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Soul Fantasy

Started by MGuy, July 09, 2012, 02:34:56 AM

Previous topic - Next topic

MGuy

Doing Classes only to level 5 for now. I am going to design the ground floor of the game first and develop the rest later. Time constraints and other distractions are slowing the progress. Here's what I have for now - tables because I'm lazy and making tables on forums is tedious.

Classes – There are twelve base  Classes in Mana Sphere each with their own unique theme and ability sets. Character Classes may only be gained by Hero and Legend Tier Characters. Each Class has ten Skills and a Mana Generation Method. While all Living Characters can generate Mana Character Classes allow a Character to generate Mana more rapidly under the right circumstances giving them the edge over lower Tier Characters. Classes  also give a Character defining Primary and Sub Abilities. Classes are generally split up into 3 major groups for ease of understanding.
Fighters – These are the Classes that work best when in the middle of the action. They get many skills and abilities related directly to direct confrontation and have Mana generation methods the depend on dealing or receiving Damage.
Champion – Representative fighter of a greater cause. They are an oath bound type of warrior who uses their abilities to mitigate Damage on the battlefield. When not fighting they often serve as bodyguards, emissaries, or heralds, often working to spread the ideology of what they represent or working towards some given goal.
Martial Artists – These fighters hone their skill in battle seeking to perfect their body and minds. They are adept at dealing Damage directly to the enemy, often overcoming any barriers that would prevent them from doing so. When away from the battlefield they are often hermits or even guards. Some elect to teach or lead others.
Savage – These are often brutal men and women who elect to let their emotions run wild, often boosting their physical capabilities while doing so. They enjoy raining blows down upon foes. When not in combat they make excellent hunters and are generally very intimidating.
Soldier – These fighters are born for the battlefield and exist as highly mobile troopers. They are often adept at breaking the enemy and disrupting tactics. Though mostly used for their prowess in battle when not engaged they are typically guards, generals, and statesmen bringing their calm and collected experience on the battlefield to other public services.

Specialists – Specialists tend to be focused more on skills than direct combat prowess. Often times Specialists will use their primary skills in order to solve various problems in ways no other Class can.
Performer – These specialists have perfected their various forms of entertainment well beyond that of ordinary people. These virtuosos have discovered the magic behind their art and use it to climb the social ladder or bring it to bare when confronted with violence.
Ranger – These specialists are adept hunters and frontiersmen. They often brave dangers few others would face and endeavor to explore, hunt, or even just survive in the face of the many mystical and mundane environmental dangers.
Scoundrel – These specialists are masters of stealth and deception. They use their “unique” skill set to confuse and confound enemies often times profiting off of the downfall of others. Though a Scoundrel evokes feelings of distrust, few would not want such a skillful person on their side.
Tactician – These specialists are masters of gathering, analyzing, and utilizing information. It is tough to say whether or not a good Tactician is ever caught off guard by anything. They are ever mindful of the possibilities, take care to shore up their weaknesses, and often find ways to maximize their chances of victory.

Mystics – Mystics tend to have a wealth of unique powers. They are more aimed towards drawing success through artful and imaginative use of whatever ability sets they acquire.
Druid – These mystics are masters of nature. They are able to draw forth raw power from the ether and bend the environment to their will. They often times are found protecting and honoring nature in all its many forms, using their unique abilities to do so.
Invoker – These mystics are servants of a higher power. They put their souls on the line in exchange to further their ideology. Few can claim the loyalty and dedication of an Invoker  and fewer can show off the benefits for such dedication. An Invoker is the herald, speaker, the eyes, ears, and hands of their patron.
Mage – These mystics are masters of Magic. They study and twist the spells they learn in ways o other class can match. Few can claim to have the skill to wield magic but very few can claim to be masters of it. Mages are the go to experts on all mysteries of the arcane.
Warlock – These mystics wield the very essence of magic. They are the only ones who can take the raw essence of what is magic and utilize it in unique ways. Where the Mages master formulas, Druids praise the wilderness, and Invokers act as servants to their patron a Warlock rips magic from the very environment.

Champion – Champions are leaders, protectors, daring men and women who thrust themselves into danger in the name of others. Champions are loyal, disciplined, fighters that represent something greater than themselves
Class Skills:
Hit Points
Martial Proficiency
Intimidate
Knowledge: Any 1
Linguistics
Manipulate
Pilot
Fortitude
Dodge
Will
Mana Generation Method – Champions gain Mana when Damaged. They gain 1 point of Mana per point of HP Damage. The Mana generated in this fashion does not restore the Champion’s regular Mana stores, it instead is used to fill a secondary Mana Pool called Resolve. This Mana Pool must be created as a Slight Action and functions like any other Mana Pool except it is dismissed whenever the Champion is fully healed or 1 round (6 seconds) after ending combat (as determined by the GM) at which point the Mana is placed into the Champion's regular Mana stores.  The Mana Pool's Maximum Mana allotment is equal to half the Champion’s Level (rounded up).


