A Certain Role-playing Game: Difference between revisions
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==Threads on /tg/== | ==Threads on /tg/== | ||
; First Thread: http://suptg.thisisnotatrueending.com/archive/11754164/ | ; First Thread: http://suptg.thisisnotatrueending.com/archive/11754164/ | ||
; Second Thread: http://suptg.thisisnotatrueending.com/archive/11765694/ | ; Second Thread: http://suptg.thisisnotatrueending.com/archive/11765694/ |
Revision as of 20:17, 22 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 not a dice-pool system, it's a d10 roll-under system.
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http://en.wikipedia.org/wiki/Toaru_Majutsu_no_Index - Reference to the universe. We can create our own expansion and fluff to the available materials eventually, once the system is in place.
IRC channel: #acertainroleplayinggame @ xen.thisisnotatrueending.com (suptg)
Current .pdf, WIP: http://www.mediafire.com/?c9omd2c293kqz2b
Base Stats
There are four base stats:
- Physical - Covers everything physical strength and constitution.
- 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.
- Coordination - Agility, speed, and dexterity.
Generate stats by rolling 5 sets of 2d10 and assigning the best four to one stat each.
The player is then given 30 points to allocate to Level and skills.
- One ESPer level costs 5 points
- A skill costs as many points as it's bonus. (Running 4 costs 4 points)(There's no skill list, skills are completely freeform)
OR you can roll on the Level table, coming up!
- HP: Number of hit points is your Physical stat multiplied by 5. At 0 hit points or below, roll against your physical each turn. On a failure you collapse and are unconscious. At -100% of your maximum hit points, make the same check but a failure means death.
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 determined by rolling on the tables found below. Every combat round, an ESPer rolls a number of dice equal to their level to determine the amount of power points they can spend that turn. Power points are pretty abstract, but the more the more powerful the effect is. The ESPer can also choose to save half of those power points for the next round, thus "charging" their power.
- Powers in Combat: (tentative idea) Each turn in combat, an esper can choose to spend the points they rolled for the turn or save up to half of the unused points. If an esper is ever holding more than the maximum number of points they could roll in a single turn (so 10 for level 1s, 20 for level 2s, 30 for level 3s, etc), then they lose all points over the maximum and take that much damage. The number of points you have is the base damage you can do with an attack. This assumes a short range attack against one target. These points of damage can either be used for the attack or be spent to modify the attack to have a longer range, to cover a larger area of effect or to buy additional effects on the attack such as an electrical attack that stuns foes.
- Attack Effects: Rather than have a list of power effects, there will be guidelines for how much effects cost. GMs have the last word on how much a particular effect will cost. Small effects will cost 1 point. Medium effects will cost 3. Large effects cost 5. Each effect beyond the first costs an additional point. (ex: 3 small effects will cost 1+2+2 points = 5 points. 2 large effects would cost 5+6=11 points)
- There are two cases for when effects need to be applied to attacks. The first is when the attack gives a mechanical benefit beyond simply doing damage.
- Examples: Small: plants coming up from the ground and making grabs at your feet to try to trip you
- Medium: A stunning effect to a shock, temporarily dropping you
- Large: Plants wrap around someone and squeeze tightly, immobilizing them
- The second is when the attack does something that deviates from what the power originally does. Small effects push the original power a little. Medium would be effects and addendums of the first power. Large would be huge changes and weird stuff.
- Examples: Small: manipulating gravity to directly hit someone with force
- Medium: Using electromagnetism to create a blade out of iron particles from the ground
- Large: Using gravity to bend light
Obviously, powers like teleportation that don't have direct combat application wouldn't be able to do damage in these steps without use of added effects. They might also need different distance/range charts for balance.
- Preliminary Range/AOE info: Each point of damage that is instead put into AOE or range increases the effect of the attack by 10 square yards of area or 10 yards of distance, with a maximum of 100 yards (10 points) for range and no maximum limit for area of effect of the attack.
- Accuracy and Dodging: Upon declaring an attack using esper powers, the attacker makes an accuracy roll. For attacks doing physical damage, roll d10 against your coordination For this roll, add your ESPer level and the number of points spent on increasing the AOE of the attack to your coordination. Subtract 1 from your coordination for each point above 3 spent on increasing the range of the attack. The defender rolls coordination. Whoever succeeds with a higher margin of success wins (hits with or dodges the attack). For mental attacks, use the mental stat in place of coordination for both attacker and defender.
- Defensive Abilities: If you have stored up esper powers when someone successfully attacks you, you can spend those points to negate some of the damage at the rate of 4 stored points per 1 point of damage negated. Describe how you do this with your power. Ex: bringing up a sheet of ice to block a launched rock, cutting through some of the vines of an attacking plant using a blade of vibrating iron particles, etc.
- Critical Failures: When rolling dice each turn to determine power points, an esper can lose control of their power and suffer backlash from it. A level one cannot have a critical failure. A level 2 that rolls 2 or lower on both dice has a critical failure. A level 3 that rolls 2 or lower on 2 of their 3 dice has a critical failure. A level 4 that rolls 3 or lower on 3 of their 4 dice has a critical failure. A level 5 that rolls 3 or lower on 3 of their 5 dice has a critical failure. On a critical failure, the esper gains no points this round and instead loses all stored points and takes damage equal to the points they would have gained plus the stored points they lost.
