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:: Project LEGACY WASTE :: AUTHOR: Zixaphir Kote Modnar BASED ON MATERIALS BY: Francis Bealer (Nin-Krylon / "Systemeh Planeh"), Gregory Wheeler (Krylon) VERSION: 0.0.3 VERSION MOTO: "Going no where, getting some where." (( "***" implies TODO )) (( "..." implies incomplete. )) (( "---" implies highly subject to change. )) (( Nothing implies nothing.)) INDEX (If you're reading this, you are here) INDEX (If you're reading this, you are here) SECTION I: Mechanics 1. Three Base Stat System 2. Ability Based Skill Levels 3. Evolving Skill Costs 4. Krylon System Skill Pools 5. Achievement/Ability Based Learning 6. Races 7. Items 8. Proficiency SECTION II: Statistics 1. Base Stats 2. Attributes --- 3. Skills 4. Flaws 5. Alignment SECTION III: Initial Races 1. Commons ... 2. Elven ... 3. Xenomorphs ... 4. Mutants ... SECTION IV: Base Skill Pools 1. Language ... 2. Strength ... 3. Dexterity ... 4. Knowledge ... 5. Flaw Pool ... SECTION V: Racial Skill Pools 0. NOTES 1. Commons *** 2. Elvens *** 3. Xenomorphs *** 4. Mutants *** SECTION VI: Initial Items *** 1. Healing *** 2. Melee Weapons a. Blunt b. Slash c. Pierce 3. Ranged Weapons a. Manual b. Semi-Auto c. Full-Auto SECTION VII: Glossary SECTION VIII: Charts SECTION I: Mechanics 1. Three Base Stat System: I'm somewhat a fan of the KISS Principle, I want to keep the basics simple. Most other RPGs tend to spam a ton of stats on you, I'd prefer to just spam three, and then spam hundreds of abilities which manipulate them. Strength: Handles physical strength and vitality. Dexterity: Handles accuracy, precision, and evasion. Wisdom: Handles scientific and magic knowledge, also handles charisma. 2. Ability Based Skill Levels: Whereas base stats handle basic ability, extensible skills handle special abilities. Example: Evasion - Skill level at evading attacks. Effect: EvasionRoll = Dexterity(SkillLevel/10) * Random(3) Base Cost: 20 Max Level: -1 // Implies no cap. 3. Evolving Costs: The goal of "Evolving Costs" is to prevent ease of capping out without having to plan ahead how much you want each level to cost and to remove the cliche of a level cap. (If Mike Tyson has maxed strength, and someone beats him in an arm wrestling match, how does that work, right?). The variable SkillLevel is the current level of the skill the character has. If they haven't learned the skill, it is 0. StatValue is the value of the stat being leveled without adding modifiers. Generic Base Stat Cost Formula: FLOOR( (StatValue) / 3) * 10) Generic Skill Cost Formula: BaseCost * (SkillLevel * [1 + SkillLevel]) 4. Krylon System Skill Pools. Languages - Open to all, handles languages. Strength - Physical crap like hand to hand combat and endurance training Dexterity - Evasion, Gun/Bow training, ...sewing? Knowledge - Technological Knowlege, historical studying, magic knowledge... Progressing through each skillpool could unlock more specialized, advanced pools, such as Esper or Magician. Maybe. 5. Achievement/Ability-based learning: Bitten by a vampire? Vampirism Skill Pool opens. Level 3 Blood Apetite? Level 1 Cerberus Avatar unlocks. Achieved Force-sensitivity, you have? The Jedi Skillpool I see in your future. NOTE: "Jedi" is a registered trademark of George Lucas, used in this document for example and parody purposes, and does not reflect the inclusion of any George Lucas property in Project LEGACY WASTE. 6. Races: For the time being, official races will be "limited" to four, to keep things basic. Commons: Pretty much humans. No specialization. Elven: Specialized as ranged warriors. Contrary to the popular belief, they are shitty casters. Xenomorph: Aliens, specialized as casters. Mutant: Tanks, specializing in physical brute force. 7. Items: See the Items section. I want it to be basic. I can work on things like bullet and arrow drop later. 8. Proficiency: All weapons and armor require proficiency to be used correctly, otherwise there is a significant penatly to the damage of stats, depending on the item. Generally seaking, weapons receive a 50% damage penalty, while armor generally receives a 50% drop in protection value. See the proficiency skills for exact penalties. Above the damage penalties, any negative effects of the item are also doubled, positive effects halved, and accuracy reduced by 25% for melee weapons and 75% for ranged. Furthermore, critical hit chance becomes 0%. All of these reductions are also applied on top of and after any other reductions. This only applies to currently equipped items, and not for items which exist within the characters inventory. SECTION II: Stats 1. Base Stats Strength Strength handles physical damage and health. If you're using your limbs to hit something, whether you're carrying a sword, club, or are just using your fists, or you're taking a hit from something, strength