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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 attack: Everybody declares an action. |
| 51 | + | 1) Declare: Everybody declares an action |
| 52 | - | Player chooses two of their combat stats (STR, VIT, AGI, MAG) to use for their actions. |
| 52 | + | Player assigns two combat stats to an attack and two combat stats to an defense. |
| 53 | Only one stat (STR, VIT, AGI, MAG) can be assigned to an combat role. | |
| 54 | - | 2) Roll: Roll dice equal the sum of their two stat dice pools. |
| 54 | + | |
| 55 | 2) Roll: Roll dice equal the sum of their two stat dice pools for attack and defense. | |
| 56 | Players are hard capped at 10 d10 dice. | |
| 57 | ||
| 58 | - | Attacks either inflict damage or impose a condition on the other dude. |
| 58 | + | |
| 59 | Attacks either inflict damage or impose a condition on the other dude. | |
| 60 | Attacking rolls must have an greater width and height then the defending rolls. | |
| 61 | ||
| 62 | - | Players can forego their combat round to dodge or defend against a incoming attack. |
| 62 | + | |
| 63 | - | Defending player must declare AGI and another stat for their dice pool and roll. |
| 63 | + | |
| 64 | FATE ROLLS: | |
| 65 | - | Attacking players must roll a greater width and height then the defending player's roll or the attack fails. |
| 65 | + | |
| 66 | Got a really shitty roll? No fucking problem! | |
| 67 | During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll | |
| 68 | with your combat roll based on width and height. | |
| 69 | ||
| 70 | To perform a fate roll, roll your LUCK dice pool and look for matching dice. | |
| 71 | Width indicates the number of dice that can be substituted. | |
| 72 | Height indicates the value of the matching dice that can be substituted. | |
| 73 | ||
| 74 | 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. | |
| 75 | ||
| 76 | FATE ROLLS CAN ONLY BE PERFORMED ONCE PER MONSTER/MAGICAL GIRL ENCOUNTER! | |
| 77 | ||
| 78 | Damage calculations: | |
| 79 | ||
| 80 | Your hit points is the sum of all your dice pools added together. You fall unconscious once you reach 0 or negative HP and you revert out of your mahou shoujo form you cannot conduct combat in this condition. The next successful attack will kill you. |