Archetypes:
Challenger – Challengers are Champions who care about glory. They are dedicated to finding challenges and overcoming them. When traveling with others these daring souls insist on forcing one on one fights, gaining a number of abilities that make such direct challenges hard to ignore.

Primary Abilities:
1sr Level:
Harrier [Aim, Off-Guard, On-Hit] – You may take Aim by utilizing a Slight Action  as an On-Hit effect. Targets you are Aiming at receive a Mundane Penalty equal to your Level when not directly Targeting you or a space that you occupy.

3rd Level:
Challenge [Sub Action, Close Range, Fear/Mind Affect, Maintenance] – When this Ability is gained you must choose whether to use your Intimidate [Fear] or Manipulate [Mind] Bonus as the  Relevant Skill Bonus for the Ability. Once this choice is made it may not be changed later. You may, as a Sub Action designate a Target in Close Range that can see and hear you. You may then make a Check using the Relevant Skill Bonus Opposed by the Target's Will. If you succeed that Target must either accept your challenge and exclusively Target you as if their goal is to defeat you or receive Fear or Stress Damage equal to half your Level rounded up. If a third party Damages the Target the effect ends.

5th Level:
Isolate [On-hit, Mana] – By expending a Slight Action and Mana you may attempt to make a Push Attempt against all Targets surrounding your Attack Target. Your Push Attempt Bonus is equal to twice the Mana you used on this Ability + your Personality Bonus.

Sub Abilities:
2nd Level:
Designate – You may take Aim at a Target as a Slight Action on your turn. Abilities that would have you lose your Aim are negated unless there is an Opposed Roll involved. If there is you gain a Situational Bonus to the roll equal to half your Level (rounded down).

Crusader – Crusaders are Champions  that insist on bearing the burdens of others. They thoughtlessly put themselves in harm's way and triumph through personal sacrifice. A Crusader is adept at reducing incoming Damage. They are valued traveling companions as they are adept at mitigating hazards from the group.

Primary Ability

1st Level:
Superior Guard [Counter, Mana] – When you would be Damaged you may increase your Damage Reduction by 2 per point of Mana you spend.

3rd Level:
Bodyguard [Counter, Reach] – When an Ally is Targeted you may move into that Ally's space and become the Target of that Target's Attack or Ability.

5th Level:
Unmovable [Counter, Mana] – When you would be a victim of Forced Movement you may expend Mana to reduce the number of Squares you would be moved by 2 per point of Mana spent (minimum 0 movement). You may alternatively utilize Mana when you are making an Opposed Roll to defend against a Combat Maneuver giving yourself a Mundane Bonus on the Roll equal to twice the Mana you spend.

Sub Ability
2nd Level:
Defend – You may apply your Damage Reduction to an Ally in reach whenever they make an Active Defense while adjacent to you.

Oath Bearer – Oath Bearers are Champions who have mastered the power of the Oath. Oath Beearers are able to mystically dedicate themselves, their surroundings, and equipment to their cause. Their abilities are effective at controlling the flow of combat putting everything in its proper place.

Primary Abilities

1st Level:
Bound Equipment [Ritual, Word, Ward] – You may place a number of Wards on a number of pieces of equipment equal to your max number of Wards. These Wards  do not count towards your max Ward Limit. The Ritual is shown below.

Oath Bound Item
Ritual Level: 1
Casting Time: 1 Hour
Skill: Linguistics
DC: 15
XP Cost: 0
Materials: Special inks costing at least 10 Units and the Target item.
Duration: Indefinite
Effect: You may bind a Target item to yourself by marking it with a special Symbol specific to you. This symbol must be prominently displayed upon the item to get this Ritual's effect and cannot be placed on any part that would be hidden or hard to see. The item you bind to yourself must have been in your possession for at least one week. You must be able to hold the item and it cannot exceed your Light Encumbrance. Once the item is bound to you it gains special properties. The bound item is considered a Ward. The item becomes heavier for others. To other people attempting to lift it without your permission it weighs a function of it's original weight times your Level. You may also “call” the item to you as a Slight Action  at any time. The item will then appear on your person being worn (if you can wear it), wielded (if your hands are open), or upon the ground in your square as long as you are on the same plane that you stowed it in. If you have multiple Warded items you may “switch” them out in this fashion. For example if you have two pieces of bound armor and you are wearing one they “switch” upon command placing the one you're wearing where the other armor was stowed.
Special Notes: This is a Class Ritual and may not be picked up by any other Class.

3rd Level:
Bound Souls [Ritual, Word, Ward] – You may place a number of Wards on a number of Allies through a special Ritual. You may place a number of these Wards equal to the max number of Wards you can place. These Wards do not count towards your total Ward Limit.  The Ritual is detailed below.

