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| New RPG Preview; Preview of the new RP I am working on. | |
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| Tweet Topic Started: Jul 16 2010, 01:09 PM (387 Views) | |
| Drathmar Darkstar | Jul 16 2010, 01:09 PM Post #1 |
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There is no honor in war
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So here is the preview for the RP I am working on. The premise behind it is to have something different, but that fans of different things can take part in. The story for it will start with a backstory, the RP beginning with the current world on the edge of tipping into a large war, with it already starting in small ways, one of which is a small group rebelling in the major power in the region. I will post up a full backstory and summary later but for now I am just going to preview the system for the rp as it stands so far. If you have any questions, comments, suggestions please feel free to post your thoughts on here, and if anyone would like to help I do have some things I could use help with so PM me as well. Nothing so far is set in stone so far so suggestions are more than welcome. So without further ado, I will start the preview now. The first part of the preview is going to be the explanation of the stats, as this will use a stat based system for the RP. The idea behind this stat system however is not for the stats to tell you what you can do, as they are only to be used as a guide for that, but to determine how effective you are in doing that. Other than that they are also used to determine requirements for abilities (passive powers for characters) manuevers (special attacks with weapons) and spells (magic/special attacks without weapons). So, finally, here are the stats and an explanation for what each is used for. Stats Explained Here is an explanation for each of the stats, an explanation of what each one of them means and what they are used for. Strength: This is how strong your character is. How much they can lift, how much they can carry, and how much damage their melee attacks do. Any type of maneuver that involves attacking with a melee weapon should be including strength in how much damage it does, whether only part or all of it. This also contributes to how weapons affect your speed, in that for every 10 strength you can ignore 1lb of weapon weight affecting your speed when you attack. Endurance: This is a measure of how much damage your body can endure from physical attacks, as well as a measure of your stamina. How long you can run for, how good you are at still going after fighting. There’s no formula for this, just keep in mind what your endurance is and role-play it appropriately. This does offer a minor amount of damage reduction from physical attacks, reducing damage by 1% every 10 points to a maximum of 20%. However the main purpose of this stat is as a requirement for abilities, which can be used to up this amount or allow you to resist more damage based on this stat. Willpower: This is the magical counterpart of endurance. It measures how strong your will is at resisting magical spells and the damage caused by them. Though magic can cause physical damage, they are resisted by how strong your will against them is rather than the strength of your body, one thing that makes casters so deadly to warriors with high endurance is such means nothing to their magic. Like endurance willpower gives damage reduction but only from magical attacks, in the same way as endurance, 1% every 10 points to a maximum of 20%. However the main purpose of this stat is as a requirement for abilities, which can be used to up this amount or allow you to resist more damage based on this stat. Agility: This is how well you move, how much in control of your body you are, how fast your reflexes are, how good you are at dodging. Those with high agility would find it much easier to dodge attacks, move stealthily, climb a tall building, and do acrobatic maneuvers. There is no set formula for dodging, as the stats are mostly just used for guidelines, but remember if you have like 20 agility and someone attacks at 50 speed, your not going to just be able to move out of the way. You could still dodge; you just have to be creative about finding a way to dodge an attack coming faster than you can move. Also remember the more attacks you dodge the harder it would be, if your agility and their speed is equal you could probably dodge one attack, but not the next one as the strain starts slowing you down. Just use common sense here. Speed: This is a measure of how fast you move, and how fast your melee or ranged attacks are made at. This is measured against an opponent’s agility in a fight to see if you can hit them or not. Again there is no formula for this and it is just a guideline, use common sense and you should be fine. Though remember for weapon attacks, the weight of the weapon after strength reduction is subtracted from speed, and that the weight of armor is also subtracted from speed, though this isn’t lessened by strength. Also, for every 25 points you get 1 attack action per post, though you have a minimum of 1 and its not rounded. So at 1-24 speed you have 1 