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GreenEarthPFC
2008-10-14, 08:34 PM
Sonic the Hedgehog d20

Following Bioware's Sonic RPG, I decided a crack at a D20 adaptation of the series in general couldn't be my worst idea.

This is a project I started for my sick amusement sometime in the afternoon today, probably around 1430 after I got bored of playing pool at college. As you can imagine, I'm a bit busy some of the time and the project largely depends on my interest and that of others who contribute ideas.

Credit will be given where credit is due, of course.

Completed stuff will be put in future posts.


Stuff Being Worked on Now

Special Abilities
-The stuff that makes characters unique on the level that training and talent alone can't.
--Specifically: I've just finished working on some parts of Robotics for now, and speed and flight are set down as proper for the moment.
---I've also recently finished the 'Legendary' Special ability.


Other things being toyed with
-Chaos Manipulation as a skill, as a feat, as a class feature, and any other way it can be figured.
-Magic, if it can be called that. (elemental manipulation and the ilk)

-Rings (As long as you keep at least one power ring on your person, no attack will be able to knock you below 1 HP. If you are knocked to 1 HP, however, and you have ring(s), they will scatter far and wide. Eight of them will land in squares around you, though the rest will be lost (if you have less, they will be randomly distributed). While dying, the sacrifice of a ring (which destroys the ring) will stabilize you. Rings will not save you from conditions like suffocation, sudden depressurization, being crushed between two moving walls, etc)

chronoplasm
2008-10-14, 09:33 PM
Sonic is all about speed, so turns need to be able to fly by really quickly.
For faster gameplay:

Minimal book-keeping
Simple, intuitive rules (go more of a gamist approach than a simulationist approach)
Minimal dice-rolling


For that last point, I'd suggest not doing damage rolls. Rather, you simply roll your attack against AC, then if it hits it deals a fixed amount of damage.

Chargen should be fast. Sonic isn't about spending hours filling out forms. You should be able to jump right into the action. I'd suggest four main classes:

Speedster (focuses on unnatural speed)
Explorer (uses maneuvers, like gliding, and seeking out hidden items)
Mechanic (invents, repairs, and uses machines for ranged attacks)
Beater (pounds people with a hammer)


The Sonic games are all about movement. You need to use figurines on a grid here because you can't get the feel of movement with pure narration. Simple as that.

Keep the stats minimal and gamist.

How fast can you run?
How high can you jump?
How much damage do you do?
How many rings can you hold?

Tempest Fennac
2008-10-15, 01:20 PM
I agree with chronoplasm's idea. It could be a good idea to not have races with specific traits while having different abilities for each character (eg: Tails is highly unusual due to having 2 tails, so having that as afox trait wouldn't work that well). Also, I think Sonic is still seen as being much faster then Amy dispite her training.

GreenEarthPFC
2008-10-15, 01:46 PM
Duly noted. I've decided to go in a direction where abilities are chosen per character and the race of the character is more fluff than anything else...though humans are still bigger than mobians and may or may not be playable characters.

Special Abilities will likely be assigned point values and points to select them will be given.

At the moment, ten points is the amount that characters are to start with.

Special Abilities
-Speed- (1 point cost, bought in parts)

The first point spent on this ability allows the character to move quite a bit faster than a normal person. Their base move speed doubles and they can run at x5 even when encumbered. This is the speed of some of the slower main characters. Big the Cat and Omega, for example, move this speed.

The second point spent on this ability allows the character to move very fast. Their base speed triples and they can run at x10 when unencumbered (x8 when wearing heavier than light armor or carrying a heavy load.) This is the speed of most of Sonic's friends.

The third point spent on this ability allows the character to move faster than most consider possible. Their base speed quadruples and they can run at x15 when unencumbered (x10 when wearing heavier than light armor or carrying a heavy load). This is about how fast Blaze moves.

The fourth point spent on this ability allows the character to use truly supernatural speed. Their maximum move action speed is quintuple normal, but they run at x20 when unencumbered (x15 otherwise). This is Sonic's speed.

-Flight- (1 point and see below)

You gain a flight speed of one half your normal speed. Naturally, you can't 'run' while flying, but you can increase your flight speed by increasing your land speed. However, your flight time is limited to your con score. After that, you have to make fortitude saves every round at 15 (+1 for every round after the first) to continue flying. If you fail a save, you float thirty feet down per round until you hit the ground.

If you invest 1 more point, your flight speed becomes your move speed.

If you invest 2 more points, you gain the ability to fly as long as you want to, though still at the reduced speed unless you paid the extra point.

Note that you cannot fly while paralyzed, asleep, have your wings, tails, etc bound together, or under any condition that the GM rules would inhibit your ability to fly.


Special Abilities (Cont'd)
-Robotics (Special Cost)-
Whether you like it or not, you’re part or perhaps entirely robotic. Robotic components can be disabled, removed, or even destroyed (though the last of these usually only applies to weapons, and gadgets that have a part that can be attacked without attacking you). ‘Pure’ robot characters are defined as having 3 or more points in this trait. There are special rules affecting pure robots (immunity to a lot of effects that affect organics and the gaining of new weaknesses that organics don't have).

Characters with robotic parts typically must undergo maintenance. While it is generally assumed that such maintenance will be provided for in downtime, rules have been given just in case. The DC for repairing robotic parts is 15+the number of points invested in robotics. Due to the difficulty of working on ones self, a -4 is taken to this check and pure robots need a feat to self repair. Typically, weapons need the most maintenance (weekly), gadgets and internal systems need less (every other week), and armor only needs fixed every now and again (every month). Parts that are not given proper maintenance have a 10% chance of malfunctioning (rolled every time they come into use; stat enhancing parts check hourly).

Maintenance can take anywhere from half an hour (weapons and gadgets) to several hours (armor and internal systems, generally at least 3 hours).

Each point you take in robotics gives you 4 points to choose from the following list of upgrades. The number of Robotics points that each upgrade costs is listed next to its name. Only four points can be put into any particular upgrade if it allows the investment of multiple points.

Points you buy with this can be invested in any number of categories provided you have points left to spend.

Weapons
Damage (costs 0, 1, 2, 3, 4) Normal (1d4), low (1d6), med (1d8), high (1d10), massive (2d6)

Range Increment (costs 0, 1, 2, 3, 4) Melee, Close Quarters (10), Short (30), Medium (60), Long (120)

Attack Bonus (costs 0-4) Each point spent here gives you plus one to hit with your built in weapon.

Armor

Armor Bonus (costs x points for x armor boost) This armor is considered to be natural armor and instills a max dexterity bonus of 8 – x where x is your armor bonus. If you wear armor over your armor, your max dexterity bonus drops even lower. In a chain shirt, for example, you would have a max dex bonus of 0.

Gadgets and Upgrades

Concealment Panels (1 point)

Sometimes, blending in is important. This is generally taken by pure robots rather than cyborgs, but they may choose to take this to conceal their true nature as well.

This upgrade allows the robot to look and feel like a biological creature to the extent that even a trained eye may mistake it for what it is imitating. A close examination (DC 20 perception, reveals something to be off about its mannerisms and appearance and a DC 25 outright reveals it to be a robot. If you have less than 3 points in robotics, the DC for both increases by 5.) These coverings only fool sight and touch, they do not fool electronic sensors and the like. These coverings generally cover up weapons systems and other gadgets and can be opened with a move action.


