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Posted: Tue Oct 25, 2016 1:27 am
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Stats
There are 7 statistics in this game that will make up every character. Physical Power, Defense, Combat Dice, Mental Power, Life, and Equip and Speed.
Physical Power and Defense
Physical Power represents your character's ability to bypass an enemy's defenses and cause them physical damage. Likewise, your Defense represents your ability to prevent an enemy from damaging you with a physical attack. Physical Power is also used heavily in Physical Actions Powers
When one character attacks another, their Physical Power and Defense scores are compared. If the attacker's Physical Power is higher than the defender's Defense, they do one point of damage for every point higher their Attack is than the defender's Defense (this is added to the attacker's Combat Dice roll if they choose to apply their roll to their damage this round).
If the defender's Defense score is higher than the attacker's Attack, then the attacker can only do any damage if they use their Combat Dice roll to deal damage, and even then the roll is reduced by two for every point the defender's Defense is greater than the attacker's Attack. The equations are as follows.
If Player's Physical Power >/= Enemy's Defense: Damage = (Player Physical Power - Enemy's Defense) + Players Combat Dice roll (if applicable)
If Enemy's Defense > Player's Physical Power: Damage = Combat Dice roll (if used for damage) - (2 * (Enemy's Defense - Players Physical Power)).
Combat Dice
Your character's Combat Dice score represents how good your character is at physical combat in general, and can be applied either as damage in a basic attack, or used to reduce the total damage you take that round from physical attacks by whatever you roll. While you can roll your Combat Dice before deciding whether you want to use them to cause damage or protect yourself from some damage, you can still only use it for one purpose or the other. The higher the amount of points you put into combat dice the greater amount of dice you get to roll. The table is as follows.
POINTS DICE 0 0 1 1d3 2 1d6 3 1d8 4 1d12 5 3d4 6 2d8 7 3d6 8 5d4 9 3d8 10 6d4 11 3d10 12 4d8 13 3d12 14 6d6 15 5d8 16 7d6 17 4d12 18 6d8 19 5d10 19 9d6 20 7d8
Mental Power
Mental Power determines how powerful your Mental Action Powers will be when they are used in combat. You need a Mental Power score greater than or equal to the MP cost in order to be able to use the Mental Action Power. It will also determine the strength of some none combat powers as well.
Life
Your Life stat determines how much health your character has. You get 10 Health for every character point you spend in Life.
Equip
The equip stat determines how much gear can use. All items have an equip cost. To use the item you must have an equip score equal to or greater than its equip cost. Equipping that item then takes up that equip. For example if you have an item with an equip cost of 3 and an item with an equip cost of 1 you will need a 4 equip stat to use both items at the same time. An item called a Backpack with an equip of 1 can be bought that allows the player to store up to 6 points of equip inside of it which can then be accessed between fights or during a fight using the "Switch" action power.
Speed Rating
Speed determines the order players characters and non players characters get to carry out their actions. The higher the players speed, the more likely they will get to take their turn before others. If more than one character has same speed rating in a fight then a d10 will be rolled for each character. Whoever rolls higher goes first. Characters with sufficiently high speed will get additional turns per round. Characters with a speed of 10 will get a second turn in a round. The second turn takes place as if there speed rating was 0. Every ten points a character has past 10 will result in an additional turn at that speed rating. Characters only generate AP/MP on their first turn in the round.
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Posted: Wed Oct 26, 2016 8:20 pm
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Other Terms and Mechanics
Character Points (CP)
Character Points(CP) are the currency you use to build your hero character. Characters start out with 30 CP that you invest in the 7 stats or in abilities you would like your character to have. By completing missions players can earn more CP to spend on their hero character. Character points do not have to spent right away and can be saved up to purchase an expensive ability. Every time a character spends a new CP they may move one CP they have already spent to a different stat or ability.
Abilities
Players can invest character points in abilities that will customize their characters in various ways. Some abilities have passive or static affects on characters such as making them more resistant to a particular type of damage. Other ability have active affects that must be triggered such as the ability to transform or use a special attack. Some abilities will also not be combat related and be used mostly for role play purposes such as the ability to fly or communicate telepathically. A list of player abilities that can be bought using character points will appear in the character creation thread.
Physical/Mental Action Powers
Powers and Mental Action Powers are special attacks (not to be confused with the special attack ability) that a character can use in combat by spending the required MP/AP cost to use them. The character also must first own the power. Action Powers tend make use of a characters Physical Power, Defense or Combat Dice score. Mental Action Powers almost exclusively make use of the characters Mental Power score. Action Powers are bought with chips.
Action Points/Mental Points
At the beginning of their first turn in a round characters generate one Action Point (AP) and one Mental Point (MP). The points can then be used to use a Physical Action Power or a Mental Action Power. Points that are not spent that turn remain with the player and can be spent on a later turn. This way players can save of up their AP/MP to be used on more powerful but expensive Action powers. However, once the battle is over the character's AP/MP reset back to Zero. Certain abilities can be taken to increase the amount of AP/MP a character generates per round as well as reduce the cost of Action Powers.
Damage Types
There are types of damage in this game, physical and special. physical damage is blocked defense and combat dice while special damage is not. A basic attack deals physical damage as well as most physical action powers. Special damage is only dealt with a special attack or Mental Action Powers
Melee vs Range
To ease the play by post nature of this system there is no maps. It is assumed that if you are in range to interact with someone you are in range to fight. However, in some situations opponents might be described as being out of melee reach meaning characters will have to have Action Powers that are listed as being Ranged or have a type of moment that would alow them to reach out of melee range opponents. (ex. Flight) basic attacks automatically count as melee attacks and special attacks can count at either or range depending on their design. Action powers will have their reach designated in their descriptions.
Keywords
Certain weapons, Characters and Action Powers might have certain keywords associated with them. These keywords will occasionally factor into abilities that either enhance or block damage from powers containing that keyword. The keywords that exist are Fire, Water, Ice, Electric, Wind, Acid, Sonic, Poison, Psychic.
Specialty
During the character creation process. Players can pick a specialty for their character. Specialties are a particular grouping of abilities and action powers that all focus around one particular theme. (ex. telekinesis). Characters can only pick one specialty and will not have access to abilities or action powers in other specialties, so choose wisely.
Chips
Chips are the money currency used in this system. Chips are used to buy Items, Physical Action powers and Mental Action Powers. New characters start out with 1000 Chips.
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Posted: Mon Nov 07, 2016 6:53 pm
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