attack action per post, 25-49 speed 2 attack actions per post, 75-99 3, etc. The weight of any armor you wear is subtracted from this for determining attack actions however. Intelligence: This is speed for spellcasting. It measures how fast your mind works, how fast you can concentrate your mind on spellcasting. It’s what an opponent’s agility is measured against when you cast a spell at them. However unlike speed there is no reduction in this. It also determines how many spells you can cast in a single post, the same as speed but these are for casting actions. It uses the same formula as well, one casting action for every 25 intelligence. For role-play purposes this would also be how book smart your character is. Spellpower: This is kind of like strength for spells; it determines part of the power of spells you cast. The reason it only determines part is because the other part of the spells power is determined by the school or elements of the spell itself, explained more in the magic system. This stat is like your ability at putting raw power into spells, whereas your elemental/school stats are your skill at manipulating this raw power into effects, both need to be combined to create effective spells. Just know that this stat should not account for more than half of a spells total power. Knowledge: This stat is a measure of how many abilities, maneuver, and spells you can know at any time. Basically it is how much knowledge you have and these represent your knowledge for the purposes of combat. This would also tend to be how street smart your character is and/or the amount of common sense they have. Weapon Skill: This is how skilled you are with using your weapon of choice, whether that weapon is shuriken, a longsword, an axe, a gun, a bow, or whatever it is. Replace weapon with whatever weapon you are using, and you can have more than one of these skills if you want to be proficient in more than one weapon. This stat is mainly used for maneuvers and abilities, as any maneuver or ability that involved using your weapon needs to have some kind of weapon skill requirement depending on how difficult the maneuver is or how powerful the ability is. HP: This stands for hit points, your characters health. Yes we do have health on here, simply because it does make things a bit easier and eases up on arguments. Remember these are fantasy characters, taking the places of heroes or those above and beyond the norm in the storylines here. They are the type of people who can be stabbed through the stomach by a sword and still go on, and this represents that in this is how much punishment they can take, regardless of the wounds. It also gives a limit to this as well, so people can’t be like, oh I got stabbed in both arms, both legs, twice in the chest, and have a punctured lung but because my char doesn’t feel pain this is nothing. This also stops people from trying to do one hit kills by cutting off a head or such. It is still possible of course, if you do a very powerful attack. This stat is the sum of all your physical stats and willpower since this also contributes to you staying alive. So strength + endurance + agility + speed + willpower. MP: This is magic points or maneuver points depending on whether you use maneuver or spells, but in essence it is the same thing. This is how many points you have to use either of those, both of which cost MP to use. In a role-playing sense think of this is a measure of your raw power (magical or otherwise) that can be used for maneuvers. It is the sum of your mental stats, minus willpower. So Intelligence + Spellpower + Knowledge. Also, if you want to call this something else, like if you want a naruto-esque character and want to call it chakra, or a bleach-esque character and call it reiatsu that’s fine just put it like Chakra (MP): on your character sheet. |
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Pilot: Sarah Lirium Mobile Suit: Theme Song/Video: Indestructible | |
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| Drathmar Darkstar | Jul 16 2010, 01:11 PM Post #2 |
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There is no honor in war
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Next part of the preview is the combat rules as they stand now. This is how fighting will be done in the RP. These will give you a glimpse into how attacking, damage, dodging, and blocking will work. Combat Rules The rules for combat are pretty simple. Combat uses a turn based system, where each person posts what they do during their turn for combat, including any defenses, dodging, attacks, item use, etc. The only limitations are your actions per post, your MP, and your imagination, guided by your stats of course. However, I will go over a few things here to explain a bit more about it. Attacks and Damage Attacking: When a character attacks they can do so either with a basic attack such as swinging a sword or firing a bullet, or an arrow, throwing a weapon, or using a maneuver or casting a spell. You have a certain number of attacks you can make per post, separated by whether they are made using a weapon or by casting a spell, which are based on your speed and intelligence respectively. However if you want to use both type of actions in one post it is slightly different. For combined actions its: (Attack Actions + Casting Actions)/2= Combination actions. So for example if you have 40 Speed and 30 intelligence you would have 2 Attack Actions and 1 Casting Action. 