Rigon
2007-11-29, 08:49 AM
this is the latest version of the system to be used in a mini-tactical-computer-rpg.
temporal state, will change soon... needs accuracy fixes lol
i call it RPG because of the lvl+stat+skill system, the story+world will be pretty simple. maybe a rock or two.
tree prime stats:
STR = Strength (HP, physical resistance, melee)
DEX = Dexterity (damage avoidance, ranged)
NRG = Energy (MP, magic resistance, magic power)
HP: STR*3+Level
MP: NRG*3+Level
attack(atk): melee (STR + DEX) / 2, ranged DEX, magic (DEX+NRG)/2
damage(dmg): equals to the attribute connected (STR/DEX/NRG)
defense: ability to block/parry attacks (full AC)
5+STR+DEX
evasion: ability to evade single target attacks (touch AC)
10+DEX
damage calculation:
hit = (attack-def) + D20
if crit (see below) and hit<20 then hit = 20
else if hit>20 then hit = 20
hit = hit - prot (the protection against the specified damage type)
dmg = (hit*max damage)/20
rounded down, but minimum 1.
protection: reduction of incoming damage. one for each type.
/currently: Bludgeon, Slash, Pierce, Arcane, Vital, Elemental, Divine/
resistance: against status modifiers and other spell effects. /currently: stun, bleed, poison, push, curse ... will add more/
flee: ability to escape from affected areas (like reflex saving throw)
(DEX-STR)
step: how many steps can a character have in one turn
3+(DEX-STR+Level)/8 rounded down
jump: how high can a character jump
step/3 rounded down
fall: free fall height without damage (falling does bludgeoning damage).
2+(DEX+STR)/15
protections by stat and level:
B (STR+Level)/5
S (STR+Level)/5
P (STR+Level)/5
A (NRG+Level)/5
V (STR+DEX)/10
E (NRG+STR)/10
D (NRG+Level)/5
resistances by stat and level:
Stun (STR+Level)/10
Push (STR+Level)/10
Bleed (STR+Level)/10
Poison (STR+Level)/10
Curse Level/3 //used for undefined bad statuses
Blind NRG-DEX/2
Illusion (NRG+Level)/10
Fear Level/3
critical: chance to deal maximum damage on hit (not applied to status type actions), minimum 1 (5%), maximum 20(100%)
Skill Level (SL) : mastery level of selected skill. ranging from 1 to 5.
possible bonuses:
higher grounds +1/elevation
flank +2 from the side / +5 from behind.
only one of each stance, aura, style.
and any count of curses and buffs.
rogue type:
on level 1: STR 5, DEX 7, NRG 3, HP: 16, MP: 10, STEP 4
base attack type: piercing
back stab: melee attack, +SL+Level vital dmg
shadow(aura): covered in dark veil. +(SL+1)/2 attack +SL eva
feint(style): melee atk rolled twice (2nd gains +SL atk), bigger applies
sting: ranged attack, +SL dmg
aim(style): attacks have chance to cause bleeding (SL*5%)
falcon(aura): +3 atk, +1 dmg, +(SL+1)/3 crit
poison splash: 1 cell area attack, poison injured/bleeding character
reflex(aura): +SL evasion, +SL flee
fighter type:
on level 1: STR 7, DEX 6, NRG 2, HP: 22, MP: 7, STEP: 3
base attack type: slashing
defensive(stance): +SL def
offensive(stance): +SL atk
frontal pierce: melee attack, affects (SL+1)/2 aligned cells, piercing dmg
full swing: melee attack, affects SL cells(SL5: 1st is hit twice), slashing
gore-belly: 3 attacks with (-5+SL atk,-6+SL atk, -8+SL atk)
chop-stun: melee attack, chance to stun (1+SL)/3
strike: melee attack, +SL to crit.
