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Fantasy Claimants of the Forsaken Realm - Mechanics

Cosmo

Does Not Know Kung-fu
Roleplay Type(s)
Turns
Every turn you will have two actions you can do. They can be anything from exploring your village, scouting your lands or the neighboring lands, crafting items, building, etc. You do not have to use both actions to do two different things, if you want, you can burn both actions to preform a single action where you will receive a flat bonus to your efforts.

Each turn, I will give a 'situation report' detailing what your character knows or was informed about and updates on your current progress on an existing projects I will also give you your income which will be calculated and based on the amount of people you have + local resources + tax rates + prosperity [I have a whole chart including how much an average laborer makes a day] - your expenses such as maintenance, paying soldiers and workers, buying material, etc. This value will be shown in monetary coin value, but this doesn't mean you actually have hundreds, if not thousands, of coins laying around. It is more an abstract representation of your wealth [A grain farmer is likely to pay his taxes in grain, not coin]. This is done for ease of calculation and understanding for everyone.

Your taxation rate starts at 50%, you may raise or lower this at will. Both have perks and negatives.

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Basic Mechanics
This RP will actually use two separate game systems, one for events/adventures, another for major battles. I will only be going over the event/adventure one for now. But you will get similar levels of control in both.

D100 System
We will be using a D100 system, which means the lower you roll, the better. A 1 is a critical, while a 100 is a critical failure for most checks. Do not look at your 30-40% skill and despair, you can get talents to increase your skills, increase them through actions in the RP, and most rolls in the game will have modifiers.

Here is an example:

Bob is trying to jump across a large crevasse. He only has an agility of 30, so he only has a 30 percent chance to make the jump. However, Bob tied a rope to himself to stop himself from falling, he also plans to use his dagger as a makeshift pick to aid him and will be taking a running leap, because of this, I will give our friend Bob a 20% bonus for making this task easier, now he has a 50% chance to make it. Still a coin flip. That's dangerous.. but there is one other thing about D100 systems that makes these fun, Degrees of Failure and Success.

Bob jumps and rolls a 51. He failed. But he barely failed. So instead of falling into the crevasse, he smacks hard into the ledge on the other side, bruising his ribs, and likely his ego, but he can scramble up the other side A-Okay. But what if Bob rolled a 70? He now has two degrees of failure [every 10 is a degree of failure or success], this time he smashes into the wall, barely clinging on, but now possibly suffers wounds [HP damage] or may get a stat negative for some time to reflect his injury. He will have to use his dagger to climb up the cliff and likely be tired when he gets up, possibly giving him another negative. On the opposite end, if Bob had rolled a 30, he would have two degrees of success, he easily clears the crevasse in style and the others in his party are inspired and will now get an additional bonus of their own for making the jump. <- A d100 system lets me easily adjust the requirements on the fly, and I can tell you, ahead of time, what bonuses or penalties you get so you're never truly rolling blind. Not every roll will have degrees, some will just be pass and fails, but you never know~

Damage
Damage is a D10 system. For the most part, it'll be (D10+Damage) - (Armor + TB) = Damage.

Before we break this down, you will sometimes see me ask or look for a '[Insert Stat Name] Bonus'. All that is, is the first number of your stat. So if you have a Strength of 34, that is a Strength Bonus [SB] of 3. A toughness of 42, is a Toughness Bonus [TB] of 4.

To break it down, whenever you hit, with any attack, you will roll a D10, then you will add the bonus of the weapon. A normal bow has a damage of 3, so D10+3. Most melee weaponry have their damage as 'SB'. So your characters strength determines the damage, from the example above, it would be D10+3.

This is then reduced by the target's armor and toughness. In this game, unlike say, D&D, armor doesn't make you harder to hit. It actively reduces the damage you take. So Bob hits Dave. Bob rolls a 7 and he has a SB of 3, so he does 10 damage. Dave has light armor [Armor 1] and a TB of 4, so (7+3) - (1+4), Dave takes 5 damage.

Wounds
Wounds is how many HP a thing has. For your characters, it will be 10 + TB [So most will be between 12-14]. There are ways to increase your wound total, but its not easy. So in the above example, Dave lost more then a 1/3rd of his HP from a single blow. This is a low HP game, armor is incredibly useful, and a fight can suddenly shift in a single good round. Be mindful of who and what you fight!

If NPCs and allies hit 0 Wounds, they are 'down'. Their fate mostly unknown until the end of the fight where we will make Death Saves [Using a D8 system, 5+ is alive] that will have good or bad modifiers depending on the situation.

When your PC hits 0, you are not down yet. As a character blessed by fate [And Plot Shields], you get Heroic Fortitude. You will receive a -20% to all your skill checks while at 0 wounds, but whenever you are struck at this point, we take the damage you suffer and add D10, if the total is over 10, you're 'dead' unless you burn a fate point [where you will then be knocked out and reawaken later, safe]. Each additional hit you take, prior to being knocked out, will add a +1 modifier to that D10 roll.