2+1 = 3 and 3/2 = 1.5, Using normal rounding rules that makes it 2. So you have 2 combination actions which means you can use a basic attack and cast a spell. Note that you could not cast 2 spells in a round as you cannot take more actions of a single type than you would normally be able to and you are normally able to only use 1 casting action. Damage: Now that you know how many attacks you can make per post, now onto the damage for them. For a basic attack the damage of the attack depends on what type of attack you are doing. First is a melee attack. The damage from a melee attack depends on whether you are using a one handed or two handed weapon. The damage for each type is: 1h Weapon: Weapon Strength + ½ Attacking Characters Strength 2h Weapon: Weapon Strength + Attacking Characters Strength Next are attacks using a gun. The damage for a guns basic attack isn’t dependant at all on a characters stat, which makes them better for weaker characters but weaker for strong characters. Gun damage is: Gun Strength + Bullet Damage. Third are attacks made using a bow. Unlike using guns, these attacks do depend somewhat on a characters stats, but never as much as a melee attack since it is ranged. Part of the damage is based on the characters strength as it is assumed all bows are composite type for this role-play (for those familiar with D&D rules for bows). Bow damage is: Bow Strength + Arrow Damage + ¼ Character Strength Lastly are attacks using thrown weapons, or attack made by throwing your weapon. Since this is dependant largely on a persons strength a good portion of the damage for it comes from there. It is also dependant on whether the throwing weapon is made from the weapon system (meaning it is a larger throwing weapon like a throwing dagger, javelin, fuma shuriken, etc) or whether it is a smaller throwing weapon bought through the item system (shuriken, needles, etc). Throwing damage is: Large: Weapon Strength + ½ Characters Strength Small: ½ Characters Strength Note however that these can change using maneuvers, damage for maneuvers is whatever it says in the maneuver, and overrides what is here. Defense The next part of the combat system to be explained is how to avoid or mitigate damage. The ways you can do this are either by blocking an attack, dodging an attack, through armor, and finally through your endurance and willpower stats. First I will explain the way blocking will work. Blocking: There are two ways to block an attack without using a maneuver or spell to do so. The first one of these is to block an attack with your weapon. However there are limitations to this. You can only block thrown weapon attacks and melee attacks with your weapon, not arrows, bullets, or spells. However, you can block maneuvers if the maneuver is a melee attack or thrown weapon attack. The damage when blocking with a weapon is lowered by: Weapon Strength + ½ Weapon Skill However, the limitation on this is that you can only block one attack for every 50 weapon skill you have. This is so even if you can block all the damage from an attack, at the same level of speed vs. weapon skill you can never block all attacks a person can make in a post. The second limitation is that if you block attack whose damage (before blocking is taken into effect) is 5x you weapons strength, your weapon will break until the end of that thread unless you have a way to fix it. Lastly, just be aware of the role-playing limitation and if someone has for example 100 speed and you only have 20 weapon skill, it might be quite hard for you to position your weapon to block in time. Like dodging there is no formula for whether you can or not and if you can think of a way to do so despite the difference feel free, just be aware of it. Now, the second way to block an attack without using a maneuver or spell is to use a shield. A shield doesn’t have a skill stat as it is considered armor not a weapon. Also, unlike a weapon you can use a shield to block any form of attack that is made against you. When you block with a shield damage is reduced by: Shield Strength + Character Strength. However, there is a limitation to this as well, in that if you ever block more than 3x your shields strength in a single post the shield shatters and is unusable in that thread anymore. For example if someone attacks you with 4 attacks, each doing 50 damage, and you have a shield of strength 30, you could block the first attack, and the second, but after blocking the second attack your shield would shatter, since that would be 100 damage done in those 2 attacks, and 3x30 is 90. You would still lower the damage by 30 + characters strength for both of them though. Dodging: Dodging in this role-play is simple, as in it is up to the discretion of the people involved in the fight for the most part. There is no formula for whether you can dodge an attack or not, but it is governed by your agility. This is mainly only used in death matches where someone can die and so a judge makes calls on whether a