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  1. #1
    Legendary God of Pirates Nik Hasta's Avatar
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    Default Ruins of Khazan - A Rumbles RPG - Sign Up/System Test

    Welp. Let's see how this goes. Remember, this is still primarily to work out the kinks with the system I've built.

    ----------------------------------------------------------------------------------------------------------------------------

    There was once a land at the centre of all things. A great metropolis known as Khazan stood at the very centre of all creation, the nexus of the multiverse. It was built around the hallowed arena and beings from all walks of life and every world would gather for combat.

    For combat is the rule of the multiverse, might above all else.

    Or so it was told.

    There were those that lived in Khazan, ruled Khazan and served Khazan. Orders of knights, warriors and tyrants, the great and the good, the demonic and the deadly. A great gathering of those who sought power and combat above all else.
    Then, after a time longer than an eternity but shorter than an age, the great city fell to ruin. Abandoned and left to decay. The pathways to it were thrown into chaos, memories faded and no one visited the sandy arena floor for ages untold.

    Until now.

    You have slipped the bonds of your home reality and found your way to the corpse of the City of Khazan. It takes a special kind of person to find the doorways, especially now the interdimensional webways have been so damaged. You must want something. You must hold an ambition or desire so strong that it forced its way beyond the confines of reality itself.

    The centre of creation is a husk now but in the silence and falling leaves there are eons of secrets, treasure and dangers waiting to be found. Slowly but surely others are arriving one after another. The chosen, the lucky, the hungry. Opportunity awaits for those wiley enough and ruthless enough to take it. There are alliances to be made, secrets to discover and power to claim in this ancient halls. As the multiverse remembers the glory days, more and more will come and the sands of Khazan will once again be dyed with the blood of glorious combat.

    They say the arena was once home to a great power known as ‘Rumble’ in ages past. So-called because it made the heavens themselves tremble. You have felt the first taste of the Rumble, how far will you go for more?


    ----------------------------------------------------------------------------------------------------------------------------

    Welcome to Ruins of Khazan - A Rumbles RPG. A collection of beings from across the multiverse are drawn together by the power of the Rumble and are thrust into a conflict that pits worlds against one another in a mad rush for the long-lost and ancient power of the Rumble.

    Unlike previous versions of the Rumbles RPG, the object of this game is not to make a poster persona per se, you are a traveler from somewhere amongst the many worlds in the infinite cosmos who has happened upon the ruins of the once proud and chaotic city of Khazan and have begun to feel the power of the Rumble. You and others like you will decide what to do with this power.

    But first, we need to get to know you and figure out this dang stats engine.

    The next three... posts will be placeholders for a whole bunch of stuff.

    CONTENTS
    - Profile Skeleton and Cast List
    - Skills Creation Guide

    Techniques
    - Technique Creation Guide

    - Offensive Combo Body Status Effects Guide
    - Air Combo Body Effects
    - Offensive Non-Combo Body Effects
    - Defensive Body Status Effects Guide

    - Offensive Spirit Status Effects Guide
    - Defensive Spirit Status Effects Guide
    - Spirit Effects II (Offensive/Defensive)

    - Mind Status Effects Guide
    - Mind Behavioural Effects Guide

    - Ranged Attacks Guide

    - Basic Combat Guide

    Patch Notes
    - System Patch Ver. 1.1
    - System Patch Ver. 1.2
    Last edited by Nik Hasta; 03-20-2023 at 04:07 PM.

  2. #2
    Legendary God of Pirates Nik Hasta's Avatar
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    Profile Skeleton

    Name:
    Age: Both in years and what that means in terms of your demographic for non-humans.
    Race: As in human or whatever alien being/monster/demigod you might be.
    Gender/Pronouns:
    Physical Description: Images are allowed perhaps even encouraged but all profiles must have a full written description.
    Homeworld/land: Where do you hail from in this interconnected worlds? Where is home?
    Bio: What is your background and history and, most importantly, how did you get to the centre of the multiverse?
    Want: Only those who seek something, who have that hunger for something of great value are driven beyond the boundaries of reality. What is it that you want? What drives you? And what can access to all realities offer you?

    Traits/Proficiencies:
    Traits are skills or abilities that your character has or has trained. They work as a +20 applied across 2 different Stat Types at a ratio of 50:50 (+10 & +10) or 75:25 (+15 & +5). Trait points also contribute to your Sync points (see below)

    Traits also add a single gameplay effect that allows the player to have an additional gameplay system. If you wish to use your Trait to add an additional boost through that system, this is limited to +10 per check or +5 for a persistent/passive effect. Please also use these as an opportunity to provide flavour and context to your character.

    Traits can also sync with Techniques to alter your gameplay and create unique systems. See this post for an example of me offering that to an existing player.

    Trait Examples:

    Regeneration (RES +15 / DUR +5) - Player can regenerate HP damage taken (+5 HP per combat phase). Cannot regenerate from zero HP, cannot exceed HP maximum.

    Flight mutation (SPD +10 / AGI +10) - Player can now fly. Gain a +10 SPD to aerial attacks

    Gunslinger (PRE +10 / CHR +10) - Player gains the ability to hit at range on their basic ATK action. If they are disarmed, they are unable to hit at range.

    Trait 1) - [20 SKI]
    Stat 1 -
    Stat 2 -
    Effect:


    Trait 2) - [20 SKI]
    Stat 1 -
    Stat 2 -
    Effect:


    See the stat block below for further explanations of stats.

