Renames and Changes

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Nanashi Kokoro 2024-11-23 05:23:53 -05:00
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In-Game currency = Z (*pronounced zee*)
Hand crafted coins made of sea salt metal, infused with raw Mana, and coated in volcanic zinc / nickel, in denominations of 1, 5, 10, 20, 50, and 100
Weapons
Weapons cost 10z X (DMG squared), regardless of the type
- 1DMG = 10z
- 2DMG = 40z
- 3DMG = 90z
- 4DMG = 160z
- 5DMG = 250z
Weapons sell for 5z X (DMG squared), regardless of the type
- 1DMG = 5z
- 2DMG = 20z
- 3DMG = 45z
- 4DMG = 80z
- 5DMG = 125z
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Ammunition
Ammo costs AND sells for 1z less than its DMG
BUT, buying it in bulk will USUALLY give a discount, at shop owner's discretion
- PIERCE ammo is multiplied by its PIERCE value
- EXPLOSIVE & SPREAD ammo is double the price
2DMG = 3 for 1z
3DMG = 2 for 3z
4DMG = 3z
5DMG = 5z
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Grenades cost 60z and sell for 30z
Armor plates cost 40z and sell for 20z
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Potions
Potions cost 25z per size, regardless of the type
- SML = 25z
- MED = 50z
- LRG = 75z
Potions sell for 10z per size, regardless of the type
- SML = 10z
- MED = 20z
- LRG = 30z
Banded Ring
- Sells for 50z, buys for 25z
Mana Shield
- Sells for 100z, buys for 50z
War Banner
- Sells for 50z, buys for 25z
Housing
- Apartments have 2 bed 1 bath max and go for 250z a month
- Houses have max 4 bed and 2 bath, and go for 500z a month
- Gated residences have as many bed & bath as needed and go for 1,000z a month
Vehicles
Vehicles with engines require 1 MANA to start, as they do not use other fuel sources. And until you turn that vehicle off, it runs indefinitely.
Bikes cost 50z to own for single seater and 75z for two seater
Motorcycles are 5,000z to own or 100z a month, and can be a rent-to-own after 5 years at this rate
2 or 4 seater cars, trucks, and jeeps are 25,000z to own or 500z a month to rent, and can be a rent-to-own after 5 years at this rate
6-seater vans are 37,500z to own or 750z a month to rent, and can be a rent-to-own after 5 years at this rate

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Mechanics/Combat.txt Normal file
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An integral part of any tabletop game is the combat system!
Each turn, you have three TURN ACTIONS you can perform:
- ATTACK | ITEM | MVMT
I call this the A.I.M. system
During your turn, you can perform any two of these.
- MOVE and ATTACK
- MOVE and use an ITEM
- ATTACK and use an ITEM
The idea is that is all you would have time for in an active combat scenario.
Each player can also try to DODGE anything coming at them by:
- Making an ATLETICS/STEALTH roll to beat that ATTACK action
- Using their once-per-round REACTION, abilities and items permitting.
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ATTACK
An ATTACK action requires one of the following:
- FIGHT with melee weapons in the same ZONE
- SHOOT with ranged weapons into any ZONE
- STEALTH with a one melee/ranged/throwing weapon
- ACADEMICS with a spell that costs Mana Points
- THROWING weapons one ZONE away using FIGHT, SHOOT, or STEALTH
These are made against an opponent's ATHLETICS/STEALTH DODGE roll.
- If you roll HIGHER, you HIT & deal your weapon/spell DMG & STATUS
- If you roll THE SAME, you MATCH & deal no DMG, but STATUS is still applied
- If you roll LOWER, you Miss and deal no DMG or STATUS
Succeed with Style. (aka CRIT)
- If your roll has a difference of 3 or greater, you did so well at what you did, something EXTRA occurs and will give you an additional benefit or bonus.
- Extra damage, opponent at a DISadvantage, something hysterical & silly, anything is possible. This also applies when enemies do this to YOU.
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ITEM
ITEMS can be potions, consumables, or other non-weapon objects
You either use the item from the inventory and apply its effects, or you THROW the item no differently than using a throwing weapon (if it can be thrown)
Throwing an ITEM is NOT an ATTACK action, it takes your ITEM action.
- But you still roll with a FIGHT, SHOOT, or STEALTH roll.
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MVMT
MVMT is how many ZONES you move through during this action. All players start with 1 MVMT per turn, and can move to any nearby ZONE.
If you have 2+ MVMT, you can split your MVMT for the turn and do part of it before your other TURN action, and part of it after
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DODGE/REACTION
During the opponent's turn, you may be attacked or have things thrown at you. To avoid being HIT, you would roll your ATHLETICS or STEALTH score against their ACADEMICS, FIGHT, STEALTH, or SHOOT roll
OR, if you have a spell, item, or ability that lets you use your once-per-round REACTION in a unique way, you can use that instead
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BATTLEZONE
For the most part, combat will be performed on a simple 4x4 grid of space, called a BATTLEZONE.
Each 10ft by 10ft square is a ZONE, and holds a maximum of four people/things.
- The position in the ZONE is irrelevant. If they're in the ZONE, you can hit them.