Taser (20 feet) (1 point)
Organics don’t like being exposed to tazers, they sting like heck and can drop a full grown man a lot of the time.
(Fortitude Save: DC 10 + con mod + ½ level)
On fail: Stunned until the start of your next turn.
On success: Attack rolls -1 until the start of your next turn.
Natural one: Fall prone.
Natural twenty: no effect.
*pure robots ignore tazer attacks


Grappling Hook (50 feet) (1 point)
Built in grappling hooks are neat little gadgets that might save your metallic butt from a long fall. It takes a DC 10 reflex save to catch yourself when falling and within range of a surface that the grappling hook can get a grip on (most anything solid enough to support your weight will suffice). Attempting to catch yourself like this is a reactionary free action. You can get two in order to be able to swing around, though one suffices for most situations.


Extending Arm (50 feet) (1 point)
A built in extending arm allows someone to reach further. The arm can extend to its full length in a move action. The arm can attack, but it has a range increment of ten and a max range of its full length. The arm can be used to catch yourself while falling, but it is not as fast as the grappling hook and, thus, is only really useful in that situation when you are planning the jump. Never the less, it takes only a move action and a DC 15 reflex save to catch yourself on a ledge or something else that your hand can grab onto.


Strengthening Components (x points for x boost)
Rather painful additions to your muscular and skeletal structure (or, possibly, mechanical structure) allow you to support more weight and hit harder.


Shielding (1 point per 1)
Grants DR against a certain type of attack (piercing, bludgeoning, slashing, or ballistics).


Dart Launcher (1 point)

You can load this attachment with a poison dart (or a regular dart). You must brew your own poison or buy it, but this attachment allows you to easily hide your payload. (DC 20 to find it, if they're aware that you're a robot). The range increment for the dart launcher is 30 feet.


Boosts strength.


Quickness Upgrades (x points for x boost)
Mechanical modifications to various parts of your body or processor give you a better reaction time and ability in situations that require finesse.

Boosts dexterity


Structure Preserving Parts (x points for x boost)
Durable parts built into your structure ensure that destroying you is harder than one might think.

Boosts constitution.


Logic Processor Additions (x points for x boost)
Thanks to a certain additions to your brain, you are able to perform mental tasks with greater ease.

Boosts Intelligence


Mental Alacrity Upgrades (x points for x boost)
These parts aid you in having a good gut feeling about situations as well as processing sensory data. In essence, they allow you to catch things that would have been lost on you before.

Boosts Wisdom



Persuasion Programming (x points for x boost)
With this mental upgrade, you are better able to understand how to manipulate others. Whether you do it for good or for ill, others find your words harder to ignore.

Boosts Charisma



New Feat

Self-Repair Program

Requirement: Pure Robot

You are capable of performing maintenance on yourself with only the standard penalty.


Special Abilities (Cont'd)
-Legendary (2 point cost)-

Proven time and time again, you've gained abilities and renown that are worthy of a true hero...or villain. Wherever you go, whatever you do, people know you. Your knacks for succeeding where others would fail make you a truly valuable comrade.

Legendary Characters gain the following bonuses:
-Once per day, a legendary character can add a d6 to any d20 roll.

-Survivor: Legendary Characters aren't the sort to bleed out easily. They stabilize by themselves 50% of the time rather than 10% of the time. They also die at negative con score or -10, which ever is higher.

-Legendary Characters find it easier to manipulate people who respect them or fear them. They gain bonuses to checks to persuade others as the GM thinks it is appropriate to the situation (rule of thumb: Intimidate checks should generally receive larger bonuses).

-Combat Proven: Legendary Characters add +1 to their attack rolls and +1 to their AC (bonus is only lost when helpless).

-Legendary Characters gain +1 HP for every level.


-Elemental (1 point)-
You gain an innate 1d6 + cha bonus attack of your element with a 40 feet range that also can function as a melee touch attack. Damage done by elemental attacks bypasses DR unless specifically stated otherwise. You also gain immunity to your own element and the ability to control your own element, to a degree (10 by 10 by 10 or 1000 cubic feet of your element at any time). You can move the element around, mold it to a shape, and otherwise manipulate it as long as you keep it within range.


-Chaos Force (2 Points)-You have access to the Chaos Force, which lets you utilize a limited range of Chaos Powers when outside of contact with the Chaos Emeralds. Your familiarity with their power grants a +4 to Chaos Checks when in contact with the Emeralds.

-Chaos Control-

As a move action, you can disappear and move up to 200 feet instantly. If you make an attack after using Chaos Control, the target is caught flatfooted if they don’t make a perception check DC 20 to react to you.

Using Chaos Control depletes you of so much Chaos Energy that you cannot use another power before you have had ten minutes to regain energy.


-Chaos Strike-

You summon pure energy and use it to strike at your opponents. The power of this blast is purely of your will.

Within 60 feet, you can attack a target with a 1d6 + wis mod bolt of energy. This bypasses DR unless otherwise stated.

Chaos Strike leaves you drained of Chaos Energy for five rounds.


-Chaos Boost-

As a free action, you use the power of Chaos to increase your attack, defense, saves, and/or damage in battle. The maximum bonus you can derive to any one stat is equal to your level for a number of rounds equal to your ¼ your level (minimum 1).

Chaos Boost leaves you drained of Chaos Energy for a number of rounds equal to the bonus you derived to each stat (all added together) minutes * the number of rounds of the bonus(es).

Tempest Fennac
2008-10-16, 01:40 AM
That looks good so far. If I think of anything that would help, I'll post it here (I'm a huge Sonic fan, but I'm not sure how I'd conver the skills to a tabletop RPG). I'd make Flight more expensive, though.

GreenEarthPFC
2008-10-16, 06:48 AM
I'm thinking of cutting the amount of points available down, pending the addition of more abilities and retooling of current ones.

Right now I'm working on abilities. They fall into a larger pool of stuff that can be chosen from when point(s) are invested into Robotics (armor, weapons, gadgets and upgrades).

GreenEarthPFC
2008-10-16, 10:08 AM
Rules that are off norm and other things to consider

Mobians are small creatures by nature and items made for them are sized for small creatures.

Unarmed damage for mobians and humans defaults at 1d4 (assuming we're even using damage dice at the end of all things), mobians are powerful for their size.

Pure Robots

Pure Robots are immune to conditions that affect biological systems such as poison. Ones that are roboticized or created without free will are also immune to fear and compulsions that go against their directives. Pure robots are more than 50% robotic, though they may appear to be biological. Pure robot characters are better than the run of the mill bots used as cannon fodder. Even if they have no enhanced attached weapons or armor, they are usually far better than the average robot and outfitted with enough gear to fulfill their purpose and more.

Tempest Fennac
2008-10-16, 10:16 AM
I take it you want to include some Sonic Sat AM elements from the Robotisizing comment, right? I don't remember anything about the cartoons and I never read the American comics, excluding a few which were included with Sonic Mega Collection, but how did magic work in the comics? I know Tails was related to a Wizard while having some magic powers later on.

GreenEarthPFC
2008-10-16, 10:21 AM
I'm including elements from the comics, games, and shows, as well as some of my own to keep things interesting. I'm not sure how magic worked in the comics, magic is likely one of the things I will have to pull out of my arse.

