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Post by Jayce Vallintine on Oct 29, 2003 3:08:42 GMT -5
This is a little game I have designed when I had the time. On this page I will be explaining how the system works, and how this game is ran. This is the first game I am majorly running so this might be awhile before it fully starts, but it will all start soon enough. Land by Land is a Deminsional RPG that is a bit unique then others. The way it works is that when going through a quest, when you state an action, the reply action will be posted along with Action Score, and any bonus. For major action you advance father through the game and your character gets stronger. With me so far? Lets say a creature of some sort came up and attacked you, you will post your action you decided to take, and have the GM reply if the action made it along with the Action Score. Then at the end of a scene the Action Score is added up to increase your character. Pro & Con Dice System My unique system has a Pro and Con to each roll made for your action. The action reply is based on the Pro and Con die. You have 1 Pro, and 1 Con die the counter act each other. A character consist of 2 Action Rolls, [Reality Action][Spiritual Action]. Each action will be better then another depending on what type of character you are. A small example of a Reality Action [RA] Roll. Say you have a RA of 6-8, well the Pro die is a D6, and the Con Die is a D8. Well the Con die will subtract your Pro die and that becomes your [Basic Action Score, or BAS]. BAS determains if you make the action or not. )) Basic Action Score Rating(( 5.Perfect [and any score above this one] 4.Great 3.Good 2.OK 1.Slightly 0.Nothing -1.Poor -2.Not So Good -3.Bad -4.Horrable -5.Critical Failure [and any score below this one] [Thats all I have for now, I will post the rest on soon. I have a few more things I need to work up on, and this will be done, and if you have any feed back please make a New Thread and reply. By all means feel free to comment and stuff]
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Post by Jayce Vallintine on Oct 29, 2003 10:48:49 GMT -5
Modifiers & Basics Modifiers are one of the ways that you will not always go into Negatives when achieving an Action Score. Mods are on weapons, armor, and some spells. A Mod is the stat on something that either increase your chance, or decrease the enemies chance. )) Basic Modifier Chart(( +1/+4 Weapons [And some Items] -1/-6 Armor [And some Items] +1/+6 or -1/-8 Some Spells Thats as high as a Mod gets on something most of the time. Very rarely the Mod will exceed this and become specialized. Personal Modifiers are naturel bonuses that your character has without a Weapon, Armor, or Specialized Move or Spell. Personal Mods are Attack, Defence, and Magic. These three will be different depending on if your character is more of a fighter, or more of a magic user. To increase a Personal Mod when given AP [Action Points], Its 1 AP above the Modifier number to go up one. Lets say your Attack is +3, you will pay 4 AP to make your Attack +4. The same applies to Defence. Lets say your Defence is -3, you will pay 4 AP to make Defence -4. [Special Note] The - is to Subtract the Action Score of the enemy. Magic Modifier just has a number because of its abiliety to go Offensive, or Defensive.
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Post by Jayce Vallintine on Oct 29, 2003 11:19:08 GMT -5
Lore & Legend Lore! All characters start off with one Lore, and getting a new one cost 5 AP. Lore is something you know really well that you can make Specialized Moves, or just Raw Magical Attacks with. Maybe your Lore is a Fighting Style, you could make special attack and your Spiriteul Action, or make a very good Reality Action. Lore is something you know very well, and you will contenue to learn more Lore to make your character better.
Lore Examples *Lore Examples can be used if you want, or you can use your own. [Fire Lore] Power of Flame, and maybe Emotions as well. Fire and Passions. [Life Lore] Power to see life as a healer, and maybe even bring back a fallen member. [Elemental Lore] Power to percieve Elements better then most people. [Earth, Air, Water, Fire] [Psionic Lore] You have basic Psionics, and you have Mind Attacks, read thought, and send thoughts. [Cooking Lore] Your food becomes really good. Sometimes you can focus Magical Effects through food. [Shadow Lore] Power to percieve the Shadow Zone, or use Shadow Attacks. [Earth Lore] Power to percieve the planet the way the planet does. Spiriteul Connection to it. [Technomancy Lore] Power to make Advance Science help you to your advantage. Making really cool gadgets, and having Mecha based attacks.
Legend! Legend is similier to leveling. Everyone starts at Legend 1, and works there way up. Legend is not just levels for your character, but how much of a hero people see you as. The higher the Legend, the better the Town/City people might treat you, and the easier it is to get in certian places.
There are Basic Action Scores, and Main Action Score. Your basic is the score that people have to beat, or you have to get high at all times. The Main Action Score ends up adding up to increase your Legend. [MAS] is determained by your [BAS] x10 + any Action Bonus recieved as a reward. Lets say you got a BAS of 7 to hit, and the enemy got a BAS of 4 to defend. Your total Base becomes 3, and your MAS becomes 30, maybe 35/40 if useing a Specialized Move, or making the Attack sound good.
))Legend Rating Chart(( MAS 200 = Legend 2 MAS 400 = Legend 3 MAS 700 = Legend 4 MAS 1200 = Legend 5 MAS 2000 = Legend 6* [Elite Character Legend]
[Special Note] After a few people seem to make there Legends to 6, people will soon again be able to go higher then Legend 6.