Oath Binding
Ritual Level: 2
Casting Time: 1Hour
Skill: Linguistics
DC: 15
XP Cost: 0
Materials: Specialist inks costing at least 10 Units and willing Targets
Duration: 1 Week
Effect: You place a special mark on a number of Willing Targets. While marked in this way you may swap the position of the specially marked Targets as a Sub Action as long as the Targets you're swapping both are in your presence and at least within Medium Range. The Targets only bring themselves and up to their Max Load when being swapped in this fashion. They may attempt to resist this swapping at any time with a successful Will Save. If this Will Save is successful or the attempt is otherwise thwarted the marks on both Targets are dismissed. Use of these Marks is considered a [Warp] Supernatural Ability.
Special Note – If you have other Oath Rituals you can use them on your allies. Example: If you have Oath Bound Item you may summon bound items to Allies.

5th Level:
Rune Warrior [Class Feat] – Gain a [Word] Spell.

Sub Abilities

2nd Level:
Warden – You may double you maximum Ward Limit.

Martial Artist
– Martial Artists are highly trained weapon savvy combatants who use their knowledge and skill of combat to complete any task set before them.
Class Skills:
HP
Martial Proficiency
Accuracy
Acrobatics
Balance
Climb
Jump
Perception
Fortitude
Dodge
Mana Generation Method – A Martial Artist gains  Mana  through practicing their art. Because of this a Martial Artist performs best in battle gaining Mana at a rate of 1 point per 2 points of Damage they deal. With this a Martial Artist may generate more Mana than they may normally store. They may retain this Mana, losing it at a rate of 1 point per minute until they are back at or under their max, but they do not generate more while over their max. They also do not generate this Mana whenever they are using it so any Mana Based Ability they use that deals Damage does not generate Mana. Mana is only generated when the Martial Artist deals the Damage. Use of secondary items beyond a Melee or Ranged Weapon (doesn't include Splash/Grenade Weapons, poisons, etc) or continuous Damage do not add to the pool. If striking multiple enemies at once you only gain Mana for the highest amount Damage you struck for.

Archetypes
Chi Master – Chi Masters are mysterious and mystical Martial Artists who have mastered themselves and their inner Mana to produce various supernatural effects. Chi Masters are able to use their powers to produce effects that allow them to fight more effectively.

Primary Abilities
1st Level
Abundant Soul [Mana, Touch] – You may heal yourself by channeling your spirit turning your inner power into vigor. You may, as a Sub Action restore 3 + twice the Mana used HP of the Target you touch.

3rd Level
Chi Strike [Passive] – Your Weapon Attacks may deal Physical or Magic Damage at your choosing. You must decide which your Attack deals before you Attack. If your Attack would deal Magic Damage you must use your Personality Bonus instead of your regular Attribute Bonus to determine the Damage dealt. Additionally, if you have an Attack Spell (Basic Spells: Cold, Heat, Electricity) you may cast it as part of your Attack and you may turn it into a Maintenance Ability  instead of a Channel Ability.  The latter effect only applies as long as you have more Mana than your maximum.

5th Level
Chi Weaponry [Passive] – You may make Melee Attacks at Close Range, make multiple Thrown Weapon Attacks in a single Round, or may generate chi based Ammo for Ranged Weapons. When doing so the Weapon Damage you deal is always Magic Damage and use your Personality Bonus to modify Damage when applicable.

Sub Abilities
2nd Level
Solid Soul – Gain Resistance to Mana Burn, Disruption, and Drain equal to half your Level (Rounded Down)

Weapon Master – Weapon masters are Marital Artists who've found power in versatility. They have become master of many weapons instead of one. They have found a way to harness this versatility to become credible threats no matter what they can get their hands on.

Primary Abilities
1st Level
Weapon Master [Passive] – You gain Proficiency with all Simple, Martial, and Superior Weapons. Whenever your Martial Proficiency rises or if it already is above one you may gain Proficiency with all Exotic Weapons of a selected Weapon Category.

3rd Level
Weapon Toolbox [Passive] – You may add Grab, Thrown, and Trip properties to any weapon you're using. You may also use your Ranged Weapon as an Improvised Weapon in melee.

5th Level
Unique Style [Passive] – You may create a unique fighting style with a unique set of weapon, using unique limbs (teeth, tail, etc), using over sized weapons, etc. You must discuss the specifics with your GM. Alternatively you may gain a Combat, Shield, or Weapon Style Feat.

Sub Abilities
2nd Level
Improvised Weapon Mastery – You may utilize Improvised Weapons as well as regular weapons (gaining all the special weapon qualities and qualifying for the purposes of using various abilities).

Weapon Specialist – Weapon Specialists are Martial Artists who devote themselves to more than mastering a specific weapon. Where a Weapon Master focuses on mastering just the use of various weapons a Weapon Specialist seeks to turn a single weapon into something more.

Primary Abilities
1st Level
Weapon Specialization [Passive] – You must select a Weapon Category. That Weapon Category becomes your Weapon Specialty. You then gain Proficiency with Simple, Martial, and Superior Weapons in that Category. Lastly, you may use a larger Weapon Damage Die with that Weapon.

