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| Drifters RPG; v1.8 Alpha Build - Dec 18, 2012 | |
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| Topic Started: Dec 18 2012, 02:48 AM (1,412 Views) | |
| Jeff | Dec 18 2012, 03:14 AM Post #11 |
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Veteran Monster Hunter/Rancher
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Experience & Growth Charts -Okay, so, I have my character almost done. How do they become stronger?- *KEEP WORKING ON THIS* All Drifters grow stronger from their experiences. Using accumulated experience points, you may strengthen a number of categories. REMEMBER, the stats you calculate such as HP, TP, MP, Willpower and so on do NOT get re-calculated when a stat is bolstered post-character generation. Once you’re actually playing your character, you will need to bolster HP, TP, MP, Willpower and other related things independently. The growth rates are as follows: -Artificials- HP: +5 for 1 exp TP: +3 for 1 exp Speed: +1 for 8 exp Attribute Points: +1 for 6 exp Attribute Point for Charisma: +1 for 12 exp -Celestials- HP: +2 for 1 exp MP: +4 for 1 exp TP: +4 for 1 exp Willpower: +1 for 1 exp Speed: +1 for 6 exp Attribute Points: +1 for 4 exp (Cannot be used to boost the Faith stat) Bolster Faith: +1 for 7 exp -Humans- HP: +3 for 1 exp MP: +2 for 1 exp TP: +3 for 1 exp Willpower: +2 for 1 exp Speed: +1 for 7 exp Attribute Points: +1 for 4 exp -Monsters- HP: +3 for 1 exp MP: +5 for 1 exp Willpower: +1 for 1 exp Speed: +1 for 6 exp Attribute Points: +1 for 6 exp -Mutants- HP: +4 for 1 exp MP: +2 for 1 exp TP: +2 for 1 exp Willpower: +1 for 2 exp Speed: +1 for 8 exp Attribute Points: +1 for 5 exp -Mystics- HP: +2 for 1 exp MP: +4 for 1 exp TP: +2 for 1 exp Willpower: +1 for 1 exp Speed: +1 for 7 exp Attribute Points: +1 for 5 exp Maxing Out -So, your character is all grown up now?-
Eventually, if enough experience were accumulated, you could (in theory, at least) have a Drifter with 20s in every stat and ludicrous sums of HP, MP and so on. At which point, some might ask “Where do I go from here?” Well, that’s not the question you need an answer for. The real question here is “Why are you playing the game wrong?” Like most RPGs will tell you, the threat of death is there for a reason; for intrigue. If the game is constantly too easy and the GM is handing out experience points like candy, you’re going to have a party of overpowered freaks with no legitimate challenge. The world of Drifters is hard and uncaring, even if it finds this in itself amusing to no end and – yes, Virginia – people die. If a team is constantly winning and isn’t doing so with at least tangible difficulty, you’re being too easy on them as a GM. Amp up the difficulty and don’t be afraid to embrace the possibility that a character, when KO’d in combat could very well be killed. Of course, Drifters is about having fun, and the option to have a party be felled in combat and NOT killed opens up storytelling opportunities and it lets new players make mistakes without being penalized too harshly. However, there comes a time when you put down the gavel and declare a Drifter as having reached room temperature. The question of getting to the utmost tier in terms of power – called “Maxing Out” a character – should never come up due to there always being a bigger fish. Furthermore, who said that the game’s utmost power level is at 20s in all stats, anyway…? |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:17 AM Post #12 |
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Veteran Monster Hunter/Rancher
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Abilities Overview -Abilities- Ability is the overarching, collective term for all Techniques and Spells of all schools. Each is broken into tiers and new abilities can be purchased through expending Experience Points. For convenience’s sake, here is the price listing: Tier – 1 = 7 Experience Points *Tier – 2 = 9 Experience Points Tier – 3 = 13 Experience Points *“Special Attacks”, “Lores” and “Divine Powers” cannot be purchased as normal abilities. Arrays -Arrays- Arrays are specialized combinations of Techniques and Spells that your character has learned to execute in rapid-fire succession as a second nature. This will allow you to utilize multiple moves in a single turn. To create an array you: 1) Making a new Array costs 7 exp for a set of 2 or 10 exp for a set of 3, in addition to costs of learning the abilities. 2) You may group Arrays into sets of 2 or 3 Techniques or Spells. Keep in mind that Techniques may only be arrayed with other Techniques and Spells with other Spells. 3) Arrays are subject to GM approval. 4) When executed, you pay the TP or MP cost for all the abilities in the array and may execute all their effects within the same turn. 5) Social Techniques, Unique Powers, Divine Powers, and Lores may not be arrayed. However, any single, valid Technique or Spell may be placed in multiple arrays. Techniques Overview -Techniques- Techniques are effectively the parlor tricks and advanced attacks of fighting styles. Techniques are broken up by the weapon (or lack thereof) used in their execution. While any Tech Point pool can (theoretically) launch any given techs, the weapon you carry with you will still dictate what you can and can’t do (ex: melee techniques cannot be performed while equipped with a ranged weapon). Improvisational weaponry (such as wielding a chair or mug as a weapon) cannot be used to execute any techniques. Melee Weapon and Unarmed Techs use Melee Attack whereas Ranged Weapon Techs use Ranged Attack, obviously. Melee Weapon Techniques -Melee Weapon Techs- Melee Weapons break down into two fundamental groups: Blade and Blunt. Blade weapons include knives, swords, lances, axes and so on. Blunt weapons include hammers, clubs and staffs. Tier-1 -Was it always that Long? – By channeling your focus in battle, your melee attack cuts through the air with blinding speed, allowing you to hit targets further away with the wake formed in the air. – +2 to max melee range for one turn. 6 TP. -Wheel of Fortune – Simple is best! Spin around and smack a bitch! – Attack all surrounding tiles with a single attack roll. 7 TP. -Have at Thee! – Certain things are unforgivable. Some words cut as deep as a sword. Taunt your enemy as you strike them to gain their full attention! – Successful hit provokes target to attack only you next turn. If, for some reason, the afflicted cannot target you, they cannot target any allied unit. 3 TP. -Flat Strike – Swat your enemy with the flat of your sword. Good to prove your point and for physical comedy. – Non-lethal attack. Add +2 to Accuracy roll and -1 from Damage roll this turn. Can stun enemies. 3 TP. Blade Only. -Rock Breaker – A mighty force behind a hammer makes it every bit as deadly, if not more so, than a blade! – +3 to raw damage, -1 to Accuracy roll. Opens 1 block hole below target and has a chance at stun. If executed mid-fall from a height greater than one block, it adds +6 to raw damage instead. 5 TP. Blunt Only. Tier-2 -[Element] Blade – By strength of soul, engulf your weapon of choice with an elemental affinity! – When you purchase this attack, choose an element. When invoked, this move will use the named element. Add named elemental damage, +3 to raw damage. If you have the “Elemental Affinity” merit, this move will always be the same affinity as it. This move can be purchased multiple times otherwise. 7 TP. -Wild Slash – Release the beast within, sacrificing accuracy for pure power! – -4 to accuracy roll, +8 raw damage. 6 TP -Dragon Blitz – Some things in the world of Drifters cannot be explained. Some are more awesome left that way but given a cool name. – Ignores height differences versus a target on/over/under an adjacent panel. 6 TP. -Nothing my Sword Cannot Cut! – The ultimate boast of any swordsman, be they pretentious or sincere. – Execute a normal attack. The target discounts any equipment or merit when calculating defense roll. This attack may still be dodged. Blade only. 8 TP. -Demon Driver – A mighty swing targets two enemies at once by driving the arc of a swing into an adjacent fool. – Hit adjacent target, you can then roll to hit another adjacent target that is not a target you’ve attacked before in this turn, taking a -2 penalty to each successive accuracy roll. Repeat until either out of targets or you fail to land a blow. Blunt only. 7 TP. Tier-3 -Norris Flash – A drifter by the name of Norris perfected this blindingly fast technique which none have ever been known to evade. – This attack cannot be dodged. +12 to damage roll. 10 TP. Martial Arts Overview -Martial Arts- Martial Arts Techniques break down into three basic schools: Hit Tech, Grapple Tech and Chi Tech. Hit moves involve directly striking your opponent either to wound, disarm or kill. Grapple moves involve grabbing a hold of your enemy or some part of them in order to render them prone, throw them or disarm arm. Chi represents the more “magical” aspects, by focusing one’s body and soul to empower oneself and weaken the enemy by means of channeling one’s energies. Hit Techniques -Hit Tech- Tier-1 -Pressure Point – By aiding in blood and oxygen flow in the body by stimulating certain, little-known pressure points, you can temporarily strengthen yourself and allies – Target self or adjacent ally. Boosts Melee Attack and Stamina +1 for 3 rounds. Does not stack. 6 TP. -Roundhouse Kick – Sometimes, simple is best. – On a successful unarmed melee attack, the target rolls stamina versus the attack's raw damage and on a successful hit they are tossed backwards at a range of (MA score) blocks, lying prone. +3 base damage. 5 TP. Tier-2 -100 Punch Finale – Your fists can defeat evil, no matter the number – You can strike at any number of foes in range with this attack, rolling a single additional attack roll at each foe for each additional +3 tech points expended. You may not target the same enemy more than one time in a turn using this tech. +2 to Accuracy Roll, +5 to base damage. 7 TP per attack. -Aim for the Ace! – There's dirty fighting and then there's winning. Decide which you want. – Make a called shot MA attack. If the attack connects, then the foe is knocked prone for a number of rounds equal to your MA score. If this attack fails to connect, then you are knocked prone, instead, for the half the duration, round down. +8 to base damage. 8 TP. -Rocket Punch – Strike Evil with Steel of Your Soul! – Roll attack as normal. Upon a successful hit, add 1.5 the amount of accuracy roll successes to the damage roll. 10 TP. Tier-3 -Rider Kick – A flying kick of heroic power. – Roll Melee Attack, +5 to base damage and the attack is piercing. A successful hit renders target prone for three rounds. 20 TP. Prereqs: Roundhouse Kick. -108 Holy Blows – Roll a Melee Attack. To defend, the target rolls Stamina - 4. If this fails, then the target is instantly killed. Those immune to instant death or light-based damage, however, are not affected by this attack. 25 TP. Grapple Techniques -Grapple Tech- Tier-1 -Pile Driver Suplex – Fans of wrestling, rejoice! – Roll for “Pick Up” versus a single adjacent target. Upon a successful Lift, you may use your target as a Melee Weapon (+2 Blunt Damage), dealing damage to the ‘weapon’ and ‘target’. If no viable targets remain after lift, you may hurl the target (Throw Roll x 2) spaces. 6 TP. -Chain Yanker – Sometimes it’s more important to adjust the field in your favor than simply kill. – Roll standard unarmed melee, targeting the closest hostile unit and pull them to an adjacent panel. +5 Damage. 8 TP. Tier-2 -Grapple Reversal – When you get grappled, turn it around on them. – When you’re targeted by a Pick Up roll, you may make a Willpower or Melee Attack roll in return. Succeed and you Lift the attacker instead. 7 TP. -Quick Sweep – Sweep the Leg, Johnny! – Perform standard attack vs. target on the same elevation as you. A successful hit renders the target prone for turn duration equal to damage dealt. +5 to base damage. 10 TP. Tier-3 -Hell Toss – With an unrelenting force, you can move an enemy away from you. Great as an attack and a defense. – Perform standard attack vs. target. Upon a successful hit, you may move the target from 1 up to a distance equal to your speed score spaces away from you as you see fit. If they take fall damage, it is doubled. If thrown into an object (trees, boulders, etc) they take an automatic 5 damage. 20 TP. Chi Techniques -Chi Tech- Tier-1 -Nanto Seiken Strike – Your chi can pierce even mighty steel. Inflict an unarmed melee attack at range with the range being Melee Attack x 2. Inflicts piercing damage (medium). +4 to damage roll. 7 TP. -Meditate – Focusing your chi allows for even the most inexperienced to fight all day. If you know what I mean. – Roll Melee Attack. Add successes to your current TP or MP pool. If the result is negative, add 0. 1 TP -Serpent’s Fang – Your energy flows through your body, often taken on familiar, comforting forms. This method will let you lash out and punish those who stand in your way. – Roll standard unarmed Melee. You may target an enemy up to three spaces away and it runs the chance to inflict Poison. +3 to base damage. 5 TP. Tier-2 Hamon Walk – Your chi allows you to confound your foes. – Roll Melee Attack or Willpower and add the successes to your defense rolls for 2 rounds. 5 TP. One With the Earth – Your body’s energy flows freely through every pore of your skin, allowing you to move anywhere as if you belonged. – You may invoke this move without a roll. For the following three turns, you ignore all Damage Panels, Fall Damage, Adverse Terrain (slopes, water, lava, etc) and walk over them as if they were even ground. 10 TP. Tier-3 Shinkenpatsubakumatsuhatsudatsu Technique – A mythical technique handed down through the possibly-nonexistent Bobcat Dragon Demon Clan that lived on the definitely-nonexistent Mt. Hutsumakutakubenkai somewhere in the Nadda Shogunate. – Fire a beam of your chi in one direction until it hits something. Roll a standard Melee Attack roll. +8 to base damage. 15 TP. Ranged Techniques -Ranged- Ranged weapons, speaking in broad terms, boil down to Firearms and Thrown type weapons. Tier-1 -[Element] Blast – It’s an elemental shot. What do you want from me? – Add [elem] damage to attack. Upon purchasing this technique, choose an element (if you have the “Elemental Affinity” merit, then it will be the same as that) and when invoked, it will have that elemental attribute added to it. You may purchase this attack multiple times. +4 to base damage. 8 TP. -Warning Shot – A swift, decisive shot near an opponent’s feet. Great for demoralizing enemies. – Causes no damage. A successful attack lowers target’s Stamina and Charisma by the damage value that would’ve been inflicted for the duration of the scene. If this ends up a value of 0 or less, it fails. 4 TP. -Reach for it! – Intimidation is an art ages old. It works best when you have a bigger gun! – +3 to intimidation bonus by brandishing your weapon. 5 TP. -Trick Shot – Capacity to shock and awe people with your weapon of choice can be a great boon to any drifter. Ladies love it! – Use ranged attack for social rolls (impress/intimidate, etc). 5 TP. -Quick Reload – A little extra energy expenditure means you can reload your weapon swiftly before resuming the fight – Reload your weapon this turn as a free action, allowing you to act afterward. 4 TP. -Gonna have to use Uni-Baby! – Occasionally a ranged fighter wants to hide behind a chest-high wall or, on occasion, behind their loyal meatshie—I mean—friends. – Can fire through ally/obstacle provided the end target is otherwise within range. 3 TP. Tier-2 -It works in the Movies, right? – A stylish flair added to an attack can not only be incredibly badass, it can also be effective! – Attack all adjacent panels, emptying your ammo clip/hand. Roll only once and apply to each target. Aggressive targets who suffer damage this way will be pushed 1 block away. +2 to accuracy roll. 8 TP. Empties clip. -Drill Unload – In many ways, firearms’ power depends on the shape, build and size of the bullet. Other times, enough power poured into it can make up for any flaw! – Add piercing and add Skill/Aura to Damage roll. 12 TP. Empties clip. -Bullseye! – Sometimes just hitting the target is far more important than how much damage the target takes from the impact. Take a moment and aim… – Double accuracy roll and halve damage roll for this attack. 6 TP. -The Waco Kid Lives – You know that badass and wildly impractical trick used in westerns where they shoot the gun out of their enemies’ hands? Yeah. That’s this move. – Use ranged attack. A successful hit disarms target aggressive unit, though this move inflicts no damage. 5 TP. -Sniper – HEY GUYS, I’M PLAYING THE SNIPER! LOLZ! – You may use this as many times during your attack as you want/can afford. For each +2 Tech Points expended, your ranged attack range expands by +1 panel for this turn only. 2 TP per use. Tier-3 -Texas Backrub – Bullet Spam is King! – Roll once and attack all hostile units within your Range + Skill or Aura distance. Base damage receives x1.5 multiplier. Empties clip. 20 TP. -Explosions Solve Anything! – Exploding bullets? Yes, please. – Ranged attacks create splash damage = ½ raw damage on surrounding panels around the target. 10 TP. -Charge Shot – Life is a tradeoff. Sometimes, the tradeoff IS life. – Suffer -3 HP per shot. Adds +3 raw damage per use. 5 TP. Social Techniques -Social-
Social techniques differ from the above in that they do not cause harm directly. Rather they can be used in social, even peaceful settings (and occasionally, yes, in combat setting too) to turn the tide in your favor without raising a weapon against the target. Unlike combat techniques, these do not have a weapon requirement and use Charisma as a base roll, when necessary. Rule of thumb: social techs cannot be combined together to make super “I WIN” social combos. Each technique is mutually exclusive. -Tier-1- -Bluff – The oldest trick in the book remains in the book because it just works. – Add +2 to Obfuscate roll this turn and lie through your teeth. However, expect the reaction to be harsher in return if you get called out on it. 3 TP. -Fast-Talking – When you need to confuse people quickly, just talk about nonsense really fast. They’ll assume you know what you’re doing! – This adds a +1 bonus to all social rolls for the remainder of the particular scene you’re in. 5 TP. -Nonsense Defense – When the heat is on and you need a way out, you simply refuse to be a part of the same conversation as everyone else. – Step out of a social setting as awkwardly as possible. Might cause problems in a bad setting but it’s better than saying “Screw all y’all” and running. 7 TP. -Flirt – When you need something from someone of a particular proclivity… well, do the obvious, moron. – Hit on the target to get them to see things your way. Adds +2 to a Persuade, Seduce, Haggle or Interrogate roll. 5 TP. -Tier-2- -A Serene State of Mind – Completely block out outside disturbances with an unshakable and badass mantra! – Adds +3 defense versus techniques, spells and attacks that can inflict Fear or Disco and outside mental influences for the remainder of the fight or scene. 8 TP. -Righteous Fury – Shatter a target’s will or inspire troops to action with a rousing speech! – Versus enemy target, roll Charisma + Misc. Successful hit will halve target willpower, round down. When aimed at an ally, roll Charisma + Misc. and the resulting successes are added to their willpower. Will not work on Artificials. 12 TP. -What IS Love, anyway? – Shut down your target by implanting in their mind a catchy tune that will be stuck in their heads for a long time. – Inflict the Disco ailment on one enemy. Can only be used in combat, obviously. 9 TP. -Tier-3- -Crazy Sophisticated – Spout a long line of big words, watch the ignorant masses gawk in awe. Even if what you said is absolute bullshit! – Adds +3 to all social rolls for the rest of the scene, provided you use at least one four-syllable word in your sentences. 15 TP. -Expose your Chest; Win the Game – Everyone knows that showing off your chest wins any argument ever. Even for guys. For… some reason… - Your character exposes their chest and any one target who can see it must either 1) admit they’re wrong/lost the argument to you, 2) cease their combat phase against your party or 3) immediately be seduced by your… charms. 20 TP. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:20 AM Post #13 |
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Veteran Monster Hunter/Rancher