- Weapons:
More to be added, probably
Powers
The current tables:
- 1d10
- 1-2 - Elemental
- 3-4 - Forces
- 5-6 - Mental
- 7-8 - Biological
- 9-0 - Anomaly
- ELEMENTAL
- 1d10
- 1 - Air
- 2 - Fire (merged with Heat)
- 3 - Water
- 4 - Earth
- 5 - Metal
- 6 - Electricity
- 7 - Synthetic Materials (plastic, glass, ceramics)
- 8 - Magma/Lava
- 9 - Electromagnetic Waves (Radiation, UV Rays, X Rays)
- 0 - Transmutation
- FORCES
- 1d10
- 1 - Gravity
- 2 - Friction
- 3 - Pressure
- 4 - Light
- 5 - Telekinesis
- 6 - Mass control (subtly but substantially different from gravity/vector; think portal vs teleport)
- 7 - Temperature (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 - Time Manipulation (Speeding/Slowing, Possibly hopping at high level)
- 0 - Momentum (Change the path of objects in motion. Higher level means bigger and faster objects.)
- 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 Control
- 7 - Animation (Temporarily bringing inanimate objects to life, possibly a golem)
- 8 - Photoreflexive Memory
- 9 - Size Shifting (Ability to increase or decrease one's size.)(And maybe others)
- 0 - Chameleon
- ANOMALY
- 1 - Barrier-field Manipulation
- 2 - Teleport (See Kuroko for references on the limitations on power, at level 4 she can carry someone who's slightly heavier than her up to 80 or 90 meters)
- 3 - Precognition (Fluff as seeing statistical probabilities for future, prone to change, that way it won't break a GMs plans or make players feel railroaded too heavily?)
- 4 - Psychometry
- 5 - Portals
- 6 - Technokineticism (Control of machines)
- 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 - Probability (Trade off luck. Example. Win the lottery against huge odds, but then find everything goes horribly wrong in unlikely ways to pay back the luck debt and restore balance.)
- 9 - Projection (Temporarily projecting an object into existence. Flat board to cross roofs, club to beat with, etc.)
- 0 - Phase Walk (The ability to "phase" through solid objects)
Power Descriptions
- Air Control
- You control the flow of air, you can create mighty winds or snuff out the greatest flame with the power of your mind.
- Fire Control
- Mighty flames obey your every command, by rising to your full potential as an ESPer you can create infernoes with a snap of your fingers.
- Water Control
- Water forms itself according to the ground it flows on, the exception is you. You have the power to control and form water, with the right training tsunamis are within your reach.
- Earth Control
- The earth itself obeys you, it cracks open at your word and forms itself with a wave of your hand.
- Metal Control
- Metals bend to your will, cars quiver like jelly on a washing machine and U-beams bow before you. You ARE the Iron Man.
- Electricity Control
- The current within your body is at your command, you can shoot arcs of lightning from your fingertips and start appliances by looking strictly at them.
- Synthetic Material Control
- Man made materials like plastic, glass and ceramics are like putty, ready to be formed by your hands.
- Magma Control
- Earth melts under you stare, asphalt bubbles as you walk by and the guys in the skyscraper better hope the foundation isn't concrete.
- Electromagnetic Wave Control
- There is plenty of stuff all around us that we can't even perceive, but still affect us. You have power over them. Radiation, UV Rays, X Rays, Microwaves and Gamma Rays are all under your control.
- Transmutation Control
- Everything is matter, only in different states. You have the power to change this matter into anything you like. See the cellphone in you hand? Look again, the cellphone is now a wallet, the wallet is now diamonds. Anything is possible when you're a Level 5.
Other
- Student Background Table
- 1d10
- 1 - Experimental Subject/Child Error
- 2-3 - Delinquent (Skill-Out)
- 4-7 - Regular Student
- 8-9 - Honor Student
- 0 - Agency Connections (Judgement, Anti-Skill)
- Level table
- roll 1d100 and add your Mental stat
- 1-15 - Level 0
- 16 - 30 - Level 1
- 31 - 50 - Level 2
- 51 - 80 - Level 3
- 81 - 100 - Level 4
- 100+ - Level 5
- Character backgrounds
- 1d100
- 1. Hydrophobic.
- 2. Always on the move.
- 3. Judgement.
- 4. Bitten by dog.
- 5. Celebrity.
- 6. Orphan..
- 7. Hobbyist.
- 8. Bookworm
- 9. Hooligan
- 10. Shut-in
- 11. Inferiority Complex
- 12. Local hero
- 13. Unlucky
- 14. Fist-fighter
- 15. Computer whiz.
- 16. Undeserved reputation
- 17. Overconfident
- 18. Gluttony
- 19. Gemstone
- 20. Didn't want this!
- 21: Hero Worship
- 22: Animal Lover
- 23: Superstitious
- 24: Overachiever
- 25: Charitable
- 26: Olympian
- 27: Teamworker
- 28: Off the Grid (Higher level than one would think)
- 29: Musician
- 30: Wealthy
- 31: Firefighter
- 32: Main Character
- 33: Nervous
- 34: Anarchist
- 35: Pyromaniac
- 36: Fanbase
- 37: Part-time Job
- 38: Perfectionist
- 39: Family in the city
- 40: Still living at home
- 41: Connected
- 42: Emotionally scarred
- 43: Engaged to be married
- 44: Foreigner
- 45: In a relationship
- 46: Airhead
- 47: Attractive/Good Looking
- 48: Famous Father
- 49: New in Town
- 50: Childlike
- 51: Independent
- 52: Butler/Maid
- 53: Tsundere
- 54: Stalker
- 55: Possitive
- 56: Rebel
- 57: Class president
Threads on /tg/
- First Thread
- http://suptg.thisisnotatrueending.com/archive/11754164/
- Second Thread
- http://suptg.thisisnotatrueending.com/archive/11765694/