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RULES
For up to date rule changes and addendums go here.
Spx gm tool.
The spx gm tool, is a program that will
determine hit chances / criticals / armor reductions etc. It will
also spawn enemies, and items. When its done Ill make
it available for download. It wont be anything fancy at
first, but as we slowly add to it, it will become something really
special. For now it will only be a DOS program.
Please note that the
game is only in its alpha stages, and therefore all content here is
subject to change.
Combat
mechanics.
Character deaths
-- All characters in this game are immortal.
And special weapons / spells are needed to kill each race.
If however a character is hit with a weapon / skill that can kill
them, and that hit was a critical hit that would normally have knocked
them out, they will die instead. Deaths are permanent in
this game. If you knock someone out with a melee attack
you will have the option of staying by their body to be in range of the
enemy back line, OR you can go back to your original position.
To
hit
-- To hit someone with an attack or skill, you must compare the
attackers quickness with the defenders dexterity. If quickness is
higher, then the attack succeeds, and the difference becomes the
%chance of a critical hit. If dexterity is higher, then the
difference become the % chance that the attack fails.
Ranged dmg = weapon dmg + aim - armor reduction
Normal dmg = weapon dmg + strength - armor reduction
Unarmed dmg = strength - armor reduction
Spell dmg = spell dmg + spirit - armor reduction
Example of how
dmg works.
You strike with a katana that deals 35 blood dmg. You also have 16 in
your strength attribute. You will first divide 16 by 2, then add
these two together --
35 blood dmg + 8 str bonus = 43 blood dmg. Your
target has 50% armor versus blood dmg, so you will figure what 50% of
43 is (21.5 Rounded to 21) and that is the dmg that you will
do. Ranged attacks can only miss based on the players
weapon specialization, but they still need quickness to pull off
criticals.
Initiative
Initiative is based on character quickness. The person with the highest quickness goes first, on down the line.
Damage types and
armor.
Each weapon or skill has a dmg type, and each piece of armor has
defenses for them all. (with an exception to condition dmg)
Tagging
When an enemy attacks someone, that someone becomes tagged by that
enemy. Enemies will only tag one player at a time. But if
another player attacks an enemy who has someone else tagged, that enemy
may attack them as well.
Enemy actions.
For every player action/s, the enemy will also take an
action. For instance, if mashekle attacks an enemy,
That enemy may then also take an action. If a player was
fighting a monster, but hasnt been on in a while, the monster may
decide to aide one of its friends instead. Enemies will
only take action when their tagged opponent takes an action. Once
you have taken
action on an enemy it tags you, and will continue to fight you until
something prevents them. (spells death etc..) The only
exception to this, is when an enemy sits idle for too long, it might
choose a random target to attack, and tag. The gm will
decide when this needs to happen.
Player actions.
You may do as many actions as you like in combat, but only one attack
or skill or item may be used in each of your turns. (posts) You
may make as many posts as you like, but never two in a row, unless out
of combat, or the post doesnt take an action. Actions count
as using skills, and attacking, or using items, or retreating.
Retreating.
To retreat you will need to have a faster run speed than your
foe. You may also retreat if you have a
higher jump height, and there is a high object around, if the high
object needs to be ran to first, you will be penalized if you are
slower than
the enemy. However if the enemy and you both have the same speed, you
may retreat without the chance of the enemy getting a free attack.
Also if you run faster, and can jump high enough to jump on
a building you can do so in one turn without penalty. A
successful retreat breaks the enemies tag on
you. If you do not have more speed than the enemy and you still
want to retreat, you may attempt it. But be warned that the
enemy can choose to take a free immediate attack on you, or follow you.
Front and back
rows.
All melee players will clash in the middle of the combat area. Enemies
will not let melee characters get to the ranged fighters, unless the
character can jump higher than them (You will have a 50% chance of
being hit while jumping over the enemy.) If the person wishing to jump
a combat row can jump higher than the enemy AND the difference is equal
to or more than the enemies height, they get a clean jump with no
chance of being hit. People in the back
row must use ranged weapons or skills. Ranged weapons do
not work at melee range. Ranged fighters can hit anyone on
the battlefield, except for people in melee range of them. Melee
fighters must get close to attack.
Strength and item weights.
We are now adding max weight to the strength
attribute. Now your str will determine how much weight you can lift, or
carry in your inv.
We will also be adding gravitational reduction containers. GRCs will be used to carry items in at a reduced weight.
Here is the strength chart.
0 str = 100 lbs max lift / 50 lbs max carry weight.
For each additional point of str you get 10 max lift and 5 max carry.
Barehanded
attacks.
If a ranged fighter doesnt have a melee weapon, he/she may fight
barehanded. Barehanded attacks are based on strength, and are
always blunt dmg.
Status Effects
Note on DoT( damage over time) spells. DoT's will effect a person
every time that person takes an action, or an action is taken on that
person.
Poisoned-.
Take x dmg every time you take an action, or an action is done to you
for x amount of actions.
Malaise -
Lose x energy every time you take an action, or an action is taken on
you for x amount of actions..
Burning
- Take x fire dmg, every time you take an action, or an action
is
taken on you for x amount of actions.. Vamps, and weres cannot be
healed, while burning. Armor does not effect the fire dmg from burning.