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Magic Mechanics

Power
Power is a scale between 0-4. It represents how many D10s you have to attempt to cast. Can use as many, or as little, as you want, this is a 'stat' only wizards have and the amount of magic power you have will be told to you after character creation. Magic power can be raised, like any other stat, through events, training, or special awards from me for something neat or innovative you do. Some spells will do more damage or have additional effects depending on the amount of dice used.

Spells
Fluff-wise your wizard's spells and power effects are up to you, but while in battle and in adventures, you will have 'spells' with an effect and casting value that you can use to effect your allies and enemies. Casting a spell takes an entire round, so you can only cast one spell per turn [Unless stated otherwise]. When you first make your mage, I will take their level and known magic into account and send you a list of spells where you will pick the ones you want from the amount I give. You can learn new spells as the game goes on.

Each spell will have a 'Casting Value', in order to cast the spell, your roll must equal, or surpass, the casting value.

Curse of the Magi
The Aether is dangerous, incredibly so, while it is capable of producing wonders, it carries grave doom for its users. Every time a wizard cast a spell, there is a chance for things to go wrong. Either by messing up the incantation, being distracted or the Aether Strands, themselves, reacting negatively for reasons mortals cannot comprehend.

While casting a spell, if a double, triple or quadrable is rolled, the Curse of the Magi takes effect. Something annoying, amusing, horrible or even life ending can happen. Generally, but not always, the more of the die that is the same, the worst the effect [Quadruple > Triple > Double]. This means the stronger the spell, the more die you will need to use to reliably cast it, and the higher your chance at suffering from the Curse.

Counter-spelling/Dispelling
A wizard can attempt to counter-spell or dispel an enemy spell. However, this will consume their action for the round [so a Wizard who dispells will not be casting that combat round]. In order to dispel, all you must do is exceed the casting value of the spell. A wizard will not suffer from Curse of the Magi unless rolling triple or quadruple as it is safer to dispel then it is to cast.

Casting in Armor
Casting in armor is difficult as the incantations require deft movement and concentration, turns out wizards wearing robes isn't as much a fashion statement as a job requirement. So unless specifically stated or having a talent that aids, whenever a character attempts to cast a spell in armor, they will receive a penalty. -1 to cast for 1-2 Armor Points, -2 to cast for 3-4 Armor Points and -3 to cast for 5 Armor Points, having a shield grants an additional -1.

Rune Crafting
Only for those who know Rune Lore [Rune Lords/Smiths]. To create truly potent rune weaponry, the likes of which wars are started over, is possible but likely not in the scope of the RP [Taking sometimes decades to even centuries of work], but who knows? Could unlock some ancient technique or bonus that makes it possible.

However, outside of those, there is something else Rune Crafting can do. Instead of imbuing the rune magic into an item at every stage of its creation, a Rune Smith can 'inscribe' an item with Words of Power. Single word runes that confer a benefit to the item. While not as powerful as the true relic, they are still powerful weaponry could fetch a king's ransom to the right buyer.

Rune crafting is very difficult, dangerous and time consuming to do, so when an inscription is taking place, it will require all of the smith's attention for the period it is being forged. To inscribe a rune takes an action [taking up their entire month], moreover, while crafting the rune, the smith is unable to do anything else. They will have to miss out on any events or things that happens during that turn [They are still free to send NPCs, Champions, etc to do it without them, and the event can still be RPed out in discord without the smith if ya want!]

Poor quality items cannot handle the strain of a runic inscription. Normal items can handle 1, Good items can handle 2 runes while a Master Crafted item can handle 3. No item may bear the weight of the same word multiple times [Can't stack the same rune]. However, there are 'Master' Words which are for more potent then others, these words consume 2 slots [So a good item can only have a single Master Rune, while a Master Crafted item can have one normal and one master rune and a normal quality weapon cannot stand the strain of a Master Rune].

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Fate
This represents your characters 'Destiny', their plot armor as a player character. Every PC has 3 and you have two different ways to 'spend' them. The first is to 'use' one, whenever you use a fate die, you may reroll any roll your character has made and take the best result. You may not reroll a fate die [but a fate die can be used on another reroll. For example, if you had a perk that let you reroll a missed attack, and that reroll also failed, you could use a fate die to make a third roll]. When a fate die is used in this manner, it is exhausted and takes time to recover. You recover 1 fate die a turn up to your max, so you can use them all in one turn or never touch them at all.

The second way to use them is to 'burn' them. Once a Fate die is burnt it is gone, it will not come back. A fate die is burnt to prevent character death. So instead of dying in a cave to some monster, your character will be knocked out and wake up sometime later, confused and dazed, and will have managed to struggle back to town. If the PC fails a death save, and they have no Fate die to burn, they're gone.

It is very easy to die in combat in this system, so make sure you spend your Fate well.
 
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