[PnP] Conspirators - Talk

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[PnP] Conspirators - Talk

Post by Agent of Dread »

The General Gist

It's the year 1850, in the land of Esyndia.
The winter has just set in. The blistering winds and blood-chilling cold approach, and the days falter and shorten by the week.
For the first time in many years, however, this winter isn't accompanied by gruesome civil war. All three of the major cities have finally decided to lay their arms to rest, and simply co-exist. While some still shiver from the high-running tensions that remain, a relative peace has come about at last.
It is in the sway of this reasonably good news that a gathering has been organised in the upper reaches of Malyast, the smallest of the major cities and the underdog of the wars from years gone past, to commemorate a year of no murders in its reach.
Karma has a funny way with such things, though... and it seems as though You have been Cordially Invited.

The Rules

General

1. This PnP uses the traditional d20 to determine the success of most relevant actions.
An action is successful if the modified result is equal to or higher than the action's DC (or the enemy's AC / saving throw).

In combat, this means:
- Physical attacks: d20 ± Hit vs. AC (rolling a natural 20 results in a critical hit dealing double damage)
- Magical attacks: d20 + SPI vs. d20 ± AGI/FOR/WIL (depending on the type of spell - projectile spells that deal damage usually target AGI, spells not manifesting into a physical form usually target WIL, status ailments like poison, paralyzation or blindness usually target FOR)


Combat

2. In combat, each character has a minor and a major action per turn available. A major action can be used as a second minor action instead if so desired.
- Major actions: Attacking, using an ability or spell (unless it says otherwise), using an item, picking up an item from the ground
- Minor actions: (De-)activating a sustained ability (unless it says otherwise), giving or actively taking an item from someone, changing between front and cover, equipping a different weapon


3. In combat, each character can choose between front and cover. Characters in the cover row cannot attack in melee. Likewise, trying to attack a covered character in melee requires the attacker to first pass a DEX vs. AGI check against every enemy at the front; if even just a single of these checks fails, the attack is blocked completely.


4. You can attempt to escape from battles if things are not going in your favor. Success depends on the circumstances rather than the dice.


Character Stats

5. Each character has HP, MP, XP and AP.

- HP represent a character's health and toughness. If your HP drop to 0, you're KO'd and cannot do anything for the remainder of the battle, even if attempts to heal you are made (unless a skill or spell with an effect specifically to circumvent this is used).
After battle, regular healing methods are sufficient to get a character back into fighting shape.

- MP are used to cast spells. How many MP are required varies from spell to spell; however, the rule of thumb is: the more useful the spell, the higher its MP cost.

- XP are gained for a variety of things, including but not limited to defeating enemies, picking locks, convincing NPCs to see things your way, dodging encounters, ...
Reaching 100 XP results in a level up. Excess XP count towards the next level.
Each level up allows you to distribute two additional stat points and 25 additional AP.

- AP are used during character creation and level ups to learn new abilities as detailed below.


6. You can create whatever abilities for your character you want - the GM may change them to maintain an overall balance, but other than that just names a price in AP required to learn those skills.
The more useful an ability, the more AP you'll need to learn it.
There are three different types of abilites:

- Active. The use of these abilities is actively selected during combat, and the amount of uses per battle is strongly limited - on average, you'll only have one or two uses per active ability.
Uses are kept track of for every active ability seperately.
Usually, active abilities are attacks with special effects (increased accuracy/damage, changing the properties of a spell cast, causing status ailments and debuffs). Non-magic users may also find it worth their time to replicate the effects of support or healing spells this way.
To encourage a varied repertoire of choices in combat, active abilities with a low amount of uses generally are fairly cheap.

- Passive. The effects of these abilities are permanent and can be nearly anything - a bonus to specific actions (like scoring critical hits on lower rolls than usual), specific conditions regarding your character (e.g. automatic counter attacks), special traits (e.g. being immune to fire)...

- Sustained. These can be activated and deactivated at will (at the cost of a minor actions). Usually, these are passive abilities with a drawback that you may want to be able to toggle depending on the situation. (e.g. always dealing and taking maximum damage, converting HP damage to MP damage, or casting spells at twice the effectiveness, but also twice the MP cost)


7. You can also pick what type of weapon, armor and spells you want to start out with. What exactly you actually end up getting is up to the GM, though.
A character can memorize a number of spells equal to his max. MP divided by 5, rounded down. So, for instance, a character with 35 MP could memorize up to 7 spells, while a character with 13 MP could only remember 2.


8. Armor increases your AC, but may at the same time lower your AGI if it's heavy. This means armor protects you from physical harm, but makes you more suspectible to projectile spells. Choose wisely.