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Magic Overview -Magic- Magic is the power of the soul. Mystics, Monsters and some humans naturally tap into this mystical force for their own use. As a general rule, magic is divided into two categories: White and Black. This is because the different magics require completely different states of mind. As a result, once you choose a color, you cannot purchase spells of the opposite color. Botching a spell results in the spell backfiring and causing some HP damage to the caster. Failing has no repercussions apart from wasted MP. White Magic -White Magic- White Magic is not necessarily “good”, but in general it represents selflessness. Elemental affinities included under white magic include: Light, Water, Wind and Wood. White Magic is commonly associated with restorative powers and buffing abilities. Tier-1 -Genericure – The weakest, but most iconic, curative spell. It resembles a camera flash of light. – Roll Intelligence/Aura + 4. Successes are HP restored to allied target. 3 MP. -Universal Antidote – There is only one type of poison in Drifters. This is because I don’t know a damn thing about the different poisons, toxins and venoms that exist on Earth, so we’re doing this shit old school. – Cures Poison and Drunk status ailments on one ally within 3 spaces of you.. 2 MP. -[White-Element] Bolt – A blast of a certain affinity found under the white umbrella. Duh. – Does x2 damage against targets weak to the affinity, but ½ to those aligned of the same element. When you purchase this attack, you must specify the element and afterward, it cannot be changed. You may buy this spell multiple times. Roll Magic Attack, add +5d10 + 2 elemental damage in a straight line from your position up to 6 squares away. 4 MP. Tier-2 -Pretty Cure – A stronger curative spell. A veil of light comes over the target and all allied units on surrounding panels. – Roll Intelligence/Aura + 6. Successes are HP restored to allied target and any allies standing adjacent to them get half (round down) restored as well. 8 MP. - Fly High! – This causes your allies to hover. … Yeah. – Grants “Float” status to allied unit within 5 spaces of you. 10 MP. -Scan – A spell that allows you to study your enemy in one moment’s time – By invoking this spell alone, you can see how much HP your target has remaining. By rolling Intelligence versus Target’s Intelligence and succeeding, you can view their stats and attributes. Subject to GM discretion. 8 MP. -Restore – A multi-purpose ailment reliever. Insert sexual joke of choice here! – Cures Fear, Burning, Disco, Rot, Radiation, Poison and Drunk ailments from allies within 3 spaces of you. 10 MP. -[Elem] Bomb – A large burst of white-aligned elemental energy. – Attacks a 3x3 grid of blocks on the same elevation as you, harming all aggressive units within it. Does x2 damage against targets weak to the affinity, but ½ to those aligned of the same element. When you purchase this attack, you must specify the element and afterward, it cannot be changed. You may buy this spell multiple times. Roll Magic Attack, add +7d10 + 4 elemental damage elemental damage. 15 MP. Tier-3 -Perfect Heal – The ultimate curative magic, merging both HP restoration and status correction into one nifty package! – Roll Intelligence/Aura + 9. Successes are HP restored to allied target and any allies within 4 spaces of them as well. Removes all status ailments from affected units. 15 MP. -Divine Retribution – The ultimate White offensive spell. – Strikes all enemies with Light-affinity magic. Roll Magic Attack, add +9d10 + 6 elemental damage. 30 MP. -Regeneration – This causes tissue and bone to heal at a superhuman rate. Obviously. You didn’t really need this flavor text here, did you? – Grants Regen status buff to one allied target. 18 MP. Black Magic -Black Magic- Black is not “evil”, but it lends itself to being more self-centered. Elemental affinities under black magic are: Dark, Fire, Lightning, Earth. Black magic is strongest connected to attack and debuffing abilities. Tier-1 -[Black-Element] Bolt – A blast of a certain affinity found under the black umbrella. Duh. – Does x2 damage against targets weak to the affinity, but ½ to those aligned of the same element. When you purchase this attack, you must specify the element and afterward, it cannot be changed. You may buy this spell multiple times. Roll Magic Attack, add +6d10 + 4 elemental damage elemental damage to one enemy unit within 10 spaces of you. 5 MP. -Rend – A burst of flames from around your target’s feet. Simple enough, right? – This spell can only target opponents who stand in one of the cardinal directions from you and is within 7 spaces. Roll Magic Attack, the spell inflicts +5d10 + 3 fire damage and may inflict the Burning status ailment. 6 MP. -Infect – By striking your enemy with a melee attack by something truly vile, you can weaken their defenses and beat them down. What is the substance? You’re happier not knowing, trust me. – Inflict poison on one opponent within melee range. 3 MP. -Hand of Fear – Exactly what it says on the tin. – Inflict Fear on one enemy within your line of sight. 2 MP. Mimic – Like a mirror, but far more hilarious. – When an attack targets you, regardless of its form, you may invoke this power. This allows you to use the same attack, spell, technique or other ability roll back at the caster. 7 MP. Tier-2 -[Black-Element] Break – A mighty blast of elemental power. Pretty standard mage stuff. – Does x2 damage against targets weak to the affinity, but ½ to those aligned of the same element. When you purchase this attack, you must specify the element and afterward, it cannot be changed. You may buy this spell multiple times. Hits a target within 14 panels and all adjacent panels around them, regardless of alignment. Roll Magic Attack, add +8d10 + 5 elemental damage. 10 MP. -Water into Funk – By tapping the most primal root of Earth’s long and sordid history, you invoke the powers of disco and funk on one unfortunate soul. While this doesn’t hurt their bodies directly, it certainly does hurt them mentally. – Inflicts Disco status ailment on one opponent within 8 spaces of you. 5 MP. -Cheap Shot – Sometimes the old ways are best. Sometimes calling something “the old way” is a good way of rationalizing away the fact that you threw a full bottle of whiskey as a spell. Weirdo. – Roll Magic Attack, adding +4 to Accuracy roll; successful hit inflicts Drunk status. Can hit one enemy unit up to 10 spaces away. 8 MP. -Break Mind – The capacity for magic to cripple enemies is one of its most popular facets. The capacity to cause enemies to lose their own magic is a good choice. – Target one enemy in line of sight and roll Intelligence/Aura. Successful hit causes the Speechless Status ailment. 6 MP. -Break Sword - The capacity for magic to cripple enemies is one of its most popular facets. Causing a warrior to lose their weaponry is a good choice. – Target one enemy in line of sight and roll Intelligence/Aura. Successful hit causes the Rot status ailment on both arms, forcing them to lose use of weapons, shields and take a big stat reduction. 8 MP. -Break Armor - The capacity for magic to cripple enemies is one of its most popular facets. Making an enemy lose their guard is a good choice. – Target one enemy in line of sight and roll Intelligence/Aura. Successful hit causes the one to lose all the benefits from all equipped armors and accessories for a duration of turns equal to the number of successes. 10 MP. Tier-3 -Harsh Language – Some things cut deeper than swords or arrows. Some harsh words also summon hellfire under your opponents, but hey, who are we to judge? Sticks and stones and all that. – The ultimate black spell, inflicting Intelligence/Aura + 9d10 + 7 dark damage to any 2x2 area on the field. 30 MP. -You Will Hate This Spell – With a sudden, well-aimed strike, you can render a limb useless and necrotic. If you do this, you are a dick and everyone will hate you. – You can only use this move on adjacent panels’ targets by rolling a standard Attack Roll. Against arms accuracy takes -2 and against legs, -3. Inflict Rot status on targeted limb on a successful hit. 20 MP. -Telegram the Dirty Bomb – By means of invoking… uh… something or other… you can pass through a certain distance, leaving a nasty surprise in your wake. – When you use this move you then have 4 spaces to move for free, ignoring height and obstacles but you must end your movement on a viable, unoccupied space. Any opponent(s) you pass in this movement are the targets of the attack. Roll Magic Attack. +8d10 + 4 damage and successful hit may inflict Radiation or Poison status ailments on targets. 15 MP. -[Element] Fallout – A huge elemental burst of energy over a wide area. Nothing quite like the smell of napalm in the morning, is there? – Target a 3x3 area and damage all targeted with the corresponding element. Does x2 damage against targets weak to the affinity, but ½ to those aligned of the same element. When you purchase this attack, you must specify the element and afterward, it cannot be changed. You may buy this spell multiple times. If I have to type that again, someone will die. Roll Magic Attack, add +11d10 + 5 elemental damage. 20 MP. Dragon Powers -Unique Attacks- Unique attacks are rare and coveted abilities that only a select few can use. Be this genetic or from training of a forgotten school, all unique attacks are to be reckoned with. =Dragons= -Dragon Breath – A magical ability all of the dragon blood can utilize, in its simplest form. – Choose one element. That element must be the only element the dragon can utilize in any form (ex: a dragon with Fire Breath cannot also have Ice Claw or Lightning Bolt spells). This attack deals Ranged Attack +6d10 + 4 Elemental Piercing Damage to four blocks in a straight line of the dragon. 10 MP [DR]. -Dragon Cone – A funnel-shaped breath weapon some dragons have. Effective in close-quarters and for roasting marshmallows! - Choose one element. That element must be the only element the dragon can utilize in any form (ex: a dragon with Fire Cone cannot also have Ice Claw or Lightning Bolt spells). This attack deals Ranged Attack +5d10 + 3 Elemental damage to the space in front of them and the three spaces in the row after that (in a small “T” shape). 10 MP [DR]. -Dragon Claw – Enchant your hand with magic and then BAM! POW! Right in the out-dated pop culture reference! - Choose one element. That element must be the only element the dragon can utilize in any form (ex: a dragon with Fire Cone cannot also have Ice Claw or Lightning Bolt spells). This attack deals Melee Attack +8d10 + 5 damage to adjacent opponents. 10 MP [DR]. Divine Powers =Divine Powers= Divine Powers differ from just about any other type of abilities in the game because the prerequisites to their use involves 1) being Celestial, 2) having a certain amount of Faith and 3) dedicating yourself to a singular tree of powers. Choose a pool and those powers are yours to use when your Faith is high enough. A Faith rating of 0 can invoke no Diving Powers, even if they’ve committed to a tree of powers. Some abilities will ask for Faith to be paid into the move to execute it. Faith is dynamic and will restore over time much like Magic Points. Unless the power expressly mentions the reduction of Max Faith, then faith spent to trigger these powers will be restored over time. Even if you expend every last point, it will restore, given time (check the Celestials section for Faith recovery times). -Arts- While they might not be considered the pride of the family gathering, there’s no denying the love and admiration received by the Celestials who align themselves with the arts. What they lack in over-the-top antics of abuse of their powers they more than compensate with their mastery over music, the written word, philosophy and art of every kind – from painting to sculpting to portraits. 1-2 – Masterstroke of the Divine – A god of the arts simply by being commands said arts without peer. All performance and related crafting rolls gain +3 passively. When in use, total botches rolled are halved and rounded down. 3-4 – Divination Dance – No art or technique is beyond your reach. A Celestial who invokes this power in combat may utilize any Technique regardless of having learned it or not, provided they have the proper tools with which to execute them immediately within arm’s length. This may be invoked twice per battle. 5-6 – 7-8 – 9-10 – -Death- Death Powers are playing god-games Old Testament-style. These give your Celestial the capacity to smite those who displease them which, really, is all you need, right? Your followers will expect you to rule by fear with an iron fist and never show mercy. 1-2 – Land Corruption – Put your evil into the very earth itself. Invoke this ability at the start of your turn. When you move, all panels you stand on and those adjacent to them become dark-affinity, poison panels. Can be used three times per battle. 3-4 – Darkness Plague – Call down a 2x2 cloud of dark energy on top of enemy units, dealing Intelligence + 4 Dark Magic Damage and a chance of inflicting Poison Status. Can be used twice per battle. 5-6 – Divine Smiting – Because, sometimes, the little bastards just need a good smiting. You can target one enemy unit in line of sight and attack with an Intelligence + 6 dark magic damage attack. This attack also lowers the panel elevation they’re on by 1 block. Spend 1 temporary Faith Point when invoking this. 7-8 – Black Blade – Generate your wrath into a massive slashing wave of destructive malice. Attack a 2x3 or 3x2 in front of you in any direction you want, dealing Melee Attack + 8 dark magic damage to anyone who gets caught in the path. Spend 2 temporary Faith Points when invoking this. 9-10 – Final Judgment – Call down the full extent of your wrath on the puny mortals who dare challenge you! Deal Faith + 12 dark magic damage to all enemies on-field. The sheer amount of energy poured into this attack spends 3 temporary Faith Points when used, so use with caution. -Elements- Elemental Powers come from a certain hippie-tastic “oneness” with the world and the aspects of it. This does not, however, imply you can’t use these abilities for warfare purposes, but you will be expected to justify your uses of these powers to your followers as having a direct and meaningful impact on the Earth. But, what the hell, at this point you can’t make it any worse than it already is. Have fun. All “Elemental” Celestials can only have this tree. 1-2 – Elemental Streamer – To you, manipulating the elements is just as natural as it is for other races to breathe. Send an elementally-aligned blast of energy down a straight line up to 15 blocks away, damaging all in its path for Intelligence + 5 magic damage. Pick an element each time you use this, as you can invoke them freely this way. Can be used three times per battle. 3-4 – Purified Earth – Using your connection with the Earth itself, you can remove impurities others place there, or other inconveniences. You can remove damage panels from a 4x4 area, provided you’re on a panel adjacent to the affected area. Can be used three times per battle. 5-6 – Fury of the Earth – Select a target enemy within line of sight and ram a mountain up its ass. Why? Because it’s funny. Under the target, the panel raises up three blocks, the adjacent panels raise by two, and the ones adjacent to them raise by one, forming a symmetrical hill formation. The target suffers Stamina + 6 Magic Damage and is stunned for two turns, unable to move and thus easily overthrown. Spends 1 temporary Faith Point. 7-8 – Geomancy – Use the power of the panels you’re on to deal different elemental damage. For all of the following, use Faith as the basis for the attack. Grass Panel, deal Intelligence + 5 wood damage, chance of stun. Dirt Panel, deal +5 earth damage. Water Panel, deal + 5 water damage, chance of Speechless ailment. Stone/Metal Panel, deal + 5 lightning damage, chance of stun. Sand Panel, deal + 4 wind damage, chance of disco. Artificial material panels, deal + 4 lightning damage. More to come. Can be used indefinitely. Spends 1 temporary Faith Point. 9-10 – Eruption – Because plate tectonics are for losers. Summon up a magma breach onto the field within 5 spaces of you, which turns the target panel and the adjacent panels into lava panels which deal double fire damage. Those caught in the initial blast are dealt Faith + 8 fire damage and are inflicted with the Burning ailment (this cannot be defended against). Spends 2 temporary Faith Points. -Fertility- Fertility Powers might come off as being completely useless. But then again, your face might come off as being completely useless too. Fertility is the umbrella term employed to cover all facets of divine healing, mending, buffing and aiding of others. In other words, this is a “God of Mercy” style of powers. Your followers expect you to be their savior from the hateful and violent world and express peace and mercy when you possibly can. Not to say you CAN’T kill anyone, just don’t get carried away and always have a good excuse on standby when you do so. And as an aside for those out there who will complain that the Fertility Powers tree has nothing to do with any actual fertility, piss off. From a gameplay standpoint there’s nothing to STOP you from making women pregnant or making sweet potatoes grow big, but it doesn’t make for good drama, so take it and shut up. 1-2 – Touch of Health – The healer is the unsung hero of the battlefield. Grants one adjacent ally the Regeneration Status without a roll required and then the user rolls Intelligence + 4, successes being HP damage restored. Spends 1 temporary Faith Point. 3-4 – Visage of Mercy – No greater love have he than to take HP damage for a friend. When an ally takes damage you may redirect half of the raw HP damage away from him and take it yourself. In the event of an odd number of damage, you take the remaining 1 HP damage too. Can be used an infinite number of times, but it cannot be invoked if the damage received would KO you. 5-6 – Aura of Valor – An encouraging word or oath to another can sometimes give greater might than any weapon. Target one ally within line of sight, then roll Stamina + 4, the resulting successes are added to the target’s next applicable Attack and Defense rolls. Spends 2 temporary Faith Points. 7-8 – Oath of Compassion – This is just a friendly reminder to your companions that a living god is on their side. Roll Intelligence + 6 where all party members regain lost HP equal to successes rolled. Spends 2 temporary Faith Points. 9-10 – Anima Resurgence – Allows the user to spend 1 Temporary Faith Point and fully resurrect one Terrestrial ally. For 2 Temporary Faith, this power can revive Celestials as well, although the revived Celestial returns to life at a Temporary Faith level of -2 their current level. This cannot be used on an Unnatural tribe. -Secrets- Secret Powers revolve around revealing the truth and breaking through the lies others try to weave. This is the social class of divine powers, letting you weave through bullshit and cut to the heart of matters as well as putting your own beliefs and values forward through spoken word. Your followers expect you to be honest and straightforward in all your dealings and to try the social approach before you whip out your “Little Friend”. 1-2 – Lie and Die – Due to your affinity for social interaction and your relative age (freakin’ old) you have learned a thing or two about the way people carry themselves. As a passive ability, you gain +3 to all rolls to detect attempts to lie, obfuscate, generally turn the topic away from the truth and detecting traps. Not too shabby. 3-4 – Used Car Salesman’s Stance – You are a slimy, manipulative bastard and you do your kind proud because of it. When you try to lie, manipulate, seduce, etc you can invoke your sleaze and make the little terrestrial bastards buy every word of it without question (or rolling). Spends 2 Temporary Faith Points. 5-6 – Ultimate Snub – You are a god so, logically, you don’t have to listen to any of the bullshit that anyone spouts at you. You can ignore any call to socialize or social combat for free. It doesn’t even faze you, you magnificent stone-faced god among gods! It does kind of make you a little bit of a dick, but sometimes it just isn’t worth expending the willpower, is it? Spend 1 Temporary Faith Point. 7-8 – Conviction of the gods – You can inspire emotions in people. Not just in the old, boring “rousing speech” way but in the new-age “chemical imbalance” way, which is not only a bit more direct but a lot more fun! You can freely target and peg targets with either +3 social bonuses or -3 penalties out of combat or the Fear, Disco, Drunk and Speechless ailments in combat. Spends 2 Temporary Faith Points. 9-10 – Final Reply – There’s just something awe-inspiring about how you tie your sentences together or how you hold yourself or just something about you that gives you this astounding aura about you while speaking. It just oozes off you. However, sometimes you have to consciously turn on the charm to win a situation. This power is the Socialite’s “I Win” button, as you can turn any social maneuver into an automatic success without rolling by invoking this power. Further, you get to use it twice a day with only the cost of 2 Temporary Faith per go. Pretty spiffy. -Sun/Moon- Solar and Lunar Divine powers are the most popular because they simply revolve around being bigger and better than everyone else. These powers are diverse but lack any primary focus, thus your followers will simply expect you to be the best and succeed at everything you do. Due to the nature of your powers, this isn’t as unreasonable as you might expect. 1-2 – Glory Mantle – The gods care not for the piteous attire of humans and can adorn themselves with light itself. Your attire glows brightly, and you grant the following effects. Sun: You grant a +1 divine boon bonus to all allies within sight of you on all rolls that act in your favor. Moon: You grant your Faith level in healing as a free action to all allies within line of sight of you. This power may be invoked freely. 3-4 – As the Sky Wills It – Mortals may not know it, but the skies themselves determine all Cosmic Destiny. Spend a Temporary Faith point, and you may force a reroll on ANY dice hand be it yours or an ally’s. 5-6 – Savior of the Sky – The skies themselves hold truths that even deities of Secrets cannot comprehend. Pay 2 Temporary Faith points and then – Sun: Choose an ally. Until the end of the scene, they will gain a +2 bonus to all combat rolls. Moon: Choose an ally. The chosen one will be perfectly defended against the next single physical and magical attacks used against them (one of each). 7-8 – Eclipse – Heavenly bodies need no arms or legs to awe the masses of mortals beneath them. This grants the deity a form of telekinesis, which allows them to interact with anything they can sense and hold it or even attack with it as normal. The attacks are surrounded by light denoting your godly type, so unless you encircle yourself, these actions will be easily seen by all. Spend 3 Temporary Faith Points and: As an attack, this telekinesis has the following profile +4 Accuracy, +5 magic damage with the tags (MA, Godly, and Perfect) – the attack may be rolled as Melee or Intelligence based. Godly: Mortal defenses cannot hope to defend against Celestial damage. Thus, all defenses are halved when faced with such an attack Perfect: Such a technique is the pinnacle of form and function. Thus, it cannot gain any bonuses outside of improving dice pools (IE: Willpower, equipment, etc). 9-10 – Undefeated Sun/Deathless Moon – The Heavenly bodies wage endless war against one another, and yet the Mortals are none the wiser thanks to these gods' invulnerability. Spend 4 Temporary Faith and reduce permanent Faith by 1, and this deity can instantly return from death with full health. Some say that this hefty cost in Faith can be ameliorated with blood of mortals, but few have the audacity to try such acts. -Technology- The Celestials are not so short-sighted as to not predict the rise of high technology or magitech. After all, they witnessed it once before. Some even embrace it and make it the ultimate demonstration of their might. Technology Celestials will be expected to be knowledgeable about machines and bring to their followers greater technologies for their own use. 1-2 – Divine Craftsmanship – As a god of the forge, as it were, there is no mechanism too complex that you cannot make it, repair it or reshape it as if it were a part of your own being. By invoking this power, all rolls to repair, craft, create or destroy objects have their difficulty reduced by 2 (min: 1). This power may be invoked freely but only once per task. This power may also be invoked in order to make improvised weapons +2 Damage weapons with no accuracy penalty in combat, proving no tool is useless in the hands of a god. 3-4 – Machine’s Retribution – To repair a machine is a sign of a good craftsman. To make others empathize with the machine is the mark of a Technologically-inclined Celestial. After a vehicle has taken damage roll Faith + Ranged Attack. Successes from the roll mend HP damage to the vehicle and then are added to the Celestial’s next damage roll. May be used twice per battle. 5-6 – God in the Machine – Those who believe nature and technology are not intertwined are sorely mistaken. Where ever you travel, you can will both the natural and synthetic world around you to bend and twist to meet the needs of you and your people. As a passive ability, whenever you move in-battle, the spaces you travel over become Lightning-Affinity damage panels, which bring no harm to you and those in your service. 7-8 – Forge of the Gods – Technologies both old and new bow to your ways. By spending a day’s time and 4 Temporary Faith points you can imbue any weapon with the Godly tag. The effect lasts so long as you care for the wielder’s well-being. May be invoked once a day. 9-10 – Spark’s Overseer – As one who reigns over technological innovation and how it intersects with magic and the natural world, nothing is quite out of reach. By spending 3 Temporary Faith points and 10 HP, you may summon an Artificial as an assistant out of a mixture of any viable material you may have nearby and your own blood, whose stats are equal to 1/2 your own in all fields, but it will share all spells and techniques you wield, except Divine Powers. You may issue it any commands and it will obey absolutely without question. After three days time, the Artificial, lacking the ‘spark’ of life that powers others, will crumble back into its original materials. This power may only be invoked once a day and the creation of the Artificial requires an hour’s time uninterrupted work. -Travel- Travel Powers involve speed. Messengers and Angels frequently have these. It may be harder to garner followers this way but you sure get things done in a timely manner. You’re expected to be… uh… fast. Obviously. 1-2 – Flight of Wind – Gods do not need to place their feet on dirty mortal land to travel swift and light. You gain a flight rank equal to your speed, with carrying costs applying as normal. 3-4 – Ambassador's Couch – You gain an extra-dimensional palanquin which can seat 8 comfortably and contains any mundane items you may need for comfort and survival. Summoning this spends 1 Temporary Faith point. 5-6 – Strength of the Vagrant – Travel gods do not care to be encumbered, and so, can double their score for carrying items when flying, either by themselves or with others in their Ambassador's Couch. 7-8 – Memory of Swift Fellowship – The travel god has internalized their need to travel so much that their Ambassador's couch is now a part of their body and no longer counts as a separate vehicle for purposes of movement. So long as the travel god has their faith at 7 or higher, they gain a passive +3 to movement speed. 