Tempest Fennac
2008-10-16, 10:27 AM
Are you familiar with the first Wild Arms game? The idea behind magic in that was that spells were learnt by combining 2 elements using a Creast Graph (or something like that). You needed to find them to cast magic, but here, you could have characters having access to 3 Elements while making spells that way. For instance, Water/Water would be a healing spell, Fire and Wind would be a Lightning attack, Air and Water could be a Charm Person spell, etc. Would you like me to draw up a complete system using this idea later?

EDIT: http://www.gamefaqs.com/console/psx/file/199299/21324 has a full list (I'd add some utility spells to it, though).

GreenEarthPFC
2008-10-16, 01:02 PM
I'm sort of thinking that Amy's Piko-Piko hammer should be a bonded item and tag alongs like Cheese should be treated like animal companions.

As far as the magic is concerned, I think I'm going to hold off on that until I've gotten past the abilities. That way, I'll know if magic is treated as an ability or a class trait or what have you.

Tempest Fennac
2008-10-16, 02:00 PM
That's probably wise. I was thinking that you could have to spend 4 points to learn magic in the first place with every spell you learn costing 3 points. (MP-wise, I thought you could get 3 from the initial skill and an extra MP for every spell you learn, with everyone having 1 barred element.)

GreenEarthPFC
2008-10-16, 04:54 PM
Bored after my intro to poetry class after hearing about Odysseus for the nine thousandth time in one hour, I was struck by inspiration to make a class. Only up to fifth level so far, though.

I also decided to, tentatively, lower the amount of special ability points given out to six.


Classes

A note about classes: the reason why classes have a very low HP gain is because the raise in difficulty over the levels will likely be the result of increased expertise of both sides rather than access to more and more powerful weapons and equipment.


-Brawler-
Brawler

Starting HP 10 + Con Score over ten (Standard for all classes thus far)

HP gain/Level 3


Skill Points per level 2 + int

Class Skills: Pick seven.


BAB: +1

Save Progression: Fort Good

Brawlers are combat specialists by nature. Regardless of what weapon or tactics they specialize in, they tend to hit hard and to stay in the fight longer than members of other classes. Characters like Knuckles, Sonic, and Shadow are clear examples of the Brawler class.


First level: Talent

Second Level: Bonus Feat

Third Level: Talent

Fourth Level: Bonus Feat

Fifth Level: Talent



Talents

Draw Fire

At the start of his turn, the Brawler may choose a target. That target suffers a penalty equal to one half his level (minimum -1) when fighting anyone else and gains an equal bonus to hit the brawler.


Swift Shot

Brawlers with this talent can fire ranged weapons in melee without suffering attacks of opportunity.


Out of the Way

The Brawler gains a constant +1 dodge bonus against all attacks that (s)he is not flatfooted or helpless against.

(Out of the way can be taken up to twice more.)


Roll with the Punches

Once per fight, a brawler may elect to take half damage from a single attack before damage is rolled.


Tough it out

Requirement: Level 5 Brawler

The brawler gains DR = to ¼ of his Brawler level that applies against all weapon damage.


Overdrive

Requirement: Level 5 Brawler

For a number of rounds equal to your con mod + 2, you add +4 to your strength and dexterity scores. You are fatigued after using this power. You may use it again and drop yourself to an even lower status, but you cannot use this power when exhausted.

(Overdrive can be taken twice more, each time you take it adds +2 to the number of rounds you can remain in overdrive.)


Devastating Opportunity

If you hit with an attack of opportunity, the target must succeed on a concentration check (DC 10 + damage dealt) to continue with the action even if the action they're performing usually doesn't require that. If the action would be canceled anyway, then the extra roll is not necessary.


Unarmed Training

Your unarmed attacks increase by one die of damage. (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10)

(This talent can be taken three times.)


Lock On

Requirement: Brawler level 7

By taking a full action to use just one attack, you can add 1/2 of your level to the attack roll.



Sample Brawler

Sugar the Rabbit

Class: Brawler 1

Abilities: Robotics 2, Speed 3, Flight 1

Robotics: Armor 3, Concealment Panels, Strengthening Components 1, Quickening Upgrades 2, Structure preserving parts 1


HP 15
AC 17 (14 touch, 13 Flatfooted) Max Dex Bonus: 5

Base Speed 120
Fly Speed 60
Run 1800

Init: +3
Base Melee Attack: +1
Base Ranged Attack: +4

Saves
Fort +4
Refl +3
Will +0

Stats (point buy 25)

Str 11
Dex 16
Con 15
Int 12
Wis 10
Cha 13

Class Skills: Athletics, Concentration, Craft: Mechanical, Disable Device, Perception, Repair, Stealth

Skills:
Athletics +1 (1 rank)
Concentration +3 (1 rank)
Craft: Mechanical +4 (3 ranks)
Disable Device +4 (3 ranks)
Perception +1 (1 rank)
Repair +3 (2 ranks)
Stealth +4 (1 rank)

Feats (Currently using d20 modern feats)
Simple Weapon Proficiency (free feat)
Weapon Finesse

Talents

Out of the way

The Brawler gains a constant +1 dodge bonus against all attacks that (s)he is not flatfooted or helpless against.













Sugar was born into a happy family and led a rather normal life, though she found out how cruel life can be when she was fifteen and wounded when a giant robot attacked. Her body was riddled with metal fragments from an explosive and she was unlikely to survive with so much bleeding and damage. An emergency medical procedure saved her life, though it cost her quite a bit of her biological parts. Her left arm, though it doesn't look it, is entirely robotic, and most of the skin on her torso is replaced with metallic armor. Her legs fared better than most of the rest of her body, though components had to be built into the bones to prevent them from being replaced. Most of her organs were repaired, thankfully, and, thanks to the coverings, only a few people know her true nature. Most people just see an average heighted peach furred rabbit who dresses in jeans and t-shirts. Despite what's happened to her, she usually smiles at her problems and faces them head on.

Sugar dedicates herself to protecting innocent people from danger and to opposing evil. Though well trained, she is still a bit new to the whole fighting thing. Her rehabilitation has cut majorly into time that could have been spent on training.


-Professional-
Professional

Starting HP 10 + Con Score over ten (Standard for all classes thus far)
HP gain/Level 2

Skill Points per level 8 + int
Class Skills: Pick thirteen.

BAB: +3/4
Save Progression: Any one good.

Professionals have a wide range of skills and abilities and are generally at home in a wide range of environments. Their abilities tend to be less combat oriented than the others, but they tend to make it through situations by demonstrating expertise in a wide range of areas. Examples of professionals include Rouge, though the sneaky types aren't the only ones who can be professionals. While Brawlers excel at fighting itself, Professionals often have abilities that allow them a slight advantage in combat.

First level: Talent
Second Level: Bonus Feat
Third Level: Talent
Fourth Level: Bonus Feat
Fifth Level: Talent

Talents

Sneak Attack +1d6

See entry for sneak attack.


Making Due

You ignore penalties of up to -4 for bad circumstances or things of the like. If the circumstance penalty exceeds this number, you can still ignore -4 of it. This cannot be used with swift check.


Jack of All Trades

You gain the ability to make checks in trained-only skills even if you have no points in that skill.


