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Derp_Herp's magical girl cyoa combat system.

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Apr 15th, 2015
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  1. Derp_Herp's magical girl cyoa combat system.
  2.  
  3. Alright lets get started with this fucking train wreck...
  4.  
  5. Combat will be resolved through the One-Roll Engine (ORE) and its associated d10 dice.
  6.  
  7. Basics:
  8.  
  9. To conduct an action, you roll a number of d10 dice and look for matching dice rolls, if there are no matching dice rolls, the action fails.
  10.  
  11. If there are multiple matching dice rolls, you can choose whichever one you want for a particular action.
  12.  
  13. (W)Width: Number of matching dice from a roll.
  14. (H)Height: The value of the matching dice from a roll.
  15.  
  16. Width indicates speed and priority of actions, as well as raw power behind actions.
  17. Height indicates quality, finesse, and accuracy of actions.
  18.  
  19. This abbreviated as WxH.
  20.  
  21. Converting stats into dice pools.
  22.  
  23. 1-2 :1 Die
  24. 3-4 :2 Dice
  25.  
  26. 5-7 :3 Dice
  27. 8-10:4 Dice
  28. 11-13:5 Dice
  29. 14-16:6 Dice
  30. 17-19:7 Dice
  31.  
  32. 20-23:8 Dice
  33. 24-27:9 Dice
  34.  
  35. For each stat (STR, VIT, MAG, AGI, LUK) look at the total value of that stat and assign a corresponding number of d10 dice as indicated above.
  36.  
  37. (STR) STRENGTH: determines physical damage and lifting capability.
  38. (VIT) VITALITY: determines physical health, endurance and toughness.
  39. (MAG) MAGIC: determines overall magical capability
  40. (AGI) AGILITY: determines speed, dexterity and hand-eye coordination
  41. (LUK) LUCK: determines luckiness, fate and probability manipulation
  42.  
  43. STR, VIT, MAG and AGI are used in combat rolls.
  44. LUK is used in fate rolls.
  45.  
  46. COMBAT:
  47.  
  48. Combat is conducted in rounds, each round is 5 seconds in length.
  49.  
  50. Each combat round works like this:
  51. 1) Declare: Everybody declares an action.
  52. Player chooses two of their combat stats (STR, VIT, AGI, MAG) to use for their actions.
  53.  
  54. 2) Roll: Roll dice equal the sum of their two stat dice pools.
  55. Players are hard capped at 10 d10 dice.
  56.  
  57. 3) Resolve: From highest width to lowest, resolve the results.
  58. Attacks either inflict damage or impose a condition on the other dude.
  59.  
  60. FATE ROLLS:
  61.  
  62. Got a really shitty roll? No fucking problem!
  63. During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll
  64. with your combat roll based on width and height.
  65.  
  66. To perform a fate roll, roll your LUCK dice pool and look for matching dice.
  67. Width indicates the number of dice that can be substituted.
  68. Height indicates the value of the matching dice that can be substituted.
  69.  
  70. Additional notes: Fate rolls are different from normal action rolls, you can choose which height to use, however you're still limited to the width of that height.
  71.  
  72. FATE ROLLS CAN ONLY BE PERFORMED ONCE PER MONSTER/MONSTERGIRL ENCOUNTER!
  73.  
  74. Damage calculations:
  75.  
  76. Each stat links to a general hit location, indicated by the height of an attack roll. Reduce your dice in that stat by the width of the attack roll. A two-die hit to agility subtracts two dice from your agility stat until you heal, reducing your dice pool for agility-related activities.
  77.  
  78. VIT: Height 1 or 2.
  79. AGI: Height 3 through 6.
  80. STR: Height 7 or 8.
  81. MAG: Height 9.
  82. LUK: Height 10.
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