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 Current Dice System (Test Phases)

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Avalon

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Join date : 2008-08-01

PostSubject: Current Dice System (Test Phases)   Fri Aug 21, 2009 12:41 am

Hp: 10+con mod x 2+lvl
Mp: 10+int/cha/wis mod x2+lvl


Rank Dmg

Lvl 1-20: 1d6
Lvl 21-30: 1d8
Lvl: 31-40: 1d10

Str Bonus: When you roll str you deal extra dmg based on your str score
Example: If you have 25 str you deal +1 dmg

20: +1
30: +2
40: +3
50: +4
50+:+5

Initiative: 1d20+Dex modifier

Crits: A natural 20 on a dice roll is a crit, crits deal double the damage

Stuns: Stuns at least one round, a round is the end of the opponents turn, if the opponent stuns you for one round you may not take action until the end of their following turn

Attacks:

1d20+Str modifer + half lvl (lvl bonus is not added when fighting npcs)
1d20+Dex Modifer + half lvl (lvl bonus is not added when fighting npcs)

Melee: Str is used for melee
Dex: Dex is used for Ranged or Melee

Defense

1d20+Str modifier + half lvl=Block (lvl bonus is not added when fighting npcs)
1d20+dex modifier +half lvl=Dodge (lvl bonus is not added when fighting npcs)

Guns:

Guns are unblockable, but each shot cost 2 MP, in addition to whatever cost the skills may require.
Guns may only be used by the Ranger Class

Magic

All Black Magic Attacks are unblockable,
Offensive White Magic Spells require defense with Wis/Cha/Int

Using any spell drains Magic points (MP). Outside of Battle Magic points regenerate at a rate of 10/hour

Black Magic uses Intelligence and Charisma
White Magic uses Wisdom

Magic May be used to cancel out another magic attack

Example: Thundaga Rank 2 may be used to counter Blizzaga, to do this the mage defending rolls vs. the mage attacking. If the defense roll succeeds, the mages then roll dmg, loser takes the difference.

Spells can be learned and used by Rank depending on the Mages Power Level

Spell Rank

(All Spells are in Tiers, to learn a spell, unlock the Tier)

Tier 1
Access at character creation
Must train to learn

Tier 2 spells
10 tokens
Must have all level 1 spells
Requires level 15
Must train to learn

Tier 3 spells
20 tokens
Must have all level 2 spells
Requires level 30
Must Train to Learn

Tier 4 spells
30 tokens
Must have all level 3 spells
Requires level 35
Must train to learn


Attack:

1d20+Respective Stat + half lvl (lvl bonus is not added when fighting npcs)

Defend:

1d20+Respective Stat + half lvl (lvl bonus is not added when fighting npcs)

Magic Chart:

Spells cost 1+Their Rank

Rank One abilities cost: 2
Rank Two abilities cost: 3
Rank Three abilities cost:4
Rank Four abilities cost: 5


Last edited by Avalon on Sat Aug 22, 2009 9:59 pm; edited 8 times in total
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Avalon

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PostSubject: Re: Current Dice System (Test Phases)   Fri Aug 21, 2009 1:40 am

These are temporary abilities used to test the dice system

White Magic:

Rank 1

Scan: The Scan spell magically notifies the user of a targets physical, mental and spiritual status
DF: Ability to see the opponents health, magic points, status (if cursed, burned, weakened, poisoned), requires Wis roll vs. Targets Wis/Cha/Int

Cure: The cure spell restores a small amount of life-force to a target, may be used offensively on undead
DF: Heals1d6 dmg, if used on undead a wis roll is required

Esuna: Esuna cures and restores a target to their original state, banishing all malignant effects
DF: Cure’s darkness, poison, silence, sleep, confusion, berserk, slow and petrifaction, Burn, chill and other status altering effects

NulBlaze Minor: A buff spell that shields the target from the next fire attack
DF: Completly shields the target from the next fire attack

NulShock Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next lightning attack

NulTide Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next water attack

NulFrost Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next ice attack

Black Magic:

Rank 1

Fire: A weak offensive spell that utilizes the element of fire
DF: Deals 1d8 Fire damage, and 1 dmg per round for the next 2 rounds

Water: A weak offensive spell that utilizes the element of water
DF: Deals 1d8+2 water damage

Thunder: A weak offensive spell that utilizes the element of lightning
DF: Deals 1d8 dmg, and target rolls con (DC 14) if he/she fails they are stunned for one round or until hit