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Post by Jayce Vallintine on Oct 29, 2003 11:49:28 GMT -5
Items and Specialized Moves Items! Items are useful stuff that could aid you through whatever you will be going through. Items can very from little stuff like a Back Pack, to something very useful like a Sword. Each Item one desires takes AP to get.
))Item Chart(( 1 AP = 3 Small Normal Items [Clock, Jeweliry, Book, a Stone, Cell Phone.. ect.] 1 AP above the Modifier for Weapons, and Armor. [Similier to the Attack, and Defence Rule] 3 AP = 1 Magical Item [Somehow, or Someway this Item is imbuded with Magical Energy that it takes a SA to use. 2 AP above the Modifier for Magical Weapons, and Armor. [Imbude Weapons or Armor that give an effect when used, need SA to see about the effect, and RA to se if the items works as a Weapon, or Sheild.]
Specialized Moves! This works just like having Mod Weapon, Armor, or both. Its a move you became very good at, so when you make a SA roll to preform it, it has its own Mods to it. Its 2 AP above the Mod desire.
Lets say you have a SM [Specialized Move] that deal +2 and gives you a - 1 when the Enemy decides to attack next. It would cost 10 AP to make it go to +3/-2, unless you just wanted to make +2/-2 it would be 4 AP.
Legend Bonuses When going up a Legend, you will recieve 10 AP points automatically. Also each Legend has an independent bonus that adds to your character.
))Legend Bonus((
Legend 2 = +10 AP & a pat on the back Legend 3 = +15 AP [the bonus was Extra AP] Legend 4 = +10 AP & Free Lore Legend 5 = +10 AP & 5 Auto Mod Points [Will Explain if needed] Legend 6 = +15 AP & [Elite Status]
[Special Note] Character Creation is done one its own Thread. I will go ahead and post iy soon enough.... I guess ?
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Post by Jayce Vallintine on Oct 29, 2003 12:03:36 GMT -5
Character Creation Its fun to make characters. This is a deminsional RP so that means any Character Concept is allowed, as long as it stays in the system. You could of been for the Earth of any time, or a whole new planet all togather. To start a character first you to choose what type of character is it going to be. Fighter or Magic User or the main concepts. All what this means is if your character is better with Reality Actions, or Spiriteul Actions. All concepts will be able to use magic, or fight.
))Starting Stats (Fighter)(( RA 6-8 SA 4-6
Att +1 Def -1 Mag -2
Items [+5 Mod Points] Special Moves [+3 Mod Points]
}}Starting Stats (Magic User){{
RA 4-6 SA 6-8
Att -1 Def +1 Mag +2
Items [+3 Mod Points] Special Moves [+5 Mod Points]
Mod points are how many points you can start out in that area. Lets say you have +5 Mod Points in Items, you could have a +1 Dagger, +2 Sword, [3 Small Items is worth 1 Mod Point], and -1 Breast Plate.
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Post by Jayce Vallintine on Oct 30, 2003 10:35:55 GMT -5
Oh yay, Life Force...
Life Force Life Force or (LF) is similier to Hit Points. LF everyone starts out with 5, and its 1 AP to raise it. LF can be Raised to as high as you want, as long as you have to AP.
Also if you think about it this way, if you waist it all on life, then how will you get stronger.
During combat the BAS, if used offencively, will be how much DMG one deals or recieves. This is an easy subject to understand so I won't get to it.
Dice Upgrades You may spend AP to upgrade your RA, & SA. Doing so will boost your Pro Dice up, or you Con Dice down. Its 5 AP to boost a die, and the Pro die can go as high as 12, unless your concept is says other wise. Your Con die can go as low as 6 unless your concept says other wise.
When raising your Pro, your Con will go up one as well, but the highest it can go is 12. D12 is the highest die in the game.
())Concept Dice Upgrade(() Lets say your concept is fighter. You can raise your RA die all a way to 12-6, but your SA can only get to 8-6.
Concept will determain what you can get up to.
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Post by Jayce Vallintine on Nov 28, 2003 15:42:59 GMT -5
Battling, and Duel Targeting
Battling works similier to making an Action Roll. When Battling you declear what you are going to do. Lets say you make a RA to hit an enemy. Your BAS is 4, and you have a +2 Sword. The Modifiers add togather to make an attack of 6. Then the enemy rolls his defence and the BAS ends up becoming a -1. The enemy all ready had a defense of -1, when he rolled his score with his def became -1 by getting his RA as 0. So now you take the +6 and add the Defense check to it. Well the attack is now +7 because of the enemy's mistake. So then that attack gets subtracted from the enemy's Life Force.
This is also the basic formula to do almost anything you can. This works similier to magic, and combat alike.
))Special Moves Understanding(( In some cases SMs are a little tricky to understand, but they work just like an Item does, except for the speical effects it leaves behind. When preforming a SM you are basically doing what your discription says, but the SM affects vary depending on the SA Score. So if it was to cause a penalty, whatever the BAS is will be the penalty it gives. It in away is another form of attack though. When using anything on the enemy, the enemy will assult back.
))Duel Targeting(( It works when you decide to aim for more then one enemy. The more enemies you aim for, the more they will engage back if they servive. Lets say you are going to target too enemies with a spell. Whatever the BAS becomes, its divided by 2 because of the 2 enemies. So the score is smaller, but each enemy then has to fight it off if they can.
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