A Certain Role-playing Game: Difference between revisions
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Revision as of 15:18, 21 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 - Covers everything physical, from running to lifting stuff, to shooting pistols.
- Mental - 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.
- Perhaps the players can buy dice rather than actual points?
The current idea for a point buy system: Every player gets 60 (65?) points to allocate to:
- Stats (min 2, max 20, average 10)
- Level (Each Level costs 5 points)
- Skills (Each skill costs as many points as it's bonus (Running 4 costs 4 points, and gives a +4 bonus to Physical when running
Thus a Level 5 would have 35 points to allocate on Skills and Stats.
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.
Should how the power itself work be left up to the player, or should that be rolled too? Active/Passive/Environmental/What else?
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)
- 0 - Plasma
- FORCES
- 1d10
- 1 - Gravity
- 2 - Friction
- 3 - Vector 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 (Like levitation, or what?)
- 0 - Rigidity
- MENTAL
- 1d10
- 1 - Memory Manipulation (including eidetic memory)
- 2 - Telepathy (mind reading, communication, control)
- 3 - Confusion (ranging from switching one perception for another to causing outright insanity)
- 4 - Hallucination (any/all senses)
- 5 - Sensory Antagonism/Agonism (dull/cause pain, pleasure, etc)
- 6 - Emotion Antagonism/Agonism
- 7 - Dream Manipulation (might include Astral Projection)
- 8 - Power Nullification
- 9 - Power Absorption
- 0 - Mental Enhancement (thought speed, intellect, will, emotion, etc)
- BIOLOGICAL
- 1 - Plant Control
- 2 - Physical Enhancement
- 3 - Sensory Enhancement
- 4 - Regeneration
- 5 - Shape Shifting/doppleganger
- 6 - Animal Empathy
- 7 - Pheromone Control
- 8 - Aging
- 9 - ???
- 0 - ???
- ANOMALY
- 1 - Barrier-field Manipulation
- 2 - Teleport
- 3 - Precognition
- 4 - Psychometry
- 5 - Portals
- 6 - Entropy (and manipulation of entropy [level 5 does not have COMPLETE control])
- 7 - Duplication (Recreate any item touched, seen, or read about... fundamental knowledge of principles behind more advanced creations must be known otherwise it'd go horribly wrong)
- 8 - Particle Control (Complete control of matter at the atomic level - possibly way overpowered)(Maybe it need huge amounts of concentration, and isn't that powerful until Levels 4 & 5?)
- 9 - ??? (Suggestion - An old anime favourite, perhaps best known as 'hammer space' but a better name would be appreciated, basically being able to shift X amount of matter into a holding dimension, and able to summon what is contained there at will) (Yeah, I think that's a bit over-the-top... Maybe just "Switch", the ability to make to item switch places with eachother, ranging from soda cans by Level 1, to cars at Level 3, and buildings at Level 5)
- 0 - ???
Other
- Student Background Table
- 1d5
- 1 - Regular Student
- 2 - Delinquent
- 3 - Honor Student
- 4 - Agency Connections
- 5 - Experimental Subject