Blizzard: A weak offensive spell that utilizes the element of ice
DF: Deals 1d8 dmg, target suffers -1 to rolls for the next turn

Fighter:

Rank 1

Aim: This ability uses mana to briefly increase the parties accuracy
DF: For one round everyone in the party has +2 to dex rolls

Guard: A skill that was developed with the sole purpose of defending another
DF: May use defensively, The user may roll defense to block for another, guard does not work on magical attacks. The fighter makes this action before the target they are blocking for is hit

Provoke: With a bit of mana and a few words the user draws the targets attention with a almost hypnotic intensity
DF: Target must attack the user on their next turn, rolled with Cha

Power Break: A strange power that weakens an enemies strength and resolve
DF: Target deals -2 dmg on their next attack, rolled with str

Thief:

Rank 1

Jinx: Strange magic that hexes the targets
DF: The user rolls Cha vs. the targets Int/Wis/Cha, if the user succeeds the enemy party suffers -2 to rolls for one round,

Luck: Even Stranger magic that raises parties luck
DF: Party gains +2 to rolls for one round

Bribe: Slight of hand and a few quick words can get you out of a lot of trouble
DF: The user rolls Cha vs. the targets Int/Wis/Cha, if the user succeeds the target opponent skips their next turn

Steal: Quick fingers and sleight of hand makes a god thief
DF: May steal one random object from target, rolled with dex
Special: May only be used on NPC’s

Ranger:

Rapid Shot: By increasing their speed the Ranger can greatly increase the rate of fire
DF: The Ranger rolls twice against the same enemy, the second roll does 1 dmg die lower to a base of 1d4
Example: A level 28 Ranger deals 1d8+1d4 dmg

Eagle Eye: This ability uses mana to briefly increase the users accuracy
DF: For two rounds the user gains +2 to dex rolls

Charged Shot: By empowering their weapon with Mana the Ranger can deal more damage per shot than normal
DF: +2 dmg

Multi Shot: By increasing their speed and agility the Ranger can fire at multiple opponents
DF: Can target up to two people, the Ranger rolls twice, the second attack roll is made at -1

Monks:

Wave Fist: A quick focused projectile of pure Ki
DF: Deals Rank dmg+1d4, rolled with Dex

Leaping Tiger Style: The tiger style is centered around quick and vicious strikes
DF: For two rounds the user deals +1 extra dmg and attacks at +1 attack roll

Flurry of Blows: Discipline and speed allows the monk to strike the same enemy three times in rapid sucession.
DF: Deals Rank Dmg+3


Self Cure 1: The monks discipline and study grants him/her the ability to manipulate their ki to heal their bodies
DF: Heals 1d4 dmg

Paladin:

Cure: The cure spell restores a small amount of life-force to a target, may be used offensively on undead
DF: Heals1d6 dmg, if used on undead a wis roll is required

Defense: The aura of a paladin itself is often enough to bolster a parties resolve
DF: The entire party gains +2 to defense rolls for 2 rounds

Cover: An enchantment that allows the paladin to draw any harm of any kind from an ally to him/herself
DF: For two rounds the paladin may redirect any damage dealt to an ally to him/herself

Parley: Naturally charismatic the paladin stands a very good chance to come to an agreement with his opponents, generally leaving both parties to walk away peacefully
DF: The target rolls Cha/Int/Wis vs. the paladins Cha or leaves the battle, once the target leaves he/she can not return to the same battle

Dark Knights:

Fire: A weak offensive spell that utilizes the element of fire
DF: Deals 1d8 Fire damage, and 1 dmg per round for the next 2 rounds

Blood Pact: Shadowed magic fuels the Dark Knight, a magic that allows it to sacrifice its life to kill their opponent quicker
DF: Dark Knight sacrifices 2 life to deal an additional 4 dmg to target

Dark Pact: A mystical bond that allows the Dark Knight to transfer their mana to their life force
DF: Dark Knight trades transfers two mana to gain two life

Blood Strike: By wounding themselves the Dark Knight can use their own blood to empower their magic
DF: At the cost of 2 life the next spell the Dark Knight casts does +2 dmg


Last edited by Avalon on Sat Aug 22, 2009 9:31 pm; edited 2 times in total
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Avalon

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PostSubject: Re: Current Dice System (Test Phases)   Sat Aug 22, 2009 12:52 am

Bump!
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DM Jecht
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PostSubject: Re: Current Dice System (Test Phases)   Sat Aug 22, 2009 1:54 am

Bump, To see spells and classes easier
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