3rd Level
Exotic Style [Passive] – You may use an alternate Attribute, other than Agility and Awareness, to determine the Attribute Bonus for Accuracy and Dodge. Alternatively you may use an alternate Attribute to determine your Fortitude or Will Defense.

5th Level
Bound Weapon [Class Ritual] – Gain an extra Magic Item Slot. Additionally you gain the Weapon Binding Ritual. The details of the Ritual are listed below.

Weapon Binding
Ritual Level: 3
Casting Time: 1Hour
Skill: None
DC: None
XP Cost: 0
Materials: Target Weapon
Duration: Permanent
Effect: You may bind a specific weapon to your very being, making it an extension of yourself. You may only bind a single weapon to yourself in this fashion. If this Ritual is used on another weapon the last weapon you bound loses all the effects of this Ritual. While bound to you the weapon may never Damage you. Any attempt to do so makes the weapon go through you as if you or it were Incorporeal. Additionally you may imbue the weapon with a single Spell of your choice. You must know about the Spell or be able to describe the effect. You must be able to cast the Spell at the Level you attempt to imbue it at.

Sub Abilities
2nd Level
Soul Weapon – While wielding weapons that fit into your Weapon Specialty they become more resistant to Damage gaining additional Hardness equal to half your Level (rounded down). Additionally, they are immune to drastic disastrous effects like rusting and every day wear and tear.
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Quote from: MGuyFinally a thread about fighters!

MGuy

Last two of the fighters.
____________________________________________-
Savage – Savages are barbarous fighters who, in one way or another, revel in conflict. Savages may be possessed by a spirit of fury, get lost in the visceral nature of combat, or any number of things that make them better suited for combat.

Class Skills:
HP
Martial Proficiency
Animal Handling
Climb
Intimidate
Jump
Perception
Survival
Fortitude
Dodge
Mana Generation Method – The Savage enjoys combat. Both civil and brutal Savages get a certain thrill when thrust into combat. Because of this they are able to do their best when on edge. Whenever a Savage is Damaged they gain Mana equal to one point for every 2 points of Damage they incur. Savages still have the regular limit of how much Mana they can retain. When pushed beyond that maximum Savages enter a form of Rage.

Special Note: Rage – A Savage may gain a Level of Rage equal to half their Level rounded up as a Slight Action  on their turn. At first Level a Savage has to choose a type of Rage to benefit from. They may only benefit from a single kind of Rage at a given time (even if they gain multiple ones) and must be selected when they fly into it. A Savage must fly into Rage as soon as their Mana peaks. This is a forced Slight Action that occurs as soon as the Savage can possibly pull it off. They may attempt to contain this Rage by making a Will Save equal to 10 + the Level of Rage they would've entered.
A Savage may end their Rage as a Slight Action. Ending a Rage does not take a Will Save. Whenever Rage is ended, or prevented, the Savage loses any Mana they are retaining above their maximum. When a Rage that lasts at least 1 round is ended the Savage takes Fatigue Damage equal to the number of rounds they were Raging. This Damage cannot mitigated in any fashion.    

Archetypes
Berserker – Berserkers are crazed Savages who channel their love of battle into destructive power. They are adept at not only over powering their opponents with the sheer amount of raw muscle power they can muster but our adept at putting their foes off balance through the frightful fashion in which they fight.
Primary Abilities
1st Level
Berserk [Rage] – Berserkers are adept at calling upon their inner fury to bring forth incredible physical powers. When Raging a Berserker may go Berserk. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Power Score. While Berserk you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Mighty Swing [Attack, Mana] – Berserkers are able to squeeze their souls to do more damage pushing themselves past even the mightiest warriors. When you Attack you may opt to spend Mana to hit harder at the cost of your accuracy. For every point of Mana  you spend you increase the Damage you deal on a hit by 2 but lower your Accuracy by 1.

5th Level
Insurmountable [Sub, Morph] – While in Rage you may gain may Temporary HP by channeling your SHP. This Temporary HP only lasts for as long as you stay in Rage and is lost when your Rage ends. You may channel up to your Level in Temporary HP.

Sub Abilities
2nd Level
Intimidating Presence – When someone would take Fear Damage you may use your Mana as a non Action to increase the Fear Damage they take by an equal amount.

Tempest
Primary Abilities
1st Level
Frenzy [Rage] – Tempests are adept at calling upon their inner storm to turn themselves into a dangerous whirling tempest. When Raging a Tempest may go into a Frenzy. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Agility Score. While in Frenzy you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Tempest's Swing [Attack, Mana, Area, Channel, Augment] – Tempests are able to enter spins that allow them to whip up The wind around them. When you Attack whether you miss or hit you may utilize Mana and whip or a stirring wind that gives you some cover and disrupts incoming Attacks. When used this ability covers all squares in your Natural Reach +1 square per point of Mana spent. Perception Checks, Ranged Attacks, Area Attacks made on Targets within the area suffer a -2 Penalty for each point of Mana spent. While this Ability is active you cannot move from your current Square. If you are forced to move or are Damaged you must make a Concentration Check using just your Agility Score against a DC equal to 10 + 1 for each Square you moved or each point of Damage you took. If you are Teleported or somehow otherwise instantly removed from the place you were at the Ability ends immediately.