plays a huge role. Dexterity Dexterity handles speed, actions per turn, and accuracy. Wisdom Wisdom handles magic damage, scientific skills, and knowledge checks, as well as playing into the power of one's mind. 2. Attributes Hit Points (HP): HP determines how much damage you can take. Base Formula: HP = Strength * 5 [[Modifiers]]. Modified By: Cardiovascular Training. Skill Points (SP): SP determines is a measurement of your ability to use special skills and abilities. Base Formula: Knowledge * 5 [[Modifiers]]. Modified By: Skill Efficiency. Experience (EXP): Experience is gained through tasks, such as fighting, completing quests, or successful skill checks, and is spent on increasing character abilities. Base Value: 30 Action Points (AP): AP is a statistic that determines the amount of actions you can complete in a single turn. Base Formula: (SquareRoot(Dexterity) / 2) + 1 --- 3. Skills Almost everything in LWP is determined by skills. Skills can modify the base stats, modify attributes, provide new methods of attack, alter gameplay mechanics, and provide various other functionality to the game. Skills are initially given to a character depending on their preselected race and class, and then can be expanded on by spending the currency "Experience" on them. 4. Flaws Flaws are a lot like skills, except instead of being positive and generally helpful, flaws are like negative skills. Flaws are initially obtained upon character creation in exchange for a boost of the initial experience available in which to buy skills with. However, flaws may also be obtained at the Game Master's jurisdiction, as a sacrifice under certain circumstances, like surviving an otherwise fatal event and gaining a fear of the situation involved in that event. Flaws exist for the sole purpose of preventing anti-fun "perfect" characters from existing. 5. Alignment Alignment is an opinion based statistic which the character's player assigns at creation time and can change before a campaign or with permission from the Game Master. If needed, such as a character acting against his or her alignment, a vote may be called to force a player to reassign an appropriate value. Those with any level of empathy may be quick to preceive based on alignment alone, allying with those of similar alignment and making enemies of those on the opposite side of the scale. Values: Lawful Good (4): A character is obedient of the law, and does not break it to accomplish their goals, which are usually well-intended. Chaotic Good (2): A character will go to any extent to accomplish their well-intended goals. The law is meant to punish only those whom are bad, so you MUST be immune to it! Lawful Neutral (1): A character will not break the law to accomplish their goals, which may or may not be well intended, but often have an alterior motive. (Neutral) Neutral (0): The law isn't usually a priority, and choice to follow it is simply based on consequences verses advantages. Motives are dependent on the situations, again weighting consequence versus advantages. Chaotic Neutral (-1): Consequences are for puss--- erm... personal motive usually is the deciding factor decisions. Lawful Evil (-2): Motives are usually self-centered, to the fullest extent the law can provide. The law will be followed to the T, though the T generally means wiggle-room. Chaotic Evil (-4): Every action is for one's self-pleasure. The law is unimportant and those that say otherwise can die by your hand (F*** the POLICE). NOTE: Numberical values ARE important. SECTION III: Races 0. NOTES For race-exclusive skills, please see SECTION V: Racial Skill Pools 1. Commons Description: Commons derive their name from the fact that they are everywhere. Being as flexible to change as they are, they've grown rather comfortable filling the niche of freedom of choice. Commons are pretty much able to go in any direction they choose, and as they also tend to populate everywhere, find the easiest time finding places to get what they need. Commons tend to be overtly aware of consequences, and therefore tend to sit on the lawful side of the scale, which tends to lead them to be prejudice against anything that threatens the comfort of their lawful civilizations. Stats Strength: 5 Dexterity: 5 Knowledge: 5 2. Elven Description: Ranged warriors of the forest. Contrary to folklore, Elven are no more adept at magic than commons. In fact, experienced Common mages are said to be far above the basic abilities of Elven. A very conservative race based on Druidic teachings, they hold closely to their religious beliefs and prominently feature basic Cleric skills and statistics suiting of the best archers and chemists. Elven are not known for using guns and their religious beliefs frown upon technology. Most Elven find themselves aligned as "Lawful-Good", but also overtly