train: rush forward to damage and push target, hurts self too
cleric type:
on level1: STR 5, DEX 5, NRG 5, HP: 16, MP: 16, STEP: 3
base attack type: bludgeoning
lum: light area of effect, dispels shadow and blind chars SL turns
vigor(buff): +SL prot / V D /
heal: almost obvious. targets prot / D / adds to healed value
regenaration(buff): (SL+targetSTR)/2 hp healed per round
cure: remove (SL+1)/2 negatice physical status modifier. range SL/2
holy bolt: ranged divine damage
resurrect: resurrect dead character with SL*15% of maxhp
remove curse: remove 1 negative magical status modifier. range SL
mage type:
on level1: STR 3, DEX 4, NRG 8, HP: 10, MP: 25, STEP: 3
base attack type: bludgeoning
magic bolt: ranged arcane dmg (range:(SL+3)/2)
life drain: ranged arcane dmg, half of dmg drained (range:(SL-1)/2)
cold spray: area of effect elemental dmg (SL area increase)
lightning: (multiple) ranged elemental dmg (max SL target hits)
mirage(curse): fool with illusion to lower DEX (SL success rate increase)
mana block(curse): chance to disable mana consuming abilities for n turns.
fireball: area of effect, massive elemental dmg (+SL*2 dmg)
charge: transfer mana to target. (-SL mana cost, +SL mana charged)
monster type:
most enemies will be these
on level1: STR 6, DEX 6, NRG 3, HP: 19, MP: 10
base attack type: slashing
bite: melee, slashing, chance to absorb half dmg
sting: as by rogue
howl (curse): chance to cause fear in a big self-centered area.
murder: drains all MP and adds it to attack. +10 crit
fire spit: ranged elemental dmg
boom: self destroying attack. elemental area dmg
messenger type:
on level1: STR 5, DEX 5, NRG 5, HP: 16, MP: 16
base attack type: bludgeon
web: the cells in the area get "web" mod (w-cell). SL increases area
spike: SL*20% chance to attack (ranged, piercing) enemies on w-cells.
wave: SL*5% chance to stun enemies on i-cells for 1 round.
glue: target (on w-cell) has SL*20% chance to lose 1-3 move next round.
sacrifice: kill self to completely restore an ally on w-cell (can't resurrect)
token type:
on level1: STR3, DEX 5, NRG 3, HP: 10, MP: 10, step: 3
base attack type: piercing
thorn: melee, piercing, on critical SL*5% chance to cause bleed.
turbo(aura): +5 eva, +2 flee, +1 step
1 unique skill depending on which boss summons it.
boss type:
on level1: total stats of 30, step usually between 4-6.
base attack type: slashing
summon: summons a token (max 3 at once), like a resurrect for token only
consume: destroy a token, tokens hp healed to caster
2-3 unique skills for each boss
please comment. ideas are welcome too.
temporal state, will change soon... needs accuracy fixes lol
i call it RPG because of the lvl+stat+skill system, the story+world will be pretty simple. maybe a rock or two.
tree prime stats:
STR = Strength (HP, physical resistance, melee)
DEX = Dexterity (damage avoidance, ranged)
NRG = Energy (MP, magic resistance, magic power)
HP: STR*3+Level
MP: NRG*3+Level
attack(atk): melee (STR + DEX) / 2, ranged DEX, magic (DEX+NRG)/2
damage(dmg): equals to the attribute connected (STR/DEX/NRG)
defense: ability to block/parry attacks (full AC)
5+STR+DEX
evasion: ability to evade single target attacks (touch AC)
10+DEX
damage calculation:
hit = (attack-def) + D20
if crit (see below) and hit<20 then hit = 20
else if hit>20 then hit = 20
hit = hit - prot (the protection against the specified damage type)
dmg = (hit*max damage)/20
rounded down, but minimum 1.
protection: reduction of incoming damage. one for each type.
/currently: Bludgeon, Slash, Pierce, Arcane, Vital, Elemental, Divine/
resistance: against status modifiers and other spell effects. /currently: stun, bleed, poison, push, curse ... will add more/
flee: ability to escape from affected areas (like reflex saving throw)
(DEX-STR)
step: how many steps can a character have in one turn
3+(DEX-STR+Level)/8 rounded down
jump: how high can a character jump
step/3 rounded down
fall: free fall height without damage (falling does bludgeoning damage).
