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  1. [WorldofNine]
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  3. parent nodes:
  4. Worldof Nine
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  7. WikiSettings
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  18. [WikiSettings]
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  20. parent nodes: WorldofNine
  21. Wiki Settings
  22. These are your default global settings.
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  24. [global.importance.low.color: grey]
  25. [global.importance.high.bold: true]
  26. [global.contact.icon: contact]
  27. [global.wrap: 70]
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  29. [icon: cog]
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  40. [Armor Types]
  41.  
  42. parent nodes: Contents
  43. Armor Types
  44. All types of armor are capable of defending against either type of damage- magical or physical. Armor piercing (Physical) Is only effective against physical armor, while armor piercing (magical) is only effective against wards.
  45.  
  46. Physical
  47.  
  48. When attempting to cast magic, There is a penalty based on armor class excluding magical techniques.
  49.  
  50. Light: No penalties to AP and RP. Reduction values may not exceed 15.
  51.  
  52. Medium: Minimal penalties to RP. Reduction values may not exceed 20.
  53.  
  54. Heavy: Penalties to AP and RP. Reduction values may not exceed 30.
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  56.  
  57. Types of damage:
  58.  
  59. Slashing:
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  61. Bashing:
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  63. Piercing:
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  65. Cold:
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  67. Fire:
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  69. Lightning:
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  71. Entropic:
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  73. Radiance:
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  75. Ethereal:
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  77. Poison/Acidic:
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  81. Sundering: Heavy techniques can be equipped with the Sunder modifier, which allows the technique to strike at the target's armor value as well as the wearer. Each armor type has its own unique sunder score which, when sundered, reduces armor efficiency to half and increases its AP penalty. Medium and Heavy armors can be shed when sundered for (TBD) AP.
  82.  
  83. Magical:
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  85. Innate: Based on attributes plus other non-magical non-equipoment modifiers defined by merit. (Hide skin, scales, just being a tough motherfucker etc)
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  98. [Character Creation]
  99.  
  100. parent nodes: Contents
  101. Character Creation
  102. Active stats
  103. Strength: Strength will determine all melee damage- unless otherwise specified. Scaling physical damage bonus, value rolled in combat, primary stat to determine what physical equipment you can wield.
  104.  
  105. Level 1: You are as strong as the average person- perhaps weaker.
  106.  
  107. Level 2: You are as strong as a professional athlete.
  108.  
  109. Level 3: You are capable of the epitome of natural human feats of strength.
  110.  
  111. Level 4: You can break a boulder with a punch.
  112.  
  113. Level 5: You can lift- and throw- an elephant.
  114.  
  115. Level 6-8: The upper limits of this bracket are the mountain splitters, while the lower are those who can send people flying with a flick of a finger.
  116.  
  117. Agility: Agility determines your chance to hit with all martial weapons- as well as damage done with ranged weapons. As well, it determines your capability of dodging attacks of both magical and physical natures. Scaling ranged weapon damage bonus, and stat = dots rolled in combat
  118.  
  119. Level 1: You have average reflexes and accuracy.
  120.  
  121. Level 2: You have the aim of the average hunter.
  122.  
  123. Level 3: You have the aim of a sharpshooter- and the reflexes of a professional fencer.
  124.  
  125. Level 4: You are near peerless in both reflex, and aim.
  126.  
  127. Level 5: You can shoot a penny out of the air from five hundred yards with your eyes closed.
  128.  
  129. Level 6-8: At this point, you're just showing off.
  130.  
  131. Endurance: Endurance determines the amount of damage that you can take, as well as a portion of your HP pool. Each point of endurance grants scaling health, and natural armor.
  132.  
  133. Level 1: You have average constitution. Stepping on a lego is the worst pain you know- or perhaps you're even more timid than that.
  134.  
  135. Level 2: You know how to take a hit. It still hurts, but you can play it off like anyone else.
  136.  
  137. Level 3: You are as resilient as a professional boxer.
  138.  
  139. Level 4: You are conventionally unbreakable. Whether by bodymass or some other means, people find it hard simply to bring you to your knees.
  140.  
  141. Level 5: Was that a lance charge? Cute.
  142.  
  143. Level 6-8: At these levels, you are the thing many fear. Horrendously resilient, there is very very little capable of bringing you down.
  144.  
