical amulets, tragic keepsakes, noodle implements, that sort of thing. You start with two. Choose wisely.
  55.  
  56. Weapons have base hit and damage ratings. Ask the GM to assign them to your weapon of choice.
  57. Armor and shields have weight ratings; their weight rating is also how much damage reduction they provide. Each point of weight reduces Hit by 5 and Dodge by 10; each point of Armor User negates a point of weight.
  58. Miscellaneous items provide bonuses to specific things, large and small. They can range from magical amulets to sets of specialized tools to your grandmother's wedding ring.
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