9-10 – Highway Star – You truly now are the king of ALL transportation now. Spend 3 Temporary Faith points and you can travel ANYWHERE you been previously instantly. Pretty neat, huh? -War- War is the more physical aspect of Death Powers, focusing more on combat than necessarily divine retribution. You hit like a truck and can empower your followers to do the same. You are expected to never lose in a fight or a contest of strength, naturally. The greater the challenge, the more your followers will stand in awe of you. 1-2 – Man and Steel as one – The god of combat and their weapon are so attuned to one another that they become one. Choose a weapon, and your deity has intrinsic access to a readied master-worked version of that weapon at all times, granting it the “Godly” tag so long as it remains in their hand. 2-3: Eternal General: To war with one is good in the eyes of War gods. To war with millions is better! This allows you to grant your War miracles to mortal followers below you as if they possessed faith ranks 1 less than yourself. They maintain these boons so long as you care for their well-being and excellence in combat. 4-5: Champion of Glory: Out of those millions who fight alongside Celestials, a few may rise to the occasion and become paragons of battle themselves. When three rolls are successes in a row with a unit blessed by Eternal General, you may designate a lieutenant out of these terrestrial mortals to become your herald. This mortal has his type changed to Transcended and gains Celestial types in line with yours. This power costs 5 Faith Temporary Faith and is subject to the GM's approval. Even with GM blessing, you may only maintain one lieutenant at a time. 6-7: Eternal Champion: Even amongst the immortal hosts of a war god, there may rise those who earn personal favor with their patron. You may now elevate a lieutenant to a Champion (hence the name) meaning that so long as they’re within eyesight of you they gain +2 to all combat-related rolls and can, for a hefty cost of 2 gold, fortify their weapons to permanently carry the Godly tag. 8-9: Blood of Gods and Demons: Sometimes, even with a grand army, your foe still stands, no matter the attack that crosses their path. Thus, you may sacrifice a herald or unit of mortal followers to increases an attack's attack and damage pools by their faith/ population rank. This attack becomes magical and Godly, if not so already. 9-10: Heat of Blood: To war is to tap into the intrinsic paradox of Life, for to live is to naturally steal that life from others. Thus, a war god who attains this rank may recover from death by taking the life force of a Messenger, Elemental, Lieutenant or allied population with a population rank or faith score equal to his Willpower. Doing so expends 4 temporary faith and reduces permanent faith by 1, however, for obvious reasons. Lores =Lores= The Lores are the ancient, otherworldly magical powers brought to Earth by the Monsters and were largely the reason the Mystic’s first charge was easily driven before them. Being much their answer to the Celestial’s Divine Powers, only monsters can ever possess these powers. The Monster’s Aura rating dictates which of these tiers they have access to, but to use them they will expend Magic Points like a normal spell. -Darkness- As the Divine Powers of Death are invoked to punish insubordination and instill order through fear, the Lore of Darkness exists purely to kill for killing’s sake – to reap discord and chaos. When the power of darkness engulfs the land, being afraid of the dark suddenly begins to make a bit more sense. 1-2 – 3-4 – 5-6 – 7-8 – 9-10 – -Nuclear- The heat and light of nuclear power reflects the rage and desires for revenge that seethes within the monsters’ hearts. It is a wild, untamed force, ready to explode outward and incinerate all in its broad swath of hate. 1-2 – Burning Rage – a monster’s never-ending supply of anger and adrenaline are just some aspects of why the monsters are feared. – By invoking this Lore, a monster can imbue their weapons or even their bare hands with the power to inflict the Burning ailment on their targets when they execute a successful Melee Attack. 3-4 – 5-6 – 7-8 – 9-10 – -Predator- The mindset of the predator comes naturally to monsters and is more often than not the reason they’re feared and reviled by others. By claiming lives and taking them in – body and essence alike – the monsters who prey on others are able to temporarily bolster their naturally terrifying abilities even further. 1-2 – 3-4 – 5-6 – 7-8 – 9-10 – -Shape-Shifting- The ability to change one’s appearances, be it to blend in among the enemy or to impress or intimidate, is a power not to be taken lightly. Those who adapt and change quickly will survive. 1-2 – 3-4 – 5-6 – 7-8 – 9-10 – Learning New Abilities -What if I want to learn other abilities too?-
Since it will no doubt come up, a means for learning additional abilities from other schools, or even getting entire new point pools IS possible. However, it won’t be easy. Step 1 – Find a Master. This can be another Player Character, or an NPC, if the GM allows it. Either way, they have to be someone who specializes in the school you’re interested in learning. Your Master figure cannot themselves be a student to a teacher. Further, a Master cannot teach Special Abilities, Draconic Attacks, Lores or Divine Powers, as those are bound by blood. Artificials cannot learn Social Techniques. Step 2 – Train under said Master’s guidance. After a timeframe allotted by the GM, you may purchase your Master’s same-tree abilities at +2 Experience Points more than the default cost would be for your primary. Step 3 – If you get a new pool of points to accommodate this, start at 0 and at your next level up, add in your species growth value rather than starting with a lump sum. As a note, however, should you leave your Master’s tutelage, you will not be able to purchase his/her/its abilities anymore, having only half-learned your lessons. Such is life. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:21 AM Post #14 |
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Veteran Monster Hunter/Rancher
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Merits -Merits- Merits are the specialties, quirks and advantages each drifter has. Merits can be purchased with experience points and by taking Flaws, a Drifter can take up to 10 additional experience points too. Merits, unless otherwise specified, cannot be taken multiple times. Alcohol Tolerance – You are either a raging alcoholic or you have the sort of metabolic setup that prevents you from holding liquor in your body for a long time. Put simply, you suffer no ailments from the Drunk status effect. 3 Exp. Ambidextrous – You suffer no off-hand penalty for fighting with both hands unarmed. This Merit can only be purchased at character generation. 7 Exp. Amphibious – You can breathe underwater! Neat, huh? This is due to a mutation causing you to be born with gills. This merit prevents drowning, no matter how long you’re underwater, but if you’re not of an aquatic clan, you still move slower. Artificials cannot take this merit. You can only get this at character generation. 5 Exp. Animal Affinity – Allows you to attempt Social Combat with monsters that would otherwise attack unquestioningly. This won’t always works – GM’s discretion. 4 Exp. Animal Totem – Only Celestials may take this merit. You are a Celestial type with a strong affinity for a certain creature, whether by will or by birth. This merit grants you certain bonuses depending on animal type, as detailed below. Further, your teammates and GM are allowed to call you “Furfag” and there’s nothing you can do about it. This Merit can only be purchased at character generation. 7 Exp. -Small Mammal (Ex: Rat, Guinea Pig, Rabbit) – You gain +1 to sensory/searching rolls. -Large Mammal (Ex: Lions, Tigers, Bears) – You gain +1 to base speed and +1 to survival rolls. -Bird (Ex: Raven, Penguin, Hawk) – Immunity from fall damage and damage panels. -Reptile (Ex: Turtle, Snake, Lizard) – +2 to Defense rolls while blocking. -Amphibian (Ex: Frog, Salamander, Newt) – You gain Elemental Affinity “water” and +1 to base speed. -Fish (Ex: Goldfish, Shark, Eel) –You get the effects of the Amphibious and Webbed Limbs Merits. -Bug (Ex: Ant, Spider, Butterfly) – You gain +1 to Intimidation rolls and +1 to Accuracy Rolls. -Dinosaur (Ex: Pterosaur, Triceratops, Tyrannosaur) – You gain +2 to and Damage rolls. -Mythical (Ex: Phoenix, Unicorn, Cyclops) - +5 to starting MP and TP pools. Aspect of Dragon – This is not just one merit, but a collection of merits under an umbrella term. While most any Drifter CAN get these, it will cause -2 on social rolls with your own species unless you actually are a Mystic Dragon. Further, the costs for these are 1 less for Dragons than other races. Monsters cannot take these merits. -Dragon Horns: A set of horns that grow out of your head or shoulders. These boost HP by +3 and a headbutt will now count as a +2d10 +1 Damage/-2 Accuracy Roll melee weapon. Further, social interaction with Monsters is bettered by +1. 4 Exp. -Dragon Scales: Your body is covered by a thin sheet of smooth, shiny scales. These act as a natural Armor 3/Speed Penalty 0 armor covering your full body, neck and face, prohibiting further armor stacking. The scales are the color corresponding to your elemental alignment. 7 Exp. -Dragon Wings: Dragon Wings are toughened leather wings bound by scales. These give you an additional +3 to lift rolls. These also grant a maximum height of 3 blocks. 6 Exp. -Dragon Claws: Dragons have massive, slender claws on both their hands and their feet they can use for slashing their enemies to death just as easily as shake the hand of a foreign diplomat. They are a weapon that cannot be disarmed (+4d10 + 3 Damage) but prohibit use of additional weapons or shields as a side-effect. 8 Exp. -Dragon Tail: Most dragons have long, heavy tails, covered in scales and dotted by spike-like bone fragments. Thus, it can be used as a natural weapon Tail Attack (+2d10 + 1 Piercing Damage). Also grants +3 max HP and +2 resistance to sweeping attacks. 3 Exp. Astounding Constitution – You never get sick! How sweet is that?! You naturally defend against the poison, burning, radiation and rot ailments like nobody’s business. Every turn you suffer a status ailment you may roll Stamina + Willpower difficulty 6 to see if you shrug it off entirely. You may do this once per turn and only for any one ailment at a time. Still, pretty nifty. 6 Exp. Avenger – You’re the hot-blooded sort. Just seeing an ally take damage from an enemy attack lights your fuse. When an ally suffers damage from an enemy attack, you may spend 1 willpower. If you do, your next attack gains +2 to the damage roll. You cannot have both the Avenger and Defender merits. 4 Exp. Big – You are… well, big for your species, even if your species is prone to being big. Intimidation rolls get +2 and your max HP is boosted +5, which isn’t too bad at all. Your character is going to stand out in a crowd, but we all know the ladies love that about you. And if you are a lady? Some guys like amazons. This Merit can only be purchased at character generation. 5 Exp. Boon – Someone owes you. Sometimes, they owe you big. Check with the GM about the nature of this favor you’re owed and how it could play out first. Depending on the scope, this merit can cost between 1 and 5 Exp. City Dweller – You live in or near enough to routinely be in a place where the tribes intermingle, usually a city or large town. As a result, you already understand the different races’ ethics and standards, including courtesy and etiquette. Cross-species social penalties do not apply and when interacting socially with a tribe not your own, you gain +1 to all social rolls. Greenskins cannot take this merit as they have an advantage similar to it by default. This merit can only be taken at character generation. 6 Exp. Dedicated Friend – Your party members are not just means to an end. They are your comrades-in-arms and family, even if they may not feel the same. Any time you share your initiative turn order with other party members, you and the others will always go first in turn order each round. Further, all similar-type attacks gain +2 advantage to Accuracy and Damage rolls per person in the Synchronized Attack instead of the usual. 4 Exp. Defender – You are of a rare breed, as you’re the type to take a bullet for a party member. Any turn wherein an adjacent ally is under attack, you may trade positions with them and intercept the attack they were targeted by. However, due to this, you must block the attack; you cannot dodge it. You cannot have both the Avenger and Defender merits. 5 Exp. Dual Wield – This allows you hold a melee weapon in each hand, provided you meet the Melee Attack requirement to do so, and not suffer the penalty usually ascribed to off-hand attacks. You can only get this at character generation. 7 Exp. Elemental Affinity – Everyone has some element as their primary, but for them it mostly balances out against the others enough so that it never really shows through. For you, on the other hand, you lean quite heavily towards one of the eight elements and all your attacks incorporate it whether you mean for them to or not. Further, all attacks of the same affinity deal only half damage, but attacks of the opposing affinity deal double damage both to your target and you. Refer to the element chart. 5 Exp. Firm Grip – You’re familiar with every detail of your weapon of choice and your hold on it is sure. All attempts to disarm you suffer -2 to their roll. 3 Exp. Flawless Balance – No matter where you’re walking, working, fighting, doing whatever, nothing throws you from your equilibrium. You could hold a battle atop a tightrope as easily as a flat field. You suffer no penalties due to shifting, moving, rocking or dynamic terrain. 4 exp. Flight – That do anything for you? It’s levitation, Holmes. Any Drifter who starts with wings get the Flight merit for free, the height at which they fly dependent on wing type. Drifters who can fly without wings are not unheard of, but are exceedingly rare. To fly one block up the merit costs 6 Exp. For two blocks, 8 Exp. For three, 10 Exp. This merit can only be taken at character generation. Greased-Up Guy – For whatever reason I dare not contemplate, you are a difficult one to get a grip on. Anyone who attempts to lift you up suffers a -3 to their lift roll and -2 to maximum distance they can throw you. Kind of weird, but very utilitarian! 4 Exp. Hawk Eyes – Your keen eye picks up on the slightest details and it serves you well. First, you get +2 to search and investigation rolls and, secondly, since you can detect weaknesses in enemies’ armors, you no longer suffer the penalty against Called and Disarm Attacks. Pretty sweet. 6 Exp. Hunter’s Instinct – This is the simple man’s method for hunting and killing, developed by necessity for survival. You can detect potential food and water sources from great distances and pinpoint them with little effort, adding +3 to all survival rolls. 4 Exp. Ignore Height – Fuck Gravity! You may travel across uneven terrain and ignore height differences while doing so, obviously. Nullifies fall damage. 5 Exp. Internal Compass – You can navigate anywhere, anytime with just a quick glance skyward. Any time you can see the sky, you can orient your relative position, direction and distance from the horizon as easily as anyone with a map, compass and sextant can. This cannot be taken alongside the Cave Adept Flaw. 3 Exp. Iron Hand – You are at your most deadly when you wield nothing at all. All unarmed combat rolls gain +3 to Accuracy Rolls and +4d10 + 2 to Damage Rolls. Monsters cannot take this merit. You can only take this merit at character generation. 8 Exp. John Woo was Right – This allows you to wield a ranged weapon in each hand and not suffer the penalty usually ascribed to this wildly impractical combat style. You can only get this at character generation. 7 Exp. King of Bland – You blend into a crowd and a memory really well, Mr. Bland. Or is it Mrs. Bland? You don’t stand out much. So, when people try to recall you or report details about you after you part ways their attempts to do so suffer -3. This Merit can only be purchased at character generation and with this Merit, you cannot have Charisma higher than 5, lest you lose the benefit. Celestials cannot take this merit. 2 Exp. Leery – Some say “Cowardly,” some say “Effective threat management”; poh-tay-toe, pah-tah-toh. This lets drifters use Speed + Intelligence roll to flee from combat, by GM discretion. 1 Exp. Magic Insulator – Something about your body just naturally deflects the flow of magical energies and whatever causes this phenomenon is ill-understood. All magic-type damage is reduced by 1 before you roll magic defense. This also applies to resistance versus Magic Botch damage but does not apply against the Mystic’s racial flaw. This merit can only be taken at character generation. 8 Exp. Mary Sue – You are a beautiful, wonderful snowflake, beloved by all! Except other player characters, that is to say. They hate you. They hate that you get +5 bonus attribute points at character creation than them. They hate that your charisma is treated as double the base value during social settings versus NPCs. They hate that your character bio has to be two paragraphs long or more. They also hate that you have like 30 *middle names describing each aspect of your character in-depth. But they love the fact that the GM is now obliged to kill you in a *ahem* “Heroic” sacrificial** way mid-dungeon in the most brutal, over-the-top way he can devise… This Merit can only be purchased at character generation. 5 Exp. * Not actually required. ** Actually required. Master Pitcher – You are a pro at picking stuff up and throwing it. For some reason you thought it necessary to emphasize this. We do not judge, after all. All lift and throw rolls gain +3. 4 Exp. Photosynthetic – You have chlorophyll in your skin, hair, eyes, etc. The upside is that you while in sunlight or rainy conditions you regain +2 HP per round. The downside is that excessively dry or cold conditions you suffer a -2 to Stamina rolls and you suffer double damage from fire. But no one ever said it was easy being green. Artificials cannot take this merit. You can only get this at character generation. 9 Exp. Prestigious Family – Somehow or the other, your family has done/is doing alright for itself. You’re either an heir or just particularly fortunate and you begin the game with +200 silver. This cannot be taken along the Dirt Poor flaw. 6 Exp. Pollyanna – You fully and firmly believe that everything will turn out alright in the end. Your naiveté in such a harsh and dangerous world is not nearly as misplaced as many might believe; every time a situation arises wherein you would be dealt insanity points, you may make a Charisma or Willpower roll difficulty 6, if you succeed you shrug off the source and do not take insanity points. This is also a Role Play Merit, meaning you can’t just think everything will be okay when it suits you, you cynical munchkin, lest you end up so embittered you lose this. 3 Exp. Prude – Rolls that attempt to Seduce, Flirt, etc their way past your mental defenses all suffer -2 to their total successes. There are serious perks to having self-control after all! You cannot have this and the Poor Impulse Control flaw. 3 Exp. Resist – You just naturally shrug off certain damage that would incapacitate others. Select one specialized damage type (ex: one element, like fire, or one status ailment, like poison, or one special damage type, like fall damage, etc; but not as general as “Melee” or “Magic”). Your Drifter, when faced with this damage type, reduces the raw damage output of the hazard by 2. Badass, my man, badass. 8 Exp. Quick Learner – You pick up on new things like a champ. Time and experience cost for learning techniques or spells in your character’s preferred tree are halved. This only applies to one specific tree, munchkins, and may not be taken more than once as a result. Otherworldly races cannot apply this merit to Divine Powers or Lores. 10 exp. Seductive Voice – Something about the way you speak commands obedience and oozes charm and appeal. You gain +1 to all rolls to flirt, seduce, persuade and pry. This merit may only be taken at character generation. 4 exp. Sixth Sense – You have a feeling about every situation, bordering eerily close to precognition. With this merit, if you’re about to do something stupid, the GM needs to make it a point to forewarn you about it. Alternatively, you may ask the GM for a clue if you’re hopelessly stuck, though how much they reveal is at their discretion. Good for newcomers to Drifters. 3 exp. Unshakable Focus – When you set to a task that requires any real effort, you’re perfectly able to tune out all surrounding influences and zone into whatever you’re doing. Outside stresses, including outright HP damage, do not add penalties to the difficulty of non-combat rolls such as crafting, reviving downed comrades or even breaking an object. 4 Exp. Webbed Limbs – You’re kind of messed up, man. Your fingers and toes (or the closest approximation thereof) are interconnected by a leathery, taut skin tissue which lets you move through water like you belonged there – and you probably do, you freak! Anyway, movement though water now only takes 1 speed, as if you were moving on land. However, this merit alone will not let you breathe underwater. Artificials cannot take this merit. You can only get this at character generation. 4 Exp. Weapon Mastery – Through years of intense training and hard work, you understand your school of weapons perfectly. Select one: Blade Mastery, Blunt Mastery, Firearm Mastery, Thrown Mastery, Unarmed Mastery or Improvised Weaponry Mastery. Weapons of the type you selected gain +1 to base weapon damage and +1 in all Accuracy rolls using that weapon type. 7 Exp. Willful – You are an out-and-out badass with a PhD in asskickery. You gain 2 points of willpower when acting in-line with your ideals or doing something badass when you would otherwise gain just 1. Artificials, for obvious reasons, cannot take this Merit. 