Monday, April 30, 2012

Characters so far

Each will get a separate post when they have names. I think we are looking for a 5th but it's not urgent
The mechanics below are a work in progress. I will have to review.


Helen: Ice Barbarian of the Frozen Dreadlands
Source- depleting pool of Intuition based leyline and cold magic
Bash- instantaneous, a weapon strike, doing an additional 50% concussion hits and a stun (if slash) or impact (if crush) critical of 2 levels less. (20)

Cleave- instantaneous, a weapon strike affecting 3 squares adjacent to the striker and his 1st target. The 2nd and 3rd square get take half concussion hits (30)

Water walking- 2 round prep (90%) and cast (75%)- lasts 1 round per point of con bonus (35)

Seismic Slam- moments before the barbarian's weapon slams into the ground it becomes brittle and hard, then shatters under the impact. 75% cast, does x2 concussion hits vs stationary targets. Affects the struck square and up to 1 extra square directly around it for every 2 points of con. Applies a -50 to mm in those squares (40)

Regeneration is probably 5 per round, however each cast and attack still uses exhaustion points
Especially cold regions double regen and leylines triple it.

Power Sensitive : Sense Reality Awareness and Power Perception  are both in the the Awareness Senses Category, as a result of hair standing up on the back of the neck etc
Cold Resistant, Heat SensitiveBash- instantaneous, a weapon strike, doing an additional 50% concussion hits and a stun (if slash) or impact (if crush) critical of 2 levels less. (20)


Karl: Witch of the Triune,Wandering Monk of the Aranoch Desert, The Mind Crafter
Source- risk pool of presence based daemonic magic
Fists of Darkness- instantaneous, increase the critical level by X of any martial arts strikes and deals an extra X1d10 damage (20) Criticals beyound “E” are Void crits
Fists of Darkness- instantaneous, increase the critical level by X of any martial arts strikes and deals an extra X1d10 damage (20) Criticals beyound “E” are Void crits
Daemonic Heal- 75% cast, heals Xd10+presence bonus hit points to the caster (35)
Black Meditations- 90% cast, does X1d5 damage, reducing X every square- uses all daemonic essence
Dark Projection- instantaneous, increase reach X squares and do 50% of normal concussion damage to each target. Normal DB and armour apply (15)
Daemonic Essence acquired (capped by presence stat)
01-20 X=1 spell backlash 5%
21-40 X=2 spell backlash 10%
41-60 X=3 spell backlash 15%
61-80 X=4 spell backlash 20%
81+    X=5 spell backlash 25%
Out of combat presence bonus worth of Daemonic Essence is suppressed every 10 rounds (a minute)
An opened down backlash will probably mean a fail but others may still work..
Backlash removes all the daemonic essence and applies the result against the caster.
reduced cost martial arts strikes and special defences
Unique looks (minor)
Witch, Wandering Monk 
Monk

Paul- Templar of Inarius, Sister of the Mendicants of Kurast
Source- Accumalative pool of Constitution based magic(Righteous Fury?)


Healing touch- uses 10 points of fury to heal 1d10+Con bonus wounds as an instantaneous spell


Healing Radius- 75% cast, activate cost 15, heals 2 hp/round for every 10 RF, lasts conXrounds, radius increases every 10 RF.


Source generation:
Deal a hit- +5
Deal a crit another +5
Mark a target +10


Mark is a instantaneous zero mana spell. A marked target is attacked versus Will and will not benefit from healing from any source for ConXrounds



Smite- instantaneous weapon strike uses all RF and gains +10 OB and +1 critical level every 10 points spent. Criticals above E add a Mana crit..


Lose RF out of combat- 10 points every ConXrounds  

Lay on hands- out of combat 2 rounds preparation and 75% cast- instantaneous first aid results. For example- stop poison, set bones, stop bleeding of up to 5/round, resuscitate before soul departure etc but does require a skill check.

Templar, Medic
Paladin (?)




Cam- Sneakknife, Desertwraith Assassin
Source- Replenishing Agility based pool (tempted to make this dual source)


Shadowstep - 35
Flurry - 15
Gnawing Darkness - 40
Cloak - 20


Shadowstep- 20% activity, roll jump distance and add 5 squares. Almost silent, can pass over or along any surface except a mirror..


Flurry- 10% instantaneous spell, next attack with a dagger/claw/fist/knife has 2 shadowing attacks, one at -20 the 3rd at -40. using Ag/St/Ag for bonus


Source regeneration 10/round, 5 in bright light, 20 in deep shadow. Pool max is agility stat


Cloak- 75% cast, adds +10 to +50 to hiding depending on environment. Broad daylight- +10
Smoky tavern full of people +30
Shadowy Forest +50
Maybe double bonuses for shadow and add 10 otherwise?