5th Level
Vacuum Swing [Attack, Mana, Area, Channel, Augment] – Tempests may draw in Targets with a great swing and a rapid spin. When this Ability is used all Targets in your Reach + a number of Squares equal to the Mana you use. All Targets in the area of this Ability are treated to a Pull Attempt. Targets that are Pulled to you because of this Ability are knocked Prone. While this Ability is active you cannot move from your current Square. If you are forced to move or are Damaged you must make a Concentration Check using just your Agility Score against a DC equal to 10 + 1 for each Square you moved or each point of Damage you took. If you are Teleported or somehow otherwise instantly removed from the place you were at the Ability ends immediately.

Sub Abilities
2nd Level
Fast Movement – Your Move Speed increases by a number of Squares equal to half your Level.

Juggernaut
Primary Abilities
1st Level
Grit [Rage] – Juggernauts are truly unstoppable combatants, able to shrug off blows that would stop others in their tracks. When Raging a Juggernaut may gain Grit. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Resilience Score and Temporary HP equal to their Level. While in Frenzy you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Juggernaut [Passive] – Attacks that hit and Damage but don't overcome Damage Reduction are considered a Miss.

5th Level
Stubborn [Passive] – Your Physical Damage Reduction can be used for your Magic Damage Reduction whenever you make an Active Defense.

Sub Abilities
2nd Level
Ram – You may add your Resilience Bonus to Damage on any Action that involves a Charge.



Soldier

Class Skills:
Hit Points
Martial Proficiency
Accuracy
Acrobatics
Climb
Intimidate
Jump
Pilot
Fortitude
Dodge
Mana Generation Method – Soldiers are at their best when they are assaulting their enemies in some fashion. Soldiers attain power through successful maneuvering and success in conflict. Soldiers can rapidly generate Mana by competing with the opposition. Any time a Soldier makes an Opposed Check whenever a Soldier rolls over any Target Number that the Target has they gain Mana equal to the difference. Soldiers may retain an amount of Mana equal to their Level.

Archetypes
Commando
Primary Ability
1st Level
Lock Down [On Hit] – When you hit the Target you may make an Opposed Fortitude Check. If you succeed your Target may not move out of your Natural Reach until after your next Initiative Action. They are not Immobilized or Off – Guard they just may not choose to move out of your Natural Reach.

3rd Level
Distracting Maneuver [On Hit] – When you hit the Target you may make an Opposed Dodge Roll. If you succeed you may choose another Target in Close Range that you can see and hear. You make the chosen Target Hidden against your Target. This lasts until the end Hidden Target's turn. The Hidden Target is considered to have a Stealth Check Result equal to the Dodge Roll Result.

5th Level
Threatening Strike [On Hit, Fear] – When you  hit the Target you may make an Intimidate Roll opposed by the Target's Will. If you succeed the Target must spend their next turn Targeting you with any Active Action they make.

Sub Ability
2nd Level
Difficult Defense – All the Squares in your Reach are considered Difficult Terrain for Enemies.

Interceptor
Primary Ability
1st Level
Unforgiving [Passive] – Whenever you make a Successful Opportunity Attack you force the Target to Cancel their Action.

3rd Level
Capitalize [Passive] – You gain a +4 Mundane Bonus to Rolls made when Provoked.

5th Level
Intervention [Passive] – You gain a +4 Mundane Bonus to Rolls made when Countering or being Countered.

Sub Ability
2nd Level
Aggression – You may ignore Abilities that would allow any Target to avoid Provoking in situations where they would normally Provoke.

Skirmisher
Primary Ability
1st Level
Opportunity Step [Passive] – When you are Provoked you may make a Move Action.

3rd Level
Opportunity Dash [Passive] – Your Threatened Area increases by half your Move Speed. If you are Provoked in the extended area you may make an Opportunity Charge Attack.

5th Level
Mobility [Passive] – You may perform other Standard Actions during your Move Action. You may split your Move Actions up between your other Actions. For example you may move partially then perform a Slight Action then move again before performing an Active Action. You may only move as far as you regularly could. You may not use Charge Actions with this kind of movement.

Sub Ability
2nd Level
Fast Movement – Your Base Move Speed increases by an amount equal to 1 Square per half your Level rounded Down.
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Quote from: MGuyFinally a thread about fighters!

MGuy

So with my mom out of the hospital and in physical therapy work has resumed on the project. I'm going to take an aside from listing classes to listing some info that might be important to know.

Hit Points – HP, also known as Hit Points, represent a Character's ability to avoid serious injury. As long as a Character has HP they avoid receiving Injuries when taking Damage. Hit Points are purposefully abstract and may be used to portray any number of things whether you wish it to represent a Character's skill, luck, Mana density, or something similar. The higher a Character's Level the more HP they are likely to retain.

