Ascent PnP - Talk thread - Cont.

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Cimeries
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Ascent PnP - Talk thread - Cont.

Post by Cimeries »

Story:
You've spent the last few years under the employ of the necromantic lich lord, Deucce Baaj. Your job consisted of dwelling inside of his private dungeon (not that kind of dungeon... well... okay, sometimes...) and protecting an ancient artifact of great importance from any would-be heroes or profiteers trying to claim it.
However, you've had enough of Deucce Baaj's horrible terms. Be it the terrible food (and often lack thereof), the humiliating treatment (oh please, "Skeletal Friday?"), or the lack of a solid dental plan, you've made up your mind to end your binding contract prematurely. This... despite a slight hardship: Deucce Baaj is currently holding on to your soul until the contract ends, as part of the agreement, and retrieving it may prove difficult.

You have banded together with several of Deucce Baaj's other revolting* minions, who are just as frustrated by his terms as you are, and have together conjured a cunning plan to steal and use the artifact mentioned earlier in order to reclaim your souls. No one is certain what the artifact is, exactly, or what are its functions, as no one has yet to open the seals that protect the artifact's case. Everyone is pretty sure it is very powerful, though, and that should be good enough to fetch your souls back from that douch... I mean Deucce Baaj.
*(In more ways than one.)

You and the rest of the motley crew have all agreed to ditch your post today (cleverly leaving in your place a very lifelike cardboard cutout) and meet up with a depressive iron golem under the name of Gaunt, who has agreed to oversee and manage the execution of the plan and bring snacks. Gaunt's quarters are located on BF 23, just two floors above the very bottom of the dungeon, where the magnificent artifact resides.
And then...

We are now continuing where we left off in the last take. You're free to join with a new character even if you weren't in the original take, or want to make a different one instead. I'll find a way to fit you into the story.
Rules:
Using the ruleset from Clonks' Tear of a Pheonix PnP, with the following differences:

1. The addition of the Intelligence (INT) stat, which adds to the damage of your spells and places a limit on the amount of active skills and spells you can have. You can not have more spells/skill than (INT/3).
2. The Defense stat (DEF) is replaced with Constitution (CON), and now provides 1 more HP per point. Every 3 points of CON will also grant you +1 to your HP mod. CON does not grant a DEF bonus, DEF can now only be gained from equipment.
3. The Resistance stat (RES) is replaced with Wisdom (WIS), and now, while every 2 points in Wisdom will give you 1 point of RES, Wisdom will also increase the number of passive abilities you can have: You can not have more abilities than (WIS/3). Wisdom also grants resistance to mental attacks and effects.
4. The removal of the Luck stat (LUK). Fortification (CEv) can only be acquired from items now.
5. HP costs 25 AP (pricey!) per point to buy. You also gain 1d6+HPmod Hit points every time you level up.
6. The base stat cap is now 35, and you get 3 points to spend on your stats every level, instead of 2.
7. INT and WIS increase your rate of learning. How that is significant will be revealed later.
8. Inventory is weight based, see below a formula for carrying capacity.
9. Regardless of your INT and WIS, you can always have at least one active and one passive skill. Also, Traits ignore the WIS/INT limitations, but can only be acquired when creating your character.
10. :cookie:. If the GM gives you a cookie, you should write it down somewhere. They may have a special role later. You get them for identifying the bizzare references that pop up now and then, and for contributing to the story, among other things.

Player Stats:

STR: Strength. Each point of STR allows you to carry 5 more units of weight. Additionally, half your STR is added as damage to your physical attacks, may increase the damage of skills, and each second point of POW adds 1 HP. Every 5 Points add 1 to your HP mod.
SKL: Skill. Each point of SKL adds 3 points to your Hit rate and 1 point to your Crt rate. Critical hits do [SKL x10]% more damage than regular attacks.
AGI: Agility. Each point of AGI adds 4 points to your Avd.
CON: Constitution. Each point of CON raises your HP by 1 and allows you to carry 3 more units of weight. Every 3 points add 1 to your HP mod.
WIS: Wisdom. Every 2 points of Wisdom add 1 to your Resistance, and increases the rate at which you learn.
INT: Intelligence directly increases the damage of your spells, and the number of skills you can learn (INT/3).

Atk: [POW/2 + Weapon Atk] The basic amount of physical damage you're capable of dealing with a regular attack.
Hit: [SKL x3 + Weapon/Skill Hit] Your basic chance to hit with a regular attack.
Crt: [SKL + Weapon/Skill/Spell Crt] Your basic chance to score a critical hit. A critical hit deals [SKL x10]% (but at the very least one point) more damage than usual.
Avd: [AGI x4 + Equipment Avd] Your chance to avoid an attack, no matter whether it's physical or magical. To put it simply, your Avd is subtracted from the Hit rate of anything that tries to attack you. This does not apply to status ailments, however.

