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- Derp_Herp's magical girl cyoa combat system.
- Alright lets get started with this fucking train wreck...
- Combat will be resolved through the One-Roll Engine (ORE) and its associated d10 dice.
- Basics:
- 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.
- If there are multiple matching dice rolls, you can choose whichever one you want for a particular action.
- (W)Width: Number of matching dice from a roll.
- (H)Height: The value of the matching dice from a roll.
- Width indicates speed and priority of actions, as well as raw power behind actions.
- Height indicates quality, finesse, and accuracy of actions.
- This abbreviated as WxH.
- Converting stats into dice pools.
- 1-2 :1 Die
- 3-4 :2 Dice
- 5-7 :3 Dice
- 8-10:4 Dice
- 11-13:5 Dice
- 14-16:6 Dice
- 17-19:7 Dice
- 20-23:8 Dice
- 24-27:9 Dice
- 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.
- (STR) STRENGTH: determines physical damage and lifting capability.
- (VIT) VITALITY: determines physical health, endurance and toughness.
- (MAG) MAGIC: determines overall magical capability
- (AGI) AGILITY: determines speed, dexterity and hand-eye coordination
- (LUK) LUCK: determines luckiness, fate and probability manipulation
- STR, VIT, MAG and AGI are used in combat rolls.
- LUK is used in fate rolls.
- COMBAT:
- Combat is conducted in rounds, each round is 5 seconds in length.
- Each combat round works like this:
- 1) Declare attack: Everybody declares an action.
- Player chooses two of their combat stats (STR, VIT, AGI, MAG) to use for their actions.
- 2) Roll: Roll dice equal the sum of their two stat dice pools.
- Players are hard capped at 10 d10 dice.
- 3) Resolve: From highest width to lowest, resolve the results and assign damage.
- Attacks either inflict damage or impose a condition on the other dude.
- Amount of damage done is based on the width.
- Players can forego their combat round to dodge or defend against a incoming attack.
- Defending player must declare AGI and another stat for their dice pool and roll.
- Attacking players must roll a greater width and height then the defending player's roll or the attack fails.
- FATE ROLLS:
- Got a really shitty roll? No fucking problem!
- 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.
- To perform a fate roll, roll your LUCK dice pool and look for matching dice.
- Width indicates the number of dice that can be substituted.
- Height indicates the value of the matching dice that can be substituted.
- 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.
- FATE ROLLS CAN ONLY BE PERFORMED ONCE PER MONSTER/MAGICAL GIRL ENCOUNTER!
- Damage calculations:
- Your hit points is the sum of all your dice pools added together. You fall unconscious once you reach 0 HP. At 0 HP if your body damage from any source, you die.
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