    Cast List

    Active Cast
    > Krys: Once-Sword of the Goddess played by Sharpandpointies - Techniques
    > Jane Doe played by Postmania - Techniques
    > The Great Kinu played by grampagen
    > Nemo and Rae played by Sharkerbob

    On The Bench - Additional Work Required
    > Tzachanothel played by Beadle
    > Arxiros "Arx" Irosaan played by Cthulhu_of_R'lyeh

    Sent to the Nice NPC Farm Upstate
    > Vánagandr Fenrir formally played by Siriel
    > Hadron Ohms formally played by Yun Lao
    > SIN/D3R-E1Ia *Ella* played by MrSandman
    > Maximo Frogspierre played by Miburo
    > Ray Bestia played by KingofPie
    Last edited by Nik Hasta; 06-06-2023 at 03:44 AM.

  3. #3
    Legendary God of Pirates Nik Hasta's Avatar
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    STAT BLOCK
    All stats have 10 as base. Allocate your initial 150 XP points under the BUILD section up to a cap of 100 (10 base + 90 build = 100 cap). Trait points are derived from your traits, as discussed above. Sync points are derived from sync bonuses from other stats you have put Build or Trait points into. See the guide below for sync point information.

    STAT AND SYNC GUIDE
    HP: Derived from (STR*1.5)+(DUR*2)+(RES*0.75)

    STR: Strength. Governs Body Affinity attack damage and feats of strength [lifting/throwing/striking]. Syncs with DUR [+5 STR = +1 DUR]
    PRE: Precision. Governs Spirit Affinity attack damage and basic ranged damage. Also influences non-combat actions that require precision hand work [sleight of hand, lockpicking, etc.]. Syncs with AGI [+5 PRE = +1 AGI]
    CHR: Charisma. Governs Mind Affinity attack damage. Also influences, speech checks, diplomacy, psychic damage, status effects. Hits for 50% damage. Syncs with SKI [+5 CHR = +1 SKI]

    DUR: Durability. Governs resistance to physical damage and shield scores. Syncs with RES [+5 DUR = +1 RES]
    RES: Resistance. Governs resistance to status effects, BFR, sealing, etc. Syncs with ENR [+5 RES = +1 ENR (10 ENR)]
    AGI: Agility. Governs dodging, acrobatics, flight manoeuvrability and navigation of difficult terrain. Syncs with SPD [+5 AGI = +1 SPD]

    BRA: Brainpower. HIT stat of Mind Affinity attacks. Governs initiative, problem solving, insight and reactions. Does not sync
    SPD: Speed. HIT stat of Body Affinity attacks. Governs movement score and influences speed of attacks and number of basic actions per turn. Syncs with BRA [+5 SPD = +1 BRA]
    SKI: Skill. Governs technical attacks, esoteric attacks, counter-attacks various defences. Does not sync.


    ENR: Energy. Governs your energy pool [ki/mana/electricity/cosmic power/whatever] as Mastered ENR and forms part of your healthbar as Latent ENR. Does not sync. 1 XP point in ENR = 10 ENR. If you expend all Mastered ENR points, or go negative, you will be in burnout (-20 to all stats and no access to techniques) until you gain a positive ENR score once more.

    Stack: Governs how many optional +10s you can add to your stats at the cost of reserving the same amount of Mastered ENR.
    RAC: Reactions. Governs how many reactions you can make per combat phase.
    RUM: Rumble. The secret of the multiverse. The deepest reserves of your power, to use as you see fit. Can be spent to add +50 to any check, attack or save. If used on an offensive Technique the resulting damage is doubled. If the final Rumble point is spent, it is worth +200. You may spend several at once if you wish. If you spend all Rumble points, you will be drained of all Mastered ENR and will be in burnout (-20 to all stats) with no ENR regeneration for 3 combat phases. Allocated and restored by GM only.

    STAT SKELETON Ver. 1.2

    Vitality Block
    Core HP: Derived from (STR*1.5)+(DUR*2)+(RES*0.75)
    Max HP Raw HP Score + Latent ENR

    XP: 150

    Offensive Block
    STR: 10 BASE + BUILD + TRAIT =
    PRE: 10 BASE + BUILD + TRAIT =
    CHR: 10 BASE + BUILD + TRAIT =

    Defensive Block
    DUR: 10 BASE + BUILD + TRAIT + SYNC =
    RES: 10 BASE + BUILD + TRAIT + SYNC =
    AGI: 10 BASE + BUILD + TRAIT + SYNC =

    Hit Block
    BRA: 10 BASE + BUILD + TRAIT + SYNC =
    SPD: 10 BASE + BUILD + TRAIT + SYNC =
    SKI: 10 BASE + BUILD + TRAIT + SYNC =

    Energy Matrix Block
    ENR: 10 BASE + BUILD + TRAIT + SYNC =
    ENR VALUE [ENR Stat]*10
    Latent ENR: Energy you allocate toward defences. This ENR cannot be used for Techniques and will only be considered as HP once allocated. Everyone has 80 points already allocated from their BASE stat that cannot be reallocated.
    Mastered ENR: Energy you allocate toward Techniques. This ENR cannot be used for Defensive actions. Everyone has 20 points already allocated from the BASE stat that cannot be reallocated.
    Stack: Derived from [Mastered ENR/50] Governs how many Stack Points you have, rounds down to nearest number like RAC. See below for an explanation for how this will be used.