6 Exp. Flaws -Flaws- A flaw is a quirk or inconsistency in the character, representing a noticeable weakness in them. If well thought-out and role played well in the game’s context, GMs are recommend to award willpower points reflecting player effort. The number ascribed to a flaw is how many Experience Points you GAIN from the flaw and, hence, have a positive value. At character generation, you may not benefit from any more Experience Points past the first 10, but you may add more flaws in order to make the character nuanced. Some flaws may be “Bought Off” with Experience Points gained as you play your character. If you spend the number of Experience Points you’d usually receive for taking the flaw, you can make the flaw go away. Some flaws will not be eligible for this. Addiction – You’re a junkie. Some toxin or the other has you by the throat and it’s a bit more potent than merely needing a cup of coffee to start your day off. There’s a social stigma associated with wanton or public drug usage and constantly binge drinking often is a sign trouble is about to start, so people will often be weary of you. However, going without satisfying the urge for more than a day (GM discretion) will result in extreme discomfort and stress. On the second day and beyond you begin suffering withdrawal symptoms, often in the form of a temporary reduction of your maximum HP/MP/TP/WP and, if left unchecked long enough, insanity points. You cannot take this flaw alongside the Alcohol Tolerance merit if your addition is related to Alcohol. +4 exp. Amnesia – Despite total amnesia being little more than a work of fiction, as it turns out, Drifters is a work of fiction and you have total amnesia, being unable to remember anything from beyond a recent point in time. The GM gets to decide what and who your character was before the incident and rendered you an amnesiac and is encouraged to really get creative with it. +4 Exp. Blind – Your vision is awful, or non-existent. Your Ranged Attack stat is always treated as half (round down) when rolled. On top of that, your Melee Attack suffers a -2 during all MA rolls. Sucks, but it could always be worse. This flaw cannot be bought off. +6 Exp. Broken – Much like a knight whose code has been shattered, you failed someone or something in a way you never expect to be capable of redeeming. Whatever your schmaltzy emo bullshit excuse might be, you suffer -2 to every roll you make, always, even if the GM decides to be a prick and make you roll to open your front door. Expect your party to ridicule you endlessly. +6 Exp. Cannot tell a Lie – While it might sound like a merit, being unable to lie about who you are and your goals will yet land you in hot water. For some reason or the other, your character cannot lie, or his lies are so transparent even a fool could call the bluff. Be prepared for a lot of explaining. This flaw cannot be bought off. +3 Exp. Cave Adept – You either were born and kept in the underground or you choose to spend unusually long spans of time down there. Not that we’re passing judgment on you or anything, but that does things to a guy or gal after enough time. First and most immediate, you lose all sense of time and this carries with you even when you surface, lacking the capacity to tell the difference in sunup and sunset without aid of a watch or clock. Secondly, your eyes are used to the dim lighting you take with you into the caves, so bright light (like, the sun for example) will blind you, halving the total successes of Attack Rolls. It can also make you nauseous and sickly, but really, that’s the least of your worries at this point. You cannot have this and the Internal Compass Merit. This flaw cannot be bought off. +3 Exp. Child – Despite what your awesome comic books may lead you to believe, being a child or young teen has severe drawbacks. First off, your body hasn’t fully formed, so young drifters calculate their HP as though their Stamina were 1 less than it is. Secondly, your brain hasn’t fully formed, so you also have MP/TP pools cut in half of their base. Third, no one actually treats kids like they’re adults, so all rolls in Social Combat versus non-child (and manchild) persons suffers -2. And, lastly, because I really hate the sheer overwhelming number of child heroes and lolicon love interests, they also suffer +3 to difficulty versus resisting insanity points. This flaw cannot be bought off. +2 Exp. Conservation of Ninjitsu – Sometimes, less really is more. In this case, for each additional unit on the battlefield who is the same subtype as you (or, in the case of mutants, all other mutants apply) you suffer -1 to all rolls. Ninjas already have a similar flaw by nature and thus cannot take this flaw again. Once taken, this flaw cannot be bought off. +3 Exp. Contracted – You owe someone something. Not just in the usual “I’ll buy you a beer next time” sort of way. You probably made a deal with a Celestial or a Monster for quick and easy power and you will be expected to pay some heavy price. Usually this is your life-long freedom (when dealing with Celestials) or just your life (Monsters, natch). I hope it was worth it, whatever you traded for it. You can buy off this flaw, but you better have a damn good way of explaining why and the GM gets final say on it. +5 Exp. Deaf – You can’t hear anything or your hearing is so abysmal that all you hear is a loud, shrill, never-ending shriek (much like watching “The View” in that regard). Allies and enemies alike will have a hard time communicating to you, obviously, and you will not be able to be alerted to important details others find easily. Like the giant, greasy tentacle monster sneaking up on you right now. This flaw cannot be bought off. +5 Exp. Dirt Poor – Your character is, has been and probably will be destitute for some time. Your character gets no bonus gear from their class and their starting funds are reduced by 200 silver. Hell, you don’t even get a free backpack! This flaw can only be taken at character generation. Mummies cannot take this flaw and it cannot be taken alongside the Prestigious Family merit. +4 Exp. Dirty Little Secret – You did something or know something and, in retrospect, that was probably not the best decision to make. But it’s too late. You got something to hide and it’s more than the fact that you don’t floss. If someone found it, it could ruin you… or kill you. +5 Exp. Doomed – Somehow or the other, your fate is already sealed. Whether you know it or not, you will invariably die sometime along your journey and there’s no avoiding this fate. This can be left to an agreement between the GM and player, or left entirely to GM discretion. This flaw cannot be bought off nor avoided. +10 Exp. Dumb – You are, let's face it, not the brightest bulb in the bunch. Your intelligence cannot rise above 3 while you possess this trait. However, while you possess it, you may spend willpower to avoid death when you get downed in battle. Higher powers love both Children and Fools, after all. +5 Exp. Enemy – You’ve made a powerful foe somewhere along the line and let me tell you something, they’re open for business. You should discuss with the GM the nature of this antagonistic relationship and the scope. Depending on scope this flaw can be worth anywhere between +1 to +5 Exp, with +5 being something as dangerous as a Tau Dragon or an entire army. False Deification – Only Celestials may take this flaw. There’s something about your powers, their execution or their origin that just doesn’t sit well with others, and it goes a bit beyond looking weird. You got your powers somehow you shouldn’t have – probably stole them from another Celestial or you were a copy of one created synthetically. Whatever the case, for the sake of using your Divine Powers, your Faith is counted as 1 lower than its actual rating and abilities with numbered per-day uses greater than 1 are reduced by 1. This flaw cannot be bought off. +5 Exp. Forbidden Love – What game would be complete without some pseudo-emotional fluff so your girlfriend doesn’t just assume you’re playing it for the Sphinx class? HA HA HA! Girlfriend. Whew. That’s a good one. At any rate; your character has crossed some taboo in society in the pursuit of their beloved one. Maybe you’re a human, caught in a relationship with a Mystic? Or maybe your Drifter woke up one morning next to a golem who stole your heart (and anal virginity)? Or, worst of all, you found a mutant that you love, despite the sewage smell. Either way, this isn’t going to go over well in ANY of the races’ societies, so, consider your Charisma vs. those who know (and care about) your relationship as 0 in all dealings with them, lovebird. This flaw cannot be bought off, even if the relationship goes sour. +4 Exp. Haunted – Whether you merely experience vivid nightmares or a ghost is literally following you in order to make life as unpleasant as possible, you suffer for it. This is particularly true when you sleep at night and your dreams are often turbulent and uncomfortable. When you awaken roll either Intelligence, Charisma or Willpower difficulty 6. If you succeed, you quickly push the unpleasant images from your mind and go about your day. If you fail, you suffer a -1 to all rolls for the entire next day, badly shaken by what you heard and saw. This flaw cannot be bought off. +4 Exp. Impatient – Waiting is for people without a clue. And you have a clue. Or, you assume you do at least. Anything that holds you up from your next stop or goal will either be run past or attacked, even if either of these would be a terrible idea. In order to reign yourself in, roll Willpower difficulty 5. If you succeed, you hold yourself back. +3 exp. Impotent – No, not like that. What this means is your character can never learn Techniques, Magic or other abilities, due to some shortcoming on your part. You cannot take this flaw unless you were expected to have these abilities in the first place. This flaw cannot be bought off. +4 Exp. +5 if your Drifter is a Mystic. +6 if your Drifter is a Celestial or Monster. Indebted – You owe someone something that’s more a boon than a contract. In such, at some point, you may be called upon to repay this debt, even if it comes at an inopportune time. Depending on the severity of your debt, this flaw can cost 1-4 Exp. GM discretion. Magic Hypersensitivity – You are unusually aware of the forces that govern magic. Unfortunately, this is a big problem because if you are hit by it or botch with it, you take +2 to base damage. Have fun with that. This flaw cannot be bought off. +3 Exp. +5 if your Drifter is a Mystic or Monster. Monstrous – Only Mystics can take this flaw. Magic is a wild, untamed force that plays by its own set of rules, meaning those that channel its might take a certain degree of risk in doing so. Consequently, a Mystic with this flaw strongly resembles their bestial, monster-like side far more than their human-like side. Basically, it’s getting to look like a monster, but not getting the natural benefits of actually being one. Rather, being this way (worse yet, deliberately causing such a deformation to oneself or others) is considered abhorrent and most sects use slang names for these forms (Monster-Centaurs are Minotaurs, Monster-Lamias are Nagas, and so on). Total successes of all social rolls while interacting with humans and other, non-Monstrous Mystics are halved. This flaw cannot be bought off. +4 Exp. Mutation – Presently, this flaw does not exist. This flaw cannot be bought off. +0 Exp. Mute – You can’t talk. ‘Nuff said. You can still nod your head or emote facially or point frantically in a delight game of Charades but more complex things you wish to converse upon will be lost. On the upside, a lot of obscene gestures that worked well before the end of everything are still in vogue even after the apocalypse! This flaw cannot be bought off. +3 Exp. My Chronic Illness! – Something in your life dealt you a bum hand. Maybe it was chance or maybe it was the frequent crack binging your mom did. Either way, you’re a frail little critter now. Your starting HP multiplier is reduced by 1. This flaw cannot be bought off. +7 Exp. No Arms – You are a very unfortunate victim of fate. Fortunately, in the world of Drifters, you’re also probably DEAD; BUT, as it seems you’re not dead (maybe you got prosthetic arms?) you’re still going to have a hard time out there, as your Melee attack starts at 0. Ranged attack is reduced by 2. You also look REALLY WEIRD in public, suffering a -2 social roll in any setting, even with prosthetics. This flaw can only be taken at character generation and cannot be bought off. The arms can be replaced, however, with prosthetics. +7 Exp. No Head – Nice try, but you’d be dead and no amount of “Magic” and SCIENCE! Will save your worthless corpse. Hm… or will it? TIME FOR SCIENCE!!! This flaw is only available for Dullahans and can only be taken at character generation and cannot be bought off. No Legs – Life is hard in the world of Drifters. For some reason, you have no legs and possibly nothing with which to spread your likely-useless DNA to the next generation as well. Easy cheap-shots aside, this means your Melee Attack is reduced by 3. Your max speed is also reduced by half (round up) at all times. You also provoke an unpleasant response in others, who wish to avoid calling attention to your diminutive height, imposing a -3 penalty in all social settings, even with prosthetics. This flaw can only be taken at character generation and cannot be bought off; however, the legs can be replaced by prosthetics. +7 Exp. One Arm – Whether you were born that way or lost it during “The War”, you are now missing a limb. In the world of drifters, this is a pretty considerable blow. Your Melee Attack stat is reduced by 2. Due to the off-hand penalty, the cost for which arm is lost changes the point sum. You cannot have the Ambidextrous, Dual Wield or John Woo Was Right merits this way, obviously. This flaw can only be taken at character generation and cannot be bought off. The arm can be replaced, however, with a prosthetic. +4 Exp for off-hand, +5 Points for dominant hand. One Eye – A commonplace flaw found amidst pirates (I don’t know why so don’t ask), living without depth perception is pretty minor, all things considered. On top of that, eye patches make you look like a badass. Ranged Attack suffers -3 and Melee Attack rolls suffer -1. +4 Exp. One Leg – For any number of reasons, you’re lacking a leg. This means that you have to use a crutch or a wheel chair to get around which means you’re a slow-ass. Melee attack suffers -2 and speed is reduced by -3 (Min: 1). This flaw can only be taken at character generation and cannot be bought off, however, the legs can be replaced by prosthetics. +4 Exp. Pacifist – You cannot stand the thought of physical violence. The thought of hurting another (or being hurt yourself) is just too much to even think about. To engage in combat, you must roll Willpower difficulty 6 or be inflicted with overpowering Fear until you succeed in the roll. +3 Exp. Phobia – You have one thing (or a small set of things) that invokes absolute, unbridled mortal terror within you, far beyond the healthy caution found in most. It can be an animal (snakes and spiders are popular choices), a location (where you had a bad experience, maybe), a physical condition (such as heights or being near open fire bigger than a campfire) or an entire race. When you’re faced with these, you must roll Intelligence + Willpower difficulty 7, lest you be instilled with great Fear and rendered immobile for three turns, where you may roll again. +1 to +5 Exp, depending on scope of the phobia. This flaw CAN be bought off, however, there’d best be a good reason why. GM discretion is advised. Prideful – You are an arrogant, cocky SoB. If challenged by another in your field of expertise (Ranged Combat, Open-Forum Debate, etc) you are obliged to accept. If you, for whatever reason, wish to overcome your pride you have to pay 2 temporary willpower on top of any addition costs to ignore or not engage the one challenging you. This penalty also applies if you wish to flee from combat, as your pride compels you to stay and fight otherwise. +3 Exp. Poor Impulse Control – You’re pretty unreliable in most social settings. The temptations of the flesh are numerous and rather than making even token resistance against them, you make it a habit to indulge in them. Attempts to persuade you via means of flirtation, seduction and bribery gain +2 against you. Obviously, you cannot take this and the Prude merit. +4 Exp. Pygmy – Only monsters can take this flaw. Every now and again, some mutation or hex or curse or God-only-knows-what condition will set in and you get a much smaller, much more adorable version of the large, ferocious monsters. Your base attributes suffer a -1 across the board and your HP multiplier is reduced by 1. Even the enormous Tau Dragons and Titans are reduced to tiny caricatures of their true power, losing their fear and awe-inspiring forms. Monsters bigger than 1x1 on a grid are reduced to that size as a result. On the upside, this nullifies cross-species social penalties and allows you to enter other races’ cities and NOT be immediately set upon. Which is something. This flaw cannot be bought off. +8 Exp. Rusty – Only Artificials can take this flaw. Your body is slowing down, sad to say. Maybe you’re an ancient Artificial, or maybe you just had a hell of a bad time. The sad effect is that all rolls empowered by your Processing Power require 2 PR per added die to a roll and set base costs for PR expenditure get +2 tacked onto them. Sucks getting old, don’t it? This flaw cannot be bought off. +5 Exp. Scarred – Something bad happened to you. Probably something DARK! And ANGSTY! And DRAMATIC! And SHIT THAT TWEEN DEMOGRAPHIC GIRLS FIND HOT! At any rate, you start with Insanity Points. Have fun. This flaw cannot be bought off. 10 Insanity Points = +3 Exp. 20 Insanity Points = +4. 30 Insanity Points = +5. Secret Identity – For some reason or the other, you have every reason in the world to lead a double life. Whether for good or for evil, you must keep your two lives apart and let no one know what spurs the change between the two. This flaw cannot be bought off. +4 Exp. Smell of a Mutant – Everyone knows Mutants stink, due to their strange metabolic processes and that the odor released is one of the most foul things around. This flaw is, simply, that your drifter releases a similar stank and no amount of soap and water can cleanse you of that eternal aura of ass. All social rolls suffer a -2 except against Mutants and other sufferers of this flaw. Mutants cannot take this flaw, obviously. +5 exp. Speeth Impedimen’ – There is something more than an accent to the way you speak. Maybe you slur on your “S” sounds, or maybe you speak in an oddly childish way, or have a distinct verbal tic. Either way, people assume you’re dumber than you actually are due to this. This is also sort of a Role-Play flaw, whenever the player speaks in-character they have to act this flaw out, lest the GM be given full permission to punish them for not getting into it. This flaw cannot be bought off. +3 Exp. Taint of the Lunar Plane – You’re cursed, touched by the madness that emanates from the Lunar Plane. While this doesn’t provoke you to madness in the traditional sense you are cursed to experience fits of wild, uncontrollable fury. Every morning you must roll Intelligence + Willpower or Processing Power against difficulty 1 + X (X being how many days since they last berserked). If you fail you attack everyone and everything blindly unless stopped or restrained by force. Succeed and you start the day as normal. Lunar Steel Artificials cannot take this flaw, as they already suffer a similar condition. +6 Exp. Tic – You have some sort of gesture or habit you perform when stress is mounting. Maybe you crack your knuckles, twiddle your thumbs or tug at your clothes in some manner. Whatever it is, it makes you easier to identify since you do it all the time. Observers gain +2 in rolls to identify you or recall your memory when prompted. This flaw cannot be bought off. +3 Exp. Vulnerable – You have some specific weakness. When you take this flaw, specify what the weakness is (ex: one element, like fire, or one status ailment, like poison, or one special damage type, like fall damage, etc; but not as general as “Melee” or “Magic”). When hit by your vulnerability you take +3 damage on top of the raw damage result. This flaw cannot be bought off. +6 Exp. Wanted – Seems that someone thinks you did something wrong and will stop at nothing to hunt you down and grind you into a fine powder. This might be the case or it’s just as possible that you’re being framed, or inherited someone else’s legacy and the bad rap came with the turf, but either way someone’s after you big time. This flaw cannot be bought off. +4 Exp. Weak Mind – While you’re exactly ‘scarred’ per se, you are unusually sensitive to things that more-hardened drifters trudge through a bit better. When forced to roll resistance versus insanity points, your roll to succeed suffer -2. This flaw cannot be taken alongside the Pollyanna Merit. On the bright side, it could always be worse. +4 Exp. Weak Willed – Some people lack the hot-blooded nature of some of the more epic heroes of the past and that’s okay. Okay if you don’t mind being a wimp is all. Your starting base willpower value suffers -2 (Min: 0). Samurai class Drifters cannot take this flaw, due to already beginning with a similar vulnerability. +4 Exp. Weak Wings – For obvious reasons only Drifters with wings can take this flaw. Effectively, your wings are brittle, frail or just plain crap. If hit while in midair, you fall, end of story. +5 Exp. Psychoses -Psychoses-
Sometimes, bad things happen. Sometimes these bad things happen purely because you’re an idiot who can’t wield your powers properly. But sometimes the insanity points start to add up and when they do, shit hits the fan. Every 10 points, your mental condition worsens. Fun! By the same measure, if insanity points sit on a digit that isn’t an increment of 10 for long enough, provided circumstance and GM approval, players can actually begin shrugging off insanity points to as low as the next-lowest increment of 10. -Insane-o-Meter- 0 – You’re perfectly fine! Well, fine as any given Drifter usually is. 10 – Bad dreams are frequent, but you’re otherwise all there. Rolls to resist Fear status ailment suffer -1. 20 – Did someone laugh at you just now? Did you see something out of the corner of your eye? Rolls to resist Fear status ailment suffer -2; to resist Disco and Speechless Suffer -1. 30 – You now seem to have moments of déjà vu, or other commonplace oddities a lot recently. Rolls to resist Fear status ailment suffer -3; to resist Disco and Speechless Suffer -2. 40 – The perpetual dread and paranoia begins to mount. The excess stress begins taking a visible toll on you. It’s very much like being back in college, isn’t it? Social rolls suffer -2 across the board on top of the above. 50 – Do you believe in angels and demons? You do now. Probably because one talks to you. A lot. And they have weird advice to offer you. The GM now has the option of playing the little voice in your head and can take liberties of fucking with you during your turns on top of the above. 60 – They’re laughing at you again. Not in their faces, but in your head. Maybe one tiny homicide would relieve the mounting stress. You now suffer the same penalty as a Lunar Steel Artificial, forced to roll once each day to see if you berserk, difficulty 1+X (X being however many days it’s been since you last flipped out). Fail and you attack everyone until your KO’d. On top of the above, of course. 70 – That tiny fiber of restraint that stops all of us from smacking around bad waiters at restaurants snaps unceremoniously. On top of the above, you take a permanent -2 loss to Charisma and Species Stat. 80 – You are an ever-present danger to everyone near you. Your intelligence is rapidly dwindling away now. On top of the above, you take a permanent -2 to Intelligence and Stamina. 90 – You look into the abyss. It looks back into your soul. On top of the above, you take a permanent -3 to Melee and Ranged Attack as your body wastes away alongside your mind. 100 – You are so far gone you are no longer listed as a “Sentient” being. You’re more animal than human, so to speak. Your Drifter is no longer playable, which is as good as being dead except now your teammates get to kill your animalistic ass. Nice job. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:27 AM Post #15 |
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Veteran Monster Hunter/Rancher
