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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, priority and raw power. | |
17 | Height indicates quality, finesse, and accuracy. | |
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 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 |
51 | + | 1) Declare: Everybody declares actions |
52 | Player assigns up to two combat stats for an attacking roll and up to two combat stats to an defense roll. | |
53 | Players can perform these combat rolls as many times as they have stats available to assign. | |
54 | - | Only one stat (STR, VIT, AGI, MAG) can be assigned to an combat roll. |
54 | + | Only one combat stat (STR, VIT, AGI, MAG) can be assigned to an combat roll. |
55 | This is default, specialties, perks and magical powers may adjust the number of attack and defense rolls. | |
56 | ||
57 | 2) Roll: Roll dice equal the sum of their assigned dice pools for attack and defense. | |
58 | Players are hard capped at 10 d10 dice per combat roll. | |
59 | ||
60 | 3) Resolve: From highest width to lowest, resolve the results and assign damage. | |
61 | Attacks either inflict damage or impose a condition on the other dude. | |
62 | ||
63 | - | Defense roll dice from WidthxHeight sets can gobble up dice from attack roll sets of equal or lesser value. |
63 | + | Defense roll dice sets can gobble up dice from attack roll sets of equal or lesser value. |
64 | Only one defense roll height can be assigned this way and this works against multiple attacking sets. | |
65 | Defense with no matching dice still constitutes a failure. | |
66 | ||
67 | - | For example, if one player defends and rolls a 2x9, and one attacker rolls 3x5, the defending player can assign his 2 9s to gobble up the attackers 2 5s, which reduced the attacker roll to 1x5 and a failure. |
67 | + | When the combat round is resolved, all attack and defense rolls reset to zero. |
68 | ||
69 | For example, if one player defends and rolls a 2x9, and one attacker rolls 3x5, the defending player can assign his 2 9s to gobble up the attackers 2 5s, which reduced the attacker roll to 1x5 and turning that attack into a failure. | |
70 | ||
71 | Note: Amount of damage done is based on the width after resolution calculations. | |
72 | ||
73 | FATE ROLLS: | |
74 | - | During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll |
74 | + | |
75 | - | with your combat roll based on width and height. |
75 | + | |
76 | During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll with your combat roll based on width and height. | |
77 | ||
78 | To perform a fate roll, roll your LUCK dice pool and look for matching dice. | |
79 | Width indicates the number of dice that can be substituted. | |
80 | Height indicates the value of the matching dice that can be substituted. | |
81 | ||
82 | 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. | |
83 | ||
84 | You can perform fate rolls equal to your LUK dicepool per game day, this does not accumulate and refreshes at the beginning of every game day. | |
85 | ||
86 | Damage calculations: | |
87 | - | Your hit points is your VIT dicepoolx2. 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. |
87 | + | |
88 | Your hit points is your VIT dicepoolx2. You fall unconscious once you reach 0 or negative HP by a single attack and you revert out of your mahou shoujo form you cannot conduct combat in this condition. The next successful attack will kill you. | |
89 | ||
90 | WEAPONS: | |
91 | ||
92 | To simplify things, I am going to use magic the gathering style keywords hopefully for all major game mechanics. | |
93 | ||
94 | MELEE | |
95 | Falls under two categories, one handed and two handed weapons. | |
96 | ||
97 | ONE HANDED: | |
98 | Favored stats: STR +X/AGI +X | |
99 | ||
100 | If the favored stat is used to perform an attacking roll with that weapon, said character deals X additional damage for each favored stat assigned. | |
101 | ||
102 | Favored Stat damage is only applied if the attack was successful. | |
103 | Beginner Magical Girls start off with +1 in each favored stat, capping off at +10. | |
104 | ||
105 | Riposte X | |
106 | Whenever your defense roll dice set successfully gobbles up an attack roll dice set completely, you may assign X damage to that opponent. | |
107 | Riposte damage can only be assigned once this way to any applicable opponent per combat round. | |
108 | ||
109 | For example a Magical girl with a one-hander defense rolls 3x7 and decides to use all of her defense dice to gobble up an 3x3 attack roll, the magical girl assigns riposte damage to that opponent. | |
110 | ||
111 | Beginner Magical Girls start off with Riposte 1. This skill caps off at Riposte 10. | |
112 | ||
113 | TWO HANDED: | |
114 | Favored stats: STR +X/VIT +X | |
115 | ||
116 | Mordhau X | |
117 | When performing an attack against opponent(s), you may ignore X number of defense roll gobbling attempts to your attacking rolls. | |
118 | ||
119 | Mordhau defense roll ignores can only be applied for one attack roll per combat round. | |
120 | ||
121 | For example if a attacking Magical Girl welding a two-hander rolls 3x5, and the opposing opponent defense rolls a 2x7 and assigns all of his/her/its defense dice to gobble up the magical girl's attack roll, Mordhau 1 allows the magical girl to ignore ONE of his/her/its defense dice, dropping the attack roll set to 2x5 instead of 1x5 which would have been a failure. | |
122 | ||
123 | Beginner Magical Girls start off with Mordhau 1. This skill caps off at Mordhau 10. |