March 29, 2017 at 3:12 am #683
I am running this on another forum, but I felt like doing it here as well. That being said, lets get on with this, shall we?
So, here is the breakdown by my good friend King Murdoc (an IRL friend who rebooted the original from bay12 forums [http://www.bay12forums.com/smf/index.php?topic=153808.0[link to that… but WARNING, I am not sure if any language is used in any of those posts so please don’t blame me if there are… just linking because I have to give credit]]):
from http://www.rebornevo.com/forum/index.php?/topic/22875-ooc-trespassers-of-the-multiverse-gaiden2-accepting-signups/ (again, same as the last link. just for credit)
King_Murdoc (a friend of mine IRL):
A reboot of the game Trespassers of the Multiverse on bay12.
There exists an untold number of universes, each with its own friendships, wars, gods, and demons. Each one with countless stories to tell. More are generated every instant, as new possibilities unfold and new minds are born with new ideas in a fractal expansion.
However, one of these many expansions went terribly, horribly wrong.
Horrific monstrosities, barely having a true form and defying all common or uncommon logic in description, were born in the gap between worlds. They ached to fill the gaping void within themselves with true existence, and so they fell upon the myriad worlds, devouring all that they ran across, some assuming the forms of familiar foes turned alien and some forcing their way into the hearts and minds of the people responsible for protecting the worlds they lived in.
The multiverse has held its own for eternities. These incursions are met by bands of heroes or chosen individuals with the strength of mind and arm to defeat them, wherever they appear. However, the war is turning. More and more worlds are falling to the beasts – called Trespassers for their lack of belonging – and their closest things to lords or kings have begun appearing – Pure Trespassers, raw destructive, consuming essence with a hatred for existence itself.
So the multiverse is fighting back. You have been chosen, lifted from your home universe, to fight these foes wherever they appear. Are you prepared to accept this mantle of duty, strong enough to fight to save every existence?
Basically, the premise of the game is this: A bunch of people from a bunch of different universes are pulled together by a cosmic force to kill big nasty monsters.
It’ll be a mixture of freeform RP and mechanically-based combat. There will be a number of chapters; some primary ones run by myself to advance a greater story arc, and smaller, player-made ones that can be virtually whatever you imagine, with breaks in between for the characters to rest and prepare for the coming battles – as well as getting to know each other. Maybe the heroes heard that a powerful artifact for fighting Trespassers is on a world, and they’ve got to prove they’re worthy of it; maybe one of the PC’s homeworlds is at risk of being devoured. It’s entirely up to you guys (though I’ll still be overseeing them, of course.)
With that, lets go over the rules and other info (again, from my friend Murdoc):
Name: (Should be self-evident.)
Age: (Should also be self-evident.)
Gender: (What do you consider yourself? Not the same as your biological sex.)
Race: (No, not skin colour. Are you human? Vulcan? Generic Mary Sue half-breed hybrid?)
Sex: (What are you biologically? Not the same as your gender.)
Appearance: (What do you look like? If you have alternate forms, their appearance should go here. Weapons and stuff are optional.)
Personality: (What are you like?)
Level: Currently, characters start at level 1. You level up when your EXP reaches a multiple of 100.
EXP: Currently starts at 0. EXP will be awarded as players progress through objectives and defeat enemies.
HP: Equal to 30+Level*(CON+Level). If your health reaches 0, you’re taken out of combat, possibly with lasting injury.
Init: Equal to your DEX score + 1d20 rolled at the start of each combat. Determines the order people move in.
Stats: You get 14 points to spend to start. Each stat is capped at a value equal to 1.5*Level + 5, and you gain 4 stat points per level by default.
Constitution: Represents overall physical health and vitality. Governs Health.
Dexterity: A measure of a character’s overall speed, agility, and coordination. Governs initiative and certain forms of damage.
Intelligence: Represents how well-educated and generally knowledgeable a character is, as well as mental strength. Governs some forms of magic, and can unlock special effects on gear.
Resistance: Measures how resistant a character is to harm. Subtracted from all incoming damage.
Strength: Raw physical power. High Strength allows you to use heavier, stronger equipment without penalty.
Synergy: Raw magical power. Governs many forms of magic (including things not specifically magical, such as ki, aura, etc.) Can unlock stat boosts on gear, and may be required to wield some equipment.
Complexity: GM-determined stat. It represents how difficult a character is to run in a combat situation. Having complicated effects or extra variables to track will increase complexity. The GM may reject a sheet if their complexity is excessive. As a general rule, cooldowns, buffs, debuffs, and variable (e.g. 1.4x something) bonuses will increment this stat by 1. Perks that radically change how a character operates within the game mechanics will increment it by more.
Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from scaling stat boosts to summonable minions (or representing that one character is actually a pair) to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk. Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be ‘bought’ with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.
Swift: The character is naturally much faster than most. +1 DEX per level. (0 Complexity; this is a fixed bonus)
Remembered Power: The character used to be much stronger than they are now. Their effective level is multiplied by 1.3. (i.e. if a character is level 10, they have the stats of a level 10 character, but are treated as level 13 for the purpose of effects scaling off of level.) (0 Complexity; this, while it is technically a variable bonus, does not affect something that varies dynamically.)
Stand Proud: This character can summon a strong spectral entity with unique powers to assist them in combat. (Variable Complexity, but summons add a lot.)
Regeneration: This character heals very quickly, regaining 10% HP at the end of each of their turns. (1 Complexity; this has to be tracked and incremented by the GM)
Evasion: This character dodges incoming attacks, having a DEX*2 chance. (2 Complexity: requires the GM to roll every time you’re attacked.)
