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 Post subject: The Dynamic Style Action System.
PostPosted: Mon Apr 30, 2012 11:41 pm 
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So with Overman's own game coming up soon and the fact that it really doesn't mesh well with the Pareidolia system used by the other games so far, I developed a new system just for it. While I basically tailor-made the system for his game (and any other game like it that he might run later) as you'll see, I also realized that if somebody else would like to use something like it for other games later on; I could adapt the system accordingly to fit the mood. It wouldn't be that hard to do. Anyway. Here's the system:


Explanation and Rules for Stats.
Stats are what your mech is capable of by itself without Skills or Equipment. There are eight Stats (which will be listed and explained below). Stats are ranged from level 1 to level 10. You have 40 points to spend among them and each level costs one point. You can only have two Stats at level 10 and you must spend at least one point on each Stat. With the exceptions of Health and Energy, the Stats are pretty much static. They will only change because of leveling up (explained later) or because an enemy has a Skill that reduces a Stat instead of doing damage.

Strength: Your melee power. If your weapons are swords, knives, axes, or fists; this is the Stat you would use to determine how powerful your attack will be.

Power: Your firearms strength. If your weapons are guns, missiles, or any projectile; this is the Stat you would use to determine how powerful your attack will be.

Speed: Your ability to move, dodge, and run away. Those with the highest Speed get to attack or move first. For example: Your attack will land first or your use of a defensive Skill will activate first. Speed also allows a player to dodge an enemy attack if their Speed is higher than the enemy's Speed. In addition, Speed allows a player to retreat from a battle if their Speed is higher as well.

Courage: Your inner strength and the connection you feel for your mech. Courage allows a player to temporarily raise their other Stats. Take the number of Courage levels and spend that amount of points on the other Stats like you did at character creation. For example: You have Courage: 5, so you would spend five points to either raise one Stat by five or multiple Stats in whatever combination. This increase lasts for two rounds (rounds explained later), and you cannot use Courage in the same post as your attack or other move.

Armor: Your toughness. Armor activates automatically by reducing the amount of damage from an enemy attack by the number of levels you have in Armor. For example: An enemy attack strikes for 7 damage, but you have Armor: 5, so the real damage is only 2.

Accuracy: Your marksmanship. Accuracy has two effects: 1. When attacking an opponent who attempts to dodge, compare your Accuracy to their Speed. If Accuracy is higher than Speed, your attack hits. If Accuracy is lower than Speed, the dodge succeeds instead. If Accuracy and Speed are equal, the attack does half damage. 2. When using a Raw Stat move for Power, your Accurary is added to the total for damage. For example: You have Power: 5 and Accuracy: 3; activating a Raw Stat use of Power makes your attack 8. This is optional and you cannot do this for a regular Skill use.

Health: Your ability to survive fights. Each player starts with an automatic 100 Health. However, since you have to spend at least one point on each Stat, you really begin with 110. Each level after that adds 10 to your overall Health; up to 200 at level 10. Health is reduced by enemy attacks, failures (explained later), and Raw Skill use (also explained later). It does not regenerate automatically during battles. However it can regenerate by the use of Courage or the use of an appropriate Stat by you or a teammate. Health is fully restored at chapter breaks and by leveling up.

Energy: Your ability to continue fighting. Each player starts with an automatic 100 Energy. However, since you have to spend at least one point on each Stat, you really begin with 110. Each level after that adds 10 to your overall Energy; same as Health. Energy is reduced by Skill use and Raw Skill use. Unlike Health, it does regenerate automatically during battles by 10 every round. Energy is fully restored at chapter breaks and by leveling.


Raw Stat use: Some Stats can be used by themselves. This is only an otion. These Stats are Strength, Power, Speed, and Courage. The last one will probably be used by itself quite a bit, unless you have a Skill that combines with Courage. Raw Stat use costs 5 Energy to use.



Explanation and Rules for Skills.
Skills are what your mech can do by utilizing its Stats. There is no set amount of Skills you can have. Skills are ranged from level 0 to level 5. You have 35 points to spend among them and each level costs one point, with the exception of level 0 which has no cost. You can only have three Skills at level 5, but you can theoretically have any number of Skills at level 0 that you want as it costs nothing. The Skills are static. They will only change because of leveling up.

[insert list of pre-created Skills here.]

