A Certain Role-playing Game: Difference between revisions
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==Base Stats== | ==Base Stats== | ||
There are three base stats: | There are three base stats: | ||
:Physical (Body?) - Covers everything physical, from running to | :Physical (Body?) - Covers everything physical, from running to lifting stuff, to shooting pistols. | ||
:Mental (Mind?) - not only sheer intelligence, it's also the speed of thought and everything that's based ''in your head''. | :Mental (Mind?) - not only sheer intelligence, it's also the speed of thought and everything that's based ''in your head''. | ||
:Social - How much of a people person you are. | :Social - How much of a people person you are. | ||
Revision as of 21:06, 20 August 2010
Started out as just an idea, then /tg/ picked it up. Basically, it's a game set in the To Aru universe complete with psychic powers and magic. (the word complete is used very loosely) It's a dice-pool system based on the d10.
Base Stats
There are three base stats:
- Physical (Body?) - Covers everything physical, from running to lifting stuff, to shooting pistols.
- Mental (Mind?) - not only sheer intelligence, it's also the speed of thought and everything that's based in your head.
- Social - How much of a people person you are.
These stats are, at the moment, generated by rolling 2d10 for each. You may switch places on two.
There's also ideas on making it a point-buy system and thereby evening out the ratio between Level 5 ESPers and Level 0 non-ESPers.
Base Mechanic
- Skill Rolls: A skill gives a bonus to your base stat (Running 4 gives a +4 bonus to Physical, Knowledge (Trees) 8 gives +8 to Mental if Trees come into play on a theoretical level.), which you then roll 2d10 and try to roll under the resulting number. 19 and 20 are critical failures, 2 and 3 are Spectacular Successes.
- Powers: !!! Powers are still being worked on, this is the current system but will probably be changed to the better one proposed in the latest thread !!! You get a number of dice equal to your level (Level 4 = 4 dice), these are your power dice. The higher you roll, the better the result.
More to be added, probably
Powers
The current tables:
- 1d5
- 1 - Elemental
- 2 - Forces
- 3 - Mental
- 4 - Biological
- 5 - Anomaly
- ELEMENTAL
- 1d10
- 1 - Air
- 2 - Fire (merged with Heat)
- 3 - Water
- 4 - Ice
- 4 - Earth
- 5 - Metal
- 6 - Electricity
- 7 - Inorganic Synthetic (plastic, glass, ceramics)
- 8 - Organic Synthetic (Cloth, paper, animal products, lumber)
- 9 - Non-water liquids (oil, acid, alcohol, etc)
- 10 - Plasma
- FORCES
- 1d10
- 1 - Gravity
- 2 - Friction
- 3 - Vector Control (merged with Momentum Control)
- 4 - Light
- 5 - Telekinesis
- 6 - Mass control (subtly but substantially different from gravity/vector; think portal vs teleport)
- 7 - Heat/Cold
- 8 - Torque (use your power on something and it TWISTS. Level 0: open a stuck jar. Level 2: Wrench a reinforced door off it's hinges. Level 5: Touch a 1,000 ton bank vault, tell it "roll over, Spot. Good, now roll over that house." or "liquify from internal stress; now spray those guys over there with molten steel.")
- 9 - Flight
- 10 - Rigidity
- MENTAL
- 1d10
- 1 - Memory Manipulation (inc. eidetic memory)
- 2 - Telepathy (inc. direct Dominate Person-like things)
- 3 - Insanity (in others, although the character might be insane too due to having something like this)
- 4 - Illusion (focuses on sense so aural and scent based illusions are possible)
- 5 - Emotion Antagonism/Agonism
- 6 - Sensory Antagonism/Agonism (dull/cause pain, pleasure, etc)
- 7 - Dream manipulation (can do Freddy Kreuger stuff at high levels)
- 8 - Power Cancellation (all powers are psychic, remember)
- 9 - Power Absorption (same as above)
- 10 - Astral Projection
- BIOLOGICAL
- 1 - Plant Control
- 2 - Enhancement
- 3 - Regeneration
- 4 - ????
- 5 - ????
- ANOMALY
- 1 - Shield Shard (Needs a better name?)
- 2 - Teleport
- 3 - Precognition (merged with [messing with luck], it is the ability to predict the future and alter it slightly)
- 4 - Psychometry (merged with [find objects])
- 5 - Portals