Renames and Changes
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78
Mechanics/Buying-and-Selling.txt
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78
Mechanics/Buying-and-Selling.txt
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In-Game currency = Z (*pronounced zee*)
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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
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Weapons
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Weapons cost 10z X (DMG squared), regardless of the type
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- 1DMG = 10z
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- 2DMG = 40z
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- 3DMG = 90z
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- 4DMG = 160z
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- 5DMG = 250z
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Weapons sell for 5z X (DMG squared), regardless of the type
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- 1DMG = 5z
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- 2DMG = 20z
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- 3DMG = 45z
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- 4DMG = 80z
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- 5DMG = 125z
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-----
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Ammunition
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Ammo costs AND sells for 1z less than its DMG
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BUT, buying it in bulk will USUALLY give a discount, at shop owner's discretion
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- PIERCE ammo is multiplied by its PIERCE value
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- EXPLOSIVE & SPREAD ammo is double the price
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2DMG = 3 for 1z
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3DMG = 2 for 3z
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4DMG = 3z
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5DMG = 5z
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-----
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Grenades cost 60z and sell for 30z
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Armor plates cost 40z and sell for 20z
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-----
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Potions
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Potions cost 25z per size, regardless of the type
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- SML = 25z
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- MED = 50z
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- LRG = 75z
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Potions sell for 10z per size, regardless of the type
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- SML = 10z
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- MED = 20z
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- LRG = 30z
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Banded Ring
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- Sells for 50z, buys for 25z
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Mana Shield
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- Sells for 100z, buys for 50z
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War Banner
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- Sells for 50z, buys for 25z
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Housing
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- Apartments have 2 bed 1 bath max and go for 250z a month
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- Houses have max 4 bed and 2 bath, and go for 500z a month
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- Gated residences have as many bed & bath as needed and go for 1,000z a month
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Vehicles
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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.
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Bikes cost 50z to own for single seater and 75z for two seater
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Motorcycles are 5,000z to own or 100z a month, and can be a rent-to-own after 5 years at this rate
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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
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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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70
Mechanics/Combat.txt
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70
Mechanics/Combat.txt
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An integral part of any tabletop game is the combat system!
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Each turn, you have three TURN ACTIONS you can perform:
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- ATTACK | ITEM | MVMT
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I call this the A.I.M. system
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During your turn, you can perform any two of these.
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- MOVE and ATTACK
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- MOVE and use an ITEM
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- ATTACK and use an ITEM
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The idea is that is all you would have time for in an active combat scenario.
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Each player can also try to DODGE anything coming at them by:
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- Making an ATLETICS/STEALTH roll to beat that ATTACK action
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- Using their once-per-round REACTION, abilities and items permitting.
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-----
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ATTACK
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An ATTACK action requires one of the following:
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- FIGHT with melee weapons in the same ZONE
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- SHOOT with ranged weapons into any ZONE
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- STEALTH with a one melee/ranged/throwing weapon
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- ACADEMICS with a spell that costs Mana Points
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- THROWING weapons one ZONE away using FIGHT, SHOOT, or STEALTH
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These are made against an opponent's ATHLETICS/STEALTH DODGE roll.
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- If you roll HIGHER, you HIT & deal your weapon/spell DMG & STATUS
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- If you roll THE SAME, you MATCH & deal no DMG, but STATUS is still applied
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- If you roll LOWER, you Miss and deal no DMG or STATUS
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Succeed with Style. (aka CRIT)
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- 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.
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- 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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-----
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ITEM
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ITEMS can be potions, consumables, or other non-weapon objects
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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)
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Throwing an ITEM is NOT an ATTACK action, it takes your ITEM action.
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- But you still roll with a FIGHT, SHOOT, or STEALTH roll.
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-----
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MVMT
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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.
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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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-----
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DODGE/REACTION
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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
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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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-----
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BATTLEZONE
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For the most part, combat will be performed on a simple 4x4 grid of space, called a BATTLEZONE.
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Each 10ft by 10ft square is a ZONE, and holds a maximum of four people/things.
