Master of Squirrel-fu
The Original
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- Feb 14, 2013
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Not much of an update on the CYOA itself but I have also started work on something of a system for a simple Dice version using d6.
Basics are:
You start with 60 Points to distribute for beginners (Cardinal Level), 75 for Advanced (team RWBY level), 90 for High level (Pyrrha level), 105 for Master Level (Neo/Glynda), 120 for Legendary level (Ozpin, Maidens)
You roll the number of dice equal to your rank +1 to do checks. You start at 0 ranks in everything.
If a Stat
Base Stats: Costs 5 each, max rank of 5
Body: Strength and Vitality, general physical condition.
Technique: Skill and Dexterity, one's control over they're body.
Spirit: Aura and Will, the strength of one's resolve
Mind: Knowledge and Acuity. One's knowledge and the ability to put it to use.
Substats: Costs 2 each max rank of 5 including stats.
Strength: Striking power and lifting weight, also governs one's ability to block
Vitality: One's overall health and durability. Resistance to hazards, disease, poison.
Skill: One's ability to fight in melee (hit and dodge) as well as general acrobatic stunts.
Dex: One's ability to fight at range, also governs piloting skill, Sleight of hand, and stealth.
Aura: One's maximum aura and Armor rank.
Will: One's resolve as well as their ability to influence others.
Knw: The general ability to know facts and remember details.
Acuity: The ability to solve problems and plan tactics.
There will be special abilities that can be bought for one point each that offer certain advantages:
Guts: Make Determination actions using Body stat instead of Will
Instinct: Not vulnerable while making plans or observing.
There will also be maneuvers for how you can act instead of attacking.
Parry: Take a penalty to dodging to gain an equal advantage to your next accuracy check to hit the attacker next turn.
Defend: Get a second try to perform a dodge or resistance check.
Determination: Use a rank of Will to perform an Epic Action (breaking limits, attacking consecutively, seize initiative, boost rolls, etc)
Observe: Take a closer look at surroundings to gather information or make a plan, to do both at once is to leave one open and vulnerable.
Demoralize: Smack talk to try and lower a base stat, one success leaves them more susceptible to manipulation, each additional rank of success (beating by a multiple of 6) lowers a Base stat by 1.
Notes:
Base stats are more expensive but they're insurance, if a base stat is lowered bellow zero it is considered to fail every check by the maximum amount. Essentially equating to instant defeat in a fight.
A balanced build would have the states divided into three sections Stats, Semblance, and misc like abilities and equipment.
There will be Karma ranks to determine harder to plot aspects such as being rich/influential or having non-human traits. They cannot be paid for and the total ranks being determined by a 1d6-3 roll.
Good karma attributes will have some penalty to activate and Bad karma traits causing plot issues and enact a penalty under some circumstances. Overcoming once's Bad Karma may earn a bonus.
Equipment will be cheap but give little bonuses. Things like Armor only boosting toughness by 1 point making it inferior to Aura overall. It will be bought with a seperate point poll, probably at an exchange of 1 point to 5 equipment points or some amount of money.
Basics are:
You start with 60 Points to distribute for beginners (Cardinal Level), 75 for Advanced (team RWBY level), 90 for High level (Pyrrha level), 105 for Master Level (Neo/Glynda), 120 for Legendary level (Ozpin, Maidens)
You roll the number of dice equal to your rank +1 to do checks. You start at 0 ranks in everything.
If a Stat
Base Stats: Costs 5 each, max rank of 5
Body: Strength and Vitality, general physical condition.
Technique: Skill and Dexterity, one's control over they're body.
Spirit: Aura and Will, the strength of one's resolve
Mind: Knowledge and Acuity. One's knowledge and the ability to put it to use.
Substats: Costs 2 each max rank of 5 including stats.
Strength: Striking power and lifting weight, also governs one's ability to block
Vitality: One's overall health and durability. Resistance to hazards, disease, poison.
Skill: One's ability to fight in melee (hit and dodge) as well as general acrobatic stunts.
Dex: One's ability to fight at range, also governs piloting skill, Sleight of hand, and stealth.
Aura: One's maximum aura and Armor rank.
Will: One's resolve as well as their ability to influence others.
Knw: The general ability to know facts and remember details.
Acuity: The ability to solve problems and plan tactics.
There will be special abilities that can be bought for one point each that offer certain advantages:
Guts: Make Determination actions using Body stat instead of Will
Instinct: Not vulnerable while making plans or observing.
There will also be maneuvers for how you can act instead of attacking.
Parry: Take a penalty to dodging to gain an equal advantage to your next accuracy check to hit the attacker next turn.
Defend: Get a second try to perform a dodge or resistance check.
Determination: Use a rank of Will to perform an Epic Action (breaking limits, attacking consecutively, seize initiative, boost rolls, etc)
Observe: Take a closer look at surroundings to gather information or make a plan, to do both at once is to leave one open and vulnerable.
Demoralize: Smack talk to try and lower a base stat, one success leaves them more susceptible to manipulation, each additional rank of success (beating by a multiple of 6) lowers a Base stat by 1.
Notes:
Base stats are more expensive but they're insurance, if a base stat is lowered bellow zero it is considered to fail every check by the maximum amount. Essentially equating to instant defeat in a fight.
A balanced build would have the states divided into three sections Stats, Semblance, and misc like abilities and equipment.
There will be Karma ranks to determine harder to plot aspects such as being rich/influential or having non-human traits. They cannot be paid for and the total ranks being determined by a 1d6-3 roll.
Good karma attributes will have some penalty to activate and Bad karma traits causing plot issues and enact a penalty under some circumstances. Overcoming once's Bad Karma may earn a bonus.
Equipment will be cheap but give little bonuses. Things like Armor only boosting toughness by 1 point making it inferior to Aura overall. It will be bought with a seperate point poll, probably at an exchange of 1 point to 5 equipment points or some amount of money.