    Movement and Action Block
    RAC: Derived from 1+(BRA+SPD)/50. Gain a further +1 if your AGI is over 50.
    Movement: Derived from ([SPD*2]+[AGI/2]) in feet per round
    ATK Actions: 1 (+1 if your SPD is over 50)
    Technique Actions: 1 (+1 if your SKI is over 50)
    Range: Derived from [Mastered ENR]/2 in feet.
    RUM: 3

    Affinity Allocation
    This section how many Techniques your character has and how their higher natural Technique abilities are allocated. You can points in each Affinity based on the below methodology to come up with how many Technique Slots of each level you initially can have.

    Body: STR + SPD Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance:]
    Spirit: PRE + SKI Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance:]
    Mind: CHR + BRA Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance:]

    To be clear, if you had 30 STR and 30 SPD, this would total 60 in Body and equate to 3 Mundane slots, 1 Honed and 1 Epic.

    This will also govern a damage resistance to attacks within the three afffinities based on how much you specialise. I will do the maths for you when your profile is complete but the maths is:

    ([Number of Techniques per Affinity] expressed as a percentage of [Sum of a Initial Techniques])/2. This percentage in each affinity will be how much attacks against you are lowered by. To give an idea of how far up this will go, Cross is overwhelmingly specced toward Spirit as an Affinity and as such would get 43.75% reduction on damage from Spirit Alligned attacks or Techniques. As noted, I will do the maths for you, you just need to allocate your primary stats and find out how your techniques work.

    You can also combine Technique slots within the same affinity to unlock higher levels at a ratio of 2:1.

    Example: 2 Mundane Spirit Technique slots can be combined into 1 Honed Spirit Technique, 2 Honed Spirit Techniques slots can be combined into 1 Epic Spirit Technique Slots.

    Mundane slots can also be moved across Affinities if you wish. Honed and Epic slots cannot move and you cannot break them down to take them across as Mundane slots.

    Techniques
    All techniques acquired to be listed here.

    Skills
    All skills acquired to be listed here. Refer to the Skills Guide for instruction on calculating a assigning your skills.
    Last edited by Nik Hasta; 03-14-2023 at 07:49 AM.

  4. #4
    Legendary God of Pirates Nik Hasta's Avatar
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    TECHNIQUE GUIDE
    Techniques enhance a stat or stats and provide additional effects. Based on what stat a Technique boosts, it will fall under an Affinity as listed below.

    BODY Aligned Stats
    STR
    SPD
    DUR
    AGI

    SPIRIT Aligned Stats
    PRE
    SKI
    RES

    MIND Aligned Stats
    CHR
    BRA

    Players have slots based on their Affinity allocation as listed in the Profile Skeleton. Techniques are allocated into corresponding slots. The effects tables for the various Affinities are listed here:

    - Offensive Body Status Effects Guide
    - Defensive Body Status Effects Guide
    - Offensive Spirit Status Effects Guide
    - Defensive Spirit Status Effects Guide
    - Mind Status Effects Guide

    Technique Construction
    Below are examples of Techniques of each of the basic levels. For Spirit and Body Techniques, you must specify if a Technique is ranged or not and follow the rules in the Ranged Attacks Guide. Any Techniques that are ranged will take a -25% to their primary stat boost. (-5 Mundane, -10 Honed and - 15 Epic) Mind Techniques are all ranged by default so do not have this disadvantage.

    Area of Effect skills are possible on Honed and Epic Techniques but making a Technique AoE will lower the effectiveness of the primary boost by a flat -20 to the Primary Affinity stat boost.

    Mundane Techniques
    Cost 10 ENR to fire. This is your small fireballs, your basic kung fu specials, simple spells, etc. These are intended to be small scale repeatable techniques and came be fired multiple times in a single turn. Single target only. Add +20 to the affected stat.

    Examples:

    Hadouken [+15 STR] Ryu shoots a fireball from his hands. Cost 10 ENR. <RANGED>

    Lockpickers Finesse [+20 PRE] Lucky Chloe focuses her lockpicking skills momentarily to enhance her skill for a single lockpicking check. Only usable on lockpicking checks. Cost 10 ENR.

    Honed Techniques
    Cost 25 ENR to fire. Higher level techniques. These techniques can be applied on a small area of effect and can hit multiple targets depending on grouping. Techniques of this level can be fired once per turn and will then cannot be fired until the next turn, multiple distinct Honed Techniques can be fired in one turn with appropriate Technique actions. Add +40 on the affected stat. Can be split between two stats within the Primary Affinity type at a ratio of (+20,+20), (+15,+15) if the Technique is ranged, or (+10,+10) if the Technique is AoE.

    Examples:

    Gazan Ryozan-ha [+40 PRE] Kenshiro strikes the opponent's pressure points for big damage. Spirit Effect: Lacerate. Cost: 25 ENR.

    Blade Rush [+20 SPD / +20 STR] Ichigo flashsteps toward his opponent covering a distance of his movement +20 and strikes them at high speed sending them flying. Body Effects: Crater, Thunderclap. Cost 25 ENR.

    Shield of the Seraphim [+20 DUR] Stephen throws up a shield around himself and nearby allies to add to his durability score until the start of the next turn. Body Effects: Withstand, Regenerate. Cost 25 ENR. <Area of Effect>

    Epic Techniques
    Cost 75 ENR to fire. Can hit all targets in a large area, as described by GM. Add +60 on the affected stat. Techniques of this level can be fired once per turn and have one turn of cooldown. Can be split evenly between two stats on the Primary Affinity (+30,+30) or between three (+20,+20,+20). If the Technique is split between stats and is AoE, the boosts would resolve as (+20,+20) or (+13,+13,+13).