9. Each item takes up a full slot in the inventory regardless of its size; some items, however, can be stacked in the same slot up to a certain amount. If an item can be stacked, the maximum number per slot is indicated in <brackets>.
Example:
- Longsword (3-8 Atk) -----> This item has stats, but no <brackets>. It cannot be stacked.
- <3/5> Darts (2-4 Atk) -----> This item has <brackets> and can thus be stacked. In this case, it's currently stacked up to 3, and could be stacked up to a limit of 5.


10. Each character has the following stats:

Strength (STR)
- Each point in-/decreases the inventory limit by 1 slot.
- Each positive point increases your max. HP by 2. Each negative point decreases your max. HP by 1.
- Each positive point increases the damage you deal with physical attacks. Negative points do not decrease your damage.
If a temporary change in your STR causes your inventory limit to drop below the amount of items you're carrying, you have to discard items until you're no longer surpassing your new limit.

Dexterity (DEX)
- Each point in-/decreases your Hit by 1.
- Every other point in-/decreases your AC by 1.

Agility (AGI)
- Each point in-/decreases your AC by 1.
- Your AGI is applied to your saving throw against physically manifesting spells.

Fortitude (FOR)
- Each positive point increases your max. HP by 4. Each negative point decreases your max. HP by 2.
- Your FOR is applied to your saving throw against status ailments like poison, paralyzation or blindness.

Spirit (SPI)
- Each point in-/decreases your max. MP by 4.
- Every other point in-/decreases your Hit by 1.
- Your SPI is added to the chance of success of many spells and sometimes makes them more effective. Negative SPI doesn't affect this negatively.
Temporary changes to your SPI do not affect your max. MP.

Willpower (WIL)
- Each point in-/decreases your max. MP by 2.
- Your WIL increases the effectiveness of many spells. Negative WIL doesn't affect this negatively.
- Your WIL is applied to your saving throw against spells without a physical form (e.g. curses, debuffs).
Temporary changes to your WIL do not affect your max. MP.

These stats can be anywhere between -3 and (2 + Lv). During character creation you can distribute your stats however you want so long as they do not exceed either of the aforementioned limits and add up to +5 in the end - no more, no less.
Each level up allows you to distribute two more stat points.

(+ only applies when that stat is positive, - only applies when that stat is negative. ± applies in either case.)

Code: Select all

 - HP                              : 14 + Lv + 2xSTR + 4xFOR - STR - 2xFOR
 - MP                              : 10 ± 4xSPI ± 2xWIL
 - AP                              : 125 + 25xLv
 - Inventory limit                 : 7 ± STR
 - Spell slots                     : MP/5
 - Physical attack strength   (Atk): Weapon damage + STR
 - Bonus to accuracy          (Hit): Weapon accuracy ± DEX ± SPI/2
 - Armor Class                 (AC): 10 ± DEX/2 ± AGI ± Armor Bonus

11. You can rest whenever you're not in immediate danger.
To fully recover your HP and MP, about 8 hours of rest are required.
Attribute damage recovers by roughly 1 point per 8 hours.
To recover ability uses, no rest is required - they're automatically restored after each battle that isn't immediately followed by another one.


12. For the purposes of special effect and status ailment duration, turns end at the end of each GM post.
The turn in which an effect is applied is already counted in this duration, so "1 turn" and "until the end of the current turn" are essentially the same.




Mr. Example, Lv 1.00 (Front)
17/17 HP
16/16 MP
5-10 Atk | +3 Hit | 15 AC | Crt @ 20
Longsword ( 3-8 Atk )
Chainmail ( +4 AC | -1 AGI )
Spoiler: Inventory & Status
Items (2/9):
- Incredibly epic item
- Impossibly useful item

Spells (3/3):
[list][*][04] Magic Blast
Deals 2d6+[1.5xWIL] damage to the target.
[*][05] Valor
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][07] Disorientation
Forces all enemies to do a saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus for [2 + SPI/3] turns.[/list]

Abilities (??/150 FP):
[list][*]Example Ability [ 1 / 1 ] [ Active ] [ ?? AP ]
-> It's the usual, so I honestly cannot be bothered to come up with example abilities.[/list]

Attributes:
+2 Strength
+2 Dexterity
±0/+1 Agility
-1 Fortitude
+2 Spirit
-1 Willpower
There'll be more in the Game thread. :P
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Re: [PnP] Conspirators - Talk

Post by Cimeries »

Image
Cassius, Lv 1.00 (Front)
23/23 HP
02/02 MP
???-??? Atk | +? Hit | ?? AC | Crt @ 20
Longsword ( 3-8 Atk )
Hand Crossbow ( ??? Atk )
Ceremonial Guard Armor ( +4 AC )
Spoiler: Inventory & Status
Items (2/9):
- Crossbow Bolts [???]
- 2 Healing Flasks [???]

