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15:04, 1st May 2024 (GMT+0)

Theogenesis Design #3: Basics.

Posted by Grand ElderFor group 0
Grand Elder
GM, 253 posts
Fri 4 Nov 2022
at 17:36
  • msg #1

Attributes, Defenses, Traits, Feats, and Abilities

Attributes

There are eight attributes: Strength (STR), Dexterity (DEX), Constitution (CON), Endurance (END), Intellect (INT), Charm (CHA), Resolve (RES), and Spirit (SPR).

STRraw power and muscle
DEXhand-eye coordination, precision, balance, grace, speed
CONhealth, resistance to poisons/disease, resistance to environment
ENDstamina, resistance to harm
INTreasoning, memory, learning
CHApersonality, persuasiveness, charisma, leadership
RESwillpower, integrity, sense of self
SPRconnection to the arcane, esoteric, and eldritch

Each attribute has a score between 0 and 20. The highest a mundane mortal can attain is an attributes of 5, powerful monsters an attribute of 10, and only the greatest of divinities an attribute of 20.

Defenses

There are three passive defenses and two active defenses. The three passive defenses are Armor, Resistance, and Will which defend against physical, environmental, and mental assaults respectively. The two active defenses are Evade and Block which deal with ranged and melee attacks respectively. Each defense gets a base value from an attribute and can be modified with equipment, Traits, and Feats.

DefenseAttribute
ArmorEND
ResistanceCON
WillRES
EvadeDEX
BlockEND

Traits

Traits represent innate qualities, ancestry, training, and modifications to a persons body, mind, or spirit that grant them particular advantages or disadvantages. Traits have levels between 1 and 5 and provide a +2, or -1 for disadvantages, per level to totals related to the nature of the trait.

Feats

Feats represent particular variants of skills that a person has gained through training or experience. Feats modify a total or given action in a particular fashion and unless stated otherwise can be used in any combination with an associated action without modifying its action point cost or negatively affecting the total.

Abilities

Abilities are innate supernatural, magical, or divine powers that can be performed. Abilities can be used in narrative or structured time as dictated and have inherent limits on the frequency of their usage. Abilities often scale with Rank and one or more Attributes. They may also be affected by Traits or Feats. There are two degrees of Abilities: Minor and Major. Finally, Abilities can synergize with one another allowing multiple abilities to be used without modifying action point cost during structured time.

Rank

Rank is a measure of the innate capabilities and abilities of a given individual relative to their underlying nature. For mortals this largely represents their specialization within a given profession, overall physical and mental capacity, and the degree of maturation for any inherent physiological and supernatural qualities they may possess. Similarly with monsters this represents the degree of power they are able to command and how sophisticated their Ego's are. Finally for divinities it represents their personal growth and competency with divine power. Ranks have values between 0 and 10.
This message was last edited by the GM at 19:05, Fri 04 Nov 2022.
Grand Elder
GM, 254 posts
Fri 4 Nov 2022
at 17:42
  • msg #2

Difficulty, DoS/DoF, and Modifiers

Difficulty

The DR of passive obstacles is determined by a scale relative to the following table:

DifficultyDescriptor
01Easy
03Average
06Difficult
09Hard
12Very-Hard
15Challenging
18+Nigh-Impossible

For opposed checks, such as those against an NPC or another Player, both parties generate the relevant total and compare. In both passive and opposed checks, success goes to the individual with the higher total. In the event of a tie, success goes to the defender or the Player; whichever is more appropriate. If both parties are Players then the tie results in a draw with either both succeeding or failing as the situation dictates.

Degree of Success and Failure

In situations where results can be variable then degrees of success and failure are used. The ranges presented are inclusive. For instance a total that is 2 above the DR is a Total Success while a total that is 4 below the DR is a Conditional Failure.

ValueOutcome
DR+5Critical Success
DR+0Total Success
DR-1Conditional Success
DR-3Total Failure

  • Critical Success: You exceed your normal limits and achieve results beyond what you intended.
  • Total Success: Your efforts succeed without any complications.
  • Conditional Success: Your efforts succeed to a lesser extent or as intended but with a consequence.
  • Total Failure: Your efforts fail. You may suffer additional consequence to gain a minor (+2) bonus to future attempts.

Modifiers

A modifier any circumstance that alters a total. There are positive modifiers, bonuses, and negative modifiers, penalties. Any combination of modifiers can be applied to a total or situation so long as they have novel or stacking sources. Additionally there are three degrees of modifiers: minor, major, and overwhelming which provide a +/- 2 per degree.

Example: A well-lead force benefits from a Minor Command Bonus (+2) while obeying the orders of their superiors whereas an assassin under the mantle of an illusory guise might have a Major Stealth Bonus (+4) to sneak attack the lead commander. The poor guard who failed to protect their commander might have succeeded in their duties if not for the fact they were drunk from ale (-2).
This message was last edited by the GM at 17:42, Fri 04 Nov 2022.
Grand Elder
GM, 255 posts
Fri 4 Nov 2022
at 17:50
  • msg #3

Initiative and Actions

All combat is considered structured time and abides by the rules of initiative and actions.

Initiative

The first step of initiative is determining priority. Divinities have priority over monsters and monsters have priority over mortals. Within each priority ranking Finesse score determines order with ties going the Players. Should multiple player divinities be present initiative is resolved on a first-come, first-serve basis. Listed below are further conditions and edge-cases:
  • Delaying: A Player may explicitly state that their initiative takes place after another Player or NPC but the inverse is not true.
  • Ambush: If ambushed the ambushing party has a free round of action before initiative is determined.
  • Summons: Summoned creatures, animate objects, etc. under the command of an individual act on their initiative.

