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NM-Takeover combat system

a guest Apr 22nd, 2016 28 Never
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  1. The dice used are 2d6.
  2.  
  3. Earth pony/zebra HP: 40
  4. Pegasi HP: 30
  5. Unicorn/changeling HP: 25
  6.  
  7. When HP reaches -10, the pony dies.
  8.  
  9. Initiative
  10.  
  11. To start a fight, you roll a 1d10. Unicorns get a +1 while pegasi get +2.
  12.  
  13. Roll determination
  14.  
  15. Example: You roll a 2d6 and get an 8, while your opponent gets a 6. Your roll was higher, so your attack succeeds.
  16. If the opposite happens, your attack fails.
  17. If you roll the same, it results in a parry.
  18. If your opponent rolls double your roll, they get to counterattack.
  19.  
  20. Damage calculation: The pony with the higher roll must roll a 1d6 plus the difference between your rolls. Counters work the same way.
  21. If you roll double the opponent's roll, it's a critical hit, and the result is doubled.
  22. If you roll a 12 and your opponent rolls snake eyes, your attack does three times as much damage.
  23.  
  24. Elements
  25.  
  26. Attacks are divided into different elements: Physical, Fire, Magic, Water, Lightning, Earth, Wind, Plant, Light, Anti-Magic, and Shadow.
  27.  
  28. Armor
  29.  
  30. Armor reduces damage by its value.
  31. Light armor 2, medium 3, heavy 4-5
  32.  
  33. Status effects
  34.  
  35. Burning and Poison: Deals damage over time.
  36. Frozen: Slow damage over time, character disabled until unfrozen
  37. Stun: Character disabled for 1-X rounds
  38. Confusion: Roll penalties
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