dodge is legal or not if it’ in question. For most fights just be aware of your agility and their speed, and that the more attacks you dodge in a single post the harder each subsequent one would be to dodge. I am sure there are creative ways to dodge someone faster than you, which is why I don’t include a formula, and leave it to your imagination. Armor: The way armor works is also fairly simple. You can only have one piece of armor per body part (head, torso, arms, legs). When an attack hits you in that part of the body then damage is lessened by the strength of the armor on that body part. So if someone stabs at your chest with a 30 damage attack and you have a breastplate with 20 strength you would only take 10 damage instead of 30. Like shields this does have a limitation, this one is only being able to take up to 5x the armors strength in damage in a single post. Endurance and Willpower: Lastly is how your Endurance and Willpower stats lower damage from attacks as well. They are made so that they really only have a minor effect on this overall, at least by themselves. For every 10 points in Endurance or Willpower you have, you lessen damage done to you by 1%, up to a maximum of 20%. Endurance lessens damage from regular attacks and maneuvers while Willpower lessens damage from spells. Maneuvers and Spells in combat The last topic for the combat rules is how spells and maneuvers work in combat. This is fairly simple. First, maneuvers. Maneuvers are pretty much a basic attack that is enhanced in some way, or an enhanced defense through blocking or some other way that uses a physical item. Maybe you have a maneuver to striker harder doing 2x str instead of 1x as damage, or a maneuver that coats your weapon/arrow/bullet in fire adding your fire skill onto the damage. As such, any maneuver you use takes up one of your attack actions. So this means that if you have only one attack action as determined by your speed, you can either make a basic attack or use a maneuver. Even defensive maneuvers take up an attack action however, as the price of increasing your defensive power. Spells on the other hand are attacks or defenses all on there own and don’t use a physical item or involve one. Casting a gout of flame from your hand, forming a shield of ice around yourself, causing lightning to strike from the sky, summoning a beast to fight for you, healing a wound, etc are all examples of things spells would do instead of maneuvers. In combat spells take up casting actions as determined by your intelligence, and for attacks their speed is determined by the casters focus, so keep that in mind if you try and dodge a spell. Lastly, both maneuvers and spells use MP (Manuever Points/Magic Points … both draw from the same pool as its using your body’s power somehow whether to cast spells or make a special attack). Once your MP reaches 0 you can no longer use maneuvers or spells unless you can replenish it in some way. There many ways to do this such as items that grant you a one time regeneration of it like mana potions, maneuvers and spells that can regenerate it or siphon it from an opponent, or abilities that allow you to regenerate a small portion of it every round. |
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Pilot: Sarah Lirium Mobile Suit: Theme Song/Video: Indestructible | |
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| Drathmar Darkstar | Jul 16 2010, 01:15 PM Post #3 |
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There is no honor in war
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The third preview for this system is going to be the race preview. All characters will belong to a race, and each race does two things. One is to determine your starting stats (each race has a bonus to some stats) and to determine what unique racial abilities you will be able to learn as all races will have some abilities that can only be learned by them. I am probably going to allow custom races, as I do want people to have as much freedom as possible, but all races will have to be approved by at least 3 mods once the site is up is my thought on it. I am only previewing a single race now but I am planning on between 5-10 for the full rp plus customs. Race Preview Valerions Description: An ancient race of humans who made up the ruling class of the ruined Valerion Empire that once ruled the whole continent. The Valerions as a race are usually slightly shorter than other humans, however they tend to be stronger at the same time, leading to a stocky type of build, short but muscular. They are also competent spell casters, having an affinity for magic. Their skin is generally paler as well, and almost seems to glow with an inner light to it, making them almost shine in the dark. They generally have lighter colored hair, usually some type of blonde, white, or silver hair. Their eyes are usually a blueish grey or bright golden color as well. Other variations are possible but are generally very rare. Lastly, the Valerions are a winged race, each of them having white feathered wings, the wingspan around the same as their height, however unless trained in it they can’t actually fly, but can usually float a few inches above the ground for a short period of time. Starting