Hide in Plain Sight

Requirement: 3rd Level Professional

You require no concealment to make a hide check and can do so even while being observed. If someone spots you and intently focuses on you (rather than merely looking your way), you take a -5 to hide checks against them though you can still make the checks anywhere.


Swift Check

You can perform a skill check (as long as it takes 1 full round action or less) as a swift action by accepting a -5 penalty.


Speedy Move

Your five foot step becomes a ten foot step. You still cannot take it through terrain that inhibits movement in the slightest, but you are free to move those two squares without provoking as a free action as long as you take no other movements on your turn.


Deft Slayer

You add one half your level in damage to any critical hit (including Coup de Graces).


Commander

You can grant your allies actions equivalent to ones you sacrifice. For example, if you sacrifice a standard action and a move action, you can give one of your allies a move action and a standard action or two move actions.




Sample Professional

Juice the Hedgehog

Class: Professional 1

Abilities: Speed 4, Chaos Force


HP 14
AC 11 (11 touch, 10 Flatfooted) Max Dex Bonus: +Infinity

Base Speed 150
Run 3000

Init: +1
Base Melee Attack: +3
Base Ranged Attack: +1

Saves
Fort +2
Refl +3
Will +1

Stats (point buy 25)

Str 16
Dex 12
Con 14
Int 10
Wis 8
Cha 11

Class Skills: Acrobatics, Athletics, Decipher Script, Drive, Escape Artist, Gather Information, Investigate, Navigate, Perception, Pilot, Research, Survival, Treat Injury

Skills:
Acrobatics +5 (4 ranks)
Athletics +7 (4 ranks)
Bluff +4 (4 ranks)
Gather Info +4 (4 ranks)
Navigate +4 (4 ranks)
Perception +3 (4 ranks)
Survival +3 (4 ranks)
Treat Injury +3 (4 ranks)

Feats
Simple Weapon Proficiency (free feat)
Iron Will


Talents

Swift Check

You can perform a skill check (as long as it takes 1 full round action or less) as a swift action by accepting a -5 penalty.


Juice is a bit of a loner. He comes like the wind and usually leaves like it. He prides himself in being a fairly skilled explorer and his friends don't doubt his abilities. Though he seems a bit mercenary and gladly takes rewards, he's never been known to turn away when people really needed his help. Courageous and cocky, his faith in himself is second only to his speed.

Juice is a brown hedgehog who often grins. He wears dark brown boots and brown leather gloves that cover most of his forearms.


-Specialist-

Specialist

Starting HP 10 + Con Score over ten (Standard for all classes thus far)
HP gain/Level 1


Skill Points per level 4 + int
Class Skills: Pick ten.


BAB: +1/2

Save Progression: Will Good


Members of the Specialist class typically have a level of talent in their field that others can't or wouldn't try to achieve. Magicians, robotics geniuses, ritual users, and many others who turn their specialties into power are covered by this class. Tails and Eggman are examples of specialists, though some of Amy's abilities suggest that she dabbled in this class.

Instead of gaining bonus feats and talents, Specialists gain access to Wonders. Wonders are abilities that equal or exceed the capabilities of most people who are drawing heavily on their own natural abilities. Regardless of their power source, Specialists are limited in what Wonders they can use by Wonder Points. Wonder Points start out at three plus a modifier of one mental stat. Wonder points recover by 1 for every five rounds as the Specialist takes the time to compose themselves.

The number of Wonder points you have is only influenced by your natural stats, though certain attributes of Wonders may be influenced by your modified stats. You gain 1 WP per level after the first.

You start off with 3 wonders and gain 1 at every level after the first. You are only limited in what wonders you can choose by your maximum wonder points (you can only choose a wonder you can actually afford to use).

Unless otherwise stated, wonders take one standard action to use.

Wonders are listed in the 10-19-2008 update.


-Sample Specialist-
Jewel the Echidna

Class: Specialist 1

Special Abilities: Speed 3, Elemental (Earth), Legendary


HP 15
AC 11 (11 touch, 11 Flatfooted) Max Dex Bonus: no limit

Base Speed 120
Run 1800

Init: +0
Base Attack: +0
Base Melee Attack: +3
Base Ranged Attack: +1

Saves
Fort +2
Refl +0
Will +1

Stats (point buy 25)

Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 9 (-1)
Wis 8 (-1)
Cha 16 (+3)

Class Skills: Acrobatics, Craft: Mechanical, Escape Artist, Handle Chao, Intimidate, Investigate, Knowledge (Current Events), Knowledge (Tactics), Perception, Search

Skills:
Acrobatics +2 (2 ranks)
Craft Mechanical +0 (1 rank)
Escape Artist +2 (2 ranks)
Handle Chao +4 (1 rank)
Intimidate +4 (1 rank)
Investigate +0 (1 rank)
Knowledge : CE +0 (1 rank)
Knowledge : Tac +0 (1 rank)
Perception +0 (1 rank)
Search +0 (1 rank)

Feats (Currently using d20 modern feats)
Simple Weapon Proficiency (free feat)
Glide (Allows gliding, see below)

Wonder Pool: 6
Wonder Points: 6

Wonders

Demoralize

Range: 50 feet
Cost: 2 WP

You inhibit your enemies, causing them to take a maximum of ¼ your Specialist Level (minimum 1) allies a bonus up to one half of your Specialist level (minimum 1) as a penalty to attack rolls, saving throws, or armor class (Choose one) for a number of rounds equal to half your level (minimum 1).


Special: Demoralize and boost do not stack on similar bonuses, they overlap. If Demoralize and boost affecting the same thing are used on the same target, the lower of the two is subtracted from the higher and the higher takes effect in its reduced state. If demoralize and boost are used on the same target and they are equal in all respects, they cancel each other out.


Halt

Range: 50 feet
Cost: 1 WP per round sustained

You choose a target and it stops moving as long as you use a standard action every round to hold it in place. It is able to defend itself, but it cannot move from the spot. Similarly, you must remain on the spot you are on.


Regeneration

Range: 20 feet
Cost: 2 WP

You cause the target to gain a number of HP equal to your wonder casting mod, followed by a restoration of 1/4 your level HP (minimum 1) for 1/2 your level rounds (minimum 1). Effective on organics only.

Jewel is a pink echidna with large, spiked fists and a desire to protect her friends more than the Master Emerald. She wears a simple dress made on Angel Island itself, with white fabric and a diamond pattern on it. Her shoes are simple red ones that provide little more than protection from the odd rock or pine needle. Thankfully, as she is not the last of the echidnas, the responsibility to safeguard the Master Emerald fell on another one when she ran off to chase adventure.

Though she's not the brightest and usually a little to quick to go for the direct approach, her heart's always in the right place. She seems to end up in the wrong place at the wrong time, especially when she is trying to meditate or rest...

Glide

You gain the ability to move about half your speed forward while descending about 20 feet per round. Your ability to turn limited such that you can only turn 90 degrees in one move action.

GreenEarthPFC
2008-10-16, 09:06 PM
I've added the 'Legendary' Special Ability

GreenEarthPFC
2008-10-17, 12:19 PM
Daily Update Post (posted 1317 EST, 10-17-2008)

Elemental and Chaos Force Special Abilities added into the Special Ability Post.

Professional (Highly skilled) class added to Classes Thread. Example of class still not present.


