World Info

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Aug 12, 2020 10:02 am
This list should make it easier to keep track of cyphers.
[ +- ] Gabrien cyphers
[ +- ] Ash cyphers
[ +- ] Reeve Cypher
[ +- ] Dropped Cyphers
[ +- ] Used Cyphers
Oct 26, 2020 2:41 pm
Focuses allowed for 2nd world: The Dark City
Carries a quiver
Conducts weird science
Entertains
Leads (taken by Vadimr, player who might have left.)
Looks for trouble (taken by Gabrien)
Operates undercover
Wields two weapons at once (taken by Kelfeli, player who left)
Is licensed to Carry
Solves Mysteries
Works the System
Integrates Weaponary (you are a cyborg, probably a military veteran.)
Translates (you are a trained specialist. Mostly merchants or researchers could have this.)
Processes Information. (your brain is cybernetically enhanced and can access the internet.)
Regenerates Tissue. (you got an expensive and rare surgery for nanobots in your blood)
Mar 4, 2021 7:13 am
Generating 3rd world:

Rolls

Primary - (1d45)

(37) = 37

Secondary - (1d45)

(16) = 16

tertiary - (1d45)

(29) = 29

Mar 4, 2021 7:20 am
RoAries sent a note to RoAries
Mar 11, 2021 6:34 am
A few more homebrew rules(in case the rules didn't mention it):

Switching weapons: normally, you might have your weapon in hand, or have it stowed when not in combat. Once a fight starts, you should be able to draw it fast enough to attack with it within the period of a turn. But, you may have one in hand already, and want to switch it out with another to attack with in the same turn. Then you have 2 options. 1) Drop the 1st and draw the 2nd to use as normal. 2) Switch out the weapons and gain 1 step in the action's difficulty for the turn.



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Concentration:
Certain abilities require concentration to use, either to prolong the effect, or that activation takes a turn or more. When the user is attacked or affected by something that can break concentration, roll to see if it holds. The difficulty is either the level that is used to break concentration, or it is the damage taken from each attack.
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XP from fights: (1st edit)
Normally for this game, xp is not rewarded for combat. However, I just feel like doing so, and so I'll make rules for this.
First) Calculate the total levels of the enemies. Minus the total level of ally npcs that helped in the fight.
Second) The combined Tiers of the Players in the fight are counted. Subtract this value from the First Value.
Third) Then divide again amongst the friendly PCs and Npcs in the fight. Give the remainders biased towards the players. This amount is what they would receive.
Apr 9, 2021 6:34 am
"Charging Strike" :
Normally you move immediate distance and do an attack, or you make your action to move short distance. You may want to move short distance and attack, and so this will get penalties to attempt. Short distance charge gain +2 step in diff. Failure is either missing and falling prone, or getting attacked back(snap shots gives -1 step to step diff. This part is my self-reminder.)

"Run and Gun":
When shooting, or doing any other action after moving short distance will give +2 to step in immediate, or +3 in short, or +4 in long distance.

"Wild Flurry":
being fast enough to perform two actions successfully is difficult. It will be like a flurry. Both get +2 to diff. Get +1 step in def roll diff.

"Casual Sprint": step 4 diff to move long distance. Failure is moving short distance.
"Mad Dash": step 3 diff to move long distance, failure is falling prone.

"Rapid Attack": You may want to try to make the same attack action on your turn twice. Both attacks get +3 to diff.

"Head shot": You can aim for the head, or any other obvious vulnerable spots. This can be melee or ranged. Attack Diff gain +3 steps, and adds +2 to damage.

Sunder Weapon:
You can disable a weapon or held item with an attack against the user at a +3 step to difficulty. The weapon might still be usable with lowered damage, or explode upon being Sundered. The difficulty may increase if the weapon/item is very tough.

Wrestle away item:
You can steal held items with a melee attack against the holder at a +3 step to difficulty. Difficulty will increase if well secured.

Knocking away items:
You can attempt to knock away items with an attack against the holder with +2 step to difficulty. Picking up a dropped weapon and using it this way will give +1 step to attacking difficulty.
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Being prone gives spd def -1 step diff when attacked by ranged, but +1 step diff if melee. Its a free action to get up from Prone at turn start, or enter prone at turn end.

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