You can feel free to use those Skills listed, but you are encouraged to make up your own to fit with your mech or just because you want a particular Skill that you thought up.


Skill use: Using your Skills means taking the total of that particular Skill and combining it with the total of the matching Stat. This number is used to determine the outcome of your use, whether it's attack damage or something else. Skill use generally costs 10 Energy to activate, unless otherwise noted. Furthermore, once a Skill is used, you have to wait a certain number of rounds before you can use that Skill again. The level of the Skill is the number of rounds you have to wait.

Raw Skill use: Skills can be used without a Stat to back it up as an option. However, Raw Skill use costs twice the Energy and will reduce your Health by 5 in addition to not be as powerful as a regular Skill use could be.



Explanation and Rules for Equipment.
Equipment is what your mech can use in order to do certain things without it being a part of the mech itself. At the start, you can have five pieces of Equipment. Equipment is ranged from level 1 to level 5. You have 15 points to spend on them and each level costs one point. You can only have one piece of Equipment at level 5. The Equipment are also static and will only change because of leveling up. However, Equipment can be switched out, left behind, stolen, or even destroyed.

[insert list of pre-created Equipment here.]

You can feel free to choose any of the Equipment listed, but you are also encouraged (like with Skills) to make up your own to fit with your mech (or just because).


Equipment use: Using your Skills means taking the total of that particular piece of Equipment and combining it with the total of the appropriate Stat, Skill, or both. This number is used to determine the outcome of your use, whether it's attack damage or something else. Equipment use generally costs 5 Energy (for a Stat only total) or 10 Energy (for a Skill only or Stat/Skill total) to activate, unless otherwise noted. Same as with Skill, once a piece of Equipment is used, you have to wait a certain number of rounds before you can use that Equipment again. The level of the Equipment is the number of rounds you have to wait.

Raw Equipment use: Equipment can be used without a Stat and / or Skill to back it up as an option. Raw Equipment use costs no Energy and its only drawback is that it won't be as powerful as combining it with a Stat and / Skill.



Miscellaneous Rules.
Actual play: When you are writing up your posts, you can basically write whatever you want for your character in terms of role-play. What they are saying, doing, thinking, feeling, and to describe what their attack or other move actually does. You can even talk amongst yourselves as the characters talking to each other over radio. Or to even talk to the enemy. Afterall, in anime, talking is a free action. However, when actually activating an attack or other maneuver, you have to include it at the end of your post in bold.

They should look something like these examples:
Lock-On Skill (Accuracy): 7.
Raw Stat use (Strength): 9.
Hot-Blood Skill (Courage): 13.


Rounds: One round consists of everybody taking their actions and getting their results. Each battle will consist of multiple rounds until a conclusion.

Leveling up: Over the course of the game, you will likely receive extra points for various reasons. Leveling up is simply spending these extra points on your Stats and Skills. These points can be spent during chapter breaks. They can also be spent in the middle of battles to level up as well, but leveling up in the middle of a battle is its own action.

Failures: If you make an attack that deals no damage to the enemy, because their Armor Stat negated the damage, this is a Failure. A Failure reduces your Health by 5 and causes you to skip the next round.

Teamwork: If two or more players decide to work as a team to attack or defend, or whatever else you can imagine doing as a team, this will add a bonus to what you are attempting to do. Take the individual numbers from each move, add them together, and then add another 5 for each extra member. For example: If two players are using teamwork, it's 5; if three players are using teamwork, it's 10; if four players are using teamwork, it's 15; etc, etc. Another example: Your Skill use total is 15 and your teammate's Skill use total is 13, your teamwork total would be 33.


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 Post subject: Re: The Dynamic Style Action System.
PostPosted: Tue May 01, 2012 12:20 am 
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King of Tryhards
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Joined: Sat Jul 16, 2011 8:10 pm
Posts: 2478
Location: North Zakota
Pokemon meets ChesQuest

Sounds interesting.

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 Post subject: Re: The Dynamic Style Action System.
PostPosted: Tue May 08, 2012 7:19 pm 
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Joined: Sat Jul 16, 2011 12:29 pm
Posts: 1278
Location: Let's storm this battlefield one last time~!
BananaCorn wrote:
Super Robot Wars meets ChesQuest

Sounds interesting.

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And his Colossal Blade!


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