Stock Hit Points – SHP, also known as Stock Hit Points, represent a Character's ability process unnatural healing. Each time a Character heals via a Spell or Ability that rapidly recovers Hit Points, Attribute Damage, Mana, etc that Character's SHP is reduced. Depending on what is restored more or less SHP is used. The "exchange" rates depend on what is being restored and is listed in the table below.

Wounds – A Character who is Damaged when at 0 HP receive Wounds. When Damaged a in that condition the Character takes Resilience or Structure Damage equal to the Damage they took. The Damage to Resilience/Structure Scores from Wounds is not temporary and Natural Healing doesn't allow recovery from the Damage from Wounds.

Natural Healing – By default all Living Characters heal naturally over time. Recovering from injuries, poisons, and other debilitations naturally does not require SHP. Additionally Natural Healing is the only way most Characters recover SHP. Natural Healing occurs constantly over time as long as the Character is alive. Natural Healing Rates and time frames are listed in the table below.

Short Rest – A Short Rest is taken when a Character spends at least 10 minutes resting easily. The current environmental conditions must be at least somewhat peaceful (as determined by the GM) in a way that would allow you to take a Rest at all.  A Character may perform Actions up to Easy tasks with no problems while taking a Short Rest. During this Rest the Character may recover Hit Points at a rate of 1 per minute of the Short Rest. You may take multiple Short Rests back to back but each is considered to be taken in 1 minute increments. You may gain all the benefits of a Short Rest while you're taking a Full Rest.

Full Rest – A Full Rest is taken when a Character winds down and takes a long rest. The rest must be peaceful enough that the character could reasonably fall asleep (determined by the GM) though they don't necessarily have to. Generally, this is taken with Sleep, meditation, and similarly restful Actions spanning over a 6 hour period. You do not receive the benefits of a Full Rest unless you've take about an entire one. It may be interrupted for up to an hour but must not be interrupted for any longer, otherwise it is considered only a Short Rest. After taking a Full Rest for the indicated time you receive no further benefits from it for 18 Hours even if the Character rests continually for that amount of time or attempts to take another Full Rest during that time they only receive the benefits once until the 18 Hour time frame is up AND another 6 hour Full Rest is taken.

Asleep – While under this condition you are considered to be Helpless. You mostly don't perceive the world around you and your Perception Based Checks automatically fail with the exception of your Audio Perception Checks which you merely take a -10 Penalty to. Being significantly disturbed while under this condition will end it prematurely. If undisturbed a Character will stay sleeping for about 4 – 8 hours (roll a d4 if it becomes important).
Most Living Creatures require regular Sleep every day. Each time a Character goes a day (24 hour period) without Sleep they must make an Endurance Check equal to 10 + the number of Days you've gone without Sleeping. If you fail this Check you automatically receive a full Grade of Fatigue.

Status Conditions
Condition Damage – A number of Conditions are tied to a particular kind of Damage that builds up over time. These are called Ailments. Whenever Condition Damage is taken the victim must make a Fortitude or Will Save, depending on whether it is a Physical or Mental Ailment respectively, against a DC of 10 + the current total of the Ailment's Damage. If you Fail then you advance a Grade of that Ailment. If you fail by 10 or more you advance additional Grades or every 10 that you miss the Save by.

Physical Ailments – Physical Ailments are physically debilitating Conditions. They can usually be seen physically effecting and debilitating the victim in some fashion. Generally Physical Ailments are resisted via Fortitude.

Fatigue – Fatigue Damage builds until the Target becomes Exhausted. For each Grade of Fatigue a Target currently retains they receive a -2 Ailment Penalty on all Checks and receive a Temporary -2 Resilience Score Penalty. If the Target's Resilience Score is Reduced to 0 because of Fatigue it does not die but becomes Exhausted.

Pain – Pain Damage builds until the Target becomes Agonized. For each Grade of Pain the Target retains they receive a -2 Penalty to Concentration, Dodge, and a Temporary -2 Power Score Penalty. Additionally, there is a cumulative 10% chance per Grade of Pain that the Target currently retains that each time it is Damaged it will then immediately rendered Off – Guard until your next Initiative Action. Lastly if a Target's Power Score is reduced to 0 because of the Penalty the Target is immediately Agonized.

Stun – Stun Damage builds until the Target becomes Paralyzed. For each Grade of Stun the Target retains they receive a -2 Penalty to Accuracy, Dodge, to all Movement Speeds, and a Temporary -2 Agility Score Penalty. If a Target's Agility Score is reduced to 0 because of Stun the Target becomes Paralyzed.

Mental Ailments – Mental Ailments are mentally debilitating Conditions. They usually affect the behavior and decision making of the victim. Generally Mental Ailments are resisted via Will.