Spells (0/1):
[list][*]None for now.[/list]

Abilities (??/150 AP):
[list][*]Repeater [ Active ] [ ?? AP ]
After firing a shot, Cassius may immediately reload and fire another in the same action at the cost of 2 MP. He may then chain more shots at double the MP cost of the previous one (2, 4, 8, etc...)
[*]Kata [ Passive ] [ ?? AP ]
Cassius can reload his crossbow as a free action whenever he performs a melee attack. Also, if Cassius scores a hit with a melee weapon, he recovers 1 MP, and his AC and spell dodge modifier increase by 2 until the end of the enemy's turn. The dodge bonus doesn't stack with itself.
[*]Lex [ Sustained, Reactive ] [ ?? AP ]
When this ability is active, Cassius loses a minor action every turn, but whenever an enemy attempts to cast a spell, Cassius will perform a free, unmissable attack on that enemy (either melee or ranged, whichever is more appropriate), which interrupts the spell. Cassius loses 2 MP for every hit landed this way and cannot sustain this ability if his MP drops to 0.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
-3 Spirit
+2 Willpower
Reposting here.
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Re: [PnP] Conspirators - Talk

Post by Agent of Dread »

Lex is 50 AP, Kata is 75 AP (50 without the buffs, 60 with just MP), and Repeater is 40 AP.
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Re: [PnP] Conspirators - Talk

Post by Shade »

You sure? Do remember that we only get 150 AP to start with and 25 per level. 25 AP per ability was supposed to be the "standard" amount for average abilities, and none of Cime's abilities seem overly strong to me.

In any case, I'll try to come up with my character when I have less of a headache.
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Re: [PnP] Conspirators - Talk

Post by Shade »

Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [1/1] Image [2/2] Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (245/150 FP):
[list][*]Solarplexus [ 1 use ] [ Active ] [ 25 AP ]
"You gotta hit your enemy where it really hurts."
-> Issues a physical attack that does regular damage, but forces the target to additionally do a FOR saving throw against [10 + DEX] upon a hit. If they fail the check, they take an additional 1d6 damage and are paralyzed for 3 turns.
[*]Defend [ 2 uses ] [ Active ] [ 30 AP ]
"Now's not the time to strike..."
-> Instead of attacking, Vincent assumes a defensive stance that allows him to dodge attacks more easily and cover particularly vulnerable spots.
For this turn only, Vincent receives a +5 bonus to his AC and all saving throws, only receives half the usual damage/effects if he does get hit, and cannot receive critical hits.

[*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Adrenaline [ Passive ] [ 40 AP ]
"In combat, you need to go past your limits."
-> Any HP damage Vincent receives is added to his MP pool.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
Enjoy my ridiculously broken / well-constructed build~
Last edited by Shade on Fri Dec 07, 2012 3:14 am, edited 1 time in total.
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Re: [PnP] Conspirators - Talk

Post by Agent of Dread »

Hum, you may be right. I was blurring the line between functional and broken when making my judgements.
Repeater is 25, Kata is 60 with all buffs, 50 with just MP, 40 with none, and Lex is 40.

I have to go out now, though, and then for a lot longer later today, so I'll try and get Shade's done by then but after that there'll be a bit of a wait.
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Re: [PnP] Conspirators - Talk

Post by Shade »

I'm not in a hurry. Take your time.
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Re: [PnP] Conspirators - Talk

Post by Agent of Dread »

Solarplexus is 25, Defend is 30, Quick Cast is 25, Adrenaline is 40, Caution is 25, Comeback is 25 (not even funny how good this stock ability is for glass cannons now :P), Parry is 25 and Payback is 50.
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Re: [PnP] Conspirators - Talk

Post by Shade »

That makes... 245/150 AP. Ouch. xD
But I guess at least I'm set for level ups, then!


Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (150/150 AP):
[list][*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
Dropped Solarplexus, Defend and Adrenaline for now, but rest assured I'll be picking them back up later on. :P

Anyway, I'm ready~

EDIT: Oops. I ought to turn off my browser's minimum font size before getting the very bright idea to use a font size of 8%, thinking it was font size 8. lol
Last edited by Shade on Mon Dec 10, 2012 3:41 pm, edited 6 times in total.
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Re: [PnP] Conspirators - Talk

Post by Cimeries »

Hmmm... actually... I think I'd like to try playing Veles' build again. I still have all of these abilities I haven't tried...