    Examples:

    Kekkai Defensive Barrier [+60 DUR / +30 RES] Yoshimori establishes a Kekkai Barrier around himself. Body Effects: Withstand, Regenerate, Psyche Up. Spirit Effects: Purify Cost 75 ENR.

    Psychic Overload [+30 BRA / +30 CHR] Tetsuo attacks the opponent's mind with psychic power. Mind Effects: Inflicts Terrify. Cost 75 ENR.

    Bullet Dance [+60 AGI] Cassandra prepares for any attacks coming her way and has a boost to her dodge for the next combat phase. Body Effects: Uncanny Dodge, Psyche Up. Cost 75 ENR.

    These three levels hold true for all Technique Types and form the rough logic for how they work.

    Multi-Slot Technique Construction Guide found here

    REACTION TECHNIQUES
    Techniques can be designated as a Counter, Block or Dodge Technique. This means they can be used on those respective responses during a combat phase in lieu of the normal options but only in that context with the expenditure of suitable Mastered ENR and a RAC point. For more information, see the following post.

    PERSISTENT TECHNIQUES [BUFFS,INSTALLS,TRANSFORMATIONS]
    Persistent Techniques induce a change in stats that persists over multiple turns. This comes with additional energy costs and prevents normal ENR recovery per round. All Persistent Techniques must be Honed or above in level. A PC may only one have Persistent Technique personally active at a time [unless a trait is acquired is gained to allow for that] but multiple Persistent Techniques may be placed upon a single target and they will stack. Persistent Techniques cannot be AoE and are not able to be ranged (Mind Techniques not included as they are necessarily durational by nature).

    Honed Persistant Techniques
    Costs 15 Mastered ENR to activate, 5 Mastered ENR to maintain per turn (deducted at the start of each subsequent turn) and adds +10 Mastered ENR to the cost of any additional techniques employed while the Persistent Technique is active. Add +25 to the primary stat which cannot be split across stats within the same Affinity. If an additional slot is used, then additional boosts are possible as described above. Can only be cast on the user of the Technique.

    Epic Techniques
    Cost 40 Mastered ENR to activate, 10 Mastered ENR to maintain per turn (deducted at the start of each subsequent turn) and adds +20 Mastered ENR cost to all additional techniques employed while the Persistent Technique is active. Add +50 to the primary stat which can be split across stats within the same Affinity. If an additional Technique slot is used, then additional boosts are possible as described above. Can be cast on other entities.

    HEALING AND ENERGY RESTORATION
    Healing and Energy Restoration techniques can be created across different Affinity Types and will operate on the following logic. The total Technique ATK value will govern how many points (HP/Mastered ENR) will be restored.

    - Body/STR: Can include Techniques classified as HP Restoration Techniques. This restoration is halved on the basis of 2 ATK STR : 1 HP Points restored. Cannot restore Mastered ENR.
    - Spirit/PRE: Can restore both HP and ENR but HP gain is quartered (4 PRE : 1 HP restored). ENR restoration is 1 PRE : 1 ENR when casting on other people, but it is halved (2 PRE : 1 ENR) when casting upon oneself. Spiritual HP restoration doesn't cure damaging status effects (unless the Technique includes Purge/Purify effects) and Spiritual HP restoration cannot be used to revive an ally who has fallen below zero HP.
    - Mind/CHR: Can restore ENR on both self and others at halved rate. Techniques can also be designated as curative Technique that do not heal but lessen or reduce debuffs or purge individual status effects on self or others.

    ENERGY ECONOMY IN COMBAT
    Mastered ENR does recover on its own per round. If a player takes zero action outside of movement on their turn, they will gain +30 Mastered ENR at the start of their next turn. If they only use Basic ATK Actions, they will gain +10 Mastered ENR at the start of their next turn. If they use Technique Actions or have a Persistent Technique running, they will gain 0 Mastered ENR on their next turn.
    Last edited by Nik Hasta; 03-14-2023 at 07:19 AM.

  5. #5
    Legendary God of Pirates Nik Hasta's Avatar
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    INTRO TO COMBAT RUBRICS
    --- In progress ---

    Order of action in combat is decided on the BRA stat, with the person with the highest BRA stat acting first and the lowest going last. Buffing yourself to hop turns is possible.

    At the start of your turn, you will have the following options:

    - Movement: You may move up Movement Value in feet as part of your turn. If movement occurs as part of a technique, that will be counted toward your overall total for your turn. Boosting SPD or AGI increases Movement.
    - Basic ATK Action: Strike an opponent with your chosen ATK stat (STR/PRE/CHR) for damage. This Action will also be used object interactions that may take place in combat [opening a door, etc.]
    - Technique ATK Action: Use one of your techniques or maintain a Persistent Technique already in progress.

    Ranged Attacks explainer found here.

    On the basis of these actions, the overall flow of a combat incident is as follows:

    1) HIT PHASE: Attacker Attacks -> Hit Check (Hit Stat vs Contesting Stats)

    If Hit Check is negative -> Go to Blunt Soak (2A) / If Hit Check is positive -> Go to Reaction Choices (2B)

    2A) BLUNT SOAK: Target eats the damage. The formula for defining damage is as follows:

    [Target's Defensive Stat] - [Attacker's ATK Stat] = A positive or negative number.

    > If positive, no damage incurred, the attack was not strong enough.
    > If negative, subtract the negative number from the target's overall HP score.

