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Rules

Started by Dracos, December 06, 2011, 12:04:53 PM

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Dracos

Dice Used: 2d6  - DM will be handling all dice rolls.  This is a play by post, we will not be waiting around. 

Recovering Hit Points and Energy Points
You recover 10 + body score hit points and 10 + soul score energy points per night of rest.  Unlikely to occur~!  Keep in mind.

Attributes
You have three attributes. These three attributes are body, mind and soul. From these you get hit points, energy points and determine your combat value, attack combat value and defense combat value. More on all that in a minute. For now let's look at the attributes:

Body: This measures how good a shape you're in, how tough you are, how athletic you are and all manner of things like that. This encompasses your physical makeup.

Mind: How smart you are, as well as the strength of your mental psyche. This encompasses your mind, but not anything spiritual such as a soul.

Soul: Your inner self, willpower and spiritual presence.  This encompasses being in balance with nature, being spiritually attuned and other such things.

For reference, a value of four is an average adult.   1 is the value of a small child.  Uneducated in Mind, easily swayed or unaware in soul, and easily tires carrying a bag of textbooks.  12 is bench pressing cars, breaking academic records, or being declared a saint for your clear worldliness.  12 is solving complex challenges easily, leveling a shack with your mystical blast,

  Clearly, there exists reasonable values above this in anime, folks who can take a thousand bullets, smash through buildings, move faster than sound, etc, summon city leveling spells, manage gigantic robots, and puzzle out quantum physics systems in seconds.  Skills and abilities on this level will be nerfed down.  While it is expected that you use all your ability points, as this is not a long running game and intended to cover actual characters, you aren't required to.  It's perfectly fine for your scores to be 8, 4, 4 if that's where you want to go.


Attribute Generation

You have 24 points to divide among your scores as you see fit. The minimum for any one score is 1, the maximum is 12.  Beyond that it's your discretion on how to split up the points. For reference, human average is 4, maximum normal human capacity is about 8 to 9.

Derived stats

Combat Value

You get your combat value by adding up your body, mind and soul, then dividing by three. Any fractions are rounded down. Since all of you are starting with 24 ability points, you have a combat value of 8.

Attack Combat Value(ACV)

This is your combat value and any other variables that effect it. In other words, 8.

Defense Combat Value(DCV)

This is your combat value minus 2, as well as any other variables that effect it. In other words, 6.

Hit Points

You calculate your hit points by adding body and soul, then multiplying by 5. A character with 5 body and 6 soul would have (5+6)*5= 55 hp. Run out of hit points and you're dead, dead, dead.

Energy Points

You calculate your energy points by adding mind and soul, then multiplying by 5. A character with 6 mind and 7 soul would have (6+7)*5= 65 hp. Run out of energy points and you can't do extra-special things until you get some back.

Traits
Every character gets 4 traits. These define abilities above the norm that indicate what your character can accomplish. These aren't mundane things - I assume a character from modern day America knows how to drive, use the internet, do algebra and any other mundane things reasonable to the character. Those don't need traits, unless your skill in them is such that it's exceptional.  A character that took driving as a trait would be someone good enough to be a racer, someone who took math as a trait would be a mathematician and so forth.

Using a trait to boost an attribute is acceptable. Boosting ACV or DCV should have a cap of 2, hit points and energy point boosts should have a cap of +20.

Each trait should be tied to one of the tree attributes, body, mind or soul. This is to resolve checks when appropriate for that skill. Be creative but also be useful. There's nothing wrong with traits that are broad - 'earth magic' for a trait could be fine, just define what sorta magic you mean by it, roughly.

A trait that causes a special effect consumes energy points. In other words, magic and skills should cost MP to cast, to put it into video game terms. 5-10 points for an attack power is about right, with higher costs for unique and interesting non-direct combat powers.

These traits can also be special equipment.  Assume in the absence of a trait, that you are wearing normal clothing and carrying up to one non-violent character approparite thing (So if you are playing a samurai, you can start with your sword, but not six of them).


Flaw

Every character gets 1 flaw. This defines a failing, a phobia or other limitation your character has. A flaw doesn't need to be linked to an attribute, but should define some falling. For example, arachnophobia, severe allergies, cold iron weapons deal double damage to you, and so on and so forth. Try not to choose something that has no chance to come up or is meaningless.

Motive:
Every character should have one clear motive for participating in this madness at all.  Something that they are willing to go all out for a wish for.

Checks and Combat

Checks

When a situation requires an effort above the norm, a check is used to resolve this. It's 2d6 vs body, mind or soul, with the goal to roll at or below the attribute value. A relatively easy task or a task you'd be skilled at may grant a negative modifier as a bonus. A difficult task may grant a positive modifier as a penalty.

Combat

Dracos will roll init for all of you when a combat scene occurs.

Attacking

The main purpose of combat is to hurt things, right? Yeah, yeah, we know. You choose a target and attack. You make an attack combat roll against your ACV, you have to roll below or equal to this number. If you roll above your ACV, you miss. If you succeed on your attack combat roll, the target gets a defense combat roll. They roll 2d6 against their DCV, aiming to roll below or equal to their DCV.  If they succeed on this check the attack misses. If they fail the attack hits and damage is dealt. For each evasion past the first one in a round by a target, a cumulative +1 penalty is applied to DCV.

Damage

Bare hands - x1
Weapons - x2
Traits - x3

What can you do in a combat round?

I'm not a stickler for this, it's a loose game with a loose system. Try and keep things reasonable, to one reasonable sort of action. Hitting something and falling back a bit, trying to pick a lock, somersaulting in defense, whatever. It's not going to get into feet, inches and types of actions like D&D.

General Game flow:

When possible try to post as reasonably quickly as possible.  Assume in the absence of a door or clearly difficult thing to interact with that you can reasonably succeed.  If you are using a skill or attempting somthing challenge, wait and I will roll when I see it.

Combat will be declared by me when it occurs.  Surprise rounds will not happen (for general ease).  I will post the init at the start of any battle.

You may at times be separated into different threads.  If so, I will let you know when a thread reunites.

Questions on rules or clarifications to be asked below.
Well, Goodbye.