User:マイキ/paracosm

This is a stub page, I am just dumping the text in here, so I can delete the git repo I was keeping it in.


 * 1) Paracosm


 * 1) Mechanics


 * 1) A bunch of stuff


 * There will be a lot of opposed rolls, since they are easy to resolve.
 * Every roll is a base 2d + ability (which can be 0).
 * "Exhaustion at the end of healing period" Not sure what that refers to. Oh, I think I know what it means, see below. ^_^
 * Empathy - What is this? Trait/skill/ability? (I think it might not work in my game)


 * 1) Critical

Whenever a roll is susccessful by twice or more, it is a critical success. You can call it a crit, and no one will make fun of you. A critical success is a trigger, and abilities or traits may have additional details for when that happens. Ex. Critting on a Parry allows an attack.

Exhaustion is caused by streeing your character too much. It can be caused by damage, abilities, or extraneous actions. Exhaustion normally resets after a day's rest (I think I meant a night's rest).
 * 1) Exhaustion

If one's exhaustion exceed's eir TL at the end of the scene, they faint, and remain unconscious until eir exhaustion wears off. It the exhaustion is double or more eir TL, they drop unconscious immediately instead.

A focus action let's you increase an ability for the duration of the scene. It costs the same amount as increasing it with XP, but instead you can use AP/EP.
 * 1) Focus

A phase that happens at the end of a gaiden, or an arc ending. Allows for the expenditure of XP, as well as for special trait rewards.
 * 1) Reflection period


 * 1) Traits

Traits are attributes that describe the training, lifestyle and inherent properties of a character. I will expand on this.

Archtype traits - these traits allow AP to be spent in the place of other expenditures for certain keywords.

Example (and subject to change): Pyromancer, allows you to spend AP as EP to power spells with the Fire keyword.

You recover from exhaustion twice as fast as normal. It takes 3 times the amount of exhaustion to tire you out.
 * 1) Enduring

Notes: This probably needs a lot more explaination.

Allows AP to power strength rolls.
 * 1) Ki
 * Deprecated.**

Not sure what this is about, but I do like that as a trait or keyword.

You may spend AP to reload a light ranged weapon immediately, instead of taking an action.
 * 1) Quick Reload
 * Deprecated.**

This takes up a lot of time, so I dropped the reload rules all together. We'll see how it works out.

You may spend AP to take additional action that use light range weapons.
 * 1) Rapid Fire

Note: I like the idea behind this, but it needs some finesse.

Use AP to take additional attacks per round.
 * 1) Warrior

You may prepare spells ahead of time by arranging for them to have a trigger. They take one minute to prepare per EP cost, and they must be prepared at maximum rank (they can be cast at lower rank, however). The same spell may be prepared multiple times. You may prepare as many spells as your TL.
 * 1) Wizard

These are all keyed to, ahem, keywords. They allow AP to be spent as EP for abilities with their given keyword.
 * 1) Others

These allow AP expenditure for some other thing.
 * Witch - hex
 * Ninja - shadow
 * Berzerker - rage
 * Shaman - totem
 * Elementalist - elemental
 * Healer - healing
 * Templar - ???


 * Archer - extra bow attacks
 * Defender - extra defense attacks
 * Mage - spend an AP to know a fact


 * 1) Class templates

Early draft materials for class templates. Unlike other games, classes serve as a gaming aid for players to get into the game quickly, and are not limiting to what the character can do. It also helps storytellers, in creating batches of NPCs.


 * 1) Hunter (of the Tribe)


 * Note**: This is an older template, which used different traits and had skills, which have since been removed. Included for reference.

Traits: Hunter, Swordmaster Skills: Awareness, Light Melee, Light Ranged Abilities: Tracking


 * 1) Faction templates

These are similar to class templates, they are like the cookie-cutters that make a lot of similar characters to populate a faction, giving them a common theme.

I think these are the classes that make up the factions.


 * 1) Tribe


 * Hunter
 * Scout
 * Shaman
 * Warrior
 * Archer
 * Healer
 * Elementalist


 * 1) Abilities

I am listing all the abilities I have in notes, but not all of them are up to date. I will just mark the deprecated ones as such.

2EP/Level Add to skill roll. **Deprecated text.**
 * 1) Aim


 * 1) Antidotal Herb

Needs work. Taken from every video RPG ever. Basically, heals abnormal conditions. Maybe have different kinds for different people, maybe the population is split across six different temperments or something.

I would like it to be a heal-all, poison and disease. Also, toxicity, so if it doesn't completely work, there is a danger from injesting more.

Keywords: Alchemy

Reduces armor movement restriction by each rank.
 * 1) Armor (something)

This makes sense with the armor rules... which are somewhere around here...