Starting Max HP: [10 + (CON) + (STR/2)]
HP Mod: (CON/3)+(STR/5)
Carry Weight: [50 + (STR x5) + (CON x3)]

Each post should have the character's status table on top, looking similar to the example below (though you're very welcome to apply your own style and eye-candy). You may also add a hidden avatar and other fancy stuff if you want, but that's not a requirement.

Mr. Example, Lv1 [37] (Front)
HP: 19/19
MP: 07/07
Wt: 23/95
6-8 Atk | 90 Hit | 08 Crt
34 Avd | 1 DEF | 0 RES | 05 CEv |
Weapon: Sword of the Example [3 - 5 Atk | 75 Hit | 05 Crt | 05 Wt]
Armor: Armor of Example [10 Avd | 1 DEF | 10 Wt]
Spoiler: Inventory & Status
Items:
- Example Potion ( 19 Wt | Example Effect)
Skills[list]Display [3/3]: Provides an example of an active skill your character can learn. 00 AP[/list]Abilities/Traits[list]Example mastery: When Mr. Example is put in display, this provides an example of a passive ability that your character can learn. 00 AP[/list]Stats:
POW: 6
SKL: 6
AGI: 6
CON: 6
WIS: 7
INT: 10

Miscellanea:
AP: 340
Critical Hits: 160%
:cookie::cookie::cookie:

Description: Your character's physical description goes here.
[spoiler="Background:"]Your backstory goes here.
[/spoiler]

Mr Example's stats aren't actually calculated to be correct, btw. If you're like me and can't be arsed to calculate stats unless you really have to, I will do that for you when you post your character.

Vets, adjust your characters to the new ruleset and post them here for review. Your Exp and items you found are preserved, but you're free to change your starting equipment and redistribute stats and AP.
Last edited by Cimeries on Fri Jan 07, 2011 11:08 pm, edited 6 times in total.
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Shade
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Post by Shade »

Well damn. I hope it's okay if I remain with my uses-based spells, as Shade isn't an MP-orientied character, and switching to using MP now would cause him to no longer be a jack of all trades, but an actual caster, which is something I don't want.

Image
Shade, Lv01 [50] (Front)
17/17 HP
08-08 Atk | 107 Hit | 14 Crt
......01 Def | 02 Res | 60 Avd | 05 Frt
Rapier (5 - 5 Atk, 95 Hit, 10 Crt, 5 Wt)
Red Coat (1 Def, 0 Res, 15 Avd, 5 Fort, 7 Wt)
Spoiler: Inventory & Status
Items (Wt: _18/103):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 Wt)

Skills:
None

Spells:
[3/3] Spark Wave [115 AP]
[Base: 8 Atk, 100 Hit, 10 Crt]
[Curr: 15 Atk, 100 Hit, 10 Crt]
Hits all enemies with lightning, possibly also paralyzing them for 2 turns (25% chance per target).


[3/3] Healing Stream [120 AP]
[Base: 10 HP / 0 HP]
[Curr: 17 HP / 7 HP]
Focuses the curative power of the earth on an ally, healing it by [10 + INT] HP. Can also be aimed at the entire party, but only heals each target by [INT] HP when doing so.


Abilities:
- Counter [200 AP]
Shade is very skilled at fencing, knowing how to utilize every single chance to attack. If he successfully dodges a melee attack, he instantly counter-attacks with a melee attack of his own.

Traits:
- Swift [15 AP]
Shade is very agile and perceptive, making it rather easy for him to anticipate attacks and dodge them. Adds +5 to Avd.

Stats:
06 STR
04 SKL
10 AGI
04 CON
04 WIS
07 INT

Story:
Shade has a kinda rough past to show, so he eventually sought dispersal by becoming Deucce Baaj's employee, as fighting hero-wannabes and all that stuff sounded pretty cool. And it actually kinda is, if it wasn't for the fact that the payment just outright sucks and no-one likes the bad guys. So, after all these years, he finally decides to break free again and reclaim his freedom in an attempt to start a new life.

Shade is a tall man in his early twenties. He tends to be overly cynic and grumpy at times, but that's kinda to be expected if you're discontent with your employer. If he for once is in a good temper, however, he's actually a pretty nice and trustable guy, if somewhat arrogant.

Misc.:
AP left: ......... 50
HP added: ..... 0
HP-Mod.: .... +2
Crt-Dmg: ... +40%
Last edited by Shade on Sat Jan 08, 2011 1:24 am, edited 4 times in total.
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Ditto
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Post by Ditto »

Eh... aren't skill use skills somewhat superior to mana based skills? Sure, spamming is a lot more limited, but you don't waste the AP for spells you don't use.