Confusion – Confusion Damage builds until the Target is driven Insane. For each Grade of Confusion a Target suffers they receive a -2 Penalty to Concentration, Perception, and a Temporary -2 Awareness Score Penalty. Additionally, all Error Ranges for the Target increase by 2 per Grade of Confusion. Targets that normally do not have or are immune to the effects of Errors are denied that Ability while suffering from Confusion. Lastly, if a Target's Awareness Score is reduced to 0 because of Confusion that Target is rendered Insane.

Fear – Fear Damage builds until the Target becomes Frightened. For each Grade of Fear a Target suffers they receive a -2 Penalty to Accuracy, Will, and a Temporary -2 Personality Score Penalty. Additionally there is a 10% chance per Grade that, when Damaged you will lose all your Standard Actions and flee from the source of Damage as quickly and safely as you can during your current or next turn. Lastly, if a Target's Personality Score is reduced to 0 because of Fear they become Frightened.

Stress – Stress Damage builds until the Target faces Despair. For each Grade of Stress a Target suffers from they receive a -2 Penalty to Fortitude, Perception, and a -2 Temporary Intellect Score Penalty. Additionally when Damaged while suffering from Despair you lose a point of SHP per Grade of Stress you currently suffer from. Lastly, if the Target's Intellect Score is reduced to 0 because of Stress they fall into Despair.

Conditions
Agonized – An Agonized Target is rendered Immobile as it doubles over in Pain. A Target that is Agonized cannot perform any action that involves significant movement or Concentration until the Pain Damage is completely removed. Additionally an Agonized Creature has a 10% chance to be permanently Maimed (rolled when they fall into Agonized Status).

Despair – A Target in Despair is without hope and immediately surrenders to whatever force put them there giving up all actions on each turn until the Stress Damage is removed. Additionally a Target hat has fallen into Despair has a 10% chance of having all their Error Ranges permanently increase by 1.

Exhausted – An Exhausted Target is rendered Unconscious as it is forced to sleep due to Fatigue. A Target that is Exhausted cannot wake up on its own until all of its Fatigue Damage is removed. Until then, if the Target is awoken, the Target continuously suffers from lack of Sleep as if it has missed a number of days of Sleep equal to the current Grade of Fatigue they currently suffer from plus the number of days' worth of sleep they actually missed. Additionally any kind of Rest will result in the Character falling Asleep.

Frightened – A Frightened Target uses all their actions to flee as fast and as far as they can until they reach a place where they believe they are safe. If they cannot find such a place or fleeing would require them to put them into obvious danger the Target instead will cower helplessly. Additionally the Frightened Target has a 10% chance of developing a Phobia of whatever caused their fear in the first place. If the Target already has a related Phobia of it the condition worsens.

Paralysis – A Paralyzed Target is rendered Helpless as they cease to move. A Target that is Paralyzed cannot move their body under their own power until the Stun Damaged is removed. Additionally there is a 10% chance that one of their body parts remains completely Paralyzed even after the Stun Damage is removed. Both the percentage chance and afflicted body part are rolled when the Paralyzed Condition is inflicted.

Insane – A Target suffering from Insanity loses all of its planned actions and spends its time doing one of the things listed below. They perform these actions until the Confusion Damage is removed. Additionally there is a 10% chance that the Target suffers from one of the following disorders (Roll a D8or the GM decides):
Apathy – Gradually loses the ability to express, process, and/or understand emotions

•   Amnesia – Target loses some frame of time in their memory. They may forget they have done, people they knew, abilities they have, etc.

•   Mania – Target becomes obsessed with something/one. The Mania can manifest as attraction, hatred, aversion, or some other automatic response when confronted with or given the opportunity to pursue the object of their Mania.

•   Multiple Personality Disorder – The Target gains an alternative personality that acts completely on its own. The secondary personality is generally triggered or simply "takes over" whenever it can.

•   Paranoia – Target becomes deeply paranoid, usually suspecting everyone and everything as having potential or intent to do harm.

•   Psychosis – Target starts to behave erratically making choices seemingly divorced from their regular modus operandi. This can mean the character becomes extremely emotional acting impulsively or (if already impulsive) having dramatic mood swings. The Target may act in uncommonly generous or malicious ways, etc.  

•   Scarred – The Target becomes unable to see, hear, walk, or perform some specific function because of not because of physical injury but because of a mental one.

•   Schizophrenia – The Target starts to lose their grip on reality being unable to tell what is real and what isn't. They become unable to disbelieve illusions and may, in fact, become harmed if convinced that an illusion is real.
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Quote from: MGuyFinally a thread about fighters!

Benoist

Brief off-topic: I'm glad to hear your mom is out of the hospital. I hope the therapy goes fine for her. Cheers.

StormBringer

Quote from: Benoist;582646Brief off-topic: I'm glad to hear your mom is out of the hospital. I hope the therapy goes fine for her. Cheers.
Agreed, I am hoping for a speedy recovery.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

beejazz

Likewise, glad to hear about your mom getting out of the hospital.

On to your hp stuff: It's a tiny bit complicated honestly.

