Hidden 9 yrs ago Post by Protagonist
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Protagonist

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I was thinking of creating a more "Traditional"/gamelike RP (somewhere) with actual rules and die rolling and whatnot.

The Plot for the RPG I had (it's a sci-fi fantasy hybrid) is that Earth's been destroyed, and humans colonized another world. The "Protagonistic" faction being a government known as Zion, which is currently fighting a anarchist cult known as ENIGMA (which also controls nearly all organized crime). The players are people caught up in this conflict (Zion police forces, mercenaries, citizens...possibly ENIGMA/gangsters if you want to be an antagonist) who have to go on quests and solve problems.


The ruleset I have is this:

Your character gets points to distribute to these stats:

Strength:
Stamina (determines HP):
Willpower (determines MP):
Agility:
Intelligence:
Dexterity:
Charisma:
Stealth:

Each stat has its uses, though in combat they take on special purposes. Every form of combat gives a stat these 3 roles:

-Speed Stat: Both fighters roll this before they attack during a single round. Determines who attacks first. If you roll a score that's a multiple of your opponent's speed score, you can attack them multiple times. For example, if your opponent rolls a 5, but you roll a 10, you can attack them twice before they get to attack that turn. If your opponent rolls a 5 and you get 15, you attack them 3 times.

-Power Stat: You roll this each turn to find out how much damage your attack does. The number you roll x the base damage of the weapon determines how much hurt you lay down.

-Technical Stat: Mostly used for regenerating MP, sometimes other purposes as well.


There's four modes of combat in this RP, and they are:

Melee (Close range weapons like clubs, blades and fists):
-Speed stat: Agility
-Power stat: Strength
-Technical stat: Dexterity (melee-users can also roll their technical stat against an incoming attack. Explained below)

Magic (Wands, staves, magic rings, that sort of thing):
-Speed stat: Dexterity
-Power stat: Intelligence
-Technical stat: Strength

Munitions (Guns and their ilk)
-Speed stat: Perception
-Power stat: Dexterity
-Technical stat: Intelligence

Monsters (summoning critters to defeat your enemies for you)
-Speed stat: Intelligence
-Power stat: Perception
-Technical Stat: Charisma
(Also, a summoned creature's HP is the same as the summoner's MP)

For example:

If a swordsman is fighting a mage (We'll assume both the sword and the wand have a base stats of 1):

Swordsman rolls agility: 7
Mage rolls dexterity: 8

The Mage gets to attack first.
Mage uses a telekenetic blast against the swordsman.

Mage rolls intelligence: 1 (He got unlucky)
Swordsman rolls dexterity: 5

The swordsman blocks the attack with his sword, but loses 1 MP as a result of this.
Now it's the swordsman's time to attack:

Swordsman rolls strength: 1 (also unlucky).
Mage loses 1 HP.
The cycle would repeat.



Dodging:
If you prefer to dodge than attack, you can roll your agility stat against the opponent's speed stat. For example:
A police officer fires his blaster pistol at a swordsman.

Police Officer rolls perception: 2
Swordsman rolls agility: 5
The swordsman managed to dodge that attack fairly well. He takes no damage this turn. The police officer cannot attack during the next turn (though he can dodge whatever counter you have planned, or hide)


Stealth:
If you'd like to hide, you can give up your chance to attack in order to see if you can hide. You roll your stealth against an opponent's perception. If your opponent rolls the same or higher than you, they can attack you, and you cannot counter. Otherwise, your character is hidden and cannot be attacked until they are found.
If you attack while hidden, the opponent cannot counter-attack, though you normally lose your hidden status.
In order to find a hidden person, you just roll your perception against their stealth again. If you fail this roll, you lose your ability to attack this turn. If you succeed your roll, you can attack them.
Hidden 9 yrs ago Post by Protagonist
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Protagonist

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