I'm still scratching my head on replenishment vs risk vs accumulation. More to follow.

First Level

The starting point for all characters.
Choose a power source, assign a stat for power source
Pick 4 feats- these are powers that define the class and role to an extent
Pick a RMSS class for skill costs. If stuck take layman- it's the average
Take a talent and a second talent with flaw if required
300 development points
No stat gains
1 lifestyle training package, 1 vocational training package take note of the times involved
660 points for stats, rolled potentials, no prime stats

Universal Mechanics

These are the non-class/power source specific mechanics.


RoleMaster Standard Rules with a bunch of mods-

No class bonuses. So no everyman and occupational from class. No fixed bonuses from class

Fixed bonuses: these come from a psychological source- which often means an equivalent penalty in other circumstances or a physical one- which either changes physical from or has a penalty to other actions. Items might add a bonus, but that would be limited to +15. Most circumstances such as "early training" equate to ranks, not fixed bonuses, because the end cap will be the same. That's the question- if both characters are as skilled as possible would it make a difference?

Power Sources: Rolemaster had 3 power sources using the same mechanic. It makes magic very wizardy, even if the source is channeling or mentalism. I like the way fury, focus, dual source and risk based sources work in a various MMOs so here is an attempt to bring them in. Skills such as adrenal speed, adrenal defence and frenzy have historically more than doubled the "power" output of rolemaster characters. The sources described below will start a bit under this. It also struck me as poor that melee used exhaustion at a rate of 1 every 2 rounds and could be replenished in 30 minutes whereas magic might chew 10 points a round for the same damage and take 6 hours to replenish. .This was counterbalanced by magic including a bunch of hacks such as invisibility, teleport, silence but which tended to trump skills without effort. I would prefer that various forms of magic do a ton of damage but not in fixed radii without a "to hit" roll.

So

Accumulative power source.
Starts as zero (0) builds up in combat or through actions, diminishes at rest
Examples- warpriest, fury warrior, traditional barbarian, beserker, witch-hunter

Risk power source.
No "mana" limit, rather a risk limit- the first use of the power has a 5% backlash chance, but this increases as the power is used until a venting power is used
Examples- fire wizard, dark sorcerer

Dual power source
2 sources of power- each one used for a particular function- often damage and healing- as one is used the other becomes easier to use and replenished.
Examples- shaman of Gork and Mork, High Elven Arch-mage, Daemon-hunter

Replenishing power source
Starts filled, replenished over time - exhaustion of the source during a battle is a risk. This is close to the traditional model but is renewing quicker. Might gain faster renews from alternate sources such as skills or conditions.
Examples- Mage, Warlock (wow)

Focus power source
This starts filled and regenerates very rapidly but isn't used to fuel anything particularly supernatural
Examples- Rogue, Hunter (wow)

Races- human with no racial bonuses, unless you have a really cool idea. Bonuses for race will be equal +/- (sorry elves no +1 for you)
Stats bonuses calculated using \(n-50)/5
01-90 costs -01-90 over 90 square the amount over 90 then add 90

Using MERP critical and weapon charts

Using 4th edition dnd physical movement and reach mechanics






Groundwork

One of the issues with home-brew (a part from issues with wood alcohol poisoning) is knowing what you are getting. So it becomes important to lay the rules out in a reference-able format so that every one is on the same page- knows what to expect.


Basic campaign description:
High fantasy. Characters have power sources that enable fantastic stuff without a lot of explanation. Not too grim and gritty- there are places to rest and sleep cosily but there also demons and bandits.
Medium detail. Not worried about food and the like unless it is environment specific like crossing the desert. The game is not macro like "Rogue Trader" ie about trade or ruling kingdoms, at least to start with.
Lore. The setting is Sanctuary, which I will be using as inspiration, filling in the gaps in the map to play on. I will try to avoid conflicts with the canon but I'm not devoted to it. Exploration of the issues of Sanctuary
Mechanics. Low bonus Rolemaster Standard rules- this will be explained in the Universal Mechanics post. Fun explosive combat. A variety of power sources
Roleplaying.  A bit of mystery solving and interaction. Some melee-mechanics. Player character choices have already created some hints for direction.








New Game



So the transition to a new Sci-Fi felt a bit off to some folks, and I suggested a rolemaster fantasy game.
So with no further ado we have kicked off Rolemaster in Sanctuary.

As a side note, I am playing Diablo 3 and Tera and have stopped playing Eve. This may have had an impact.. :p


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