2+(DEX+STR)/15
protections by stat and level:
B (STR+Level)/5
S (STR+Level)/5
P (STR+Level)/5
A (NRG+Level)/5
V (STR+DEX)/10
E (NRG+STR)/10
D (NRG+Level)/5
resistances by stat and level:
Stun (STR+Level)/10
Push (STR+Level)/10
Bleed (STR+Level)/10
Poison (STR+Level)/10
Curse Level/3 //used for undefined bad statuses
Blind NRG-DEX/2
Illusion (NRG+Level)/10
Fear Level/3
critical: chance to deal maximum damage on hit (not applied to status type actions), minimum 1 (5%), maximum 20(100%)
Skill Level (SL) : mastery level of selected skill. ranging from 1 to 5.
possible bonuses:
higher grounds +1/elevation
flank +2 from the side / +5 from behind.
only one of each stance, aura, style.
and any count of curses and buffs.
rogue type:
on level 1: STR 5, DEX 7, NRG 3, HP: 16, MP: 10, STEP 4
base attack type: piercing
back stab: melee attack, +SL+Level vital dmg
shadow(aura): covered in dark veil. +(SL+1)/2 attack +SL eva
feint(style): melee atk rolled twice (2nd gains +SL atk), bigger applies
sting: ranged attack, +SL dmg
aim(style): attacks have chance to cause bleeding (SL*5%)
falcon(aura): +3 atk, +1 dmg, +(SL+1)/3 crit
poison splash: 1 cell area attack, poison injured/bleeding character
reflex(aura): +SL evasion, +SL flee
fighter type:
on level 1: STR 7, DEX 6, NRG 2, HP: 22, MP: 7, STEP: 3
base attack type: slashing
defensive(stance): +SL def
offensive(stance): +SL atk
frontal pierce: melee attack, affects (SL+1)/2 aligned cells, piercing dmg
full swing: melee attack, affects SL cells(SL5: 1st is hit twice), slashing
gore-belly: 3 attacks with (-5+SL atk,-6+SL atk, -8+SL atk)
chop-stun: melee attack, chance to stun (1+SL)/3
strike: melee attack, +SL to crit.
train: rush forward to damage and push target, hurts self too
cleric type:
on level1: STR 5, DEX 5, NRG 5, HP: 16, MP: 16, STEP: 3
base attack type: bludgeoning
lum: light area of effect, dispels shadow and blind chars SL turns
vigor(buff): +SL prot / V D /
heal: almost obvious. targets prot / D / adds to healed value
regenaration(buff): (SL+targetSTR)/2 hp healed per round
cure: remove (SL+1)/2 negatice physical status modifier. range SL/2
holy bolt: ranged divine damage
resurrect: resurrect dead character with SL*15% of maxhp
remove curse: remove 1 negative magical status modifier. range SL
mage type:
on level1: STR 3, DEX 4, NRG 8, HP: 10, MP: 25, STEP: 3
base attack type: bludgeoning
magic bolt: ranged arcane dmg (range:(SL+3)/2)
life drain: ranged arcane dmg, half of dmg drained (range:(SL-1)/2)
cold spray: area of effect elemental dmg (SL area increase)
lightning: (multiple) ranged elemental dmg (max SL target hits)
mirage(curse): fool with illusion to lower DEX (SL success rate increase)
mana block(curse): chance to disable mana consuming abilities for n turns.
fireball: area of effect, massive elemental dmg (+SL*2 dmg)
charge: transfer mana to target. (-SL mana cost, +SL mana charged)
monster type:
most enemies will be these
on level1: STR 6, DEX 6, NRG 3, HP: 19, MP: 10
base attack type: slashing
bite: melee, slashing, chance to absorb half dmg
sting: as by rogue
howl (curse): chance to cause fear in a big self-centered area.
murder: drains all MP and adds it to attack. +10 crit
fire spit: ranged elemental dmg
boom: self destroying attack. elemental area dmg
messenger type:
on level1: STR 5, DEX 5, NRG 5, HP: 16, MP: 16
base attack type: bludgeon
web: the cells in the area get "web" mod (w-cell). SL increases area
spike: SL*20% chance to attack (ranged, piercing) enemies on w-cells.
wave: SL*5% chance to stun enemies on i-cells for 1 round.
glue: target (on w-cell) has SL*20% chance to lose 1-3 move next round.
sacrifice: kill self to completely restore an ally on w-cell (can't resurrect)
token type:
on level1: STR3, DEX 5, NRG 3, HP: 10, MP: 10, step: 3
base attack type: piercing
thorn: melee, piercing, on critical SL*5% chance to cause bleed.
turbo(aura): +5 eva, +2 flee, +1 step
1 unique skill depending on which boss summons it.
boss type:
on level1: total stats of 30, step usually between 4-6.
base attack type: slashing
summon: summons a token (max 3 at once), like a resurrect for token only
consume: destroy a token, tokens hp healed to caster
2-3 unique skills for each boss
please comment. ideas are welcome too.