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View Full Version : [WiP] Mortal Kombat d20 Homebrew System



ELC
2011-08-17, 07:00 AM
Influences: GURPs; D&D; Mortal Kombat series

Focus: Mechanics-free Social and Skill RP with simple d20-based Combat RP.

Attribute Point Allocation System (a la
1. All Attributes have a base of 10.
2. Player has a pool of 40 Attribute Points to allocate to attributes.
3. Raising an attribute by 1 up to 14 costs 1 AP.
4. Raising an attribute by 1 from 14 up to 16 costs 2 AP.
5. Raising an attribute by 1 from 16 up to 18 costs 4 AP.
6. Attribute max is 18.

Attributes
Kombat Talent - For every 2 points above 10, +20 total Skill Points (see below for more details on KSP)
Kombat Discipline - For every 2 points above 10, +2 max Skill Points per combo/special (see below for more details on KSP)
Physical Power - For every 2 points above 10, +1 damage with physical attacks, +2 on rolls to Hit through Block with physical attacks, and +1 on rolls to Hit through Reflect/Parry with physical attacks.
Physical Skill - For every 2 points above 10, +2 on rolls to Hit through Dodge with physical attacks, +1 on rolls to Hit through Reflect/Parry with physical attacks, +2 Dodge DC against physical attacks, +1 Reflect/Parry DC against physical attacks.
Physical Energy - For every 2 points above 10, +20 HP, and +2 Block DC against physical attacks, and +1 Reflect/Parry DC against physical attacks.
Magical Power - For every 2 points above 10, +1 damage with magical attacks, +2 on rolls to Hit through Block with magical attacks, and +1 on rolls to Hit through Reflect/Parry with magical attacks.
Magical Skill - For every 2 points above 10, +2 on rolls to Hit through Dodge with magical attacks, +1 on rolls to Hit through Reflect/Parry with magical attacks, +2 Dodge DC against magical attacks, +1 Reflect/Parry DC against magical attacks.
Magical Energy - For every 2 points above 10, +20 MP, and +2 Block DC against magical attacks, and +1 Reflect/Parry DC against magical attacks.

Skill Point System - Introduction
1. This is the part of the system that works like GURPs in that you spend Skill Points.
2. Each character starts off with 100 total skill points and 10 max skill points per combo/special and gains more based on Kombat Talent and Kombat Discipline.

Skill Point System - Combos
First Hit = 0 pt. (high-risk, low-reward, high hit)
...+2 if overhead or low (+5 on rolls to hit through block)
...+2 if magical and physical
...+6 if unblockable (+10 on rolls to hit through block)
...+2 if low-risk (can
...+4 if high-reward
Hits after low-risk, low-reward Hits = 0 pt.
...+2 if overhead or low (+5 on rolls to hit through block)
...+2 if magical and physical
...+6 if unblockable (+10 on rolls to hit through block)
...+2 if low-risk
...+4 if high-reward
Hits after high-reward Hits = 2 pt. per each additional hit.
...+2 if magical and physical
...+4 if resets (opponent can only take defensive actions next turn)

Example: A three-hit, low-risk, low-reward combo, first hit high, second hit overhead, third hit low would cost 10 pt. 2 for low-risk first hit, 4 for low-risk overhead second hit, and 4 for low-risk low third hit.

Skill Point System - Specials (All combos can be cancelled into a special after first hit)
Offensive Special = 0 pt. [melee high-risk, low-reward, high hit]
...+2 if overhead or low (+5 on rolls to hit through block)
...+2 if fast or big (+5 on rolls to hit through dodge)
...+0 if ranged
...+0 if magical-only
...+4 if magical and physical
...+6 if unblockable (+10 on rolls to hit through block)
...+6 if unavoidable (+10 on rolls to hit through dodge)
...+2 if low-risk
...+2 if high-reward
...+2 if resets (opponent can only take defensive actions next turn)
Defensive Special = 0 pt. [high-risk, low-reward; must spend additional points]
...+2 if Reflect (counters ranged attacks)
...+2 if Parry (counters melee attacks)
...+2 if low-risk
...+2 if high-reward