-In the Works-

-'Magic/Tech' Class
-Updated Skill List/Changes to Skills

Skill Changes and List

Changes outright:
Search, Spot, and Listen become Perception
Hide and Move Silently become Stealth
Balance, Jump, and Tumble become Acrobatics
Climb and Swim become Athletics

Treat Injury Checks on creatures with robotics take a -2 for every point they have put into robotics. Pure robots cannot benefit from Treat Injury checks, though a system is being worked out where Repair will take on a similar role for them.

Rest of skills, so far, are unaltered at their fundamental level.

Creation of Robotics will likely be tied to a craft skill.

GreenEarthPFC
2008-10-18, 09:52 PM
Daily Update Post (posted 2249 EST, 10-18-2008)

Specialist Class added.
Wonders updated (0104, 10-19-2008)

-In the Works-

- More Wonders.
- More talents.
- More levels for classes.


-Wonders-
Light

Range: 50 feet
Costs: 1 WP

You cause an object to glow with light that illuminates 10 * ½ level (minimum one) foot radius (with dim light going 20 feet beyond that). You can concentrate as a move action each round to increase the light to 40 feet with 40 feet of dim illumination. This effect lasts until you choose to dispel it, but you are not able to recover the Wonder Point until you choose to dispel the effect.


Darkness

Range: 50 feet
Costs: 1 WP

You extinguish all light withing a 10 * ½ level (minimum one) foot radius of a spot (or object). This effect lasts until you choose to dispel it, but you are not able to recover the Wonder Point until you choose to dispel the effect.

Light and darkness cancel each other.


Boost

Range: 20 feet
Cost: 2 WP

You grant one of your allies a boon, giving a maximum of ¼ your Specialist Level (minimum 1) allies a bonus of one half of your Specialist level (minimum 1) to attack rolls, saving throws, or armor class (Choose one) for a number of rounds equal to half your level (minimum one).


Demoralize

Range: 50 feet
Cost: 2 WP

You inhibit your enemies, causing them to take a maximum of ¼ your Specialist Level (minimum 1) allies a bonus up to one half of your Specialist level (minimum 1) as a penalty to attack rolls, saving throws, or armor class (Choose one) for a number of rounds equal to half your level (minimum 1).


Special: Demoralize and boost do not stack on similar bonuses, they overlap. If Demoralize and boost affecting the same thing are used on the same target, the lower of the two is subtracted from the higher and the higher takes effect in its reduced state. If demoralize and boost are used on the same target and they are equal in all respects, they cancel each other out.


Regeneration

Range: 20 feet
Cost: 2 WP

You cause the target to gain a number of HP equal to your wonder casting mod, followed by a restoration of 1/4 your level HP (minimum 1) for 1/2 your level rounds (minimum 1). Effective on organics only.


Blight

Range: 50 feet
Cost: 2 WP

You cause the target to lose a number of HP equal to your wonder casting mod, followed by a drain of 1/4 your level HP (minimum 1) for 1/2 your level rounds (minimum 1). Effective on organics only.


Stun

Range: 50 feet
Cost: 3 WP

The target is forced to make a fortitude saving throw at DC 10 + your modifying attribute + ½ your specialist level or they are unable to take more than a standard action until they make the saving throw (they get one at the start of each turn after the first one following the failure). Only functions against organics.


Malfunction

Range: 50 feet
Cost: 3 WP

As stun, except it is only effective against pure robots.


Steady Reparations

Range: 20 feet
Cost: 2 WP

As regeneration, but effective against pure robots only.


Breakdown

Range: 50 feet
Cost: 2 WP

As blight, but effective against pure robots only.


Halt

Range: 50 feet
Cost: 1 WP per round sustained

You choose a target and it stops moving as long as you use a standard action every round to hold it in place. It is able to defend itself, but it cannot move from the spot. Similarly, you must remain on the spot you are on.

Bonded Item

Range: Personal
Cost: 1 WP (see text)

You bond a single mundane item to yourself so that you can summon it as needed. The WP stays spent until you summon the item as a free action, upon which point it appears in your hands or on your body (or beside you, if you cannot hold it). The bond then ends.

You can perform a special ritual that takes about twenty four hours to bind yourself to an item in a rather fantastic way. This costs 4 WP to bond one item this way and you can summon it to you (onto your body, in your hands, next to you, etc). The trick is that you can summon an infinite number, though two copies of your item cannot exist at the same time (the less recently summoned one will disappear). The GM is encouraged to forbid this more powerful use if (s)he feels it is too powerful or just feels like it.

For example, Amy can summon her Piko-Piko hammer to her hands indefinitely. It is a masterwork +2 warhammer that weighs 8 pounds, deals 1d8 bludgeoning damage and crits on a 20 (x3). If Sonic were to acquire this wonder, he would be able to pull a chili-dog out of thin air and eat it whenever he wanted.


Augury

Range: Personal
Cost: 1 WP or 3 WP

This wonder can only be used once per week. You ask a yes or no question of some higher power and they answer it. You may pay two extra WP to receive a more specific answer to a question. Higher powers, however, typically do not speak of things that have a great deal of influence in the fates of heroes and villains lightly. They rarely lie, but they do reserve the right to simply refuse to answer. In that case, your WP is not spent.


Cancel Wonder

Range: 50 feet
Cost: see text

This wonder allows the user to channel their own power towards removing the will of another. For the other Wonder's WP cost - 1 (minimum 1), this power cancels the Wonder. If the other Specialist is within 50 feet of his(her) wonder (the one you're trying to cancel), this requires an opposed check (1d20 + Specialist level + casting stat mod vs 1d20 + Specialist level + casting stat mod).


Temptation

Range: 10 feet
Cost: 2 WP
Special: Noncombat

The target is forced to make a will save (DC 10 + 1/2 your level + your casting mod). If the save fails, they are tempted to take one action of your choosing at some time in the next day. If the action is obviously suicidal or self harmful, they get a +10 on the saving throw. They will not put themselves at too much risk in taking this action, though they may put themselves in danger unwittingly. If the action does not go against the character's nature, they take a -2 penalty to their save. If the action was something the character probably would have done anyway, they take a -4 penalty on the save. One passed save breaks the compulsion. This does not effect pure robots.


Aversion

Range: 10 feet
Cost: 2 WP
Special: Noncombat

The target is forced to make a will save (DC 10 + 1/2 your level + your casting mod). If the save fails, they find themselves loathing some action, object, or person, and will do their best to avoid it for twenty four hours (the source of the irritation makes no sense to the target, but it cannot be logic-ed away). To remain in its presence for an extended period of time (5 minutes or more) they must make a saving throw. Two successful saving throws breaks the compulsion. If the target would normally avoid the action, they take a -4 on their save to resist the initial compulsion.


Strike
Range: 30 feet
Cost: 3 WP
Level Requirement: Specialist 2

You summon up a powerful blast of energy and strike at your foes with it. You deal 1d4 damage per caster level (maximum 6d4) that can be cut in half with a reflex save.



Shield
Range: 20 feet
Area: 10 foot square (can increase the length of one side by 10 for 1 WP, thus making it a 20 foot square and so on)
Cost: 3 WP
Duration: Sustain Standard, do not begin WP regen until this is gone.
Special: You can spend another 1 WP to form the shield to any shape you want as long as it only takes up as much space as it normally would. You could form the 10 foot square into an eight square long wall, but you would be vulnerable to attacks from the side or back. A shaped shield does not protect you from aerial attacks unless you shape it so.