Increase your speed by 1 meter for each rank, until the end of the scene. It costs one exhaustion per rank.
 * 1) Burst of Speed

Using this ability gives the character 1EP for each rank. Each use accrues a point of exhaustion.
 * 1) Channel Energy

3EP You may take an additional attack action for each rank. Additional targets must be near you.
 * 1) Cleave

Needs work!

2EP Add to defense roll to deflect a projectile.
 * 1) Deflect

1EP Each rank sets off a spell that many rounds later.
 * 1) Delay Spell

I have no idea why I thought of this, so a weird idea.

1EP/level Add to skill roll. On a critical, take a free move action.
 * 1) Dodge
 * Deprecated.**

Each rank increases the range your character can ain effectively. It increases by 3 meters per rank.
 * 1) Far Shot

3EP/level When attacking from above, roll weapon skill + ability. On a critical, the target is *knocked down* and *impaled*.
 * 1) Impact Strike


 * Note**: Uses deprecated terminology. Needs to be updated.

1EP/level Roll weapon skill + ability, to parry blow. On critical, may take a free attack action. **Deprecated text.**
 * 1) Parry

1EP/level Use a pole of some sort to vault. Each level allows you to go five meters. Each level can be used to go forward or up, in any combination.
 * 1) Pole Vault

2EP Add to attack roll. On critical, causes bleeding.
 * 1) Precise Strike

2EP You may defend another. Add to skill roll. You use your action, so it happens before you've acted, or with an extra action (see Defender trait).
 * 1) Protect
 * Deprecated.**

Needs work, but I like the idea.

2EP Add to attack roll. On critical, target is pushed back in a single direction away from the attacker, equal to rank (or less, attacker's choice).
 * 1) Push Attack

Needs work.

3EP/level Entering a rage lasts an entire scene. It provides a base for rage-based abilities.
 * 1) Rage

Elsewhere I wrote: Rage should be a keyword, or something that affects other things, but it doesn't fit in well. Maybe it should be an affliction?


 * Deprecated.**

1EP/level Add to skill roll, to sense a sentient that is hiding nearby.
 * 1) Sense Pressence
 * Deprecated.**

Note: This has been changed dramatically, but it is interesting that I was thinking of having people actively search for hiding people, and to spend points on that. So useless!

?EP You may split off a copy of your bladed weapon. It is an exact copy, except for unique properties. You may make a copy for each rank. They disappear at the end of the scene.
 * 1) Storm of Blades

Note: Such a cool power! I can't wait to get the basics down so I can go nuts with those. ^_^

Add to skill roll when moving through difficult terrain.
 * 1) Stride
 * Deprecated.**

This was created when I was trying to emulate 4e. Meh.

2EP
 * 1) Stunning Strike
 * Blunt* attack, add to attack roll. On critical, target accrues point of exhaustion.

3EP Add to skill roll. On critical, target is *disarmed*, or, loses an armor rank, or, takes double damage.
 * 1) Sunder
 * Deprecated.**

Note: This is so awesome! The "skill roll" part is the deprecated part. Also, this was my shorthand to mean that thos items happen in that order, and if they can't, the next thing happens. So, sundering someone over and over again eventually deals double damage. ^_^

Each rank adds one meter to your base speed.
 * 1) Swift

Note: Not sure if this was meant as a trait or an ability, but it makes sense to be an ability.

1EP Add to skill roll, to track someone or thing. If the target is trying hide eir trail, it is an oppossed check at intervals. Otherwise the successes determine the next check.
 * 1) Track
 * Deprecated.**

Note: I already had this one crossed out, with this in the margin: Passive (no EP cost), allows for tracking to be used. That is also deprecated, but it was an experiment in chaining contests together. However, way too simulationist for me, and isn't that fun.

1EP Add to Awareness when defending against mechanical or magical traps.
 * 1) Trap Sense
 * Deprecated.**

Awareness is a skill in this context. Not sure if this makes sense as an ability, since maybe a reflex ability would be more appropriate.

2EP Each rank allows the caster to sense movement through a physical medium, such as the ground or a wall. Each rank increases the sense by five meters.
 * 1) Tremor Sense
 * Deprecated.**

Note: This is an interesting power, and was when I started to break away from the cost multiplied by level. Gonna work on this.


 * 1) Keywords

Keyword for magical abilities that do not require EP, and are low-level/-effect.
 * 1) Cantrip


 * 1) Deprecated

These items have been phased out of the core game, but it is interesting to see where I was going with some of it.


 * 1) Skills

These are categories I created for a specific campaign, and example abilities that was keyed to each. I felt it was too inflexible in the end, and dropped skills completely.


 * Animae - Mend Bone, Purify, Calm
 * Arcana - Stoneskin, Stonecage, Tremorsense, Runic
 * Artifice - Leaf Whistle
 * Acrobactics - Dodge, Swing
 * Awareness - Track, Sense Pressence
 * Light Ranged - Aim, Richochet
 * Reach - Pole Vault, Impact Strike
 * Light Melee - Parry, Sunder