Frozen -
Character can take no actions, for x amount of actions,
until fire or an item is used to thaw the ice
encasing them..
Blinded -
Can only take actions that target yourself for x amount of actions..
K.O.ed -
You cannot do anything at all until you are resuscitated.
Snared
- You cannot move from your current location. You cannot
move your feet at all.
Items.
Item
Qualities.
Normal- no mods
Exemplar- 1-2 mods
Legendary- 3-4 mods
Support items.
Damage type items. -- Gels
Gels cause your weapon to change its damage type,
until the gel is wiped off. Applying, and wiping off gels both
count as combat turns..
Ice
Fire
Lightning
Earth
Blood
Shadow
Holy
Various.
Revive
dust --
Recovers target from K.O.
Vita capsule -- Heal target for 20% of their max life.
Spirit dust bomb -- restore 10% en to target.
Lock picks -- needed to
pick locks (must be trained to use.)
Medi kits
-- Various benefits to you, or your party. (must be trained to use)
Weapons.
Weapon damages range from 5 - ???? Each
weapon is engineered to do a certain damage type. Only gels can change
that.
Swords
Axes
Hammers
Bats
Nunchuka
Maces
Knives
Staves
Fist weapons
Pole
Weapons
Wands
(ranged)
Guns (ranged)
Bombs (ranged)
Bows (ranged)
Crossbows (ranged)
Throwing knives (ranged)
Stars (ranged)
Rifles (ranged)
Spikes (ranged)
Assault Weapons (ranged)
Armor
Armors, have def values for each type of
dmg. Armor def range is 0 - 100% dmg reduction. Armors are
actually nano shields that surround the user. The actual armor
unit itself looks like a small disk that is worn on a belt around the
waist. The shield itself adds a slight hue to the
user. Often times the hue has to do with resistance.
Example armor.
fire--30
cold--40
lightning--30
earth--50
Shadow--20
blunt--10
cutting--20
piercing--40
blood--10
holy--50
Armor upgrades
Can be inserted into armors.
upgrade chips most commonly add to attributes.
Item
Mods.
Demon slayer -- can kill
demons.(weapon)
Fey killer
-- can kill fey.(weapon)
Weapon of light
-- Can kill guardians.(weapon)
Silver laced --
does 10% extra dmg to weres.(weapon)
Weapon of fire
-- weapon catches foes on fire with critical attacks.
Weapon of ice
-- Weapon freezes target on critical hits.
Weapon of shadows
-- Weapon causes blindness on critical attacks.
Weapon of earth
-- Weapon causes foes to be snared on critical hits.
Weapon of poison.
-- Weapon causes 5% dmg poison on critical hits.
Weapon of ether
-- Weapon causes malaise on critical hits.
Vamp weapon
-- steals 20% max life on critical hits.
Ether eater
-- weapon steals 20% max EN on critical hits.
Enhanced-+
1 - 5 to an attribute(armor)
Wise- +
10 - 500 experience a kill.(armor)
merchant-
+10 - 50 gold a kill.(armor)
Healing --
Armor heals you for 20% max life when hit with a critical blow.(armor)
Phasing armor
-- Armor teleports you to a random location, breaking all of your tags,
when hit with a critical blow.(armor)
Were armor
-- Can only be worn by weres. This armor will stay on the were from
normal form (full armor) to were form (reduced armor). (armor)
Ether eater
-- armor heals you for 20% max en when hit with a critical
attack.(armor)
Character Advancement
Attributes,
and abilities.
Attributes.
Attribute points are granted for every enemy party
you kill. You gain 5 att points for each party killed. Each
member in your party who is present at the battle gains the same 5 att
point bonus. There is no limit to how powerful you can make your
character.
Hit Points. -- each point added here = 5x health. For every 50
points here, you gain 1% dmg reduction to dmg type of your choice. (up
to 30% for each type.)
Energy --
each point here adds one to your energy.
Aim -- Each point here adds 1 point to your ranged weapon attacks.
Strength -- Each 2 points
here adds 1 point to your melee weapon attacks.
Spirit --
Each 2 points here adds 1 point to your dmg / healing spells. + 1 to
relevant
spells en cost per 5 spirit. You can choose whether or not you want to use a spirit enhanced attack.
Quickness
-- Used to determine your chance to hit, and score criticals.
Dexterity
-- Determines your chance to evade attacks and criticals.
Speed --
(Base 15 mph.) for every 4 points here, you gain 1mph of run speed.
Jump height
-- (Base 2 inches) for every 5 points here you gain 1ft. of jump height.
Skill points
For every
party killed, you gain 1 training point. When you get 5 training
points, you can trade them in for a skill point. Skill points are
used for upgrading your various skills.
Bosses.
Bosses may grant you additional att, and skill points. But
they may also use skills or items that player characters cannot.
Meters.
Meters that will be on your character sheet. GM's
will handle all character sheet maintenance.
Health - your current amount of health.
Energy-
Your current amount of energy.
Credits-
Your current amount of money.
Attribute points
- how many free att points you have.
Training points - How many training points you have earned.
Skill points - how many skill points you have to use.
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