  145. Wits: Scaling AP and initiative, value rolled in combat (primarily for dodge)
  146.  
  147. Level 1: You find it incredibly challenging to do the Sunday crossword in the paper.
  148.  
  149. Level 2: Your quick thinking is average. You can solve basic riddles.
  150.  
  151. Level 3: You can react to an arrow being shot from a bow from ten feet away, and maybe even dodge it!
  152.  
  153. Intelligence: Scaling max AP bonus and extra technique points, determines what magic equipment you can use, used for magic, maybe used for some physical equipment
  154.  
  155. Force: Primary magic damage stat, probably used in other ways for magic. Damage scales in the same manner as strength- and can be utilized differently dependent upon sphere.
  156.  
  157. Control: Probably magical aim or whatever, and rolled for other things. We'll probably have to figure out how exactly we want magic to work first. Dots rolled in combat for spells to hit.
  158.  
  159. Capacity: Scaling max AP, stamina, and mana. Maybe used for magic, but probably less than the other magic stats. Small amount of natural armor? Primary stat to determine stamina and mana recovery? (TBD)
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  168.  
  169. [Combat]
  170.  
  171. parent nodes: Contents
  172. Combat
  173. Initiative:
  174.  
  175. Action Points: 5 by default influenced by: Armor type, Stat
  176.  
  177. Reaction Points: 5 by Default influenced by: Armor type, Stat
  178.  
  179. Attack: Attacker makes their attack based on technique/spell. Defender has the option to take a defensive reaction (Listed below) if they have the available Action Points. If the attacker succeeds, they then roll damage based on an amount based on attribute and the techniques damage modifier. Every extra value rolled over the defender's result adds one to overall damage calculation.
  180.  
  181. Damage is reduced by a flat rate provided by total armor value.
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  189.  
  190.  
  191. [Contents]
  192.  
  193. parent nodes: ScratchPad
  194. Contents
  195. The World of Nine
  196.  
  197. Ethereal Level
  198.  
  199. Character Creation
  200.  
  201. Combat
  202.  
  203. Armor Types
  204.  
  205. [Magic]
  206.  
  207. Fate Points
  208.  
  209. [Techniques]
  210.  
  211. [Modifiers]
  212.  
  213. [Merits and Flaws]
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  223.  
  224. [Ethereal Level]
  225.  
  226. parent nodes: Contents
  227. Ethereal Level
  228. Ethereal Level in the World of Nine is a simple term to describe the Power of one's soul. With each life lived and each legacy left, your next characters will start with just alittle bit more than the last. Beyond just providing starting bonuses to your stat point pools, Ethereal Level can also be spent on a number of things. Whether it be permanent cap increases to one stat or skill per point, or some other boon decided by the Loremaster. This can range from a deities blessing, or just an exceptional stroke of good luck by circumstances.
  229.  
  230. Ethereal Level (EL) 1:
  231.  
  232. EL 2
  233.  
  234. EL 3
  235.  
  236. EL 4
  237.  
  238. EL 5
  239.  
  240. EL 6+: Legendary tier. Deities and primordial entities. Limited to NPCs except in the most EXTREME circumstances.
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  249.  
  250. [Fate Points]
  251.  
  252. parent nodes: Contents
  253. Fate Points
  254. Fate Points are a resource that can be gained through expending EL for permanent cap increases- and recovered by particularly noteworthy acts at Loremaster discretion. They can be spent on a variety o0f different boons, allowing players the opportunity to alter a fate that otherwise would have befallen them. These uses include: Boosting rolls pre-calculation, Healing an increment of health and mana based on FP spent, Boosting damage based on FP spent for one scene, etc.
  255.  
  256. Every player will start with 5 FP by default. It will start capped, but need to be regained as above once spent.
  257.  
  258. FP to gain tables:
  259.  
  260. Damage = 2 FP per 10.
  261.  
  262. Defense = 2 FP per 10.
  263.  
  264. Healing = 1 FP per Increment hp/mana
  265.  
  266. Rolls = 1 FP per added 6 (Includes automatic die explosion)
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  275.  
  276. [ScratchPad]
  277.  
  278. parent nodes:
  279. Scratch Pad
  280. Contents
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  289.  
  290. [The World of Nine]
  291.  
  292. parent nodes: Contents
  293. The World of Nine
  294. Long ago, there was darkness. The very first- most primordial of all the facets of existence.
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