Actions

Each round a character has a base of three (3) action points unless modified through some other means. They may devote these action points to any combination of actions so long as they add up to no more than their total. Additionally, some actions have variable point costs and the different effects are listed.

Attack
1Using a held weapon attack a target within effective range.
3Increase attack total by 1.5x, round down, for next attack.

Use Ability
1Use a minor ability
2Use a major ability.

Sustain Ability
1Continue an active ability for another round.
2Gain a minor (+2) bonus to resist disruption until next turn.
3Increase resistance bonus to major (+4)

Focus
1Gain a minor (+2) bonus to next melee or ranged attack.
2Increase attack bonus to major (+4)

Evade
1Gain a minor (+2) bonus to evade total until next turn.
2Increase bonus to major (+4).

Block
1Gain a minor (+2) bonus to block total until next turn.
2Increase bonus to major (+4).

Parry
1Use attack total of held weapon as active defense until next turn
2Gain a minor (+2) bonus to parry total.

Counter
2During this round launch a single melee counterattack with held weapon.

Draw/Stow Item
1Draw or stow a single held item.

Use Item
1Use or activate an item.

Drop Item
0Drop a held item to the ground.

Get Down
0Drop to prone
1Lower yourself to a crawl/crouch

Get Up
1Raise from prone to crawl/crouch
2Raise from crawl/crouch to standing

This message was last edited by the GM at 22:21, Wed 07 June 2023.
Grand Elder
GM, 256 posts
Fri 4 Nov 2022
at 17:57
  • msg #4

Equipment

Technology Level

adapted from GURPS

Technology Levels (TL) are the general rating of a society's most sophisticated technological achievement. There are # technology levels that correlate with the advancement milestones detailed below. Items of a given technology level have an equivalent base total.

TLEraSignature Technology
0StoneCounting; oral tradition
1Bronze Agearithmetic; writing
2Iron Agegeometry; scrolls
3Medievalalgebra; books
4Age of Sailcalculus; movable type
5Industrial Revolutionmechanical calculator; telegraphy
6Mechanized Agetelephones, radio
7Nuclear Agemainframe computers; television; nuclear reactors
8Digital Agepersonal computers, global networks
9Microtech AgeAI; biotech; AR/VR
10Sci-Fi Agenanotech; interstellar travel; programmable matter

Quality

All items have an associated quality rating that modify the total from base positively or negatively. It is assumed that unless otherwise stated that all items are of 'Standard' quality. Certain materials (magical materials), modifications (rune-engraving), and construction methods (nanoforged) have an associated quality rating in addition to any other effects they may confer to the item.

Improvised-2
Poor-1
Standard+0
Excellent+1
Superb+2
Masterwork+4

Note: Certain items cannot be improvised and may lose one or more effects at qualities below Standard. Additionally certain exceptionally sophisticated items cannot have qualities above Standard.

Category and Weight Class

There are two other factors which can influence the total a piece of equipment confers to items' total. For tools and similar items there is their category: simple (+0), specialized (+2), and dedicated (+4). A simple tool is any item that supports but does not enable a particular action or host of actions. A specialized tool is needed to perform a given item without penalty but can be used in a number of different situations. Finally a dedicated tool can only be used for one task.

Weapons and armor belong to one of these weight classes: light (-1), medium (+0), and heavy (+2).A light weapon is a dirk, dagger, or sap while light armor is hide or cloth. A medium weapon is an arming sword, hammer, or bow while medium armor is chain or scale mail. A heavy weapon is a glaive, pike, or maul and heavy armor is full plate. Shields are considered armor.

ArmorBlock
ShieldBlock
WeaponsAttack

This message was last edited by the GM at 18:50, Fri 04 Nov 2022.
Grand Elder
GM, 257 posts
Fri 4 Nov 2022
at 19:04
  • msg #5

Health and Fortitude, Harm and Afflictions, and Healing

Health and Fortitude

Health (HP) is a measure of vitality while Fortitude (FP) is a measure of mental and spiritual integrity. A divinity has HP and FP equal to 10 per point of Constitution and Resolve respectively. However, monsters and mortals have HP and FP equal to 5 per point of Constitution and Resolve respectively.

Harm and Afflictions

HP is decreased when suffering physical damage from either a mundane or magical attack or injury while FP is decreased when suffering from a mind-affecting attack or various mental and spiritual traumas. When HP is reduced to 0 the individual is destroyed or slain; as their nature dictates. When FP is reduced to 0 the individual loses control of themselves or is slain; as the effect dictates.

Beyond HP and FP there are certain conditions and circumstances which impose lasting penalties. These are known as Afflictions. There are three degrees of Afflictions: minor, major, and extreme. Unless stated to be permanent minor afflictions resolve themselves within a week and impose a -2 penalty to some action(s) and major afflictions resolve themselves within a month and impose a -4 penalty to some action(s). Extreme afflictions are always permanent and often prevent actions from being performed or impose a -6 penalty; whichever is more appropriate.

Gaining or resisting an Affliction is determined by an Endurance test with divinities receiving a major bonus (+4) to the total due to their innate advantage. This bonus does not apply to Afflictions impose by divine abilities or their equivalents.

Healing

Divinities at Rank 0 regain 1 HP or FP per day per point of Constitution and Resolve respectively up to their maximum. For monsters and mortals this rate is 1 HP or FP per week per point. At Rank 3 this rate increases to 3 HP/FP per unit time and then again at Rank 7 to 5 HP/FP per unit time.
This message was last edited by the GM at 00:31, Sat 05 Nov 2022.
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