Ubberific
Tentacle God
- Joined
- Jun 3, 2012
- Messages
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UbberRPG combat system (WIP):
• Main Stats
- STR (Grapple, Grapple break, HP)
- AGI (Speed, Grapple escape, Sneak)
- INT (Spell damage, Spell potency, Magic resistance)
- WIS (Increase Perception, Willpower)
Strength gives Grapple, Grapple break and HP. Damage stat for Slayers, Knights and Brawlers.
Agility gives Speed, Grapple escape and Sneak. Damage stat
Intelligence grants Spell damage, Spell potency and Magic Armor. Damage stat for spell-casters.
Wisdom grants Willpower and Perception.
Detailed stats:
• Armor: Physical damage reduction
• Magic armor: Magic damage reduction
• Speed: Characters turn priority
• Sneak: Ability to remain unseen
• Perception: Ability to see through stealth
• Grapple: Grapple maintainment
• Grapple break: STR-based grapple escape, deals damage upon escape
• Grapple escape: Dex-based grapple escape, grants +20 speed on next turn
• Parry: Class-based damage reduction
Combat Systems:
Dodge/Parry.
At the start of the turn PC rolls a 1d6.
Characters able to Dodge, null the attack against them at rolls that score 3+
Characters able to Parry, reduce attack damage received at rolls that score 3+ (2+ for Knights, Elementalist, Arcanist)
Stealth system
Sneak + (Environment mods) vs Perception + 1d6
Environment mods:
Environment mods are certain RP conditions during the sneaking attempt. Currently the system takes into account: Current Light and Availability of cover/cover type.
Status ailments.
Stun – Interrupts a characters turn and disables the character for 1 turn.
Knockdown – Interrupts a characters turn and makes the character vulnerable to being put in a grapple.
Sleep – Character is disabled and cannot act, any damage taken dispels the status. Counts as being knocked down. Can be awaken by allies.
Charmed – The Character cannot attack the caster and is prone to protect them. No effect regarding other enemies.
Poison - The Character is poisoned and takes damage at the start of each turn.
Petrifiy - The Character is slowly turning into stone! At the start of each turn the character loses 3 speed. Once the character is at 0 speed, they encased in stone.
Player Knockdown.
Once a Player character reaches 10HP, they become vulnerable to be knocked down.
When an enemy uses an ability that has the Knockdown modifier, the GM rolls 1d6 for the enemy attack. At a roll of 1 or 6 the PC is knocked down.
Grapple and Submission combat loss.
Grapple can be initiated on any hero that is Knocked down. Once in a grapple they must attempt to either break or escape the grapple:
(Enemy Grapple score) vs 1d6 + (Hero Grapple break/escape)
After the first failed attempt to escape the PC gets a 1d6 bonus, making it:
(Enemy Grapple score) vs 2d6 + (Hero Grapple break/escape)
If the Hero fails to escape the grapple on their turn the enemy can:
- Strip armor
- Deal 2d6 Willpower damage.
Once a hero reaches 0 Willpower they're no longer able to resist the attacker and combat ends with Submission loss.
• Main Stats
- STR (Grapple, Grapple break, HP)
- AGI (Speed, Grapple escape, Sneak)
- INT (Spell damage, Spell potency, Magic resistance)
- WIS (Increase Perception, Willpower)
Strength gives Grapple, Grapple break and HP. Damage stat for Slayers, Knights and Brawlers.
Agility gives Speed, Grapple escape and Sneak. Damage stat
Intelligence grants Spell damage, Spell potency and Magic Armor. Damage stat for spell-casters.
Wisdom grants Willpower and Perception.
Detailed stats:
• Armor: Physical damage reduction
• Magic armor: Magic damage reduction
• Speed: Characters turn priority
• Sneak: Ability to remain unseen
• Perception: Ability to see through stealth
• Grapple: Grapple maintainment
• Grapple break: STR-based grapple escape, deals damage upon escape
• Grapple escape: Dex-based grapple escape, grants +20 speed on next turn
• Parry: Class-based damage reduction
Combat Systems:
Dodge/Parry.
At the start of the turn PC rolls a 1d6.
Characters able to Dodge, null the attack against them at rolls that score 3+
Characters able to Parry, reduce attack damage received at rolls that score 3+ (2+ for Knights, Elementalist, Arcanist)
Stealth system
Sneak + (Environment mods) vs Perception + 1d6
Environment mods:
Environment mods are certain RP conditions during the sneaking attempt. Currently the system takes into account: Current Light and Availability of cover/cover type.
Lighting mods are:
[-2 Broad daylight]
[-1 Clear day]
[ 0 regular]
[+1 dim lighting]
[+2 dark]
[+3 pitch black]
Cover:
[-3 no cover]
[ 0 light cover]
[ +2 medium cover]
[ +3 full body cover
[-2 Broad daylight]
[-1 Clear day]
[ 0 regular]
[+1 dim lighting]
[+2 dark]
[+3 pitch black]
Cover:
[-3 no cover]
[ 0 light cover]
[ +2 medium cover]
[ +3 full body cover
Stun – Interrupts a characters turn and disables the character for 1 turn.
Knockdown – Interrupts a characters turn and makes the character vulnerable to being put in a grapple.
Sleep – Character is disabled and cannot act, any damage taken dispels the status. Counts as being knocked down. Can be awaken by allies.
Charmed – The Character cannot attack the caster and is prone to protect them. No effect regarding other enemies.
Poison - The Character is poisoned and takes damage at the start of each turn.
Petrifiy - The Character is slowly turning into stone! At the start of each turn the character loses 3 speed. Once the character is at 0 speed, they encased in stone.
Player Knockdown.
Once a Player character reaches 10HP, they become vulnerable to be knocked down.
When an enemy uses an ability that has the Knockdown modifier, the GM rolls 1d6 for the enemy attack. At a roll of 1 or 6 the PC is knocked down.
Grapple and Submission combat loss.
Grapple can be initiated on any hero that is Knocked down. Once in a grapple they must attempt to either break or escape the grapple:
(Enemy Grapple score) vs 1d6 + (Hero Grapple break/escape)
After the first failed attempt to escape the PC gets a 1d6 bonus, making it:
(Enemy Grapple score) vs 2d6 + (Hero Grapple break/escape)
If the Hero fails to escape the grapple on their turn the enemy can:
- Strip armor
- Deal 2d6 Willpower damage.
Once a hero reaches 0 Willpower they're no longer able to resist the attacker and combat ends with Submission loss.
Attachments
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