You raise a shield that repels one form of attack. Strikes and people cannot pass through the shield if it blocks natural attacks, weapons cannot if it protects against melee or ranged (metal), and wonders cannot pierce it. If someone tries to walk through the shield when it blocks natural attacks, they must succeed a fortitude save (DC 10 + modifying stat + 1/2 your Specialist level) or waste their time pressing up against it.

Tempest Fennac
2008-10-19, 01:58 AM
This looks neat so far. Aren't the Wonders which give ot take away HPs remporarily weak, though?

GreenEarthPFC
2008-10-19, 08:34 AM
Maybe. I guess I'll have to think about making them stronger or something.

Tempest Fennac
2008-10-19, 08:39 AM
If you're not planning on having another class with healing, making them perminant while restoring more HPs would be wise.

GreenEarthPFC
2008-10-19, 08:49 AM
The HP regained isn't temporary. I boosted it to 1/2 level HP for 1/2 level rounds. I'm tempted to raise it to 1/2 level HP for 1*level rounds...or to make it heal (or hurt) an additional amount of HP = the mod you used to influence your WP.

-Example new text-

You cause the target to (gain/lose) a number of HP equal to your wonder casting mod, followed by a (restoration/drain) of 1/4 your level HP (minimum 1) for 1/2 your level rounds (minimum 1).

That makes it restore at least two HP, assuming you bothered to have a mod to your WP.

Assuming most people will have a mod of +2 or +3, that means that this spell restores 2 or 3 HP and an additional 1 the round afterward at first level. The average HP of an adventurer in this game at level one would likely be 13, so that would be a little less than 1/3 of his HP. As Wonder Points are regained rather quickly, this is fairly powerful healing. As it has been mentioned, though, I'm definitely cutting the cost.

Tempest Fennac
2008-10-19, 08:53 AM
Thanks for the clarification (I thought when you mentioned how many rounds were involved, I thought you were refering to how long the HPs stayed with the target).

GreenEarthPFC
2008-10-19, 08:56 AM
Oh god no, that'd be outrageously lame for the only thing in this game that restores HP so far.

I cut the cost on regeneration and blight, by the by, to 2 WP.

Tempest Fennac
2008-10-19, 08:58 AM
How powerful do you want magic in this game? I was planning on including a lot of utility spells ifyou wanted me to develope my idea, but they could be overpowered if you wanted it to be less flashy.

GreenEarthPFC
2008-10-19, 09:04 AM
I wanted magic to be useful but not overpowerful (since a first level Specialist is likely at full power again in 3 minutes after using all the powers they can). Never the less, if you have any ideas throw them out there because a high WP cost might be able to balance them.

GreenEarthPFC
2008-10-19, 10:12 AM
Daily Update Post (posted 1112 EST, 10-19-2008)

-Updated wonders and Out of the Way (it can be taken a total of three times).
-Posted baselines for using the Chaos Emeralds

-The Use of Chaos Emeralds-
Manipulating the Chaos Emeralds into granting you their power is a level check modified by wisdom. While they truly heed no one, they tend to answer the calls of the strong before the calls of the weak.

Bringing two Chaos Emeralds into direct contact gives off a light that can be seen easily for 10 miles around for a full minute. Using Chaos Emeralds gives off energy that machines and the special few that are sensitive to such things can feel.

Using the Chaos Emeralds to Chaos Control is a DC 20 check that requires a move action.

The distance you can travel using Chaos Control is based on the number of Emeralds you have and the height of your check.

Every two emeralds after the first bumps your result up one category.

20: 1 mile
21-25: 10 miles
26-30: 50 miles
30-35: 100 miles
35-40: 1000 miles
40-45: 10000 miles
45-50: 100000 miles

The absolute maximum distance the Chaos Emeralds can teleport someone is not exactly known, but it is considered to be limited only by the will and ability of the person calling on their power.

Using the seven Chaos Emeralds in unison to empower yourself is a DC 25 check that automatically succeeds on a natural 20. More than one person can call on the power of the Chaos Emeralds' power (same half) at once, if they add +10 to the DC of the check for each person trying to call upon the power (it's almost impossible for two people to call on the power and three people trying it at once is considered to be impossible. Each person must make the check and you cannot take 10 or 20.). See far below for an additional penalty that this imposes.

This takes a full round action. The user's desires when taking on the power of the Chaos Emeralds largely affects them in this state.

The user gains 7 HP until they exit super form (lost first).
The user gains +7 to hit.
The user gains +7 to AC (deflection bonus).
The user gains 7 DR against everything (bypassed by nothing).
The user adds +7 to their damage rolls.
The users attacks automatically bypass 7 points of resistance, immunity, or anything of the sort.
The user adds +7 to all saving throws.
The user cannot drown or suffocate.

For example, Sonic uses the power of the Chaos Emeralds to help him defeat Robotnik and save Amy from being dropped into a generic deathtrap. His heroic motives are magnified by the positive energy of the Chaos Emeralds. He glows a brilliant gold color when he goes super, reflecting his heroism

However, Robotnik later accidentally mows down Cream the Rabbit with a barrage of fifty caliber rounds, mutilating the body but good. Traumatized and set on revenge by any means necessary, Vanilla finds the seven Chaos Emeralds. While Vanilla is only level 1 and cannot hope to roll a DC 25 check, she does roll a natural twenty and turns super. Empowered by the negative half of the Chaos Emeralds' power, she will become more ruthless and violent in this state. Her fur will likely turn to a darker color, to a state where her 'glow' seems to extinguish the light around her.

General rule of thumb: good motives (righteous fury, to protect people, etc) for using the Chaos Emeralds draw on their positive energy, while overly violent or evil motives (obsessive revenge, desire to slaughter, etc) tend to draw on their negative energy.

In theory, both halves of the Chaos Emeralds' energy could be used at once. However, such occurrences are rare at best.

While you are in super form, you require rings to stay super. Every round, you consume three rings. When you run out of rings, you fall out of super form at the end of the round you ran out of rings during. This ring burn is doubled if more than one person is calling upon the power of the Chaos Emeralds at once, tripled if three people are doing it, and quadrupled if 4 people are doing it (not even theorized to be possible).

In the Works
-More levels for Classes.
-More Wonders.
-More Talents.

Tempest Fennac
2008-10-20, 02:27 AM
I like the Emeralds. My magic idea was to bar a magic user from 1 element while altering Wild Arm's grids (admittedly, just using the system as it is could work well, especially since most of the spells are combat-based).

GreenEarthPFC
2008-10-20, 09:31 AM
Daily Update Post (posted 1040 EST, 10-20-2008)

-Added Wonders and Talents
-Will probably be posting play tests today or tomorrow.
-Added a sample specialist.
-Added a new feat: Glide.

I'm doing my best to make magic not replace normal items in all respects. The main problem with Magic in most systems is that it can do what other people can do and what they can't do. By making Wonders easier to come by (by making their power source recover so quickly), I'm hoping to set Specialists on the same level as everyone else without giving them the power to bend everyone else over and do bad things to their rear ends any easier than someone else could do it.