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Items & Gear Overview -Items & Gear- What RPG is complete without stuff? Lots and lots of stuff! All Drifters (with few exceptions) start off with 500 silver and a backpack to carry their supplies in as a freebie. *Optional rule concerning weight and such: you can carry and wear a combined weight maximum of Stamina x 10 pounds. Items with no listed weight value are so light as to be inconsequential. The currency exchange rates are as such: 100 Copper --> 1 Silver 1000 Silver --> 1 Gold General Items -General Stuff- Any drifter could and should have these items to survive in the harsh wilderness. Backpack – 1 Free; 5 silver – A cloth or leather pack used to hold items. Frequently worn on your back, hence the name. GM’s discretion if this needs to become an actual limiter or plot convenience. Rations – 1 week’s worth, 10 silver – Every RPG book has this listed, but I’ve never once had a GM who gave a flying crap about them. Feel free to ignore them. Metabolism is for wussies anyways. Canteen – 50 copper; 1 lb. – A container that holds water. These are cheap and constantly over-produced to prevent travelers from dehydrating. If rationed, the average canteen’s water supply can carry a single person for four to five days, depending on activity amount. Map – 25 silver – A piece of paper with the surrounding area, towns, rivers, roads, etc documented. For travel. Obviously. A map and compass coupled together gives +1 to all survival rolls. Compass – 30 silver; 1 lb. – An ornate piece that, using Earth’s magnetic poles, points towards the north at all times. Nifty. A map and compass coupled together gives +1 to all survival rolls. Pocket Watch – 50 silver – A disc-shaped device used to tell time, roughly based on the solar cycle of the planet. It can be modified for a gem socket as a jewelry item. Religious Symbol – 100 silver – Any and all faiths have iconography that brings peace of mind and heart to the wielder and viewers. Rolls to comfort, calm, inspire and similar emotional reactions receive a +1 by wielding this. Furthermore, unless the deity you’re invoking is dark affinity or a demon lord themselves, it may be used to invoke the Fear status in any Undead-type target. Rope – 50 ft, 10 silver; 5 lbs. – Essential for vertical movement and bondage scenarios. Flint & Steel – 15 silver – Used for lighting things on fire. Be imaginative! Chef’s Kit – 50 silver – A convenient fold-a-way pouch containing knives, small pans and utensils for preparation and eating food. Great on the road when you get bored of dried trail mix. +2 to Cook Rolls. Game Board – 15 silver – A black-and-white checkered board good for many different styles of game, depending on what pieces you have. Having this adds +1 to Play Games roll. Lamp – 10 silver; 1 lb. – A simple brass lamp that uses candles or oil to light darkened areas up to 5 panels around. Candles – 3 for 1 silver – Cheap, effective sources of light. It’s a thin, flammable wick in a casing of thick wax. Burns efficiently for about six hours before going out. Lamp Oil – 3 silver per jar – A thick, viscous off-color fluid that burns magnificently and with good fuel efficiency. Burns efficiently for about a day per jar. Alternatively, it can be used as a thrown weapon, dealing +2 Fire Damage on contact, or used on a panel to make it a fire panel. Sleeping Bag – 25 silver – A simple, insulated sleeping bag that keeps the occupant nice and toasty and the various, potentially-poisonous bugs and such out. Fits one Drifter comfortably and two in the name of romantic comedy. Tent – 60 silver – A collapsible tarp set astride wooden posts that you stick in the ground. It isn’t real high-tech, but it is convenient and fits an entire party of indefinite size due to metagaming reasons that won’t be discussed here. Fishing Rod – 40 silver – A long, thin, flexible pole with a spool of thread attached to a hand-reel. A reliable way to catch fish (and the occasional Fishman Mystic) since the dawn of time. Add +2 to Fishing Rolls. First-Aid Kit – 25 silver – Bandages, splints and gauze for the many horrific injuries you’re sure to endure on your travels. Restores +5 HP to self or adjacent target. Also cures Rot and Poison ailments on target. Tool Box – 25 silver; 2 lbs. – It has wrenches, torches, hammers, screwdrivers, everything a man could want! Add +2 to all craftsmanship/repair checks. Magnifying Glass – 50 silver – A specially-crafted lens attached to a simple handle, used for enlarging the view one has on an object. Alternatively used to focus the sunlight and roast ants. Either or. +2 to investigation rolls when it can be used in them. Smoke Bomb – 60 silver each – Use in combat to halve attacking opponent’s accuracy for one turn or free escape from battle, provided GM's permission. Transformation Bangle – 100 silver – Usually a belt, bracelet or trinket that holds some lost technology, ancient magic or something – feel free to explain it for yourself. Either way, its utility is to shift your outfit from your casual, social wear instantaneously into your combat gear in a flash of light, fire, lightning, etc, whatever you want. Great for masked super-hero wannabes. Weapons Overview -Weaponry- Most drifters carry weapons with them. Those that don’t are either incredibly strong or remarkably foolish. The way to tell them apart is the latter group tends to also be dead. Weapons all fall into two main categories: Melee and Ranged. These categories also break into two small subsets each. Melee weapons are either Bladed or Blunt whereas Ranged weapons are Firearms or Thrown, changing what techniques they may be used with. -Weapons marked as “Light” suffer -2 to Defend from Disarm Rolls. -Weapons marked as “Heavy” have a -1 Speed Penalty attached to them. -Weapons marked “Two-Handed” cannot be used in conjunction with a shield or dual-wielded. Weapons with no tag are assumed to be one-handed weapons. Weapon construction influences their usefulness. However, certain metals also are in tune with certain races more than others so pay close attention and customize accordingly. Further, not just weapons but armor, certain items and prosthetics can be made of these metals, for a price of course. Titanium, Uranium and Orichalcum upgrades cost 250 silver, whereas Metatron, Aether and Lunar Steel which cost 300 silver. Further, if you have a prosthetic limb you use as a weapon, apply the same bonuses and penalties to them if they’re constructed out of the following materials. Weapons made of Titanium, Orichalcum and Aether have their base weights halved, whereas Metatron doubles it. • Titanium – A lightweight, incredibly tough, silver-gray metal closely associated with humanity. Titanium weapons never lose their shape and, by extension, their edge and rarely need maintenance beyond the occasional shining to keep their sheen. All titanium weapons also get a natural +1 to their total damage output and “Light” weight class weapons get treated as medium for the sake of disarm. In the hands of a human, however, the damage bonus is +2 and buffs Accuracy Rolls by +1. • Uranium – A silvery-white metal that’s radioactive by nature. Associated with mutants. Uranium has obvious and immediate drawbacks, such as causing the “Radioactive” status ailment in any non-mutants wielding it. However, it’s perfectly safe for Mutants to use, who get a +2 Accuracy Roll boost and run a chance of inflicting the Radioactive status ailment upon a successful hit. • Orichalcum – A gold-like metal with a magical aspect. As a result, it’s strongly associated with Mystics. A weapon forged of Orichalcum grants a +1 to raw damage. In the hands of a Mystic, all attacks dealt with the weapon are treated as magic attacks rather than physical ones, meaning you can substitute your Intelligence or Aura stat (if you want) when rolling Accuracy. Having that magical bent to it also makes the weapon inherently more accurate, as if being moved by the forces of magic in itself, thus gaining +2 to Accuracy Rolls. • Metatron – A super-dense, super-tough, dark-red colored metal that’s very difficult to work with. Because of its tough build, it’s associated with the Artificials. All weapons made of Metatron are considered “Heavy” class weapons due to the material’s nature in addition to the +1 base damage. Further, Artificials wielding weapons made of Metatron get a knock-back effect, causing a successful attack to knock the target struck one panel away in addition to +3 to raw damage. However, Metatron weapons are also subjected to a -1 to Accuracy Rolls. Metatron weapons are always Two-Handed. • Aether – A mythic, multicolored material so rare that the few pieces on Earth have a tendency to cause massive incidents. Strongly associated with the Celestials. Aether weapons naturally gain Reach +1, thus striking further than a non-Aether counterpart would, plus a +1 to raw damage. In the hands of a Celestial, however, an Aether weapon gets a +2 base damage and +3 to resist disarm too. • Lunar Steel – A metal with an unusually intense luster with a light purple color that is thought to come from the Surrealscape. Lunar Steel is usually considered too dangerous to be used, but that doesn’t stop some people. Every other use of it causes the wielder to take on +1 insanity points, provided the fight hasn’t already ended before an additional use. However, it does have a +2 to base damage. In the hands of a monster, however, it deals no insanity points and grants a +2 to accuracy roll bonus on top of the above. Melee Weapons -Melee Weapons- Melee weapon damage is listed by “Melee Attack/Thrown” where applicable in the form of number of dice added to damage roll plus base damage modifier (Xd10 + Y). Lacking two values, assume it cannot be used as a viable throwing weapon. Improvised Weapons – Blunt. -1 to Accuracy Roll. +2d10; +1d10 Damage. Grabbing a random mug or rock and using it as a weapon is not all that great a plan. Hope your Plan C is better than your Plan B. Knife – Blade. Light. 45 silver. +1 to Accuracy Roll. +3d10; +3d10 Damage. A dinky knife, used more as a letter opener than a weapon, but common in the hands of thieves. Rapier – Blade. Light. 60 silver; 2 lbs. +2 to Accuracy Roll. +4d10 + 1 Damage. +1 Piercing. A lightweight, flexible sword made for thrusting, if you know what I mean. Short Sword – Blade. 50 silver; 5 lbs. +2 Resist Disarm. +4d10 + 2 Damage. A short, fat sword effective in many situations. Broadsword – Blade. 100 silver; 10 lbs. +5d10 + 3 Damage. The standard sword of the western world. Every bit as effective as it is aesthetically pleasing. Katana – Blade. 100 silver; 10 lbs. +5d10 + 3 Damage. The standard sword of the eastern world. It’s still a hand-and-a-half sword, added in to appease weeaboos. Deal with it. Wakizachi – Blade. Light. 45 silver; 5 lbs. +1 to Accuracy Roll. +3d10 + 1 Damage. A smaller version of the katana, known only to the weeabooist of weeaboos. [MA]. Sai – Blade. Light. 50 silver each; 2 lbs. +3d10 Damage. +2 Piercing. A small, three-pronged tool traditionally used to plant rice. [MA]. Axe – Blade. Heavy. Two-Handed. 200 silver; 20 lbs. -2 to Accuracy Roll. +6d10 + 3 Damage. A heavy, bladed weapon, fantastic for felling trees and foes alike. Hand Axe – Blade. 70 silver each; 6 lbs. +3d10 + 2 Damage; +4d10 + 1 Damage. A well-rounded tomahawk perfect for throwing or melee attacks. Spear – Blade/Reach 2. Light. Two-Handed. 120 silver; 8 lbs. +3d10 + 2 Damage; +6d10 + 2 Damage. +1 Piercing. A long stick with a sharp blade on the end. Simple but good enough to make anyone get the point. Prone to breaking if thrown carelessly. Lance – Blade/Reach 2. Two-Handed. 150 silver; 12 lbs. +5d10 + 1 Damage. +2 Piercing. A conical spear, excellent for charging down your enemies. Halberd – Blade/Reach 2. Heavy. Two-Handed. 200 silver; 18 lbs. +7d10 + 2 Damage. +3 Piercing. A large, heavy spear designed for stabbing and slashing. Whip – Reach 3. Light. 150 silver. +3d10 + 1 Damage. A taut, tanned leather strand more useful for punishing disobedient subordinates than for outright combat. Whips, due to their sheer size and how wild their movements can be, will deal 1 HP damage for every 1 rolled, even if a success cancels the botch out. Chain Whip – Reach 3. 200 silver. +4d10 + 2 Damage. +2 Piercing. A long series of chains with a heavy, metal weight on the end more suited for genuine combat. A must for vampire hunters. Whips, due to their sheer size and how wild their movements can be, will deal 1 HP damage for every 1 rolled, even if a success cancels the botch out. Ball-n-Chain – Reach 2. Heavy. Two-Handed. 300 silver. -3 to Accuracy Roll. +7d10 + 3 Damage. +2 Piercing. A massive, weighted ball on the end of an enormous chain. It is every bit as unwieldy and dangerous as it looks. This ridiculously over-the-top weapon will deal 1 HP damage for every 1 rolled, even if a success cancels the botch out. Chainsaw – Blade. Heavy. Two-Handed. 450 silver; 25 lbs. +4d10 + 2 Damage. +2 Piercing. When you attack with this weapon, you hit the target 3 times, each time calculating piercing against target armor. Also, this is just my personal recommendation, but tossing off a one-liner while doing so tends to help. Other than that, it’s a chainsaw. What more can I say? Nunchucks – Blunt. 40 silver each. +4d10 + 2 Damage. Two small chunks of wood linked by a chain. [MA]. Wood Staff – Blunt/Reach 2. Light. 40 silver; 5 lbs. +1 to Magic Accuracy Roll. +2d10 + 1 Damage. A long wooden stick. Simple and effective. [MA]. Steel Staff – Blunt/Reach 2. Two-Handed. 65 silver. 12 lbs. +2 to Magic Accuracy Roll. +3d10 + 1 Damage. A staff that’s great in the hands of a monk or a wizard – either way it’s sure to leave an impact. [MA]. War Staff – Blunt/Reach 2. Two-Handed. 85 silver. 20 lbs. +2 to Magic Accuracy Roll. +4d10 + 2 to Damage. A staff specifically designed to bludgeon enemies and leave big, nasty welts even if you hit armor. [MA]. Shaman Staff – Blunt. Two-Handed. 125 silver. 15 lbs. +4 to Magic Damage Roll. +2d10 + 2 to Damage. A wizard’s staff, indicating seniority and experience. It also has these neat metal rings on the end which clatter when you walk, which make you look super cool. [MA]. Tonfa – Blunt. 45 silver each. +1 to Armor rating while blocking. +3d10 + 1 Damage. A baton with its handle extending to the side so it can be aligned against the forearm for use as an offense and a defense. Cannot have a shield overlaying one. [MA]. Hammer – Blunt. 85 silver; 7 lbs. +4d10 + 2 Damage. A mallet, essentially. Great for harassing wascally wabbits. Mace – Blunt. Heavy. Two-Handed. 100 silver; 15 lbs. -1 on Accuracy Roll. +5d10 + 2 Damage. A long, thick wooden shaft with a massive metal ball on the end that sometimes is spiked. It’s big, it breaks stuff. It works. Warhammer – Blunt. Two-Handed. Heavy. 175 silver; 25 lbs. -2 on Accuracy Roll. +7d10 + 2 Damage. A massive, metal head (often spiked) on a long, thick wooden shaft. Perfect for when you have in-laws over. Shovel – Blunt/Reach 2. Two-Handed. 75 silver; 10 lbs. +4d10 + 2 Damage. A long, wooden shaft, given utility by the spatulate metal blade at the end. You… DID know that already, right? In addition to being a multi-purpose weapon, you can target any ground within one panel of or under you and roll an attack difficulty 3 to 8 (depending on ground type, GM discretion). Succeed and you destroy that block, opening a hole. If you DO botch it… well, I, for one, hope your GM makes something funny happen. Pickax – Blade. Two-Handed. 85 silver; 13 lbs. +5d10 + 1 Damage. +3 Piercing. A short shaft which culminates in a narrow, spear-like head. Ideal for digging or tearing the hearts out of your enemies’ chests. In addition to being a multi-purpose weapon, you can target any ground within one panel of or under you and roll an attack difficulty 3 to 8 (depending on ground type, GM discretion). Succeed and you destroy that block, opening a hole. If you DO botch it… well, I, for one, hope your GM makes something funny happen. Wand – Blunt. Light. 40 silver. +2 to Magic Accuracy Roll. +1d10 Damage. Often times, spell casters augment their abilities by channeling their magical energies through a highly-conductive tool of some sort. It doesn’t look very imposing but if you underestimate it, don’t come crying to me when you get blown into the stone age. Feathered Wand – Blunt. Light. 55 silver. +3 to Magic Accuracy Roll. +1d10 Damage. Often times, spell casters augment their abilities by channeling their magical energies through a highly-conductive tool of some sort. This sort looks a little gaudy, but the feathers attached to it actually heighten its magical sensitivity. Combat Wand – Blunt. 85 silver. +2 to Magic Accuracy Roll. +2d10 + 1 damage. Often times, spell casters augment their abilities by channeling their magical energies through a highly-conductive tool of some sort. This particular build is heavier than a traditional wand, lending itself to be used as a melee weapon easier at the cost of its conductivity. Wizard Wand – Blunt. 130 silver. +5 to Magic Accuracy Roll. +1d10 + 1 damage. Often times, spell casters augment their abilities by channeling their magical energies through a highly-conductive tool of some sort. This is the go-to wand for experienced and practiced spell-slingers. Drumsticks – Blunt. Light. 45 silver each. +2 to Accuracy Roll. +3d10 + 1 Damage. All drummers have a lot of these lying around. Essentially they’re lightweight pieces of wood with a tapering design from the handle, climaxing at a rounded head. People who competently weaponize these are to be feared and respected. Adds +1 to performance rolls. [MU]. Gong Ringer – Blunt. Reach 2. Heavy; 12 lbs. Two-Handed. 85 silver. +4d10 + 2 Damage. A massive branch of wood with an equally massive, rounded head, used to ring enormous ceremonial gongs. Adds +1 to performance rolls. [MU]. Tambourine – Blunt. 65 silver. +1 to Accuracy Roll. +3d10 + 2 Damage. A ring of some solid material like wood or plastic with small cymbals lining the side and a canvas covered top. It makes a pleasant noise when shaken and struck. Frequently used in pairs. Add +1 each to performance rolls. [MU]. Guitar – Blade. Two-Handed. 250 silver; 20 lbs. +5d10 + 3 Damage. +1 Piercing. Guitars are expensive, but they come with some additional perks. They add +1 to performance rolls or to impress, awe and seduce just by having them and their natural build lends themselves well to being utilized like an axe. Truly the King of the Rocker’s arsenal. [MU]. Violin – Blade (Bow), Blunt (Violin). Light. 120 silver for set; 6 lbs. total. +3d10 + 2 Damage each. A violin always comes in a set of a bow and the violin proper, hence the high selling price. The best violinist uses the Dual Wield merit, allowing them to forego off-hand penalties. This, of course, means you cannot use a shield but the speed affords you many advantages in battle. A violin is considered elegant and beautiful and just for having it you get +1 to performance rolls. [MU]. Keyboard – Blunt. Reach 2. Heavy. Two-Handed. 90 silver; 15 lbs. +4d10 + 3 Damage. Keyboards are expensive to make and maintain, but they’re also pretty durable, hence smacking some guy over the head with one will lead to a melodic rampage that’s sure to be remembered for generations to come. Adds +1 to performance rolls. [MU]. Ranged Weapons -Ranged Weapons- Ranged weapon damage is listed by +Xd10 + Y. When used as a melee weapon (though I’m unsure why you’d bother) a ranged weapon is treated as a +1d10 damage tool. All ranged weapons need to have ammo bought for them and ammo is both universal and interchangeable for the sake of simplicity. If this upsets you – bite me. Thrown weapons don’t need to have a weapon bought in order to launch the attack but will tend to have lower hitting power as a result. Ammo – 5 Silver – A universal ammo (don’t ask what). When purchased, you buy an Ammo Clip which will always be the same size as the maximum Ammo capacity for your weapon or hand. As a result, Ammo is measured in clips, not individual rounds. This can be purchased to restock a fresh hand of thrown weapons too. Quiver – 10 Silver – Specifically designed for the Bow and Crossbow, a leather bag containing 20 arrows. Revolver – Ammo: 6. Range: 8 panels. Firearm. 100 silver; 5 lbs. +5d10 + 2 Damage. The favored weapon of the old west and the new… uh… old west! That makes perfect sense, of course. Shotgun – Ammo: 4. Range: 5 panels. Firearm. Heavy. Two-Handed. 130 silver; 10 lbs. -2 to Accuracy Roll. +7d10 + 3 Damage. A fantastic crowd-control weapon, favored by both riot squads and madmen since its invention. Hunting Rifle – Ammo: 8. Range: 10 panels. Firearm. Two-Handed. 150 silver; 10 lbs. +2 to Accuracy Roll. +6d10 + 1 Damage. The hunting rifle’s greatest advantage is its long range and large clip. Perfect for madmen and genuine hunters alike! Sniper Rifle – Ammo: 3. Range: 12 panels. Firearm. Two-Handed. 175 silver; 10 lbs. +5d10 Damage. +1 Piercing. +2 to Accuracy Roll while lying prone. Sniping never disappeared during the eras when humanity had locked itself up awaiting their triumphant return, mostly because morons who play FPS games think it’s all about finding a dark corner and camping, the bunch of tools. You cannot move and fire in the same turn, due to time taken into account for aim and adjustments with this. Bow – Ammo: 1. Range: 6 panels. Firearm. Light. 75 silver. +4d10 + 1 Damage. +2 Piercing. The bow is a curved, durable stick with a string tied to each end. Arrows are loaded onto the string and lined up against the wooden part, making it the first long-distance weapon humanity discovered after the throwing spear. It’s lightweight, easily-hidden and effective, making its design transcend human history. If you pass the movement phase of your turn, you can fire and reload in the same turn. Crossbow – Ammo: 1. Range: 9 panels. Firearm. Two-Handed. 150 silver; 5 lbs. +1 to Accuracy Roll. +6d10 + 2 Damage. +3 Piercing. The crossbow is the evolved version of the bow and the transitionary step between hand-fired and mechanism-fired weapons. By incorporating a trigger mechanism, arrows can be launched as if from a gun over a longer distance and with less aiming involved for a devastating hit. If you pass the movement phase of your turn, you can fire and reload in the same turn. Shuriken – Ammo: 4. Range: 7 panels. Thrown. Blade. Light. 95 silver. +2 to Accuracy Roll. +4d10 + 1 Damage. These thin, star-shaped blades will ruin just about anyone’s day if it gets wedged into their forehead. Kunai – Ammo 3. Range: 5 panels. Thrown. Blade. 135 silver; 2 lbs. +6d10 + 1 Damage. +2 Piercing. Sharp, dagger-like weapons that are easily concealed before use, but not so much after. [Element] Scroll – Ammo 1. Range: 8 panels. Thrown. 200 silver. +3d10 + 3 Elemental Damage. Invoking a scroll’s power can cause one to launch an elemental attack. You’ll also be accused of being a munchkin but, hey, they’re just jealous they didn’t think of it first. And, yes, slapping someone with a scroll IS completely useless. Surprised? You shouldn’t be. Boomerang – Ammo: Unlimited. Range: 5 panels. Thrown. 70 silver. +4d10 + 1 Damage. A wooden, curved stick used in certain hunting methods. Always returns to its wielder when thrown. Chakram – Ammo: Unlimited. Range: 7 panels. Thrown. 150 silver. +5d10 + 2 Damage. A metal ring with a sharp edge thrown like a boomerang. Flute – Ammo: Unlimited. Range: 5 panels. Firearm. Light. 75 silver. +3d10 + 1 Wind Damage. The flute’s greatest advantage is its lightweight construction, which allows it to be utilized in a weaponized way that’s rather different from other instruments. Great as a baton and wind weapon. Adds +1 to performance rolls. [MU]. Trumpet – Ammo: Unlimited. Range: 7 panels. Firearm. Two-Handed. 100 silver; 5 lbs. +5d10 + 2 Wind Damage. With a mighty blast of wind (not like THAT, of course) the trumpet becomes a literal instrument of destruction. It is also the only ranged attack that can normally be used underwater without penalty. Adds +1 to performance rolls. [MU]. Trombone – Ammo: Unlimited. Range: 4 panels. Firearm. Two-Handed. 