**Clangs a pot in order to wake up the resident RPGers**
Ok, so I've been tweaking my old RPG bit by bit. No intentions of starting it soon, just getting some basics worked out. Looking for opinions from other RPG-players and makers.
Characteristics (stats that never change)- Divide 40 among the following characteristics (each characteristic must have at least 1 point):
-Body: How physically fit your character is. Each turn you're not fighting you regain HP equal to this amount (excluding the amount gven by eating something or using healing items). It's also used for Actions involving the Strength stat.
-Mind: How smart your character is. If you're a magic-user or scientist, this determines how powerful your magic is or how advanced your technology will be. It's also used for Actions involving the Mental stat.
-Luck: How lucky your character is at finding things during Search Actions, and determines how much Zeni (the currency of the game) is gained after fighting NPCs. It also helps influence the GM to let you live if your HP reaches 0 (crippled or unconscious instead of dead, etc), as well as acts as the deciding factor regarding where in the afterlife you go when you die. Can be used with Escape stat when trying to escape a fight.
-Combat: Your natural fighting ability. It's used for Actions involving all fighting stats.
Stats:
Stats used by all 3 classes:
-Strength: Your ability to lift heavy things, use weigthed clothing, etc, and sustain heavy gravity. An important factor in training.
-Weapon: Weapons cause a certain amount of damage, usually physical, based on the weapon used. Your Weapon stat must be in the range of the weapon in question in order to use it.
-Ki Manipulation: Your ability to control your ki and sense others' ki. It also determines your ability to fly.
Fighter's Stats:
-Physical Atk: Punches, kicks, you name it. This is your basic physical attack.
-Physical Def: The stat used to block physical attacks.
-Ki Atk: This is like "magic" in video game RPGs, only for fighters.
-Ki Def: The stat used to block ki attacks.
Scientist's Stats:
-Create Item: Your ability to create useful items. This ranges from simple weaponry and armor to healing machines and spaceships.
-Repair Item: Everything, living or not, has HP. This stat lets you repair items, which in game terminology means recover their lost HP.
Magician's Stats:
-Create Magic: There is much in the Dragonworld that is mystic in nature. This stat is the cause of that, be it creating magic items like senzus, Dragonballs (if a Namek) or Kintouns.
-Magic Atk: Magic Attacks, some of which are similar to Ki attacks.
-Magic Def: Defense against Magic attacks and certain Ki and Physical attacks as well.
HP: HP determines how much damage you, the environment, and your items can handle before being destroyed. When not fighting or resting, you regain HP at an amount equal to your Body characteristic. When resting, you regain 3d6+Body. For Nameks this is double, and Saiyans gain experience equal to the amount of HP recovered.
Power Level:Your PL is your experience. Whenever you get experience points, you can divide them as you see fit into your stats and HP. This way it's possible to beat someone with a higher PL than you. For example, a Scientist with a PL 1000x greater than yours may not be a threat since their only attack method is 3d6+combat+weapon.
Basically actions go as followed: 3d6+characteristic+accompanying stat.
There's more worked out but I'm too lazy to type it all.
Dayspring's latest attempt at an RPG. Let's laugh at him.
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Dayspring's latest attempt at an RPG. Let's laugh at him.
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