Tempest Fennac
2008-10-20, 09:36 AM
I understand. Do you think the sort of spells my system would grant would be too powerful?

GreenEarthPFC
2008-10-20, 09:51 AM
I'm not sure, actually.

Tempest Fennac
2008-10-20, 09:54 AM
Most of the spells are combat-based, but they would be more powerful in a D&D game then they were in WA due to how things like Sleep and Paralysis work.

GreenEarthPFC
2008-10-20, 10:32 AM
Of course, those require considerations. Can't make it too easy to put someone to sleep or to paralyze them (you'll be able to cut their throat next round).

erikun
2008-10-20, 04:22 PM
How far are you looking at deviating from the D&D system? Because right now, it looks a lot like the basic d20 System (complete with pluses and minuses).

GreenEarthPFC
2008-10-20, 04:51 PM
Well, I've done some deviations from standard d20 stuff.

Spells (wonders) work off WP that increase by 1 every five rounds. HP is based off of a flat increase per level and it starts at 10 + your con score past ten. The addition of special abilities that work off a chosen system is an addition of my own choosing as well.

As far as deviations from the plus and minus system, I don't really plan on including those. D20 works well enough as it is. No reason to screw it up, as far as I see.

erikun
2008-10-20, 05:07 PM
Fair enough, although some things in the d20 system (full attack, skill points) don't work as advertised. I'm just thinking that, if you're making a completely new system anyways, that you may want to fix the problematic parts of the system.

GreenEarthPFC
2008-10-20, 05:15 PM
I'm not quite skilled enough to make a system of my own. I'm doing my best to make the system work by not shackling classes to useless skill sets and, hopefully, finding a way to make fights work out.

Tempest Fennac
2008-10-21, 01:41 AM
You could have a system which works like this: http://www.d20srd.org/srd/variant/buildingCharacters/alternativeSkillSystems.htm . You could also allow classes to have a couple of skills with half full points.

GreenEarthPFC
2008-10-21, 02:18 PM
I'm considering doing a hybrid of skill systems where you use points but you get the +half level bonus too.

GreenEarthPFC
2008-10-23, 02:08 PM
Sonic the Hedgehog D20, a playtest

If you would like to skip to the nitty gritty, use ctrl + f and enter (battle) to find the first battle’s rolls. Otherwise, be prepared for some shoddy writing courtesy of your's truly.

List of PCs

Jewel the Echidna
Class: Specialist 1
Special Abilities: Speed 3, Elemental (Earth), Legendary
HP 15
AC 11 (11 touch, 11 Flatfooted) Max Dex Bonus: no limit

Base Speed 120
Run 1800

Init: +0
Base Attack: +0
Base Melee Attack: +3
Base Ranged Attack: +1

Saves
Fort +2
Refl +0
Will +1

Stats (point buy 25)

Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 9 (-1)
Wis 8 (-1)
Cha 16 (+3)

Class Skills: Acrobatics, Craft: Mechanical, Escape Artist, Handle Chao, Intimidate, Investigate, Knowledge (Current Events), Knowledge (Tactics), Perception, Search

Skills:
Acrobatics +2 (2 ranks)
Craft Mechanical +0 (1 rank)
Escape Artist +2 (2 ranks)
Handle Chao +4 (1 rank)
Intimidate +4 (1 rank)
Investigate +0 (1 rank)
Knowledge : CE +0 (1 rank)
Knowledge : Tac +0 (1 rank)
Perception +0 (1 rank)
Search +0 (1 rank)

Feats (Currently using d20 modern feats)
Simple Weapon Proficiency (free feat)
Glide (Allows gliding, see below)

Wonder Pool: 6
Wonder Points: 6

Wonders

Demoralize

Range: 50 feet
Cost: 2 WP

You inhibit your enemies, causing them to take a maximum of ¼ your Specialist Level (minimum 1) allies a bonus up to one half of your Specialist level (minimum 1) as a penalty to attack rolls, saving throws, or armor class (Choose one) for a number of rounds equal to half your level (minimum 1).


Special: Demoralize and boost do not stack on similar bonuses, they overlap. If Demoralize and boost affecting the same thing are used on the same target, the lower of the two is subtracted from the higher and the higher takes effect in its reduced state. If demoralize and boost are used on the same target and they are equal in all respects, they cancel each other out.


Halt

Range: 50 feet
Cost: 1 WP per round sustained

You choose a target and it stops moving as long as you use a standard action every round to hold it in place. It is able to defend itself, but it cannot move from the spot. Similarly, you must remain on the spot you are on.


Regeneration

Range: 20 feet
Cost: 2 WP

You cause the target to gain a number of HP equal to your wonder casting mod, followed by a restoration of 1/4 your level HP (minimum 1) for 1/2 your level rounds (minimum 1). Effective on organics only.

Jewel is a pink echidna with large, spiked fists and a desire to protect her friends more than the Master Emerald. She wears a simple dress made on Angel Island itself, with white fabric and a diamond pattern on it. Her shoes are simple red ones that provide little more than protection from the odd rock or pine needle.

Though she's not the brightest and usually a little to quick to go for the direct approach, her heart's always in the right place. She likes making friends and the shine of gems, though she also has a passion for mastering the arts of combat. Not knowing her mother and disdaining her ‘destiny’, she decided to flee Angel Island in an attempt to find the meaning of life as well as the truth about her mother. This goal of hers has put her at odds with the wishes of her father, who thinks she is fated to become the next guardian of the Master Emerald.

Glide
You gain the ability to move about half your speed forward while descending about twenty feet per round. Your ability to turn limited such that you can only turn 45 degrees in one move action.


Seeking Answers

Quest 1
Chapter 1: An Aimless Adventurer and a Helpful Heroine!

Post Departure: Day 0

Location: Frost Zone

Jewel had eluded whatever search parties that had followed her when she got to a place where you could see your breath.

Unfortunately, she forgot one major detail: her fur wouldn’t save her from the cold. Escaping by heading out here wasn’t the most well thought out plan, especially when myths of heroes said even their mightiest feared even several minutes in this place without proper protection.

As the pink echidna shivers and feels the air cut through her dress like a knife, she looks left and right for any landmarks. Finding none, she stumbles off towards the west.

OOC Information and Dice Rolls
Fortitude Save against Cold Damage (7 + 2 con versus DC 15)
Six Nonlethal Damage from Cold (1d6; 6)
Jewel has 15 HP and 6 Nonlethal damage.
Untrained Survival Check to Find Direction (19 – 1 survival mod versus DC 15)


At this point, her fists are beginning to numb through her gloves and the rest of her isn’t faring much better. She can’t imagine pain worse than this that doesn’t come from blows. Unfortunately, subzero temperatures are merciless. She fears the worst and doesn’t know what to do.

OOC Information and Dice Rolls
Fortitude Save against Cold Damage (10 + 2 con versus DC 16)
Five nonlethal damage (1d6; 5)
Jewel has 15 HP and 11 Nonlethal damage.


Paranoia begins to set in as she realizes that she may very well die here. If her sense of time is right, it hasn’t been more than half an hour since she got here. Yet…the pain in her skin suggests that it’s been an age. Numbness is over taking her and she senses that she’s not long for this world…

OOC Information and Dice Rolls
Fortitude Save against Cold Damage (12 + 2 con versus DC 17)
Six nonlethal damage (1d6; 6)
Jewel has 15 HP and 17 Nonlethal damage.