prejudice, especially against Commons and Mutants. Stats Strength: 3 Dexterity: 8 Knowledge: 4 3: Xenomorphs Description: Unknown aliens. Xenomorphs consist of some of the best Espers and casters, also using some of the most technologically elaborate tools to get their quests done. Most Xenomorphs do not find themselves sitting on the lawful sides of the alignment scale, though they're not necessarily evil, either. Despite their vast array of technology, Elven and Xenomorphs tend to be in good standings with one another. Perhaps it's because Xenomorphs aren't as much of a threat against Elvens Gaia-centric religious beliefs as Commons are? Stats Strength: 3 Dexterity: 5 Knowledge: 7 4: Mutants Description: Maybe somewhere a nuke dropped or something, but these guys got the worst of it. Twisted to all hell, you'd think they'd have died, but the phrase "What doesn't kill you only makes you stronger" went over two-fold here, and Mutants are back with a vengence. Best described as walking tanks, Mutants easily throw anyone from anywhere else across the room with ease, and if they have some sort of hand to hand weapon, they'll knock heads clean off. Mutants tend to find themselves sitting at either Neutral or Evil, with very little respect for any sort of law. They've been through hell, so why not bring some of hell back with them? Race really doesn't factor in on their judgements, whether one is Common, Elven, Xenomorph, or even another Mutant. Stats Strength: 9 Dexterity: 4 Knowledge: 2 --- SECTION IV: Base Skill Pools 1. Common Languages Description: Common languages. Unlocking Conditions: Implied Skills: ((Passive)) Common Language Effect: (lvl1) Knowledge of speaking the Common language. ((Implies Mutant Common Language lvl1)) (lvl2) Knowledge of reading and writing the Common language. (lvl3) Advanced knowledge of the Common language, including awesome grammar, witty humor, and advanced puns. +2 Modifier to charisma checks involving the Common language. Base Cost: 30 Max Level: 3 Xenomophic Langauge Effect: (lvl1) Knowledge of speaking the Xenomorphic language. (lvl2) Knowledge of reading and writing the Xenomorphic language. (lvl3) Advanced knowledge of the Xenomorphic language, including awesome grammar, witty humor, and advanced puns. +2 Modifier to charisma checks involving the english language. Base Cost: 30 Max Level: 3 Celtic Language Effect: (lvl1) Knowledge of speaking the Celtic language. (lvl2) Knowledge of reading and writing the Celtic language. (lvl3) Advanced knowledge of the Celtic language, including awesome grammar, witty humor, and advanced puns. +2 Modifier to charisma checks involving the english language. Base Cost: 30 Max Level: 3 Mutant Common Language Effect: (lvl1) Partial knowledge of speaking the Common language. Comlex communication requires comprehension checks ((Implied by Common Language)) (lvl2) Partial knowledge of speaking the Common language, and implies 100% comprehension when both parties are communicating in the Mutant Common Language. Base Cost: 5 Max Level: 2 Charades Proficiency Effect: +[[SkillLevel]] mod to charisma checks with characters whom have no compatible languages. Base Cost: 15 Max Level: 3 ... 2. Strength Description: Unlocking Conditions: Implied Skills: 3. Dexterity Description: Unlocking Conditions: Implied Skills: 4. Knowledge Description: Unlocking Conditions: Implied Skills: ... SECTION V: Racial Skill Pools 1. Common Description: Abilities of Common characters Unlocking Conditions: Race: Common Skills: ((Passive)) Adrenaline Rush Effect: A +[[SkillLevel]] mod to strength and dexterity when HP is below 20%. Base Cost: 15 Max Level: 3 Tool Mastery Effect: A +[[SkillLevel]] mod to accuracy and damage rolls of weapons without a proficiency. Base Cost: 15 Max Level: 5 Fast Learners Effect: +[[SkillLevel]]% to experience earned. Applied before other modifications. Base Cost: 30 Max Level: 10 2. Elven Description: Abilities of Elven characters Unlocking Conditions: Race: Elven Skills: ((Passive)) Effect: Base Cost: Max Level: 3. Mutant Description: Abilities of Mutant characters Unlocking Conditions: Race: Mutant Skills: ((Passive)) Effect: Base Cost: Max Level: 4. Xenomorph Description: Abilities of Xenomorph characters Unlocking Conditions: Race: Xenomorph Skills: ((Passive)) Effect: Base Cost: Max Level: SECTION VI: Items SECTION VII: GLOSSARY SECTION VIII: Charts 1. Stat Cost Chart Stat Level: 1 2 3 4 5 6 7 8 9 10 Cost: 3 6 10 13 16 20 23 26 30 33 Stat Level: 11 12 13 14 15 16 17 18 19 20 Cost: 36 40 43 46 50 53 56 60 63 66 Stat Level: 21 22 23 24 25 26 27 28 29 30 Cost: 70 73 76 80 83 86 90 93 96 100 2. Action Point Chart Action Points: 1 2 3 4 5 6 7 8 9 10 Required Dexterity: 0 4 16 36 64 100 144 196 256 324 Action Points: 11 12 13 14 15 16 17 18 19 20 Required Dexterity: 400 484 576 676 784 900 1024 1156 1296 1444