    This ends the combat incident.

    2B) REACTION CHOICES: In this case, the target has high enough stats to react to the attack and can choose from the following options.

    i. Dodge: Should the target choose to dodge, they spend 1 RAC point.

    [Target's AGI] - [ATK SPD (Derived from SPD + ATK Value/2)] = A positive or negative number.

    > If the number is positive, then they can dodge the attack with no damage.
    > If the number is negative, then they can spend that amount of Mastered ENR to dodge.
    > If they have insufficient Mastered ENR, they cover the deficit with HP instead, exerting themselves to the point of damage.

    ii. Block: Should the target choose to block, they spend 1 RAC point.

    ([Target's DUR/4] + [Target's STR/2]) - [Attacker's ATK Stat] = A positive of negative number.

    > If the number is positive, the target blocks the attack with no ENR use incurred and no DMG.
    > If the number is negative, the target blocks the attack while losing the negative number in Mastered ENR and take half of any potential DMG had the attack been Soaked. (See below for explanation of Soak)
    > If they have insufficient Mastered ENR, they cover the deficit with HP and take half of any potential DMG had the attack been Soaked

    Once a character has taken a Block action, they are considered blocking unless they chose to take another RAC action on a subsequent attack. Once blocking, the need for a player to pass the RAC check for an attack to block will be negated as they are already blocking pre-emptively. A character can also preemptively block at the end of their turn by sacrificing a Basic ATK Action and assuming a Block position.

    iii. Counter: Should the target choose to counter-attack, they spend 1 RAC point.

    [Target's SKI] - [Attacker's ATK Stat] = A positive or negative number.

    Counter Attacks can be made on any damage type the PC wishes and will work on the following logic:

    > Positive Number or "Perfect" Counters: The defender will attack with their chosen damage type, hitting for 75% of their normal attack power. They will also add 50% of the positive number to their attack.

    Example: John McNPC attacks Krys with an ATK of 50. Krys has 90 SKI, which makes her 40 points positive. She can counter for (40 PRE*0.75)+(20) so she will hit for 50 DMG on her counter. As John has 20 DUR, he takes 30 DMG.

    > Negative Number or "Imperfect" Counters: In addition to taking the negative damage to their Mastered ENR, the defender will attack with their chosen damage type, hitting for 75% of their normal attack power. They will also have to subtract the negative number from their attack. As with Dodge, if the defender lacks sufficient Mastered ENR to cover the negative, they will spend Latent ENR/HP instead.

    Example: John McNPC attacks Kinu with an ATK of 50. Kinu has 30 SKI, which makes her 20 points negative. She spends 20 Mastered ENR. She can counter for (40 STR*0.75)-(20) so she will hit for 10 DMG on her counter. As John has 20 DUR, he Soaks it without issue.

    If the target has an appropriate Technique, they can choose to spend ENR to activate that technique + whatever additional energy costs have been prompted by the attack.

    iv. Soak: This option is the same as just taking the hit and does not cost a RAC point to use.

    Particularly durable characters may choose, upon passing a HIT check, to just attempt to absorb the damage rather than bother spending ENR to block.

    I do have a spreadsheet to run this and while the GM will know the stats of your opponents, you will not so you will have to figure out the best response through experimentation and gleaning stuff from flavour text.

    STAT EXPLANATION
    So, with the rubric established, let's look at the stats themselves. For combat purposes, stats can be divided into the following categories.

    Hit Stats: When making an attack, these stats govern whether an attack of the corresponding type is a straight success of if the opponent has an opportunity for a reaction (RAC) response.

    SPD governs the HIT success of STR/Body attacks.
    > Opponent contests with Attacker's SPD vs Target's (BRA + SPD)

    SKI governs the HIT success of PRE/Spirit attacks
    > Opponent contests with Attacker's SKI vs Target's (BRA + SPD + SKI)

    BRA governs the HIT success of CHR/Mind attacks.
    > Opponent contests with Attacker's BRA vs Target's (BRA + SKI)

    Damage Stats: Once an attack has been made and the HIT Phase resolved, we have to turn to damage. These stats cover the types of damage you can inflict. In terms of flavour, this has been briefly touched on in the stat explanation in the profile skeleton, but I'll reiterate here.

    STR/Body -> Physical attacks, basic hits, explosive, impact, force.

    PRE/Spirit -> Direct esoteric damage, ranged attacks [firearms], pressure points or precision strikes.

    CHR/Mind -> Status effects, debuffs, indirect damage [poison/radiation], behaviour influencing abilities [stun/charm/berserk].

    Defensive Stats:

    DUR -> Governs resistance to damage.
    RES -> Governs resistance to most status effects.
    AGI -> Governs dodge attempts on all damage types via contesting ATK SPD.
    SKI -> Governs counter attack attempts on all damage types.

    See this post for guidance on use of Reaction Points (RAC) outside of Defence - Attacks of Opportunity and Interruptions

    Hitting Zero HP in Combat

    0 HP puts a player into risk of death state. In combat, they lose all actions and on their next turn, they will drop by -5 HP. If they reach below -25 HP then they are dead. If players who are downed have Mastered ENR remaining, they can burn this to forestall the process of hitting -25 by paying the cost of the health negative in Mastered ENR. This will be at the rate as if you were paying for each turn. (5, 10, 15, 20, 25 and then 25 ENR repeatedly until the player runs empty) Once they have exhausted their ENR or choose not to pay further, the count toward -25 will continue from wherever it stopped. If you are attacked while in this state, the attack will add another -5, reducing the number of turns you have to be saved regardless of whether ENR is being spent or not.