180 silver; 15 lbs. +6d10 + 3 Wind Damage. The shotgun of instruments. A large brass instrument with some kind of… rod… thing. Really, just added so people can get away with calling their character a “Tromboner”. Adds +1 to performance rolls. [MU]. Armor Overview -Armor- Armor helps reduces incoming damage by adding Armor Rating to soak pools. However, armor also reduces speed rating, so there are drifters who go without – at their own peril. While multiple armor pieces may be worn, only ones listed under “Armor” give you protection and only one of these may be worn at a time. Other such items are accessories and give no additional defensive advantages, but may grant other benefits instead. You may purchase additional armor and during peaceful times (at an inn, or just during travel phases) switch what equipment you have on at the time, provided you keep notes on what you’re using. As an aside, a Transformation Bangle will let you change as a free action. If you take an array of armor whereupon the Speed Penalty is greater than your base Speed Rating, your speed is not 0, it is 1. Your character cannot be rendered immobile by the armor choices you make, provided you aren’t hurled into water with no immediate access to dry land – in which case a party member will be obliged to dive in and pull you to shore. Armor construction influences their usefulness. However, certain metals also are in tune with certain races more than others so pay close attention and customize accordingly. Titanium, Uranium and Orichalcum upgrades cost 250 silver, whereas Metatron, Aether and Lunar Steel which cost 300 silver. Armors made of Titanium, Orichalcum and Aether have their base weights halved, whereas Metatron doubles it. • Titanium – A lightweight, incredibly tough, silver-gray metal closely associated with humanity. Titanium armor is always medium weight by nature and has a speed penalty 1 lower than the listed armor’s, minimum of 0. When worn by a human, however, it also adds +1 to the armor rating and gives a passive boost of +1 to speed rating. • Uranium – A silvery-white metal that’s radioactive by nature. Associated with mutants. Uranium armor only serves to inflict “Radioactive” ailment on its users, unless the user happens to be a Mutant. Mutants with Uranium armor get +1 to the armor rating and a passive +1 boost to regeneration when wearing it in combat. • Orichalcum – A gold-like metal with a magical aspect. As a result, it’s strongly associated with Mystics. Armors made of Orichalcum exude a magic aura that naturally reduces magic-based damages by 1. When worn by a Mystic, however, it gets a +1 to armor rating and +4 to MP while the armor is worn. • Metatron – A super-dense, super-tough, dark-red colored metal that’s very difficult to work with. Because of its tough build, it’s associated with the Artificials. Metatron armors are always Heavy class and have a speed penalty 2 higher than the listed. When worn by an Artificial, however, it grants a +1 to Accuracy Rolls and the speed penalty is only 1 higher (Artificials cannot wear non-Metatron armors due to their nature). • Aether – A mythic, multicolored material so rare that the few pieces on Earth have a tendency to cause massive incidents. It is strongly associated with the Celestials. Aether armor is beautiful and awe-inspiring, boosting wearer charisma by 2 passively. It is lightweight and flexible, lowering its speed penalty by 1, but also lowering its armor rating by the same amount, minimum of 0. However, when worn by a Celestial, the armor rating gets a +2 bonus and the speed penalty is reduced by 2. • Lunar Steel – A metal with an unusually intense luster with a light purple color that is thought to come from the Surrealscape. Lunar Steel armor is highly dangerous and those who wear it are to be feared. Every turn in-battle wearing Lunar Steel armor reduces its wearer’s willpower by 1 to a minimum of 0. Further, they will constantly hear strange voices, rumored to come from the Lunar Plane itself. However, this trade-off comes with a +3 to armor rating. Worn by a monster, it has no negative impact and reduces speed penalty by 1. Armors Toga – Armor: 1, Speed Penalty: 0. Light. 45 silver. A simple cloth thrown over the shoulder which covers most of the “not-okay-for-TV” bits. Body Suit – Amor: 1, Speed Penalty: -1. 65 silver. A stretchy suit that covers the entire body shy of the head and face with an elastic cloth. Great for costumed super-heroes and fetishists alike! Overalls – Armor: 1, Speed Penalty: -1. 50 silver; 10 lbs. A toughened fabric that covers most of the body. A favorite of plumbers and blue power rangers. Breastplate – Armor: 2, Speed Penalty: -3. Heavy. 100 silver; 20 lbs. A thick, reinforced plate armor that’s sure to stop any attack – if you’re not a complete moron, that is. Kenpo Gi – Armor: 1, Speed Penalty: -1. 75 silver. +2 to interactions with the followers of the Ways of War. A snazzy gi baring the colors of your sensei, dojo or style. Free belt too! Ninja Suit – Armor: 1, Speed Penalty: 0. Light. 100 silver. +2 to sneaking rolls. It’s a black, skin-tight suit. Great for assassinations in the dead of night. Horrible for fighting in an open field in the middle of the day. Jacket – Armor: 1, Speed Penalty: 0. Light. 75 silver. Water damage reduced by 1. A jacket. It keeps you warm in the winter and has a few pockets on it. What were you expecting? Trench Coat – Armor: 1, Speed Penalty: -1. 100 silver; 5 lbs. Water damage reduced by 2. A badass long coat. It’s just a shame this quit being stylish circa 1999… Poncho – Armor: 1, Speed Penalty: -1. 120 silver; 5 lbs. +2 defense vs. ranged attack damage. This brightly-colored poncho is made of a series of a specific mutant beetle’s wings laced together. It makes for a lightweight, effective armor piece while still resembling mundane clothing. Priest Robe – Armor: 1, Speed Penalty: -1. Light. 50 silver. +2 to social interactions with people of your same sect. -2 to social interactions with people of rival sects. A long, flowing white robe that inspires awe until you get it dirty – and you will. Seriously, why are you wearing white on this pilgrimage, smart guy? Wizard Robe – Armor: 1, Speed Penalty: -1. Light. 50 silver. +2 to offensive magic accurcy rolls. +1 to damage from backfired spells. A long, black or navy blue robe for spell-slingers. It helps you focus your magical essence and is business-casual appropriate! Chainmail – Armor: 2, Speed Penalty: -1. 250 silver; 10 lbs. An interconnecting series of metal rings, alleviating a great deal of the weight associated with heavy armors but still emphasizing defense. Plus it looks pretty cool. Shingle Armor – Armor: 2, Speed Penalty: 0. 200 silver; 12 lbs. A serious of shingle-like wood slotted together to cause attacks to roll off the attacker rather than stop them cold, thus allowing the wearer to move around to their fullest extent. This is offset, somewhat, by doubling the wearer’s damage from fire. Full Plate – Armor: 4, Speed Penalty: -4. Heavy. 450 silver; 50 lbs. A full-body set of plate armor prevents most damage from getting through at the target. It’s also prohibitively expensive and heavy and a real nightmare to take on and off when you have to pee. Shields -Shields- A shield is a large plate-like defensive object strapped to your off-hand. You only derive the Armor rating from a shield when you choose to block during your turn. Furthermore, you cannot have a shield in conjunction with a weapon tagged Heavy, Two-Handed, or Reach. Buckler – Armor: 1, Speed Penalty 0. Light. 50 silver. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. Bucklers are lightweight shields, better at grazing than deflecting. A buckler can be broken by any piercing damage. They kind of suck. Round Shield – Armor: 2, Speed Penalty: -1. 150 silver; 10 lbs. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. This round shield is large and wooden, making it an effective defensive measure but it will be destroyed if burned. Kite Shield – Armor: 3, Speed Penalty: -2. 250 silver; 25 lbs. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. The kite shield is the favorite of knights due to its sturdy disposition and inability to break under even extreme stress. It also looks awesome. Tower Shield – Armor: 3, Speed Penalty: -4. Heavy. 500 silver; 45 lbs. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. The Tower Shield is special in that it renders all ranged attacks to 0 damage if it blocks them. To use the tower shield you must spend a turn planting it in the ground, oriented in a predetermined direction. However, it is heavy and difficult to use for even skilled users and may only be used in tandem with a weapon tagged Light. Taiko – Armor: 2, Speed Penalty: 0. 200 silver; 5 lbs. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. The Taiko is a type of drum, modified for use as a musician’s shield. It can be placed on the ground or even a decent barrel and played as an actual drum too, adding +1 to performance rolls. [MU]. Gong – Armor: 3, Speed Penalty: -3. 350 silver; 25 pounds. All shields cover the character’s off-hand by default. Shields can also be used as a +1 blunt weapon, but suffers the off-hand penalty even if you opt to switch hands. The Gong is a massive, circular brass (or bronze) plate that can be struck with great force to make a resounding, ear-pleasing tone. It’s heavy and unwieldy, due to not being used for its intended purpose, but due to the reverberations will deal 1 HP damage to melee-ranged attackers who hit you while you’re blocking with this. [MU]. Accessories -Accessories- An accessory is something you wear that either doesn’t act as traditional armor, has a secondary effect more important than its defensive value or only covers a very specific region not commonly associated as “armor” (arms, legs, and so on). Accessories don’t have weight values, usually being aspect of an outfit where they would otherwise be too light to notice. Fedora – 125 silver. The ultimate in stylish headgear, the fedora grants its wearer a passive +1 to charisma in all social settings. Cowboy/girl Hat – 50 silver. +2 to social interaction with those that respect the Code of the West. As a general rule, white indicates a good guy (who can yodel) and black indicates a bandit (who can’t sing). Lawman’s Badge – 150 silver – Add +3 to all intimidating/interrogation rolls. Pirate Long Coat – 120 silver. +2 to social interactions with other keepers of the Pirate Oath. It’s a red long coat. ‘Nuff said, matey. Vampire’s Black Cloak – 250 silver. +2 to charisma. Wearer can manipulate any undead-type (Ghosts, Zombies and other Vampires) to do their bidding should their Intelligence stat or Willpower be lower than his while wearing this if they are an undead type themselves. Fanservice Garb – 200 silver. Is that a sword in your pocket or are you just happy to see me? This “special” attire boosts seduction and interrogation rolls based on flirting by +3 and performance rolls by +2 so long as your Drifter isn’t wearing anything else. I’m sure your mother is very proud of you. Shiny Pants – Speed Penalty: -1. 30 silver. Stylish pants that accentuate what your mama gave you, regardless of gender, gaining a +2 to performance and seduction rolls. Unfortunately puts a strain on your A-game, if you get my drift, slick. Why would you do this to yourself? Goggles – 95 silver – A special-built set of goggles which light up dark caves and have a handy on/off switch on the side. Lets you see in dark places. Glasses – 55 silver. A plastic or metal wire frame designed to hold in two plates of glass, designed to aid in vision. These add to the illusion that you’re actually smart (which we all know isn’t true) and thus adds +1 to investigation and haggling rolls. Sunglasses – 75 silver. A pair of glasses with darkened lenses. In addition to looking cool, this will alleviate the effects of the Cave Adept Flaw and reduces raw Light-based damage by 1. Band/Roadie T-Shirt – 50 silver. +2 to social interactions with those who follow the Ways of Rock. Scarf – 75 silver. A long, stylish monochrome cloth worn to either keep the neck warm in cooler seasons or make the opposite sex swoon. While useless in combat, this stylish accessory grants a passive +1 to charisma in all social settings. Gauntlets – 50 silver per pair. A simple long glove worn to protect the forearms. Usually leather. +1 to Unarmed Combat Accuracy rolls. Heavy Gauntlets – 100 silver per pair. Usually metal, designed by those who wield melee weapons to protect the arms from damage. +1 to unarmed blocking versus an armed opponent. Gloves – Arms – 100 silver per pair. +2 to all Unarmed Combat Accuracy rolls. Standard fair for martial artists who wish to give their hands some protection from the things they’re punching the crap out of. Whether these are simple leather gloves, boxing gloves from the old age or fingerless hipster gloves, the effect remains. Low Boots – 10 silver per pair. Standard gear among most drifters these days. Usually leather or cloth. Uncomfortable when wet. -1 Damage from Elemental Panels. Knee Boots – 50 silver per pair. A favorite among pirates, adventurers and prostitutes alike, (free joke: what do these three things have in common? Booty!) the knee boots are an expensive investment due to the utilitarian concerns for the materials involved. However, for the added coverage, many consider them worth it. -1 Damage from Elemental Panels and Fall Damage. Leggings – 130 silver per pair. Heavily armored leggings protect the wearer versus sweeping attacks (+2 to defend). -2 damage from Elemental Panels. Jewelry & Gems -Jewelry-
Jewelry is an overarching term for small accessories, usually metal, worn on the body. You… DID know that, right? Well, jewelry is an accessory type that lacks a body tag because it tends to be so small that it would be wildly unlikely to intercept a blow like armor and, thus, runs next to no risk of being broken in battle. Jewelry has neither defensive value nor speed penalty associated with it, but rather it provides simple, passive advantages while being worn. Jewelry comes in the six racial metals due to the added benefit they give each. Further, you can only equip one jewelry piece per type. So there. On the off-chance you buy/steal/find a jewelry piece of another race’s metal, pay attention to notes in parenthesis next to the description, which will describe what occurs when that happens instead. ![]() Ring – 125 silver – A band of metal worn around the middle or ring finger. … ‘Nuff said, yeah? Titanium – +1 to Skill. (+1 to base Speed) Uranium – +1 to Regeneration. (Wearer suffers Radioactive ailment; may inflict it on target with Martial Arts attack) Orichalcum – +1 to Aura. (Physical attack may substitute Intelligence or Aura for rolls) Metatron – +1 to Processing Power. (+1 to Block Rolls; -1 to Dodge Rolls) Aether – +1 to Charisma and Intelligence. (Same) Lunar Steel – +1 to Aura. (+1 Insanity Point each time you use magic or techniques.) Earrings – 150 silver – Bangles that hang from the ear. Usually, they come in pairs. They look especially fruity when guys try to wear them, under the false notion it somehow makes them look “cool” or “tough”. But that is just my opinion. And I am an RP book. Take it as you will. Titanium – Regain 1 magic or tech point per round in-combat. (Same) Uranium – Regain 1 additional HP when your healing calculations are done. (Wearer suffers Radioactive ailment) Orichalcum – Regain 1 magic point per round in-combat. (Same) Metatron – Regain 1 tech point per round in-combat. (Same) Aether – +1 to charisma rolls. (Same) Lunar Steel – +2 to intimidation rolls. (Same; +1 Insanity Point each time you use a social roll) Necklace – 175 silver – A chain or string worn around the neck, adorned by ornamentation. Titanium – +1 to defense versus sweep attacks and being lifted. (Same) Uranium – Take away 1 raw fire-based damage when hit. (Same) Orichalcum – +1 to dodge roll. (Same; -1 to Block Roll) Metatron – +1 to block roll. (Same; -1 to Dodge Roll) Aether – +1 to defense against magic roll. (Same) Lunar Steel – +1 to block roll. (Same) Bracelet – 200 silver – A band of material worn around the wrist or ankle. Titanium – +1 to physical accuracy roll. (-1 to Magical Rolls) Uranium – +1 to inflict “Radioactive” status ailment upon successful melee attack. (Same; may inflict Radioactive status ailment upon the user upon a successful melee attack.) Orichalcum – Nullifies Mystic’s racial weakness of suffering HP damage for rolled 1s during casting. (None.) Metatron – +1 square knockback upon successful melee attack. (Same; -1 to Accuracy Rolls) Aether – +1 additional use of Divine Powers per day. (+5 MP) Lunar Steel – +1 MP restored when you attack an enemy. (Same; +1 Insanity Point when you attack an enemy) -Gems- Gems are a counterpart to jewelry and much of the other equipment items in the game. Weapons and armors can be made with a gem socket included at the additional fee of 50 silver on top of the item’s base cost and given up to three sockets total. Jewelry comes with one gem socket already included (yes, just one, even the stuff that comes in pairs however, yes, you can purchase a single additional jewelry socket for a total of two) where one can just be plunked in. The gems are listed below and correspond to their effects for Weapons/Armors/Jewelry in that order and their selling price. Ruby – +1 Fire Damage/+1 Burning resist/+1 to Melee Attack. 200 silver. Sapphire – +1 Water Damage/+1 Drunk resist/+1 to Ranged Attack. 200 silver. Emerald – +1 Earth Damage/+1 Poison resist/+1 to Stamina. 200 silver. Topaz – +1 Wind Damage/+1 Disco resist/+1 to Intelligence. 150 silver. Petrified Wood – +1 Wood Damage/+1 Radiation resist/+1 to Charisma. 150 silver. Amber – +1 Lightning Damage/+1 Fear resist/+1 to Social Rolls. 125 silver. Pearl – +1 Light Damage/+1 Speechless resist/+1 to Survival rolls. 125 silver. Diamond – +1 Dark Damage/+1 Rot resist/+1 to Species Trait. 300 silver. The damage increase from placing a gem in a weapon socket is an inherent boost to base damage – not the damage roll. The elemental damage supersedes previous weapon damage types. In case of a conflict, the GM will be called upon to make a decision about weapon damage type. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:27 AM Post #16 |
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Veteran Monster Hunter/Rancher
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Artifacts & Upgrades -Artifacts- Artifacts are the legendary items and tools of heroes, monsters and legends. They cannot be purchased and it’s generally considered better to not use these until the party is on higher levels. Though it would be a fun way for a jaded GM to party wipe. Just saying… Resonance Saber – An ancient sword fashioned with two blades rising up from the hilt in the form of a tuning fork, the vibrations from the sword were said to be never-ending and made the blade cut through even stone and metal with the same ease as cutting tissue paper. The Perfect Axe – Wielded by a fearless and zealous man, leading a team of like-minded warriors on a fiery crusade against injustice and evil. Rumors claim the weapon might have been, in itself, mundane but the wielder – some unspecified member of law enforcement – perceived it to be “the perfect axe” and the blade was given its name. Judgment – An unusually long chain whip made entirely of the Celestial metal, Aether. A strong and brave holy knight is said to have commanded its power flawlessly and even struck down the Vampire King with it. Monster Basher – According to rumor, this ‘weapon’ is little more than a sturdy, wooden broom, wielded by what reports dubbed a ‘strangely effeminate’ man. Despite it being such a mundane prop, the wielder was able to fell monsters many times larger and stronger than himself with it. Whether it was the broom itself that was legendary or its wielder remains unclear. -Upgrades- Prosthetic Arm – 100 silver – Natural +5d10 + 2 blunt melee weapon that cannot be disarmed (heh, disarmed), replaces a lost limb. Any Drifter can get this, provided they lose the limb at some point. Prosthetic Leg – 150 silver – Natural +6d10 + 3 blunt melee weapon that cannot be disarmed, replaces a lost limb. Any Drifter can get this, provided they lose the limb at some point. In the turn following using this to attack, the wielder suffers -2 to defend versus sweeping attacks. *Jeff’s Note: More upgrades to be added later!* Vehicles -Vehicles- Not everything in the world can be accomplished by walking from Point A to Point B. Obviously, you got to get where you got to go and sometimes that requires a little more speed. That’s where these come in. Vehicles have Base HP, even mechanical ones, indicating the amount of abuse they can take. They also have defense values, indicating how well they absorb damage. Finally, they have a speed rating, indicating how useful they are at getting you around. If a vehicles HP is rendered to 0, it is totaled and must either be repaired or replaced. Gadgeteers can roll Intelligence + Stamina + Misc. to see if they can put mechanical vehicles back on their wheels at 50% HP while still in-battle, or do the same outside of battle to put it back to full. Organic vehicles can be healed via restorative magic and items. Horse – 750 silver – There’s something altogether elegant about horses that’s kept them in the popular imagery of humanity’s heroics. They’re fast, loyal, intelligent (comparatively) and they look really cool too. Horses, in-battle, add +3 to base speed and have HP of 10 and a Defense rating of +1. Please do not climb onto a Centaur’s back this way without their permission. It’s very rude. However, a Centaur may allow a single passenger to ride on their back if they would like at no penalty. However, two passengers (the most they can carry) reduces their speed by 2. Mutant – 500 silver – 1 gold – Mutants considered too dumb to be sentient are often sold as laborers and slaves. Sucks to be them, I guess. Mutants are also scored in accordance to their base stamina and speed, so the prices fluctuate depending on market and the individual abilities of each. Not exactly as awe-inspiring as a horse, but just as efficient. Speed varies from +1 to +4, HP ranges from 5-15 and Defense is static at +2. Carriage – 1 gold or more – Carriages are NOT vehicles of war, obviously. No one in their right mind rides into battle on one and if they did they would be asked to leave and return with a REAL vehicle. No, carriages are the vehicles of aristocrats and people who pay top silver to transport materials and supplies great distances in relative safety. This is fine, as most these days are bullet-proofed AND lead-lined, preventing nasty radioactive leaks. You could definitely do worse. Carriages have HP of 25, a Defense of +3 and a Speed of +2. Bicycle – 300 silver – What the hell do you think you’re doing? If you ride into battle on something like this, you’re going to be promptly shoved off it and ridiculed by people who are way cooler than you are. Hope the astounding +1 to speed is worth it to you, nerd. Bikes have base HP of 5 and Defense of 0. Motorcycle – 850 silver – Motorcycles, due to being easy to build and maintain and cheap to fuel, came back into vogue pretty early after drifting became cool. The initial investment is lofty, but the effect of riding into battle on this, revving up the engine and the +4 to speed make it so totally worth it. Motorcycles have HP of 15 and Defense of +1. Car – 1 gold or more – Cars these days are kind of unwieldy. Yes you can transport five adult-sized people fairly economically, but beyond that their use is limited. Furthermore, the only ones still in-use are mostly jeeps and decommissioned military hummers, which offer little in the way of protection. However, everyone’s needs are different, so mechanics continue repairing them. HP: 20, Defense: +2, +3 speed Truck – 900 silver – Trucks are a bit more utilitarian than cars and thus tend to be in greater stock, hence the difference in price. Trucks tend to be somewhat armored and the beds make for easy, open sniping points. You could fit an entire party in the back of one, really. Base HP: 25, Defense: +3, +2 speed. Rowboat – 200 silver – A small, wooden boat capable of holding 4 average-sized adults, but an Artificial stepping into it would sink it for sure. It’s handy due to its lightweight build, meaning transporting it over land is fairly simple for adults. However, it isn’t exactly a war vehicle and it is made out of wood. HP: 10, Defense: +1, +1 Speed in-water per participant rowing. Sailboat (personal) – 400 silver – A slightly larger vessel, more capable of handling larger number of occupants (or just larger occupants). The trade-off comes that it’s heavier and would require a team lift job or another vehicle to transport it over land. However, when equipped with a motor, it can even shove through some of the muddy seas, which isn’t too shabby. HP: 20, Defense: +3, +3 Speed in-water. Sailboat (military) – 1-2 gold – The largest ships to tail the seas used to belong to the militaries of the Earth prior to the disaster. However, with a little elbow grease, these vessels sail once more, able to transport enormous numbers of passengers of almost all races from one point to another. Owning one tends to be far too expensive for any one person, so usually you would just charter one and pay a passenger’s fee, which is usually much cheaper anyway. HP: 30, Defense: +4, +5 Speed in-water. Aircraft – 2 gold or more – Aircraft are so rare these days that most people regard them as folklore, often attributing sightings of them to flying monsters or dragons. However, occasionally some very rich (and bored) or exceptionally lucky individual will happen upon one and get it working and NOT die in the maiden flight, whereupon they discover just how awesome these things are. Aircraft vary in size and utility, which is a set of details I’ll mess with later on. Glider – Variable – A one-or-two-person vehicle allows the rider to take to the skies in style, sometimes using just the wind or sometimes a small engine to fly great distances for very little fuel use and for a great view. They tend to be a little pricy, often 700 silver or more, especially the twin-engine versions. Races are often held with glider pilots, which are a must-see for any enthusiast of races or machinery. Gliders typically have about the following stats: HP: 15, Defense: 0, Speed: +7. Game Master's Guide -Game Master’s Guide-