You've got a hit points / stock hp / fatigue, some healing uses shp and some doesn't, and there are multiple tiered condition tracks (I'm not yet totally clear what pushes you along). It looks like you're working towards something like a morale system with the fear and despair bits being part of normal combat, which I totally approve of, but I'm wondering how this would work in actual play.

What are your design goals with the hp/shp/etc. rules? Could they not still be achieved by tying all healing to shp, letting rests transfer shp to hp, and having shp heal much more slowly?

With multiple condition tracks, there is a potential issue if badguys can only attack one track at a time. Namely, if all the baddies aren't attacking the same track the effects aren't cumulative (making parties more durable vs diverse attack types than against focused ones) and if all the baddies are attacking the same track you almost might as well not have the others. I'd mention condition tracking complaints, but I know this is mostly for you and yours. I figure you know what your group is okay with on that front.

MGuy

Quote from: beejazz;583337Likewise, glad to hear about your mom getting out of the hospital.

On to your hp stuff: It's a tiny bit complicated honestly.

You've got a hit points / stock hp / fatigue, some healing uses shp and some doesn't, and there are multiple tiered condition tracks (I'm not yet totally clear what pushes you along). It looks like you're working towards something like a morale system with the fear and despair bits being part of normal combat, which I totally approve of, but I'm wondering how this would work in actual play.

What are your design goals with the hp/shp/etc. rules? Could they not still be achieved by tying all healing to shp, letting rests transfer shp to hp, and having shp heal much more slowly?

With multiple condition tracks, there is a potential issue if badguys can only attack one track at a time. Namely, if all the baddies aren't attacking the same track the effects aren't cumulative (making parties more durable vs diverse attack types than against focused ones) and if all the baddies are attacking the same track you almost might as well not have the others. I'd mention condition tracking complaints, but I know this is mostly for you and yours. I figure you know what your group is okay with on that front.

Natural healing doesn't take SHP. That's the healing where you go to sleep/full rest. That's the only kind of healing that doesn't cost you anything but time. Every other kind of healing no matter where it comes from or how you get it costs SHP.

Fatigue/Pain/Stun/Stress/Fear/Confusion are work basically the same way just with different results. Fatigue is the hardest condition to force upon someone because I plan on having very few abilities that affect it. You can essentially compare them to the fear and sickened track from 3rd. Things just get progressively worse.

The tracking will be fiddly, I've no doubt, but in order to get what I want out of it it is a necessary sacrifice.

Team Bad things will probably all gank one track at a time. Having abilities that deal with the damage tracks will be unique, so if enemies have them then their group will probably all try to hit the same one. Right now I have it that you can only push the damage tracks along with certain skills and abilities*. I'm more worried about having reasons for players to not do as you described. I've mulled over perhaps some kind of "no stacking" rules by the turn so that you can only get like one "fear" affect in a single round and I think that would work out.

 *intimidate handles all fear, manipulation handles all stress, deception handles all confusion while pain and stun work with various physical abilities

Lastly to all those who wished my mom luck she says you will be in her prayers.
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Quote from: MGuyFinally a thread about fighters!

beejazz

Quote from: MGuy;583392Team Bad things will probably all gank one track at a time. Having abilities that deal with the damage tracks will be unique, so if enemies have them then their group will probably all try to hit the same one.
Do you tend not to use mixed groups? Just curious with this one. I figure it's somewhere between "never" and "always" and if you're scratch-building foes I can see why you'd keep the number of foe-types down; just surprises me a little if that's right.

QuoteRight now I have it that you can only push the damage tracks along with certain skills and abilities*. I'm more worried about having reasons for players to not do as you described. I've mulled over perhaps some kind of "no stacking" rules by the turn so that you can only get like one "fear" affect in a single round and I think that would work out.
One bump per track per round could work for parties, but will disincentivize enemies ganging up on one track. It'll make mixed groups stronger than single-type groups. All that's fine, especially if it's what you're after.

An unintended effect may include diminishing returns with larger groups. Basically after there are more foes than PCs the difference each foe makes will be smaller. Which again is fine if you typically use small groups of nearer-PC power and less fine (but still not likely a huge problem) if you like those big army-of-mooks fights.

MGuy

Quote from: beejazz;583420Do you tend not to use mixed groups? Just curious with this one. I figure it's somewhere between "never" and "always" and if you're scratch-building foes I can see why you'd keep the number of foe-types down; just surprises me a little if that's right.


One bump per track per round could work for parties, but will disincentivize enemies ganging up on one track. It'll make mixed groups stronger than single-type groups. All that's fine, especially if it's what you're after.

An unintended effect may include diminishing returns with larger groups. Basically after there are more foes than PCs the difference each foe makes will be smaller. Which again is fine if you typically use small groups of nearer-PC power and less fine (but still not likely a huge problem) if you like those big army-of-mooks fights.
I have quite a few creature types in my game. Currently 13 if memory serves.I meant to say that without the cap it would behoove team bad guy to gather things that cause the same status condition.

With the cap both the boons and consequences you describe are things I'd want to happen.
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Quote from: MGuyFinally a thread about fighters!