Anyway, working on char.
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Post by Shade »

Ditto wrote:Eh... aren't skill use skills somewhat superior to mana based skills?
Depending on one's tactical usage of skills, they may very well be. It works out nicely if you intend to use a wider variety of skills instead of always just the same one.
Just pretend it's some kind of bonus because this character ain't new. :)
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Post by Ditto »

Sir Oinkley, Lvl 1 Porc Black Knight [61/100] (Cover)
Image
Image 31/31 [Normal]
Image 49/130 [2 Item Groups]
Weapon: Steak Knife (3-5 Atk, 80 Hit, 0 Crt, 5 Wt)
Shield: Frying Pan Shield (15 Avd, 5 Wt)
Armor: Full Platemail (3 Def, -10 Avd, 10 Fort, 30 Wt)
8-10 Atk | 95 Hit | 5 Crt
6-8 Atk | 85 Hit | 5 Crt [Shield Slam]
3 Def | 0 Res | 45 Avd | 0 Fort
Spoiler: Inventory and Status
Stuff:
-Beef Sandwich (Restores 25 HP, 5 Wt)
-Casino Chips [38]

Skills:
-Shield Slam-
Sir Oinkley can slam his enemies with his shield before or following an armed attack, smashing his enemies into the ground. Instead of his minor action, Sir Oinkley can slam an enemy with his shield, dealing unarmed damage. If shield bashing and attacking armed in one turn, both enemies must be in the same row. 210 AP

Abilities:
-Meatshield-
Sir Oinkley guards his allies in the back row with his own body. Fatal attacks aimed at allies in the back row will be redirected to Sir Oinkley. Attacks that would kill due to a critical are not redirected. 120 AP

Stats:
Power: 10
Skill: 5
Agility: 10
Constitution: 10
Wisdom: 0
Intelligence: 0

Info:
Ability Points: 20
HP Mod: +4
Critical Hit: 150%
Last edited by Ditto on Sat Jan 08, 2011 1:20 pm, edited 14 times in total.
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Cimeries
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Post by Cimeries »

Hmm. I'm thinking of reverting back to the strictly use-based skills system again.
What do you guys think, should we remove the WIS stat completely?
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Post by Shade »

Cimeries wrote:Hmm. I'm thinking of reverting back to the strictly use-based skills system again.
What do you guys think, should we remove the WIS stat completely?
Sure, for this particular PnP, I don't mind.
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Post by Ditto »

Well, it isn't really relevent to me, but that might be a good idea. (Although I'm sad the last few PnPs haven't used the good system clonks made for RoaK, or even a revised version of it.)
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Cimeries
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Post by Cimeries »

MP is removed, but I kept the Wisdom stat. "Increasing the rate at which you learn" is what Intelligence did before, but I decided to transfer it over to Wisdom instead. I can't tell you what it's good for just yet, but trust me, it's at least as useful as investing in your other stats now.

I've also added HP mods that are based on your CON and STR, I think this will work better.
I'll give you guys time to edit your sheets.

Btw, Ditto, casino chips have no weight. It would be annoying to keep track of those.
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Post by octagon »

This ruleset kind of breaks Stul'p's character concept... he will be ridiculously ineffective in this game.
He is almost exclusively built for the maximization of critical hits, which is useless if Crt is calculated from Skl/2. Even with Sneaky Strike, this would give him a base Crt of 10, which is not especially whopping, even moreso with the existence of Fortification. :?
Also, the thing with the maximum charges is kind of mean. It should possibly be WIS+1, or at least there should be a lower cap of 2...

Can I make Sudden Thrust an ability if I increase the drawback?
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Post by Shade »

Redistributed my stats a little.
I'm now back down to my usual 17 HP. :?
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Post by Cimeries »

I changed the ruleset again, probably for the last time. It's pretty much the same old one we used at first with a couple of tweaks, so your characters will make the transition easily.

@Octy:
Sudden Thrust [x/5] [120 AP]
Stul'p quickly switches to the front row, attacks from there and directly jumps back again. The drawback is, that while he thrusts, he suffers -10 Avd and his defense is reduced by 2.
Assuming you keep the DEF malus and that it can drop you into the negative, here are some variations, if you're still interested:

Infinite uses - No Penalty - 220 AP
Infinite uses - [-10 Avd, -2 DEF] - 170 AP
Infinite uses - [-10 Avd, -4 DEF] - 150 AP
Infinite uses - [-20 Avd, -2 DEF] - 150 AP
Infinite uses - [-20 Avd, -4 DEF] - 120 AP

Infinite uses - [-10 Avd] - 200 AP
Infinite uses - [-20 Avd] - 170 AP

(These are the new costs of the skill itself, not how much it would cost to adjust it. I decided to be more lenient with the pricing of this one based on the price I gave Shade's Counter ability.)
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Post by Shade »

Cimeries wrote:I changed the ruleset again, probably for the last time. It's pretty much the same old one we used at first with a couple of tweaks, so your characters will make the transition easily.
And so my physical attacking power suddenly became inexistant. :woo:
Adjusted.
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Post by Cimeries »

Everything seems to be in order with Shade, he's good to go.
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Post by Ditto »

I think I'm done. Please re-AP shield slam, changed it a lil'.
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