Now that you have what you require to get your players set up and playing, someone has to take the role of the Game Master (GM from here on out). Drifters offers great leniency and openness for rule interpretation which might be great for some and intimidating to others, so this section is aimed at helping make the rules more coherent and concise for those that need it. Q: I have no ideas! What do I do? A: No sweat. In a future update premade scenarios will be available for use and scaled to difficulty for new and advanced players. If you want to do your own thing, don’t be afraid to just experiment. Start them off with something small like a lost treasure or a “Kill this boss-ish monster over here” and work your way towards a greater, overarching narrative. Q: Help! My players are all chodes! A: Refer to the Legends Section. See Blast Chestcheese? That was literally the first character made in this system. The very first alpha test of the game system was a DERAIL OF THE GAME SYSTEM. Don’t cry to me for sympathy. Q: Okay, let me rephrase then: I’m trying to get the team heading towards the plot, but they’re mucking about/not getting the clue. Any advice? A: Try a Guide character. While some systems and players frown on GM-controlled Player Characters, they aren’t always a bad idea if you can remain objective. If it helps, make the Guide weaker than the party or be somehow inept on his own merit but a useful… Guide. That way you can hopefully corral everyone along the plot. Q: My players are deliberately derailing the plot/killing vital NPCs, etc! A: It’s to be expected. As GM you need to be flexible and roll with some of the wonky ideas your players will come up with. Improvise and keep alternate plans in mind if they steadfastly refuse to cooperate with Plan A. And, frankly, sometimes a little derail can actually make a game better for the experience, but if it becomes unplayable, it’s okay to humble them with a Tau Dragon or 20. Q: Why is it that having 0 HP doesn’t kill ‘em all?! A: Well… it CAN. Giving the GM final say on if losing a battle is fatal or merely a setback gives leeway to newcomers and can incorporate a loss as part of bigger story, something I’ve yet to see another RP Book do. However, if you feel it prudent to kill someone as an example or, hell, partywipe you have that option if all the party falls. However, don’t feel that it always has to be one or the other. Q: What year does the game canonically take place? A: Originally the answer was “250 PT” with “PT” meaning Post-Twinkie, it seems that recent events might very well antiquate that joke. Rather, it’s been about two or three generations since Drifting first came into vogue, which was countless centuries/millennia since the disaster. It really could be any time. Q: What’s the best/quickest/most fun way of making a character? A: Find something that makes you say, “Oh, wow, that’s pretty cool!”and then run with it. Q: Something in the description or listing seems to contradict the rules. What do I rule? A: The general rule is that details in the individual subsections overrule the more general guide lines. GM gets final in instances where the contradiction is game breaking. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:30 AM Post #17 |
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Veteran Monster Hunter/Rancher
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How to Play -Now what? How do we play this game?- Drifters RPG uses a very simple, grid-based system. Most player characters take up just 1 block on the map. Some larger things, like some monsters, take up more and these will be noted as we go along. The following details the mechanics of the game and how you do things in each setting you’re liable to encounter in the game. One of the key things to remember in any roll is the “Difficulty” of the roll. In a roll like an attack roll, the Difficulty comes in that the roll is contested by the target’s defensive roll. Versus a target that can’t contest the roll (such as breaking down a door) then a difficulty value is ascribed to the task. If a difficulty is not provided and the roll is not a contested type, the GM sets the difficulty, using this handy-dandy alpha-build suggestion guide: 0-1 – There’s no need to roll on a task this simple. Usually. Example: Opening an unlocked door, talking. 2-3 – The task is mundane and easy. Example: Pushing a small box aside with no other resistance. 4-5 – The task is fairly simple. Example: Cooking a dish following a recipe. 6-7 – The task is a little complicated. Example: Breaking down a wooden wall. 8-9 – The task is a bit complex. Example: Assembling furniture without instructions. 10-11 – The task is daunting. Example: Assembling furniture with instructions from IKEA. 12-13 – The task is quite challenging. Example: Learning classical piano. 14-15 – The task borders on the superhuman. Example: Punching through a structurally-sound brick wall. 16-17 – The task is truly epic in scope. Example: Delivering a deathblow to a Titan. 18-19 – The task is on the level of a demigod. Example: Getting a politician to tell the truth without threats of physical violence or mind-altering drugs. 20+ – The task is simply godly. Example: Beating Ninja Gaiden without a Game Genie. And so on. The Golden Rule to consider in ANY situation is that Drifters is about being awesome. Yes, you can explain how you slash your sword at the dragon, but wouldn’t it be SO MUCH COOLER if you could EXPLAIN what that looked like, or if you did it in a special, stylized or trademarked way? After all just saying it in simplest terms does work, but GMs are not just allowed, but encouraged, to grant bonus die to rolls, bonus willpower points or even bonus Exp where the character puts their all into making everything that much more awesome. *The Dan Rule* If you roll four or more 10s in a single hand of dice, this is considered a tremendous success. The GM should consider this a sign of an excellent move and the move should be effective accordingly. Awesome is always better. During your turn in-combat, your turn consists of two phases which you can take in any order: Movement Phase and Action Phase. Once you’ve completed both, your turn ends. The Action Phase can be many things: attacking, reloading a ranged weapon, using an item, picking up a downed comrade, and so on. You can end your turn early, however, having only done one, the other, or neither, which is called “Passing” which there is no point in doing. If you don’t want to attack, you can opt to “Defend” instead, which boosts your Block and Dodge rolls by +2 for that turn. Combat -Combat- Combat involves a lot of dice rolling. The numbers to use while doing so are detailed in their specific sections. However, the dice results are always read the same way, as follows: All rolls are done d10 unless otherwise specified. A botch is a roll of 1 (or the lowest number on the die, obviously). This indicates you have epically failed. A botch is counted as -1 success from the total. If your end result is negative because of this… well, consider it a good day when you can do this and walk away unscathed. For a combat roll, botching will usually result in the GM rolling a d10 or naming a number for numeric HP damage dealt. Depending on severity it might be greater than 10 HP damage. A failure is a roll of anything between and including 2 and 5. There’s no repercussion with this. You just don’t do what you wanted to do. A success is a roll of anything between and including 6 and 9. These are good. The greater number of successes, the greater the margin of the success you’ve achieved. A great success is a roll of 10 (or the highest number on the die), which counts as 2 successes. Combat is taken in turns. A full turn consists of two phases: Movement Phase and Action Phase. During your Movement Phase you may spend the phase in one of the following ways: -Move across the board -Walk, fly, swim (if applicable to your Drifter) -Rise from a prone position -Dance, if you want to -You can leave your friends behind -‘Cuz if friends don’t dance and if they don’t dance well they’re, no friends of mine! During your Action Phase you may spend the phase in one of the following ways: -Attacking a target -Invoke a spell, technique, Divine Power or Lore -Use an item -Revive a fallen, adjacent comrade to 1 HP -Lift and throw a player or object -Reload a ranged weapon -Movement Phase- Movement need only be calculated when in a combat situation. When not in combat you have free range of motion within the range of common sense (at this point in a fluff-heavy book, there would be some example like “Buff McJunkthrasher, the dancing werewolf, can walk on the ground, but not fly!” but fuck that noise. If you don’t know how to move through the real world, this is not the book you should be reading). When in combat, your Speed trait dictates your movement. This is, however, your ideal, maximum speed rating – that is to say, how fast you move over a smooth, flat terrain. You’ll probably find your speed rating translates to something a touch lower in practice because the entire world isn’t astroturfed and probably never will be (but, hey, there’s a character motivation for a particularly lethargic player character!). Height, however, takes its toll. A sloped surface is easier to scale than a tiered one, for instance, and scaling a wall without aid of a ladder or rope is a daunting task for even the heartiest drifters. A “block” on the map is 10 sq. ft. “Misc.” in an equation can refer to any number of modifiers from items, equipment, merits, flaws and anything else relating to the task. Calculate accordingly. Initiative: To start battles off, all participants roll the number of d10s equal to their speed. The character with the highest number of successes goes first. Ties indicate the characters move simultaneously. Initiative rolls can be negative. This just means you go later in turn rotation. Moving Over Even Terrain – 1 Block = 1 Speed. Sloped Terrain – 1 Block = 1 Speed. Tiered Terrain, going uphill – 1 Block = 2 Speed. (The hop up counts as 1 block of movement, as does the step forward. You cannot hop higher than one block at a time without a merit.) Tiered Terrain, going downhill – 1 Block = 1 Speed. Sneaking (in combat) – 1 Block = 2 Speed. Swimming without merit – 1 Block = 2 Speed. Climbing with a ladder/rope – 1 Block = 1 Speed. Scaling a Wall/Cliff face without a ladder – 1 Block = 3 Speed. Jumping to a lower elevation – 1 Block = 1 Speed. (Representing the step over the cliff. Free fall is listed below. Calculate fall damage accordingly.) Jumping over a Hole – 1 = 2 Speed. Without a merit a character may only jump 1 block high, and for this build of the game, you can jump half as far as you can run in distance. Flight (with wings) – 1 Block = 1 Speed. Free Fall – X Blocks = 0 Speed. (Without the capacity for flight, your character will be subject to the laws of gravity. Calculate fall damage accordingly, moron.) Walking on a dynamic or unstable field – 1 Block = 1-4 Speed (Varying by severity. A boat rocking naturally would be a 2, during a storm 3. A tightrope would be 4, and so on.) -Action Phase- Physical Accuracy: Melee/Ranged Attack + Misc. (Unless called, it’s assumed as a Torso Shot) Physical Damage: Attack Roll Successes + Weapon Damage + Misc. Successes here = Raw damage output on target. Piercing Damage reduces the number of Armor Rating dice from the target’s Defense roll by the Piercing Value. If the Piercing Value is greater than the Armor Rating (or the target simply has no armor on) then it’s added to Base Damage as a modifier, not as additional dice. Off-Hand Attack Accuracy: Melee/Ranged Attack + Misc. – 2. Dual-Wield Attack Accuracy: Melee/Ranged Attack + Misc. If you attack with both weapons at once, your Block and Dodge Rolls are reduced by half in the next round. Unarmed Attack Accuracy– Melee Attack + Misc. Ranged Attack Damage Underwater: Attack Roll Successes – 4 + Misc. Attack Accuracy made while on unstable footing (tightrope, boat rocking violently) Melee/Ranged Attack + Misc. – Penalty Value (Based on terrain. Usually anywhere between 1 and 4). Synchronous Attack: If you have the same initiative as a party member and you both utilize the same attack type (Melee, Ranged, Magic and so on) during the same turn, then add +1 to accuracy and damage rolls for each member acting in the same turn. Called Attack Accuracy – Melee/Ranged Attack + Misc. – 3 (Repeated, successful strikes to a limb can cause disarm or the Rot ailment if it continues to land) Low Blow Accutacy (AKA: Aiming for the low-hanging fruit) – Melee/Ranged Attack + Misc. – 5. Raw damage for a successful hit is double. Disarm Target – (Melee) or (Ranged Attack/2) + Misc. – 3. Successes = distance weapon thrown. Sweep Attack Accuracy – Melee Attack + Misc. – 2 Successful attack deals damage and knocks the target into a prone position, requiring a turn to return to their feet without a special ability. Sweep Damage – Attack Successes + X (Where X is the number of “heavy” tagged items on the target. Add +3 to this if a quality of the target is “Double fall damage” or has the “Big” merit). Lift Field Object/Character: Stamina + Misc. Throw Field Object/Character: Lift Successes + Ranged Attack = Distance Thrown. Calculate fall damage. Throwing Field Object/Character into Target: Lift Success + Ranged Attack = Damage to Target. (If a character was used as a weapon, they take Damage + 1). Magic Accuracy: Intelligence + Misc. or Aura + Misc. Magic Damage: Attack Successes + Spell Damage When using assist magic, you do not need to roll Magic Damage unless specified. -Defense Phase- When attacked, you can choose one of the following commands. The Golden Rule of Defenses is: In the event of a tie, the defender wins. Block: Stamina + Armor + Misc. (You can standard block an attack, which calculates torso armor, or substitute a limb during this phase. However, repeated damage to a single limb is to be taken into consideration by GMs and can possible result in the Rot ailment.) Successes subtracted from Raw Damage. If the end result is 0 or lower, you take no damage. If you’re wondering why you still can take damage despite armor, just bear in mind that there are no “perfect” armors and that you can still get hit in unarmored spots. Dodge: Speed – Speed Penalty + Misc. Successes compared versus attack roll. If Dodge Roll > or = Attack, you successfully avoid all damage. If Dodge Roll < Attack, you are hit by the full force of the blow. Defense against Status Ailments: Stamina + Misc. Defense against being Lifted: Melee Attack + Misc. Defense against being disarmed: Melee or Ranged Attack + Misc. Defense against Magic: Intelligence + Armor + Misc. Successes subtracted from Raw Damage. If the end result is 0 or lower, you take no damage. In cases of status-changing spells, if Defense > or = Magic, ignore the effect. If Defense < Magic, the effect influences you. Stabilizing Flight: Stamina + (Speed/2) If hit while in flight, you run the risk of being sent to the ground, taking fall damage in the process. Roll vs. damage to see if you stay in the air. Survival -Survival- As discussed above, sometimes survival is not just winning a fight, but making it through the very environment you’re immersed in. In these instances, it’s no less important to consider your options when you’re away from civilization, but not in a battle. Resist Insanity Points: Willpower + Misc. Sensory Rolls: Intelligence + Misc. (This can be used to focus a particular sense in hopes of finding something in your area. It’s similar to the Social Roll, Investigation and merits and flaws concerning Investigative rolls count here as well. This includes not just the five primary senses, but also the more abstract senses such as sense of time and location.) Forage: Intelligence + Misc. or Stamina + Misc. (Food and water are a must for all living things on Earth. As a result, sometimes you have to go find some in the field.) Sneaking (out of combat) – Roll (Speed/2) + Stamina + Misc. vs. Intelligence + Misc. of people being snuck past. Detect Ambush/Trap – Intelligence + Willpower + Misc. Endure Wilderness: Stamina + Misc. (Sometimes you just have to rough it.) Set up Camp: Stamina + Misc. or Intelligence + Misc. (Usually, you won’t have to make a roll. This should only come up when the terrain itself becomes an issue.) Ride an Animal (Tame): Stamina + Misc. or Intelligence + Misc. (A tamed animal is unlikely to harm the rider, but you can still spook them by being careless. Just get up and try again.) Ride an Animal (Wild): Stamina + Misc. or Intelligence + Misc. – 4 (Better get it right the first time or it’ll either run away or try to stomp you into dust.) Control a Vehicle (Familiar): Intelligence + Misc. (If it’s a vehicle you control every day, like your own personal car or mech, you need not do this. If you were hijacking someone else’s car or mech, you’d need to roll then. Even if you fail, however, provided no one is on top of you trying to get you out, you can just try again, with a -1 modifier due to mounting stress with each failure.) Control a Vehicle (Unfamiliar): Intelligence + Misc. – 4 Going Fishing – Melee Attack + Misc. Cooking – Intelligence + Misc. Social -Social- The world of Drifters is not just stabbing and shooting things. … Okay, well, it CAN be, but that’s not ALL it can be. While in cities, towns and villages it’s tradition for Drifters (who aren’t complete douchebags) to abide by the local laws and customs of the region. Doing so allows one to blend in and learn more about their surroundings and the gossip of the times. In social rolls that mandate Charisma, Artificials may invoke Processing Power to substitute it instead, but this comes at a cost (see the Artificials section). -Interracial Conflict- The six races are not necessarily on good terms. Apply the following values during interpersonal communication and social combat between each race. ![]() -Different Types of Social Rolls- Intercommunication between the races can be tricky, but it’s not impossible. Unlike most combat rolls, a failed social roll will rarely be the end of the world and you’ll have the chance to try again immediately after the first failed attempt, provided you didn’t directly insult their mother or something. Furthermore, if you engage in a casual conversation with a Non-Player Character (henceforth referred to as “NPC”) on pleasant terms, you might avoid having to roll altogether. However, if the NPC takes umbrage to something you said, something you have on you or your face, you’ll enter a social situation wherein you will roll as though in a combat setting. Persuade – Intelligence + Misc. Seduce – Charisma + Misc. Intimidate –Melee Attack + Misc. or Ranged Attack + Misc. Debate – Intelligence + Misc. Investigate – Intelligence + Misc. Interrogate – Charisma + Misc. Pry – Intelligence + Misc. Calm/Comfort – Charisma + Misc. Inspire/Encourage – Charisma + Misc. Haggle – Charisma + Misc. or Intelligence + Misc. (Successful attempts to haggle can lower a buy price or raise a sell price anywhere between 5% and 25%. This is useful if you can pull it off because base selling price for any item is half its market value.) Ignore – Willpower + Misc. Recall Memory – Intelligence + Misc. Obfuscate – Charisma + Misc. Provoke to Fight – Melee or Ranged Attack + Misc. Play a Game – Intelligence + Misc. Perform – Charisma + Misc. (This can include song, dance and other live arts to impress or persuade people. Entertainment is rare and appreciated where it can be gotten.) Repair Object – Intelligence + Misc. (If not under pressure, the roll may be repeated as many times as needed, each successful repair bringing the item up by 25%-50% of its durability depending on condition and complexity. If repeated, additional rolls are equivalent to an hour each.) Craft/Create Object – Intelligence + Misc. – Difficulty of Creation (The act of creating something takes great time. If not under pressure, the roll may be repeated as many times as needed, each successful Create Object roll creating 10%-50% of the item each time depending on difficulty of the task. For example, whittling a wooden walking stick could easily be done in two successful rolls – or even one if it was an impressive roll – whereas assembling a submarine from parts could take a great many rolls and might not be worth the venture.) =Face-Off!= As social combat can take the center stage over conventional warfare, it is possible to battle someone with wits. Over multiple turns of social combat, the GM may declare the battle at hand is every much “to-the-death” as a duel, where social damages are taken out on willpower, just as physical damage is dealt to HP. When willpower is exhausted, the target is defeated and treated as if his/her/it HP was reduced to 0. Bonuses and penalties from cross-species relation, subtype and gear are ignored for the sake of the face-off unless it is an integral part of the contest (instruments in a rock-off, for example). The first rolls the relevant stat (for performances, like rock-offs or rap battles, Charisma and for intellectual pursuits you may use Intelligence) and the number of successes is their turn. The opponent then rolls the same stat. The number of successes are tallied for both and the smaller is subtracted from the larger. Whoever rolled the highest ‘wins’ that round, dealing damage to willpower equal to the successes left over after the hands are compared. When one combatant hits 0 willpower, it’s treated as if their HP was reduced to 0. Interrupt Combat – Charisma + Misc. This roll is special compared to the others, in that it is specifically used as a method to turn a physical combat situation into a social combat situation. Target rolls Charisma + Intelligence + X (X being how many failed attempts at an Interrupt Combat roll have been made already) in defense and wins in the result of a tie. If the initiator wins the roll, then you’ll be given a chance to use social combat to end the battle. Should you fail, the fight resumes as it did and you won’t be able to try again until your next turn. As a special note, just winning this roll doesn’t end the fight, it merely changes the playing field. If you lose in social combat at that point, or just cause the one you’re speaking to to get fed up, you go right back to standard combat. This is merely your chance to talk things over, but it’s not guaranteed to work. Environmental & Elemental -Environment- Fall Damage – Dropping 1 block down causes no harm. 2 = 3, 3 = 5, 4 = 10. For each successive block fallen past 4, multiply the previous number by 2. If you land in water, fall damage is nullified. If you deliberately leap from a higher platform and land on top of a character, the fall damage is split in half between you and the target. Afterward, you must pick an adjacent platform from the target to hop down to. Drowning – While deeper than 1 block underwater, lacking a merit that allows you to do so, you’ll begin taking damage. For 1 round you’ll be dealt no damage. At the second, 3. 3, 6. 4, 12. On the fifth turn, provided you’re not already KO’d, your character gets the waterlogged status. Damage Panel – Take into account element resistances. Base damage = 4. Cannot block or dodge this. Elemental – If the target is of the opposing element, damage is doubled. If the target is of the same element, it is cut in half. There are other elemental relations that must be considered. Certain weapons, upgrades and Merits can grant these, even though everyone naturally leans towards one element or the other. The elements are: Light – Light affinity people tend to be kind and often thoughtful of the needs of others, so they’re often associated as the heroic sort. However, Light Affinity types can also be controlling or obsessive in their endeavors, often justifying anything in the name of “the needs of the many”. Light is others-focused, but not necessarily “good”. Dark – Dark affinity sorts are usually charismatic and make for fantastic leaders, sometimes stigmatized by their own personal pursuits at the expense of others. Because of this, and the fact that Undead-types are almost universally Dark-Aligned, there’s a misconception that they’re all evil, which isn’t true (capitalism is considered a “dark” aligned idea, for example). Dark is self-focused, but not necessarily “evil”. Water – Water represents hope and life, and this reflects on water-aligned individuals. However, water can become an overwhelming and powerful force that can lay cities and countries to waste should it be provoked; meaning it also represents desolation and death. Water is an interesting duality that really reflects human nature. Or something like that; fuck symbolism. Fire – Fire burns and rages mightily, a symbol of courage and power. However, left untended it can become an unstoppable fury of hate and want that will raze the world around it. In the same vein, fire-aligned people tend to be passionate and get excited about their cause easily. However, they can get brash and out of hand easily, and must be watched carefully. Wood – Wood is a representation of the natural world, of growth and of great size and strength. Wood-aligned people are often powerful and stand as towering sentinels, protecting what little of the natural world remains after the Great Disaster. However, wood, being a natural force, has little countering it, leading to hubris and pretentious hippie movements, which is just never a good thing. Lightning – Lightning is wild and uncontrollable, just as those who embody its aspects. Lightning-aligned people are energetic and wild usually. They can, however, be destructive and chaotic if left unchecked, usually due to the Law of Unintended Consequences. A powerful force, but astounding if channeled properly. Wind – The wind is free, and those who lean strongly towards the wind affinity feel that nothing is more important than freedom. However, this also has the side effect that they also can be flighty and careless in the face of great danger, causing them to harm others by inaction. Earth – Like the mountain, the Earth affinity is patient and strong in the face of all obstacles. The drawback then stems from the ease of which patience can lead to sloth. While the mountain does not buckle under any circumstances, you don’t exactly see them getting up and shouting at the circumstances to get off their lawns, do you? I forgot where this metaphor was supposed to be headed, but Earth-aligned people are tough and quiet sort but sometimes can get lazy. ![]() Status -Status Ailments-