    If another player approaches a player at risk of death and they have no access to a Healing Techniques, they can sacrifice a flat 50 Mastered ENR or 1 RUM point to bring the other player back. This 50 Mastered ENR will be converted into HP and will need to cover the negative HP that has accrued over time. Using a RUM will flatly restored the downed character to 50 HP, regardless of how negative they are. If the rescuing player has a healing Technique, this can be used for more effective resurrection with the boost it provides.

    --- may be amended further ---
    Last edited by Nik Hasta; 05-25-2023 at 05:35 AM.

  6. #6
    The Weeping Mod Sharpandpointies's Avatar
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    Krys: Once-Sword of the Goddess
    "There was an existence where I understood how all of...this *gestures at self*...ends. I can't remember the details, now, but I know it's not peacefully."

    IMG_7326.jpg Krys 1.jpg Krys 2.jpg
    Credit: Mr. Nik Hasta, granpagen

    Name: My parents named me Xi. Then I became Kris. Now...Krys.
    Age: Before eternity, early twenties. After eternity, early twenties. Only not.
    Race: Ahhh...maybe human? Certainly they look like they might bear some relation to that race.
    Gender/Pronouns: They/Them
    Physical Description: They stand perhaps a fingerwidth more than average height for a human, their skin a burnished bronze colour. Beneath the bone white shock of hair, their razored features are difficult to pin to a single ethnicity. Han? Nihonjin? Or perhaps there's some Pakistani or Burmese in the cheekbones? It's hard to say. The body, wiry and corded, is potentially female...though pared down to muscle and bone as it is, it might be as difficult as the face to nail down as an absolute. And the whole of them seems to hang, in a way, as if suspended from the whorl in the hair at the top-and-back of their head.

    The only thing clear are the eyes: basic brown and slightly unfocused.

    At game-start, they dress in what appears to be blue jeans, a white shirt, and a simple black jacket clearly made for a taller, larger-proportioned woman.

    Homeworld/land: 'Where is home?' A more interesting question might be 'what is home?', and they're still working on that one.
    Bio: After a short lifespan in entropic time, they eschewed manipulation for the path of Svātantrya. For - an instant? an eternity? both? - they stood outside All Things, in Time out of Time. Then they moved, stepped, twitched. Or perhaps something acted upon them, triggering the reaction? A mistake, because everything changed and they were here. Themselves, more clear and real but...less than before.
    Want: They wanted something, once. Then that was gone, lost in...everything and nothing. Now they are somewhere again, someone again. They can feel. Is it wrong to want both? Is anything wrong, or right for that matter? And do they once more desire that thing for which they once reached? They think...yes.

    Traits [2]

    "There Is A Truth In Granularity"
    Having lived within and outside of All Things through Time out of Time, Krys understands that universal fundamentals of time and space can be extrapolated to larger scales. With that concept in their grasp, they can operate as if all within their own macroperception is forged of single, discreet units...or not, as they desire.
    'As below, so above.'

    Stat 1 - SKI +10
    Stat 2 - BRA +10
    Effect: When pushing herself, Krys often seems to have movements with frames missing, as if micro-teleporting between the start and end of a motion, which might be helpful in some situations [-10 to the denominator in formula for RAC]. Allows for unique Technique mechanic: "Heat-Death Is Only A Single Slice Of What Is".

    "All Things Are Finite When Viewed From Without, Even The Infinite."
    Having lived within and outside of All Things through Time out of Time, Kris understands that even conceptual infinity is not without end, confined as it is by spacetime. And if a thing is not truly infinite, it can be subdivided. And there is a limit to subdivision of a thing beyond which it is no longer that thing.
    'Hence, all things can be brought to a state where they are no longer themselves.'

    Stat 1 - SKI +10
    Stat 2 - PRE +10
    Effect: This trait has no actual visible effect in play, aside from the counterattack modifer; rather, it operates on an existential level. [GM dependent] Krys may have momentary flashes of vision showing them the whole of an object or situation in a way that demonstrates a potential path to reducing that object or situation, be it physically, mentally, or socially [Krys may choose one counter per experience level in a round to be a Perfect Counter, causing 100% precision damage rather than 75% due to targeting the perfect point in both the physical body and the attack timing to 'subdivide' the attack]

    Stands Outside
    Negative Trait
    Having lived within and outside of All Things through Time out of Time, Krys' being is no longer subjected to the ebb and flow of their spirit. Nor do they have some hidden well of strength or untapped potential. As they once achieved the divine state of Svātantrya, such possibilities were fully realized when they manifested the absolute power of action, and said power vanished with their Fall into their current broken form. No longer is Krys like other beings of the multiverse; their destiny is shattered, and they now drift upon the gravitic waves of entropic reality.
    'This...is all that I am.' *flicker of a smile* 'What you see is what you get.'

    Effect: Krys can neither use nor gain RUM points. Additionally, while attempts to sense Krys' various strength and abilities will show anomalies and odd energy flows, they are not some source of vast power or intrinsic might, regardless of their level of ENR (in this case indicating their capacity to alter their perceptions and affect changes on various levels of existence rather than 'raw power').

    Cracked Vessel
    Negative Trait
    Having returned to entropic existence from outside of All Things and Time out of Time, Krys has discovered their physical form to be flawed on an existential level. While their body certainly functions sufficiently well, when opened up to fundamental energies, it tends to bleed into its surroundings during the exchange. In this way, Krys continuously loses a fraction of their overall form; not enough to be measured on any level but atomic or below, but sufficient to interfere with the bodily functions on a macroscale. Slowly but surely, their body is breaking down.
    'Turns out if you manage to patch Humpty back together, he just keeps leaking.'