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# In-Game currency = Z (*pronounced zee*)
Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
- Currency references what MP it would be worth if it was used normally
# In-Game currency = Z (*pronounced zee*)
Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
- Currency references what MP it would be worth if it was used normally
## Weapons average 10z x base DMG *when bought from shop*
- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
- Selling to shop divides sale price by base DMG
## Potions average 50z per size, regardless of the type
- SML potions = 25z, MED potions = 50z, LRG potions = 75z
- Selling to shop reduces price by 1/2
# Banded Ring
## A magically infused ring available in 12 different colors
- *Wearer becomes immune to one STATUS*
- *STATUS immunity matches color of ring / magic*
# Mana Shield
A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
## HP Potions (clear liquid)
- SML heals 5HP
- MED heals 10HP
- LRG heals 15HP
## MP Potions (pearlescent)
- SML recovers 5MP
- MED recovers 10MP
- LRG recovers 15MP
## Element potions (misc color)
- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
WEAPONS
Weapons do anywhere from 1-5 DMG
- Weapons can be IMPROVED to gain +1 DMG
DUAL-WEILD
- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
## Weapons average 10z x base DMG *when bought from shop*
- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
- Selling to shop divides sale price by base DMG
FLEXIBLE
- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
## Potions average 50z per size, regardless of the type
- SML potions = 25z, MED potions = 50z, LRG potions = 75z
- Selling to shop reduces price by 1/2
# Banded Ring
## A magically infused ring available in 12 different colors
- *Wearer becomes immune to one STATUS*
- *STATUS immunity matches color of ring / magic*
# Mana Shield
A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
## HP Potions (clear liquid)
- SML heals 5HP
- MED heals 10HP
- LRG heals 15HP
## MP Potions (pearlescent)
- SML recovers 5MP
- MED recovers 10MP
- LRG recovers 15MP
## Element potions (misc color)
- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
WEAPONS
Weapons do anywhere from 1-5 DMG
- Weapons can be IMPROVED to gain +1 DMG
DUAL-WEILD
- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
FLEXIBLE
- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
REACH
- These weapons have the option to attack one zone away as a one-handed weapon
RELOAD
- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
THROWABLE
- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
- Can only be thrown into one ZONE away
TWO-HANDED
- Can only use one at a time and must hold it in both hands
## 1DMG
Chains (dual-weild, reach)
Daggers (throwable, dual-weild)
Rocks (throwable)
Slingshot (SHOOT, reload)
Metal Pipe (dual-weild)
Baseball Bat (dual-weild)
## 2DMG
Gauntlets (Dual-Weild)
Handaxes (throwable, dual-weild)
Swords (dual-weild)
Basic pistols (dual-weild)
Light crossbows (reload)
Whips (Reach)
Polearms (reach) (flexible)
## 3DMG
Long swords (two-handed)
Shotguns (two-handed, reload)
Long bows (reload, two-handed)
## 4DMG
**Broadswords** (two-handed)
**Grenade launcher** (two-handed, reload)
**Heavy crossbow** (two-handed, reload)
## 5DMG
**Rocket launcher** (two-handed)
**Zanbatou** (two handed)
REACH
- These weapons have the option to attack one zone away as a one-handed weapon
RELOAD
- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
THROWABLE
- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
- Can only be thrown into one ZONE away
TWO-HANDED
- Can only use one at a time and must hold it in both hands
## 1DMG
Chains (dual-weild, reach)
Daggers (throwable, dual-weild)
Rocks (throwable)
Slingshot (SHOOT, reload)
Metal Pipe (dual-weild)
Baseball Bat (dual-weild)
## 2DMG
Gauntlets (Dual-Weild)
Handaxes (throwable, dual-weild)
Swords (dual-weild)
Basic pistols (dual-weild)
Light crossbows (reload)
Whips (Reach)
Polearms (reach) (flexible)
## 3DMG
Long swords (two-handed)
Shotguns (two-handed, reload)
Long bows (reload, two-handed)
## 4DMG
**Broadswords** (two-handed)
**Grenade launcher** (two-handed, reload)
**Heavy crossbow** (two-handed, reload)
## 5DMG
**Rocket launcher** (two-handed)
**Zanbatou** (two handed)

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@ -35,7 +35,7 @@ While active, the BATTLEZONE becomes filled in a thin misting of bright orange s
Regalia: Nova Knuckles (Empty Handed)
A pair of moderately thin gloves, they are composed almost entirely of loose yellow and black steel bands. They are held together with a strip of gold fabric along the inner workings, like enchanted fingerless gloves that hold the entire piece together, and make virtually no noise while moving
A pair of cestus cleverly designed as a pir of large honeybees, they slide onto the sides of the arm and strap down by a trio of wraparound buckles. The elbows each possess a black jutting spearhead for elbow jabs, and the heads carry a pair of mandible-like knuckle blades.
While equipped, you gain RADIANT

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+3 | Burly Brawler
Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons
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PROVOKE
Your ability to be distracting and irritating