Image
Cassius, Lv 1.00 (Front)
23/23 HP
02/02 MP
???-??? Atk | +? Hit | ?? AC | Crt @ 20
Greatsword ( ?-? Atk )
Ceremonial Guard Helm ( +2 AC | -1 Hit )
Ceremonial Guard Armor ( +4 AC? )
Spoiler: Inventory & Status
Items (2/9):
- <5/5> Throwing Knives [ >-? Atk ]
- <2/5> Healing Flasks [Restores ?? HP]

Spells (0/0):
[list][*]None for now.[/list]

Image
Abilities [ 0000/0150 AP ]:
[list][*] Image Discipline [ Trait ] [ ??? AP ]
A positive Willpower score provides 1 bonus HP, and 1 additional MP per point. Positive Spirit only provides +2 MP instead of the usual +4.
[*] Image Guile [ Trait ] [ ??? AP ]
Attacks made by Cassius against targets unaware of his presence are converted to backstabs - guaranteed critical hits.[/list]

Image
> Swordmaster Aspect [ 000 AP ]:
[list][*] Image Sword-Kata [ Passive ] [ ??? AP ]
If Cassius scores a hit with a sword, he recovers 1 MP, and his AC and spell dodge modifier increase by 2 until the end of the enemy's turn. The dodge bonus doesn't stack with itself. Delivering a killing blow causes enemies to lose track of Cassius, enabling backstab effects.[/list]

Image
> Warlord Aspect [ 000 AP ]:
[list][*] Image Warmachine [ Passive ] [ ??? AP ]
Whenever an enemy is overkilled (sent below 0 HP) Cassius' Hp is restored by half of that difference, rounded down.[/list]

Image
> Warden Aspect [ 000 AP ]:
[list][*] Image Shock Trooper [ Passive ] [ ??? AP ]
On the first round of combat, the damage output of all of Cassius' party members is maximized, and that of all enemies is minimized.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
-3 Spirit
+2 Willpower
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Re: [PnP] Conspirators - Talk

Post by Agent of Dread »

25 for Discipline, 25 for Guile, Kata is the same but 10 AP for the stealth addition. Shock Trooper is 30, Warmachine is 30 too.
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Re: [PnP] Conspirators - Talk

Post by Cimeries »

How is Kata the same if I removed the free reload? I believe it was 40 AP just for that. Also note that it now applies only to swords, not melee weapons in general.
Oh, and can you give me the numbers on my equipment? I didn't know what kind of values you want this stuff to have so I left it to you.
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Re: [PnP] Conspirators - Talk

Post by Agent of Dread »

Right, I glossed it over, sorry. Give it 50 for everything.
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Re: [PnP] Conspirators - Talk

Post by Cimeries »

Image
Cassius, Lv 1.00 (Front)
25/25 HP
04/04 MP
8-14 Atk | +2 Hit | 17 AC | Crt @ 20
Greatsword ( 6-12 Atk )
Ceremonial Guard Helm ( +1 AC )
Ceremonial Guard Armor ( +4 AC )
Spoiler: Inventory & Status
Items (2/9):
- <5/5> Throwing Knives [ 2-4 Atk, +1 Hit ]
- <2/5> Healing Flasks [Restores 10 HP]

Spells (0/0):
[list][*]None for now.[/list]

Image
Abilities [ 0130/0150 AP ]:

[list][*] Image Discipline [ Passive ] [ 25 AP ]
A positive Willpower score provides 1 bonus HP, and 1 additional MP per point. Positive Spirit only provides +2 MP instead of the usual +4.
[*] Image Guile [ Passive ] [ 25 AP ]
Attacks made by Cassius against targets unaware of his presence are converted to backstabs - guaranteed critical hits.[/list]

Image The Swordmaster aspect focuses on devastating sword techniques, speed, and fluid movement.
> Swordmaster [ 050 AP ]:

[list][*] Image Sword-Kata [ Passive ] [ 50 AP ]
If Cassius scores a hit with a sword, he recovers 1 MP, and his AC and spell dodge modifier increase by 2 until the end of the enemy's turn. The dodge bonus doesn't stack with itself. Delivering a killing blow causes enemies to lose track of Cassius, enabling backstab effects.[/list]

Image The Warlord aspect focuses on battlefield domination and survival against impossible odds.
> Warlord [ 000 AP ]:

[list][*] Image Warmachine [ Passive ] [ 30 AP ]
Whenever an enemy is overkilled (sent below 0 HP) Cassius' Hp is restored by half of that difference, rounded down.[/s][/list]

Image The Warden aspect focuses on support and defense, and boasts abilities designed to help the party as a whole.
> Warden [ 030 AP ]:

[list][*] Image Shock Trooper [ Passive ] [ 30 AP ]
On the first round of combat, the damage output of all of Cassius' party members is maximized, and that of all enemies is minimized.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
-3 Spirit
+2 Willpower
Ready etc.

When I have the Kata or Guile effects active I'll add their icons next to my portrait. e.g:
Image Image Image
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Re: [PnP] Conspirators - Talk

Post by Shade »

Knives as strong as a rapier? What is this, I don't even
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