    Effect: After each situation where Krys employs All Things Are But Foam Upon The Waves, Krys permanently loses one point of Effective Max Life. This one point loss occurs whether they use the technique once or many times.

    INITIAL XP: 150 - 150 = 0

    Physical Block
    HP: 42
    Latent ENR: 80
    Effective MAX Life: 122 (-3 = 119)

    Offensive Block
    STR: 10 + (BUILD) + (TRAIT) = 10
    PRE: 10 + 10 + 10 = 30
    CHR: 10 + (BUILD) + (TRAIT) = 10

    Defensive Block
    DUR: 10 + (BUILD) + (TRAIT) + (SYNC) = 10
    RES: 10 + (BUILD) + (TRAIT) + (SYNC) = 10
    AGI: 10 + (BUILD) + (TRAIT) + 4 = 14

    Hit Block
    BRA: 10 + 50 + 10 + (SYNC) = 70
    SPD: 10 + (BUILD) + (TRAIT) + (SYNC) = 10
    SKI: 10 + 70 + 20 = 100

    Energy Matrix Block
    ENR: 10 base + 20 + (SYNC) = 30
    ENR VALUE: 300 [See trait: Stands Outside]
    Latent ENR: 80
    Mastered ENR: 220
    Stack: [Mastered ENR/50] = 4

    Movement and Action Block
    RAC: 1+(BRA+SPD)/40* = 3
    Movement: (SPD*2 + AGI*0.5) = 27 (w. Stack 52, w. Tech 65 or 75, Max 90 or 100)
    ATK Actions: 1
    Technique Actions: 2
    Range: 110' [Mastered ENR]/2
    RUM: ---*

    * modified by Traits

    Affinity Allocation

    Body: 20 (1/0/0) STR + DUR Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]
    Spirit: 130 (6/3/2) PRE + SKI Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]
    Mind: 80 (4/2/1) CHR + BRA Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]

    Techniques And Skills

    Body

    "Everything Is Change, But That Change Can Be Deferred."
    (Mundane + transferred Mundane) Honed Defensive Technique

    Spirit

    "If A Force Is Understood, It May Be More Easily Obviated."
    Mundane Resistance Technique

    "All Things Are But Foam Upon The Waves."
    Mundane Mastered Energy Restoration Technique

    "Form Is A Brief Phenomena That Nevertheless Exists."
    Honed Healing Technique

    "Perfection Does Not Exist."
    Honed Counter Technique

    "There Are Many Roads To A Destination"
    Honed + Honed Attack Technique (to be enhanced)

    "Heat-Death Is Only A Single Slice Of What Is"
    Trait Dependent Technique: "There Is A Truth In Granularity"
    Epic Persistent Counter Technique

    "Permanence Is The Lie, Transience The Truth."
    Epic + Honed Attack Technique

    Mind

    "Distance Is Factual, But Flexibly So."
    Honed SPD Buff Technique

    "When One Understands The Road, It Is Simple To Choose The Proper Branch."
    (Mundane + Mundane) Honed Social Buff Technique

    "What Is Believed As Absolute Is A Trick Of Perspective."
    Epic PRE Buff Technique

    Skills
    - Honest and Open
    - Fundamental Assessment
    - Time out of Time
    - As Below, So Above
    Last edited by Sharpandpointies; 06-22-2023 at 07:50 AM.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  7. #7
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Sharpandpointies View Post
    Can we just discuss stuff in this thread?
    Absolutely, though I do request that people hold questions until I have posted everything I have as some questions might already be answered.

    Again, to be clear, there's a lot of stuff I have yet to explain.


    Also, placeholder because why not.

    Curious to see if this flies, so....

    Name: K...Kry...something? Krys?
    Age: What is time?
    This is most definitely a Sharpandpointies character haha.

    Trait 1: No Hesitation
    Stat 1 - SKI +10
    Stat 2 - BRA +10
    Effect: Adds +10 to the formula for RAC
    And you've immediately surprised me haha. In mathematical terms, this would actually be a -10 to the formula in order give Krys more reactions.

    For example, under the standard RAC formula, they might look like this:

    1+(35 BRA + 50 SPD)/50 = 2.7 RAC - therefore 2 effective reaction points per combat phase.

    With the -10 you would have 1+(35 BRA + 50 SPD)/40 = 3.1 RAC - therefore 3 effective reaction per combat phase. If it was a plus then your reactions would actually get worse.

    Trait 2: Cracks in the Veneer
    Stat 1 - SKI +10
    Stat 2 - PRE +10
    Effect: Reduces Opponent's DUR and RES by 5 apiece.
    Depending on larger decisions about build and stat synergy (once we see it) this might be a little weak. You may find it better to specialise in one form of defence to work against to get a better reward, but in principle this is fine.

    Also feel free to add flavour text to the traits, if you so choose *waggles eyebrows suggestively*
    Last edited by Nik Hasta; 10-04-2022 at 01:39 AM.

  8. #8
    Legendary God of Pirates Nik Hasta's Avatar
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    Have expanded on basic Technique structure and have added some headings to indicate what else will be coming soon. Also added basic combat rubric and further stat explanations.

    I do have to work today, it is month-end, but I'll try and update here and there as the day progresses.