Poison – You suffer the crippling effects of a deadly toxin. You suffer -2 to stamina rolls. You take 3 HP damage per round until healed or the end of battle. Drunk – You are intoxicated on alcohol. You suffer -2 to Melee and Ranged attacks. You cannot use Magic or Technique abilities for a set of turns proportional to your alcohol intake. Rot – You have been struck by a severe necrosis and are now smelling something awful. You suffer -1 to all stats and you lose the use of one limb. If this is an arm, you lose use of any gear it is holding. If this is a leg, your Speed is reduced by half (or to 1 if both are inflicted). This can be inflicted if you repeatedly block using the same limb time and again and take repeated damage to the limb. Fear – You are terrified beyond the capacity for rational thought. You cannot move towards hostile units unless you succeed a Stamina +Willpower or Intelligence + Willpower test, difficulty 5. Burning – YOU ARE ON FIRE IN CASE YOU HADN’T NOTICED! You suffer -2 to intelligence and charisma tests due to having a hard time maintaining composure whilst engulfed. You suffer 5 damage per round until you skip a turn to extinguish it or, alternatively, dive into water. Radiation – You have been irradiated to the point where you may as well just not bother looking for health insurance ever again. Max HP and Special Points are halved until healed or the end of the battle. Disco – You are overcome with THE FUNK and there is no acceptable response but to dance your heart out. For 3 turns you are unable to move or attack due to the overwhelming urge to dance. You cannot block but you can dodge. Blinded – You have something in your eyes. Light, sand, your finger, who knows? Either way, you can’t see shit. While inflicting with this, your attack rolls are halved for 3 turns. Speechless – You are struck with the inability to speak; therefore, you cannot use magic abilities. You are unable to use magic for 4 turns. Waterlogged – You are bloated with water in your lungs and belly. Needless to say, this is remarkably unflattering and your teammates will tease you for your “fish-face” for adventures to come. Once waterlogged your lifeless body bobs to the surface and floats around in any currents that might be there until a teammate pulls you out and spends their turn reviving your dumb ass. Every turn spent in this condition will cause 5 HP damage until revived. If hit in this state, or your HP dwindles to 0, you will be removed from the fight as if you were Knocked Out. Knocked Out – Your HP = 0, thus you collapse on the spot. If a teammate is on an adjacent panel, they can revive you with 1 HP manually or use magic or items to boost you back up to strength. If you’re hit again in this state, you are removed for the rest of the fight. Whether this is fatal or not is up to the GM. Further, if you had a different status ailment prior to being Knocked Out, when you are revived all previous ailments are removed for ease of cohesion (and not being killed by the same poison ailment over and over again). Removed – You are no longer a part of the fight. This is not necessarily bad, assuming you fled from combat. However, if waterlogged or knocked out then hit again, you will be forcibly removed. If the entire party suffers this, your adventure is over and your team is felled and it is up to the GM what happens next. -Positive Status- Float – You hover a few feet off the ground. With this status you ignore damage panels and height differences in the terrain and thus do not need to expend extra speed to scale heights. Further, all fall damage = 0. Regen – You’re healing at a superhuman rate. +3 HP per turn. This status cures rot and poison if they were pre-existing. [Element] Resistance – You are enchanted by a magic aura that halves incoming elemental damage. If you were weak to an element before, you would take damage as if you were neutral to it. If you were already strong to an element before, you take only ¼ damage from it. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:32 AM Post #18 |
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Veteran Monster Hunter/Rancher
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Bestiary -Bestiary- What’s a good game without critters, really? The world of Drifters is filled with all kinds of flora and fauna waiting to be discovered (and probably kill you). Below is just a sample of the possibilities you’ll discover along your journeys through the world. GMs are free to make new or stronger variants of creatures within and from without of this listing. Presently, HP, MP, TP, Defense and Willpower are listed as ranges, able to be adjusted to scale to a party’s basic power level at GM discretion. These are merely recommendations. Presently they have no listed Spells or Techniques and, for now, this will also be left to the GM’s discretion. -Name: Djinn- Beings made of pure magical energy that attack anything they perceive as a threat. Beware their potent magic. -Status- Health Points: 10-25 Magic Points: 20-40 Will Power: 1-5 Speed: 3-6 Defense: 2-4 Affinity: Null -Attributes- Melee Attack: 2 Ranged Attack: 2 Stamina: 4 Intelligence: 6 Charisma: 4 Aura: 5 -Name: Dullahan- The undead riders of Hell have come to take your head. Show them what you think of them. -Status- Health Points: 25-35 Magic Points: 10-15 Will Power: 4-7 Speed: 4-6 Defense: 3-5 Affinity: Dark -Attributes- Melee Attack: 6 Ranged Attack: 0 Stamina: 5 Intelligence: 4 Charisma: 2 Aura: 3 Note: Undead type. -Name: Fae- Small, mischievous and a major pain in the ass. Their speed and high MP pools give them their real potency. One good hit, though, usually is enough to dissuade them from their mischief. -Status- Health Points: 5-15 Magic Points: 30-40 Will Power: 1-3 Speed: 4-8 Defense: 1-3 Affinity: Light -Attributes- Melee Attack: 2 Ranged Attack: 3 Stamina: 1 Intelligence: 6 Charisma: 2 Aura: 5 -Name: Gel- Sentient, elastic goop that takes on whatever form suits it at the time. What it lacks in intelligence it makes up in sheer might. -Status- Health Points: 25-35 Magic Points: 10-15 Will Power: 1-2 Speed: 3-4 Defense: 3-5 Affinity: Water -Attributes- Melee Attack: 4 Ranged Attack: 1 Stamina: 6 Intelligence: 1 Charisma: 1 Aura: 3 Note: Can move over water freely. -Name: Imp- Small, rat-like creatures that flock together in packs. Their hobbies include eating and breeding. Be ready to face a lot of them at once. -Status- Health Points: 5-10 Magic Points: 5-15 Will Power: 0 Speed: 5-10 Defense: 1-2 Affinity: Null -Attributes- Melee Attack: 6 Ranged Attack: 1 Stamina: 1 Intelligence: 1 Charisma: 1 Aura: 3 Note: Imps get +1 stamina for every other additional imp on the field. -Name: Jotunn- The ice giants bent on a world dominated by the monsters, they are to be feared and respected. Think really hard before you engage them in a fight. -Status- Health Points: 25-40 Magic Points: 15-30 Will Power: 4-6 Speed: 3-6 Defense: 2-5 Affinity: Water -Attributes- Melee Attack: 5 Ranged Attack: 5 Stamina: 6 Intelligence: 4 Charisma: 1 Aura: 4 -Name: Mummy- The royally-entombed retain their wisdom and magical potency of a life long since ended. They may lack brute force but they are cunning and not to be treated lightly. -Status- Health Points: 20-30 Magic Points: 25-35 Will Power: 3-5 Speed: 2-6 Defense: 2-4 Affinity: Dark -Attributes- Melee Attack: 3 Ranged Attack: 3 Stamina: 6 Intelligence: 5 Charisma: 4 Aura: 5 Note: Undead type. -Nuckelavee- The terrifying horse-man demon driven to evil and cruelty by its base nature. Beware, the Nuckelavee lives only to kill. Health Points: ??? Magic Points: 20-40 Will Power: 5-10 Speed: 4-9 Defense: 3-7 Affinity: Null -Attributes- Melee Attack: 8 Ranged Attack: 2 Stamina: 8 Intelligence: 2 Charisma: -10 Aura: 5 Notes: Their arms are 5d10 + 5 slashing-type melee weapons that cannot be disarmed. -Name: Rogue Artificial- A berserking machine with no sense of self or of what it’s doing. Defeating it will not be easy due to its high power. They should only be engaged in groups. -Status- Health Points: 20-30 Technique Points: 15-20 Speed: 3-4 Defense: 2-5 Affinity: Null -Attributes- Melee Attack: 4 Ranged Attack: 2 Stamina: 4 Intelligence: 1 Charisma: 0 Processing Power: 5 -Name: Rogue Mutant- One of many mindless mutants who crawled out of the sludge looking only to eat whatever it came across. Beware its toxic bite. -Status- Health Points: 5-15 Magic/Technique Points: 10 Will Power: 2 Speed: 3-5 Defense: 1-2 Affinity: Null -Attributes- Melee Attack: 3 Ranged Attack: 3 Stamina: 3 Intelligence: 0 Charisma: 0 Regeneration: 4 Note: Melee attack might inflict poison. -Name: Rogue Human- Some people live only to see the world burn. These are the general pricks who are out only for their own benefit and would gut you as soon as give you the time of day. -Status- Health Points: 15-25 Magic/Technique Points: 10-15 Willpower: 1-3 Speed: 5 Defense: 1-4 Affinity: Null -Attributes- Melee Attack: 4 Ranged Attack: 4 Stamina: 3 Intelligence: 3 Charisma: 3 Skill: 3 Note: They might have weapons. -Name: Tau Dragon- This is a bad idea. Run away while you still can. -Status- Health Points: ??? Magic/Technique Points: ??? Will Power: 10-20 Speed: 5-10 Defense: ??? Affinity: ??? -Attributes- Melee Attack: 8 Ranged Attack: 6 Stamina: 8 Intelligence: 7 Charisma: 3 Aura: 7 Note: Regains MP every turn. -Name: Titan- This might be an even worse idea. -Status- Health Points: ??? Magic Points: ??? Will Power: 5-10 Speed: 1-5 Defense: 10+? Affinity: ??? -Attributes- Melee Attack: 10 Ranged Attack: 5 Stamina: 9 Intelligence: 1 Charisma: 0 Aura: 7 Note: Titans are notoriously hard to wound. 1’s rolled in attacks versus one count as 2 botches. -Name: Vampire- The Princes of Darkness await any challenger who boasts of being a “Vampire Hunter”. They have the wisdom of lifetimes, so do not approach them carelessly. -Status- Health Points: 25-45 Magic Points: 15-30 Will Power: 3-7 Speed: 3-8 Defense: 2-5 Affinity: Dark -Attributes- Melee Attack: 5 Ranged Attack: 5 Stamina: 7 Intelligence: 6 Charisma: 6 Aura: 6 Note: Undead type. -Name: Wendigo- Enormous forest-dwelling cannibals who are hungry all the time. Approach with caution. Health Points: 20-40 Magic Points: 15-30 Will Power: 3-7 Speed: 5-10 Defense: 3-6 Affinity: Null -Attributes- Melee Attack: 6 Ranged Attack: 3 Stamina: 7 Intelligence: 6 Charisma: 3 Aura: 6 Notes: Weak to Fire and Wind. -Name: Zombie- The good ol’ fashioned shambling parody of human form. Remember: aim for the head! -Status- Health Points: 5-20 Magic Points: 0-15 Will Power: 1-3 Speed: 2-4 Defense: 0-3 Affinity: Dark -Attributes- Melee Attack: 4 Ranged Attack: 1 Stamina: 6 Intelligence: 1 Charisma: 0 Aura: 4 Note: Undead type. Monster Modifiers -Building a Better Engine of Death- These critters too vanilla for you? Not a problem! Included for your sadistic tormenting of your players is a long list of unique tags which add modifiers and special qualities to the beasties of the world. You can even make up your own tags and make procedurally-generated doom-bringers! [Amphibious] – The creature can move through water flawlessly and will not drown. [Poisonous] – Successful attacks run the risk of inflicting Poison. [Legendary] – The creature in question is an unusually powerful variant of the species. These usually have unique names ascribed to them. [Radioactive] – Successful attacks run the risk of inflicting Radioactive. [Material] – The creature’s skin (or entire being, depending) is made of a substance that is decidedly unnatural for the species to have. (Ex: Steel, Stone, Glass, etc). [Giant] – The creature is unusually large for its species. These can take up multiple spaces on a grid, depending on size. [Multi-Bodied] – The creature has multiple brains or souls, necessitating HP counters for each respective part of its body with this feature. Each part must be killed for the creature to be destroyed. [Mutant] – The creature has or lacks parts it should/should not have. This is a form of mutation known as chimerism. [Undead] – The creature has been reanimated somehow. This makes them strong against Dark and Earth type attacks but weak to Light and Fire types. In addition, successful biting attacks have their damage output restored as HP regained to the creature. [Flying] – By some method or the other, the creature can fly. [Funky] – Successful attacks run the risk of inflicting Disco. [Regenerative] – Limbs successfully removed from the creature will grow back in 1-3 turns. With this, your character is finished and once the party is ready, the game can begin. As of my writing this, the Alpha 1.8 Version of Drifters RPG is officially done and prepared for Alpha Testing! Questions, comments, concerns, tips and dirty jokes? Send them my way! |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:33 AM Post #19 |
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Veteran Monster Hunter/Rancher
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Lexicon -Lexicon-
The words and terminology of the game. You knew this, didn’t you? I mean, there’s no reason I should have to list Lexicon in the Lexicon… right? Average Tier Game – In this style of play, most options are open, sans the most powerful (marked by a †). A good way to get used to the game. Advanced Tier Game – In this style of play, the most powerful options are used by all players and only the options otherwise marked off by a † are available for play. For veterans and people looking for high-power games even at lower levels. Open Tier Game – In this style of play, all options are open to all players. Great if you want a lot of diversity in the party. Drifter(s) – One who drifts; is unbound and free to travel where s/he likes. Also the blanket term for all Player Characters (PC) regardless of race. The Great Disaster/Cataclysm/The End of the World, etc – An event of incredible destructive force that drove all life to the brink. The specifics are unknown at present but the world has (for the most part) recovered. Human(s) – The former-dominant species on Earth. Humans are versatile and quick, contributing to their continued survival despite all odds. Fragile, but capable of greatness. Mystic(s) – The blanket term encapsulating several sects of otherwise unrelated beings. They are magically inclined, non-Mutant, non-artificial, non-humans. Difficult to define, but ageless and immortal unless killed. Mutant(s) – The term for the mostly-unwelcomed regenerating creatures that sprung up after the end of the world. Their origin is uncertain. Artificial(s) – All sentient entities of a synthetic origin. Can be made of and become anything they desire. Immensely difficult to kill and uncomfortable to converse with. Celestial(s) – An otherworldly entity of incredible power, marked by their need for faith and amazing Divine Powers. Monster(s) – Creatures that roam the Earth in great number. They are numerous and powerful. Some are sentient. Earth/World/Planet – The main setting for most of the Drifters’ adventures. Has seen better days. Slightly more than 70% of its surface area is saltwater ocean. Has two moons. Home to six primary sentient races. The Lunar Plane/Dark Lands/Surrealscape – Hell as envisioned by H. P. Lovecraft. The Garbage Heap – Massive, festering pile of trash and debris left over after the world cleanups. Home to most mutants. Life Path – One of many specific codes Drifters often align their lives with. Milwaukee – Legendary lost city. No further information available. Melee Attack (MA) – Dictates Drifter’s skill with close-quarters weaponry. Ranged Attack (RA) – Dictates Drifter’s skill with ranged weaponry. Stamina (ST) – Indication of Drifter’s overall physical health. Intelligence (IN) – Measure of Drifter’s overall mental facilities, experiences, wisdom and trivia. Charisma (CH) – Sum of Drifter’s social virtues including appearance, charm and wit. Skill (SK) – Humans’ special trait. Measures talent and experience. Aura (AU) – Mystics’ special trait. Indicates mastery over magic. Regeneration (RE) – Mutants’ special trait. Measures the rate at which their tissues heal at an accelerated rate. Processing Power (PR) – Artificials’ special trait. A special ability inherent to their build, allowing them an edge over their enemies. Faith (FA) – Representation of Celestial’s followers’ number and zealotry. Health Points (HP) – Drifter’s general health. Drifter is KO’d if this = 0. Magic Points (MP) – Drifter’s capacity to utilize magic over a short span of time. Technique Points (TP) – Drifter’s ability to use special stunts and feats in a short span of time. Will Power (WP) – Drifter’s drive to live, fight and win against overwhelming odds. Can be used to buff up rolls. Experience Points (EX) – Reward for Drifters overcoming challenges. Speed (SD) – The Drifters’ maximum movement while in combat. Class – Humans’ way of specializing by mimicking the aesthetics of their ancestors. Grants bonuses. Biomes – The subtype division of Mutants. Their homeland. Sects – The different types of Mystics. Split by race. Reflects the different way they grow and interact. Material – The building type of Artificials, granting each different advantages. Standing – Relationship Celestial has with flock, determines roll and powers. Pedigree – Monster’s genetic makeup. Determines type and overall power. Merit – An advantage a Drifter has that gives them a leg up in the game of life. Flaw – A pronounced disadvantage a Drifter has that will stack odds against him or her. Insanity Points – Accumulated by a Drifter through traumatic events or events that usually involve the Surrealscape. If not that – then they probably had too much to drink the night before and woke up next to a Mutant. We all have those kinds of days. Psychosis – The result of Insanity Points’ accumulation. Over time, it wears on the psyche, driving a Drifter deeper into depression, rage and uncontrolled behavior patterns. For the alpha, this translates into mechanically all of nothing. Expect more here later. Weapon/Armor – You… really need this explained? … Really? Difficulty – A specific number demonstrating the overall ease or challenge a specific task entails. Difficulty is the number of successes you must either meet or exceed to be successful in a task. Negative values imply unusually simple tasks. Godly – Mortal defenses cannot hope to defend against Celestial damage. Thus, all defenses are halved when faced with such an attack, round down. Perfect – Such a technique is the pinnacle of form and function. Thus, it cannot gain any bonuses outside of improving dice pools (IE: Willpower, equipment, etc). Special Weapon Tags: +X; +X – Base weapon damage; Thrown damage (where applicable) for Melee Weapon. For Ranged: Damage as Used as a Melee Weapon; Damage when Fired/Thrown. Blade – This is a cutting weapon. Blunt – This is a bashing weapon. Piercing – Reduces armor rating versus target. If target has an armor rating less than piercing or no armor at all, piercing becomes a Raw Damage bonus. Reach # – This is a long melee weapon, able to hit up to the stated number of panels away. Reach Weapons cannot be dual wielded. Two-Handed – This weapon requires two hands. It cannot be dual-wielded or used in conjunction with a shield. Light – The weight of this weapon is inconsequential. -2 to defend against disarm. Medium – Most weapons of its class weigh in about this much. Weapons without a weight tag are assumed to be this. Heavy – This weapon is unusually heavy. Heavy weapons suffer a -1 Speed Penalty. Cannot be used alongside a shield. Firearm – The weapon is a gun or operates similarly to one. Thrown – The weapon is used at its maximum efficiency when thrown. Range – A ranged weapon’s firing range. Martial Arts (MA) – This weapon can properly be used by the Martial Artist class. Musical Instrument (MU) – This weapon is actually an instrument. Neat. Armor lexicon is as follows: Armor Rating – The amount of damage the armor reduces from raw damage. Speed Penalty – The amount taken away from your maximum movement potential, based on weight and material. Shield – Shields are objects used to block in lieu of letting it hit your body. Shields cannot be dual-wielded, though I cannot imagine why you’d want to do that. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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| Jeff | Dec 18 2012, 03:33 AM Post #20 |
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Veteran Monster Hunter/Rancher
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Sample Character Sheet -Sample Character Sheet-
Yes, this is the real last section of the book, I promise. A character will (probably) have the follow things. -Bio- Drifter’s Name: Drifter’s Age: Drifter’s Gender: Life Path: Drifter’s Race: Drifter’s Subtype: Subtype Bonuses: Subtype Penalties: Mutations: -Status- Health Points: Magic Technique Points: Will Power: Insanity Points: Experience Points: Speed: -Attributes- Melee Attack: Ranged Attack: Stamina: Intelligence: Charisma: Species Trait: -Techniques/Spells/Abilities; Special Rolls- List them Here. -Merits & Flaws- List them Here. -Gear, Items & Money- List them Here. -Short Autobiography & Special Notes- Goes Here. |
| "It's cogerent. ... That's coherent and cogent at the same time," ~Dietaku | |
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7:10 PM Jul 10