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- 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*)
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Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
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- Currency references what MP it would be worth if it was used normally
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# In-Game currency = Z (*pronounced zee*)
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Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
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- Currency references what MP it would be worth if it was used normally
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## Weapons average 10z x base DMG *when bought from shop*
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- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
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- Selling to shop divides sale price by base DMG
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## Potions average 50z per size, regardless of the type
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- SML potions = 25z, MED potions = 50z, LRG potions = 75z
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- Selling to shop reduces price by 1/2
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# Banded Ring
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## A magically infused ring available in 12 different colors
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- *Wearer becomes immune to one STATUS*
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- *STATUS immunity matches color of ring / magic*
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# Mana Shield
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A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
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- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
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## HP Potions (clear liquid)
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- SML heals 5HP
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- MED heals 10HP
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- LRG heals 15HP
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## MP Potions (pearlescent)
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- SML recovers 5MP
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- MED recovers 10MP
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- LRG recovers 15MP
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## Element potions (misc color)
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- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
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- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
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- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
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WEAPONS
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Weapons do anywhere from 1-5 DMG
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- Weapons can be IMPROVED to gain +1 DMG
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DUAL-WEILD
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- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
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- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
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## Weapons average 10z x base DMG *when bought from shop*
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- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
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- Selling to shop divides sale price by base DMG
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FLEXIBLE
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- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
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## Potions average 50z per size, regardless of the type
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- SML potions = 25z, MED potions = 50z, LRG potions = 75z
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- Selling to shop reduces price by 1/2
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# Banded Ring
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## A magically infused ring available in 12 different colors
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- *Wearer becomes immune to one STATUS*
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- *STATUS immunity matches color of ring / magic*
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# Mana Shield
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A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
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- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
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## HP Potions (clear liquid)
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- SML heals 5HP
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- MED heals 10HP
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- LRG heals 15HP
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## MP Potions (pearlescent)
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- SML recovers 5MP
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- MED recovers 10MP
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- LRG recovers 15MP
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## Element potions (misc color)
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- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
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- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
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- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
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WEAPONS
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Weapons do anywhere from 1-5 DMG
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- Weapons can be IMPROVED to gain +1 DMG
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DUAL-WEILD
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- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
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- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
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FLEXIBLE
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- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
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REACH
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- These weapons have the option to attack one zone away as a one-handed weapon
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RELOAD
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- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
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THROWABLE
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- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
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- Can only be thrown into one ZONE away
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TWO-HANDED
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- Can only use one at a time and must hold it in both hands
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## 1DMG
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Chains (dual-weild, reach)
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Daggers (throwable, dual-weild)
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Rocks (throwable)
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Slingshot (SHOOT, reload)
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Metal Pipe (dual-weild)
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Baseball Bat (dual-weild)
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## 2DMG
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Gauntlets (Dual-Weild)
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Handaxes (throwable, dual-weild)
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Swords (dual-weild)
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Basic pistols (dual-weild)
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Light crossbows (reload)
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Whips (Reach)
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Polearms (reach) (flexible)
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## 3DMG
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Long swords (two-handed)
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Shotguns (two-handed, reload)
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Long bows (reload, two-handed)
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## 4DMG
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**Broadswords** (two-handed)
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**Grenade launcher** (two-handed, reload)
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**Heavy crossbow** (two-handed, reload)
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## 5DMG
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**Rocket launcher** (two-handed)
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**Zanbatou** (two handed)
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REACH
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- These weapons have the option to attack one zone away as a one-handed weapon
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RELOAD
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- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
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THROWABLE
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- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
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- Can only be thrown into one ZONE away
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TWO-HANDED
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- Can only use one at a time and must hold it in both hands
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## 1DMG
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Chains (dual-weild, reach)
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Daggers (throwable, dual-weild)
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Rocks (throwable)
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Slingshot (SHOOT, reload)
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Metal Pipe (dual-weild)
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Baseball Bat (dual-weild)
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## 2DMG
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Gauntlets (Dual-Weild)
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Handaxes (throwable, dual-weild)
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Swords (dual-weild)
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Basic pistols (dual-weild)
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Light crossbows (reload)
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Whips (Reach)
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Polearms (reach) (flexible)
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## 3DMG
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Long swords (two-handed)
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Shotguns (two-handed, reload)
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Long bows (reload, two-handed)
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## 4DMG
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**Broadswords** (two-handed)
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**Grenade launcher** (two-handed, reload)
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**Heavy crossbow** (two-handed, reload)
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## 5DMG
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**Rocket launcher** (two-handed)
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**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
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Regalia: Nova Knuckles (Empty Handed)
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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
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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.
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While equipped, you gain RADIANT
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@ -120,8 +120,8 @@ Your ability to be hit by incoming attacks and survive
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+3 | Burly Brawler
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Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons
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-----
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PROVOKE
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Your ability to be distracting and irritating
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