    EDIT: Okay, I think all the essentials are there. I have left TBC on the rubric post as there might be more information depending on what people ask about.
    Last edited by Nik Hasta; 10-04-2022 at 03:52 AM.

  9. #9
    The Weeping Mod Sharpandpointies's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    This is most definitely a Sharpandpointies character haha.
    Somewhat predictable in weirdness, I suppose.

    And you've immediately surprised me haha. In mathematical terms, this would actually be a -10 to the formula in order give Krys more reactions.

    For example, under the standard RAC formula, they might look like this:

    1+(35 BRA + 50 SPD)/50 = 2.7 RAC - therefore 2 effective reaction points per combat phase.

    With the -10 you would have 1+(35 BRA + 50 SPD)/40 = 3.1 RAC - therefore 3 effective reaction per combat phase. If it was a plus then your reactions would actually get worse.
    Oh, I was actually talking about the numerato...

    .....

    .....

    <_<

    >_>

    WHY YES, thank you Mr. Hasta, you have identified my foolish error! Haha, I am such a dope. I accept your correction in the spirit it was offered, and truly appreciate you saving myself from my idiocy!

    ^_^

    Will edit that in forthwith.

    Depending on larger decisions about build and stat synergy (once we see it) this might be a little weak. You may find it better to specialise in one form of defence to work against to get a better reward, but in principle this is fine.

    Also feel free to add flavour text to the traits, if you so choose *waggles eyebrows suggestively*
    Will do.

    A little weirded out by how basic 'hitting peoples' is determined by naught but speed, but I can sort of deal with that. I guess I'll have to throw on a huge amount of speed to simulate 'combat skill'.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  10. #10
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Sharpandpointies View Post
    Will do.

    A little weirded out by how basic 'hitting peoples' is determined by naught but speed, but I can sort of deal with that. I guess I'll have to throw on a huge amount of speed to simulate 'combat skill'.
    If you want to push Skill, both the concept and the SKI stat, then you might not need to bother with speed depending on your opponent. If you commit to a PRE/SKI build, then SPD only matters if the opponent meets the reaction check and has a RAC point to burn on a Dodge Reaction. Even then, you could still take a chunk of energy from them regardless.

    SPD is important, it is Rumbles after all, but my intention is not too make it too dominant as you have several avenues to attack from.

    You'll note though that PRE/SKI has technically the hardest time hitting (3 defences vs 2 when compared to CHR and STR), this is because PRE is technically the best attacking stat [it has scope for esoterics with "win" conditions, syncs with AGI so you'll have some good defences] and SKI, while it does sync, does grant you more techniques and therefore more combat options.

  11. #11
    The Weeping Mod Sharpandpointies's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    If you want to push Skill, both the concept and the SKI stat, then you might not need to bother with speed depending on your opponent. If you commit to a PRE/SKI build, then SPD only matters if the opponent meets the reaction check and has a RAC point to burn on a Dodge Reaction. Even then, you could still take a chunk of energy from them regardless.

    SPD is important, it is Rumbles after all, but my intention is not too make it too dominant as you have several avenues to attack from.

    You'll note though that PRE/SKI has technically the hardest time hitting (3 defences vs 2 when compared to CHR and STR), this is because PRE is technically the best attacking stat [it has scope for esoterics with "win" conditions, syncs with AGI so you'll have some good defences] and SKI, while it does sync, does grant you more techniques and therefore more combat options.
    That's good, and I was kinda/sorta heading towards that realization after a longer read-through. Thanks.

    Still aiming there, and I'm coming up with an idea to test your system for brokenness that is ridiculously in-character, both for the current one and the character upon whom she is based. ^_^ Should be interesting.

    Have edited. Hope you like it.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  12. #12
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Sharpandpointies View Post
    Oh, I was actually talking about the numerato...

    .....

    .....

    <_<

    >_>

    WHY YES, thank you Mr. Hasta, you have identified my foolish error! Haha, I am such a dope. I accept your correction in the spirit it was offered, and truly appreciate you saving myself from my idiocy!

    ^_^

    Will edit that in forthwith.
    Also to comment here, I also had that initial reaction and was about to be like "No, you cannot have 11 reaction points out of the gate, that would be pretty insane,"

  13. #13
    Rumbles Limbo Champion big_adventure's Avatar
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    This looks really cool and well thought out, Nik. I regret that I simply don't have the freedom of time at the moment to participate further.
    "But... But I want to be a big karate cyborg... ;_;" - Nik Hasta
    "Get off my lawn! ...on this forum, that just makes people think of Cyclops." - Sharpandpointies
    "...makes me think the Night King just says "Screw the rules, I have magic money" when it comes to physics." -Captain Morgan

  14. #14
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Sharpandpointies View Post
    That's good, and I was kinda/sorta heading towards that realization after a longer read-through. Thanks.

    Still aiming there, and I'm coming up with an idea to test your system for brokenness that is ridiculously in-character, both for the current one and the character upon whom she is based. ^_^ Should be interesting.

    Have edited. Hope you like it.
    So far so good, nothing game-breaking so far. I look forward to see what you come up with stat allocation and techniques.

  15. #15
    The Weeping Mod Sharpandpointies's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    Also to comment here, I also had that initial reaction and was about to be like "No, you cannot have 11 reaction points out of the gate, that would be pretty insane,"
    It was actually for the number INSIDE the brackets, because I'm not THAT insane, but I rather prefer YOUR idea. For reasons that will become apparent once we get into techniques. ^_^
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

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