Advertisement
akettler

Untitled

Apr 26th, 2015
273
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.35 KB | None | 0 0
  1. So here's a system I've been thinking about for a while. Feedback is definitely appreciated.
  2.  
  3. I am typing on my phone so errors in spelling may occur. Also as this type of communication
  4. Is cumbersome to me I may not complete every section at once. Please bear with me.
  5.  
  6. Early versions of the rules reliant on percentages have stuck with me. I like percentage based
  7. Systems, so I will try to present a decent one. Feel free to pick apart, change, suggest, or improve.
  8.  
  9. It's late so my math may need complete revision.
  10.  
  11. Stats
  12. Same stats as the CYOA.
  13.  
  14. Strength (STR)
  15. Useful for running, jumping, hitting, and lifting. STR is the go to stat for melee minded
  16. Characters, or anyone looking for more gains.
  17. STR/4 is added as damage to all melee attacks that hit
  18. STR/1 is your movement in hexes, squares, or other relevant unit of measurement per turn.
  19. STR/3 is the height you can jump in MOVE/TURN
  20.  
  21. Vitality (VIT)
  22. A measure of how healthy, vigorous, enduring, and tough you are. May also encompass such esoteric
  23. Concepts as the strength of ones life force.
  24. VIT*2 is your HP when its gone your unconscious, at negative VIT*2 your dead.
  25. VIT/3 rounded up is your armor against physical attacks. Does not apply in your untransformed state.
  26. VIT/2 is your block. Use this to tough out attacks or let them hit you in spots that aren't "vital".
  27. A blocked attack does no damage. (Or should that be half)
  28.  
  29. Agility (AGI)
  30. Agility let's you move yourself quickly and accurately. From ballet to bullet-time its all AGI.
  31. AGI/2 is your base to hit. Whether with guns, swords, wands, trucks, or your fellow magical girls, if
  32. Your trying to hit someone with it you use TO HIT.
  33. AGI/2 Is your dodge. Dodge allows you to take a MOVE in order to negate damage, but only if your dodge
  34. Causes the attack to fail. If your MOVE is high enough you can DODGE area of effect attacks.
  35.  
  36. Magic (MAG)
  37. ITS MAGIC I AIN'T GOTTA EXPLAIN SHIT!
  38. Seriously though you use this stat for everything that makes you more than just a regular girl who likes hitting
  39. Stuff.
  40. MAG/? Is your magical ability use this to cast odd magical effects not natural to you or just to blast some one
  41. MAG*10 is your mama pool use this to cast effects.
  42. MAG also has thresholds. Surpassing these is one of the qualifications for more advanced magical levels.
  43.  
  44. Tentatively.
  45. 0-9 beginner everyone starts here whether they have 4 or 4 billion MAG.
  46. 10-15 advanced. Gain a minor perk and access to better spells and effects. Not at all necessary for the average magical
  47. Girl, but if you want to play at being a wizard go ahead.
  48. Requires spending a silver coin to unlock.
  49. 15-30 master. Gain a major perk and the best types of shiny! You probably can't run a mile without wheezing, but who cares?
  50. Requires spending a gold coin to unlock. In addition to the silver.
  51.  
  52. Luck (LUCK) or (LUC) or (LUK) or (L)
  53.  
  54. Luck/2 is your fate points. Fate points can be spent to reroll any roll, or reroll a reroll. They can also be spent to force someone else to reroll. When used benevolently fate points increase the critical success margin by 10% per point spent. When used malevolently they increase the critical failure threshold by 10%.
  55. Luck/1 is added to your critical auccess, and removed from your margin for critical failure.
  56. Luck/4 is subtracted from any percentage you roll. Be it to hit dodge block or a skill roll. Everything.
  57.  
  58. Specialties
  59.  
  60. Weapons
  61.  
  62. Etc.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement