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- FFU TTRPG System: Awakening Your Madness
- As we all know here at the FFU, we're a bunch of fucking nerds and we like playing tabletops. So this got me thinking. What if we had our own system to use for shit? I know what you might be thinking: Tom, we already tried this before and it failed. What makes you think it'll work this time? Well here's what I say to that- Shut up and listen. I'm gonna make this work, dammit. It will work this time. Because it won't be complicated like GURPS or break under the weight of our shenanigans like Pathfinder. It'll be flexible, durable, and simple.
- PART ONE- THE BASIC STUFF
- Awakening Your Madness (or AYM) will be a Point-Buy based system, similar to GURPS or BESM (Big Eyes, Small Mouth) but without too much of the complexities. AYM will also use d10s and dice pools, so if any of you have any experience with White Wolf games, this will be familiar. The Dice Pool thing will be explained in further details once we get into the crunchier bits of the system. AYM can be used for chat battles and full-on Campaigns.
- 1A- THE CHARACTER SHEET
- Name:
- Age:
- Species:
- Gender:
- Height:
- Weight:
- Hair Color:
- Eye Color
- Skin Color:
- Class And Role:
- Alignment:
- Level:
- PHYS. ATK: PHYS. DEF:
- MAG. ATK: MAG. DEF:
- Speed: HP:
- Abilities:
- Skills:
- Inventory and Equipment:
- 1B- EXPLANATIONS
- Above is the basic setup for a character in AYM. Everything should be pretty straight forward. Every Class, no matter how outlandish it is, has basic roles it fills. These roles influence how your initial stat setup is like. The roles in AYM are Front Lines, Back Row, Caster, Supporter, and Trickster. The starting stats for each are as follows.
- Front Lines: 20 PHYS ATK; 20 PHYS DEF; 10 Speed; 20 HP; 0 MAG ATK; 0 MAG DEF
- Back Row: 20 PHYS ATK; 10 PHYS DEF; 10 Speed; 10 HP; May have 10 in MAG ATK or MAG DEF, leaving the other with 0
- Caster: 0 PHYS ATK; 0 PHYS DEF; 10 Speed; 10 HP; May have 20 in MAG ATK or MAG DEF, leaving the other with 10
- Supporter: May have 10 in PHYS ATK or PHYS DEF, leaving the other with 0; 20 Speed, 20 HP, 10 MAG ATK; 10 MAG DEF
- Trickster: 10 PHYS ATK; 0 PHYS DEF; 20 Speed; 10 HP; may have 10 in MAG ATK or MAG DEF, leaving the other with 0
- There is no defined Level Cap, and you level up after spending a certain amount of points. As your cumulative points get higher and higher, so too does the threshold to level. You level up every 1000 points until your total point value is 100,000. From that point, you level up every 5,000 points spent. Every ten Points spent grants you an additional dice for one of your dice pools.
- Abilities can be anything you want, though they generally should relate to your class, and all abilities have ranks, and those ranks influence the cost. The ranks are:
- Babby's First- Lowest level ability imaginable, usually 10-50 points.
- Casual- Still low level, but better than Babby's First abilities. 100 points max.
- Lower Mid-Tier- Lower end of the averagely powered abilities, ranges from 100 to 200 points.
- Higher Mid-Tier- Upper end of average-power abilities. 200 to 300 points.
- Lower High-Tier- Bottom half of the more powerful abilities. 300 to 400 points.
- Upper High Tier- Probably what people will be slinging on a regular basis. 500 Points
- PC Master Race- Typical Finisher-grade abilities. 1000 Points max.
- FFU-Tier- Godly, one use per battle, all-or-nothing level abilities. 2,000 to 5,000 points.
- Skills, like abilities, can be whatever you want, though Skills are more connected to your role than your class. You initially have ten points to distribute to whatever your skills are, and you get ten points per level. Each Skill is also tied to a stat, and how stats effect your skills will be gone over in the next part.
- PART TWO- MECHANICS
- Like all RPG systems there are altercations which involve dice rolling and whatnot. These altercations of dice rolling are called Conflicts. There are two types of Conflicts: Ability Based and Skill Based. Ability Based Conflicts are generally combats or some situation where you can use your Abilities to further your goals. Skill Based Conflicts are more often situations comparable to Perception or Diplomacy Checks in D&D/Pathfinder.
- 2A- COMBAT
- Combat was an integral part of FFU, and I hope to make it so once again with AYM. Ideally, this will be the most complex part of the system. When a combat starts, The players roll the dice in their Speed Pool and add the results. This determines initiative, and the combatants act in order from highest to lowest, like in D&D/Pathfinder. Once initiative is settled, and players can start acting, they will have three actions they can do in their turn: Basic, Advance/Retreat, and Special. Advance/Retreat is for campaigning only, however. Somewhat moot in Chat Battles. Basic Actions involve things like using a potion or just hitting somebody with a regular attack. Special Actions are for using abilities. When using an attack (be it a Basic or Special Action), the player rolls their relevant Attack Dice Pool, Then adds up all the results of six or greater. To defend, they do the same with their relevant Defense Dice Pool, or to avoid altogether, they do this with their Speed Dice Pool. Some abilities are easier to dodge than others, so based on the rank of the ability, the combatant rolling their Speed Dice Pool adds or subtracts the corresponding number to or from their result. The chart is as follows:
- Add 4 to result to dodge a Babby's First ability.
- Add 3 to the result to dodge a Casual ability.
- Add 2 to the result to dodge a Lower Mid-Tier ability.
- Add 1 to the result to dodge a Higher Mid-Tier ability.
- Subtract 1 from the result to dodge a Lower High-Tier ability.
- Subtract 2 from the result to dodge an Upper High-Tier ability.
- Subtract 3 from the result to dodge a PC Master Race ability.
- Unless stated otherwise by the ability in question, Subtract 4 from the result to dodge a FFU-Tier ability.
- When the results are totaled, the higher number wins. If the defender or dodger has the higher number, the attack doesn't connect. If the attacker has the higher number, it connects. When an attack connects, take the difference of the two results and subtract it from the defender's HP. Each die in a player's HP pool gives them ten HP. In chat battles, when a combatant is reduced to one Die's worth of HP, they lose. In Campaigns, the opponent must be reduced to 0 HP in order to be considered defeated.
- 2B- SKILLS
- Skills are more a thing for campaigns, but if a chat plot happens, they may be useful. In the case of chatplots, the orchestrator of the event is considered the GM.
- When you use a Skill, you roll the dice pool of the relevant stat, add up all results six or higher, then add your "ranks" to the result of that. The GM then considers the logical difficulty of what you're attempting, and determines your success or failure based on the result of your "check".
- Skills can also be used to grant certain circumstantial bonuses to combat. For example, if you are a class with the front lines role and one of your skills is 'Martial Arts Training', you can make an attack and roll a check to strike a vital area and deal extra damage. In this situation, your roll your skill check against the result of the defender's initial roll to block or dodge. If your result surpasses theirs, add half of your "ranks" to the damage dealt by your initial attack (minimum 1).
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