Jewel falls and realizes that she can go no further. She can’t even call upon her own energy to heal her wounds and push herself a little harder. As she tries to drag herself to her feet, she thinks of why she came here. Did she throw everything away by running away from her future to find out more about her past? As the snow chills her in a way that is almost inconceivable to her already reeling mind, her eyes begin to fall shut. Winter’s embrace is as gentle as it is deadly…

Post Departure: Day 1

Location: Unknown

She awakens half dazed, expecting angels to greet her rather than a warm room. She is under several thick blankets in a room that resembles the interior of a log cabin. There were a couple of those on Angel Island, though the wood here is far different and the construction here is far thicker…

As she rises out of bed, she looks towards the nightstand and sees something worth looking at: a note in fancy cursive.

Jewel, please stay where you are. GUN agents have been dispatched to help you.

I love you.

There was only one thought that went through her head as she looked at the half piece of paper, sloppily torn down the middle: who wrote this?

Her father wouldn’t have left her here alone…and her mother…

She took the note and held it tightly as she looked around the room. Finding nothing that could help her with her current situation, she decided to focus on healing. The aches and pains left over from her exposure began to vanish bit by bit.

Before she got to do anything else, however, she heard a clicking from the door. Her rescuers had arrived…

About six hours later, she was in a major city that she didn’t know the name of. The agents let her go, though they were reluctant to let her go after they had seen she had recovered from such a bad condition so quickly. Nevertheless, she was left to her own devices, with no money, no home, and no clue about where to go.

Before long, she found herself in a dark corner of town…
Showing all the street smarts a girl like her would have, she walked down a dark alley…

“Money.” A gruff voice stated simply. She turns her eyes towards the left and sees a rat standing in the nearby shadows.

“What?” A little unfamiliar with the act of being held up, she didn’t understand why she was being threatened.

“Money.” The rat repeats in irritation, stepping forward with a baseball bat in hand.

“Leave me alone!” The female exclaims, only to yelp in surprise as he brandished his weapon. It comes down on her arm, hard, making one heck of a nasty bruise.

Striking with the arm that hadn’t been hit, Jewel counters with a nasty punch that hits him in the face.

Reeling backwards a bit, the rat hisses and swings the bat again, but the echidna sidesteps the swing and tries to headbutt him. He dodges the attack and smacks her right in her head with the weapon. Dazed, she reels backwards and tries to run away.

Her wooziness hobbles her a bit, but she manages to evade him by running across a road. The rat tries to follow her, but he’s gone from sight when she stops and looks back for him.

Holding her head and standing still, Jewel focuses her energy on restoring herself.

(Battle)

OOC Information and Dice Rolls
Thug Attack Roll (1d20 + 4 (20) versus AC 11)
Club Damage (1d6 + 2; 3)
Jewel has 12 HP.

Jewel Attack Roll (1d20 + 3 (8) versus AC 12)
Jewel uses Legendary Trait (+1d6 to attack roll; +4)
Fist Damage (1d4+2; 5)

Thug has 12 HP.
Thug Attack Roll (1d20 + 4 (9) versus AC 11)
Jewel Attack Roll (1d20 + 3 (4) versus AC 12)

Thug Attack Roll (1d20 + 4 (24) versus AC 11)
Critical (Static damage bonuses double and rolled damage is maxed.)
Thug Damage (6+4; 10)
Jewel has 2 HP left.
Jewel withdraws to nearest sidewalk and across street.

Jewel uses Regeneration.
Jewel has 4 WP left.
Jewel has 5 HP left.
Jewel has 6 HP left.

Jewel uses Regeneration.
Jewel has 2 WP left.
Jewel has 9 HP left.
Jewel has 10 HP left.

Jewel uses Regeneration
Jewel has 0 WP left.
Jewel has 13 HP left.
Jewel has 14 HP left.

Slowly but surely, she feels the pain in her head vanish and most marks of battle flee her body.

As she stops clutching her head, she hears someone talking, “You all right, stranger?”

When she realizes that the voice is talking to her, she looks up and sees a rabbit about her age with peach colored fur, “Huh?”

“I think that hit to the head hurt you more than you thought.” The girl explains with a gentle smile, “Don’t worry, I beat up that guy. You don’t have anything to worry about.”

“Who are you?” Jewel asks, confused now more than ever.

“My name’s Sugar.”

“I’m Jewel.”

“Jewel…that’s a pretty name.” Sugar says, still smiling, “I think you need to rest a little bit. How about you come to my house? Grandma would be glad to let you stay.”

Given her circumstances, Jewel didn’t have much of a reason to refuse, but she didn’t really want to take the risk, “Um…”

“Great, it’s settled!” The cheerful rabbit probably wouldn’t have taken no for an answer.

Jewel lets her hand be taken and follows her new friend to her home…


List of Opponents
Thug

Level 2 Brawler

HP 17
AC 12

Club +4
1d6+2

BAB +2

Str 14
Dex 14
Con 14
Mentals -8

Talent

Roll with the Punches

Once per fight, a brawler may elect to take half damage from a single attack before damage is rolled.


Bonus Feat

Run

Tempest Fennac
2008-10-23, 02:16 PM
Do you think she was balanced as far as combat is concerned?

Human Paragon 3
2008-10-23, 04:26 PM
I think that rings should be a major part of Sonic d20. They should either relate to (or be) hit points, spell points, or similar. Maybe getting rings can refill your HP or SP. Its a major part of the games, so I would strongly consider using it.

Mando Knight
2008-10-23, 04:39 PM
...Can I put in a shameless plug for my try at putting Sonic into 4E (http://www.giantitp.com/forums/showthread.php?t=91988)? Granted, it's only got one species and a few items... and the thread is far down the list... but it's still got another half-month to go before it dies due to lack of posting... and if I had help I could get some more stuff up...

GreenEarthPFC
2008-10-23, 04:54 PM
Tempest: I think she was balanced in that she couldn't beat an ordinary of level two but she could come close. Being a Specialist rather than a Brawler, it's only expected that she would lose, but her hero traits bring her closer. That being said, Jewel has pretty good stats, even with bad BAB.

Gaurd: Rings (when you have them) prevent you from falling below 1 HP. When they protect you like this, you automatically lose them immediately after you take that hit.

Mando: Feel free, putting Sonic into any rp system that I can use is good for people like me who want to have fun. I'll have a look when I get home tonight.

Thanks to all for replying so dang quickly.

A note on alterations of game rules for this system

1. Characters in this system deal 1d4 damage with unarmed attacks and can do lethal damage (as in real life, even a guy who doesn't know how to fight you can still kill you if he's strong enough and lands blows). However, you do provoke from people wielding melee weapons or who count as armed in melee (gun butts and pistol whips do not count, though bayonets do).

2. Crits deal max damage and static bonuses to attack are doubled. Essentially, this deals about the average damage of a regular d20 critical.

3. Small is treated as the baseline size.

4. Attacks that affect an area (and thus people in it) roll damage once.

5. You die at negative con score or -10, whichever has the higher absolute value.

GreenEarthPFC
2008-10-28, 09:21 PM
I'm building a compilation of what I've written and some new additions.

I will post it soon so people can look it over better.