Stats: Strength: 10 Endurance: 5 Willpower: 5 Agility: 5 Speed: 5 Intelligence: 5 Spellpower: 10 Knoweldge: 5 Racial Abilities: Ancient Blood Description: Ancient blood flows through the veins of the few true Valerions left, blood that has power in it. The power left in their blood lets them heal small wounds quicker than other races, almost healing scratches and shallower wounds instantly, giving them a small regenerative power for those who have learned to tape into their ancient heritage. Effect: Restore 5% of your max HP every round, only works if you have over 50% of your max HP. Requirements: 200 HP, 20 Intelligence, 20 Knowledge, 20 Endurance, Valerion, Training Thread. Cost: 0 Flight Description: While the Valerions have wings, most of them cannot fly, as they are evolved a long time ago to be too heavy for their wings to lift them. However a few Valerions have learned to use their affinity for magic to allow them to be able to fly for short periods of time by using a small bit of magical energy to lighten their weight. Effect: Allows the Valerion to fly. Requirements: 100 MP, 50 Spellpower, Valerion Cost: 20 MP per post |
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Pilot: Sarah Lirium Mobile Suit: Theme Song/Video: Indestructible | |
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| Drathmar Darkstar | Jul 16 2010, 01:20 PM Post #4 |
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There is no honor in war
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The last preview for today is the class preview, something that I think seperates this RP from other fantasy/anime RP's. These classes don't determine how your character grows, they don't force you to level up in them and get points only in certain stats or only learn certain abilities. Classes simply give your characters a few special abilities to differentiate them from each other. From there its all up to the player. If you want to choose a mage class for the MP boost but put all your stats into strength and speed and use a sword to be a swordsman, you can do that. Anyway, the class preview. Class Preview Warrior Description: The warrior is your basic physical fighter, used to wearing armor, wielding melee weapons, and lessening the damage he takes while doing so. Bonuses: Toughened: 20% HP increase (this means whenever you gain stats calculate your HP as normal then multiply it by 1.2) Armored Swiftness: The speed reduction from wearing armor is lessened by 50% for warriors. (This means if your total armor weight is 20, you only subtract 10 from speed when attacking) Shield Specialization: A warrior’s shield can take 4x damage in a single post without breaking as opposed to 3x. Mage Description: The mage is a caster focused on damaging others with their spells and shielding themselves with magic. They mainly focus on the elemental magic schools. Bonuses: Practiced Caster: 50% MP increase (this means calculate your MP as normal then multiply it by 1.5) Spell Shield: 10% of damage taken is taken from MP instead of HP (so if you get hit by an attack for 50 damage, you take 45 HP damage 5 MP damage). Elementalist: Cost of elemental spells (spells that only have requirements from elemental schools) is reduced by 10% (at least 1). Gunslinger Description: The gunslinger is the premier user of guns in a flashy style. Whether it’s a rifle, a pistol, a shotgun or any other kind of firearm. Bonuses: Quick Shot: When using a gun, a gunslinger gets one extra basic attack every other post. Practiced Shooter: The weight of a gunslingers gun doesn’t affect his speed at all when attacking with them. Gun Specialist: Damage done by a gunslingers gun is increased by 20%. Monk Description: The monk is a spiritual warrior who is adept at increasing his bodies natural abilities and attacking with his hands. Bonuses: Two Fists: Like someone with the dual-wield ability a monk can make 2 attacks with one attack action, one with each fist. One with Body: When using enhancement spells or maneuvers on himself the monk finds they are more effective than normal, increasing his stat or stats by an extra 5%. Martial Artist: A monk is a master of fighting with his fists, and body, and any attack or maneuver made with his body (punch/kick/etc) has its damage increased by 10%. Summoner Description: The summoner is a caster that specializes in summoning creatures to do its bidding and its fighting for it, almost never entering a fight himself. Bonuses: One with Summons: The summoner unlike others who summon ends up being part of one of its summons, merging with it. This means the summoner cannot be attacked until the summon he is part of is destroyed. The summon is basically a shield for him. This can only be used once per thread. Double Trouble: A summoner can summon one extra summon, starting with being able to summon 2 instead of 1, then 3 when others can summon 2, etc. Enhanced Summons: A summoners summons have 20% more stat points to distribute compared to others who use summons. Edited by Drathmar Darkstar, Jul 16 2010, 01:49 PM.
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Pilot: Sarah Lirium Mobile Suit: Theme Song/Video: Indestructible | |
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