Equipment: Each character starts with one weapon, one piece of armor, and one bauble. (By default, you have slots for one weapon, two pieces of armor, and three baubles.) You get three special qualities to assign to your equipment however you wish. Equipment should be formatted as such:
Description: A short description of what the item is.
Damage: [Die] + [stat] or Armor: [RES bonus] if applicable. Base damage is approximately a d6 for a basic weapon with no restrictions’ base armor a +2 bonus.
Minimum Stats: [sTR] and/or [sYN]. Characters that do not meet these requirements simply cannot use a piece of equipment.
Weight: [sTR] required to not take an penalty while using equipment, if applicable. The wielder’s STR is subtracted from this value; if it’s positive, they take a penalty equal to that value to most checks, including initiative and resisting status effects.
SYN Threshold/Bonus: [sYN] needed to get bonuses to other stats, and the bonuses granted, if applicable. Not all equipment will have this.
Special Qualities: Any special effects a piece of equipment has. These can be basically whatever you imagine; a curse that applies on-hit, level-scaling bonuses, a resistance to a certain damage type, etc. Perhaps a piece of equipment is bound to the user, created by their power somehow; that goes here.
Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.
Basic Attack: One of two actions possessed by all characters; this is simply attacking with your weapon or some other basic fighting technique, and it deals either your weapon’s damage or a value based on your primary attacking attribute if you do not use a weapon.
Basic Defense: A basic movement meant to reduce incoming damage by 50% after other reductions.
Smite: Make a basic attack, and add SYN to the damage. 2 turn cooldown.
-Level 2: Reduces cooldown to 1 turn.
-Level 3: Increases damage to 1.5*SYN.
Ignite: Sets a target on fire, dealing (SYN/2) damage per turn for 1d6 turns.
-Level 2: Increase duration to 2+1d6.
Soothe: Restore 1d4+SYN health to the target.
-Level 2: Cure one status effect the target feels, in addition.
-Level 3: Cure up to two statuses.
Inventory: Items not equipped or used in battle that the character possesses, such as currency.
Name: Age: Gender: Race: Sex: Appearance: Personality: Level: EXP: HP: Init: Stats: Constitution: Resistance: Dexterity: Intelligence: Strength: Synergy: Complexity: Equipment: Name: Description: Type: Damage: Minimum Stats: Weight: SYN Threshold/Bonus: Perks: Actions: Inventory:
Notes on Rules
Basic System Rundown: Every round, every character in the fight posts one Action and who they’re using it on, if applicable. (E.g. Haruka uses Shield Bash on Familiar #3.) Characters can talk, you can describe their actions in detail, etc. Damage is reduced by RES and then subtracted from the victim’s health. Once every action is submitted, the GM will process them all in the order of initiative, and then the process begins again next round.
Summons: There are two types of summon; companions, and minions. Companions don’t take an action to summon, and draw all of their stats from their owner, costing a perk to have in the first place. A PC with a companion and one without will have the same overall stat total; the former splits their stats among two entities. Minions will be handled case-by-case.
-Burn: Deals high damage over time, but is reduced by RES.
-Poison: Deals damage over time, ignoring RES.
Dropping to Zero Health: This game will use an injury system. You can take up to three injuries before you die. Injuries are inflicted only when a character drops to zero (or lower) health. Mechanically, an injury functions as a Flaw that is chosen by me (or the GM of the current plot, which I will then vet.) Healing these injuries may be offered as an alternate reward after completing a plotline.
Errata: This kind of system requires a lot of little (and sometimes not-so-little) specifications and adjustments. I’ll record them here as they’re made.
Nerfs, Buffs: A lot of the time, a character will turn out under- or overpowered. That’s okay! We can adjust it on the fly. Be willing to accept that the GM makes mistakes and might have to reduce your character’s power to fall in line with others of the same level.
Sheet Maintenance: Players are expected to maintain their own sheets and make changes as the GM recommends. Failure to do so will invite GM action if it becomes an issue.
Bound: The Bound quality is free.
Bound: This equipment is bound to this character’s abilities in some way. It cannot be permanently lost, but cannot be upgraded outside of special circumstances.
Negative Special Qualities: If your starting weapon has a negative special quality, such as needing a turn to reload or recoil damage, it’s not considered one of your three usable qualities to start.
Perk-backed Actions: They have a baseline power level higher than that of normal ones (since Perks are much more limited) and don’t cost AP to get, though they do cost AP to level further.
Base Stat Clarification for Equipment: STR and SYN are the only minimum stats allowed for gear; no other stat can enable gear for you, though each can assist your gear in different ways. INT unlocks extra effects, and SYN unlocks stat bonuses. RES reduces recoil from weapons that have it. There are no penalties for having any stat be too low other than STR or SYN.
Critical Hit Systems: The game has no innate critical hit system. Critical strike abilities are limited to scaling off of DEX or INT.
-No canon characters. If you -really- want to play a specific character, make an expy; a very similar character from another setting.
– for this version of the game, no usage of already existing universes that are in this version of the game
-Characters can be drawn from any setting, original or otherwise.
-Don’t make Mary Sues; leave room for growth and development besides their numbers.
-If you think a character might be controversial or divisive, talk them over with the GM. (in this case, me, Astrorious)
NOTE ON DAMAGE-TO-WEIGHT RATIOS:
WEIGHT 1: 1d4 + STR
WEIGHT 2: 2d3 + STR
WEIGHT 3: 1d8 + STR
WEIGHT 4: 2d4 + STR
WEIGHT 5: 2d6 + STR
just so its clear:
OOC: Out Of Character
IC: In Character
anything else that looks similar to one of those: probably a typo
also: when asking questions in IC, make sure to put (( and )) around that message so we know you are not in character
- This topic was modified 9 months, 3 weeks ago by Star_Swirl.
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