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Mechanics and System Mods.

Posted by GMFor group archive Z
GM
GM, 1 post
Mon 25 Apr 2016
at 17:47
  • msg #1

Mechanics and System Mods

This story uses the system Anima Prime, modified by the author's optional 1.5 Patch.
Additionally it uses as a couple ideas inspired Lester Ward: http://exalted.xi.co.nz/wiki/ExaltedPrime

I recommend saving and using this summary sheet for quick reference during play: http://www.animaprimerpg.com/main/docs/ap_summary.pdf

Passions
The following are the Passions available in this game. Quite a few have been added from Prime Spiral.
PassionFlavorTrigger
AngerThe character has a lot of stored-up aggression.Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.
BloodlustThe character revels in dealing out pain.Gain 1 charge die for every wound you inflict on an opponent.
CommandThe character likes to be in charge, and takes pleasure in helping her allies succeed.Gain one charge die if a combined maneuver or achievement you lead succeeds. If you gift dice to another character’s maneuver, and it generates an awesome token, gain one charge die.
CompassionThe character cares deeply about other people. She puts them first, even if that places her in danger.Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example).
ConnoisseurThe character enjoys the finer things in life, and has a discerning eye. She appreciates moments of transcendent beauty and awe.Gain two charge dice when you witness someone other than yourself being awarded an awesome token.
CunningThe character takes pride in cleverness and Achievement.Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal’s difficulty.
DoubtThe character has a problem with low self-esteem. He feels like he needs to prove himself in his own eyes and those of others.Whenever you spend charge dice on charge powers for a Strike or Achievement, and that Strike or Achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them.
FearThe character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out.At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a Maneuver or makes a Strike roll against you or any of your allies.
GloryThis character revels in victory and achievements.Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolons’ actions, if you have any.
HarmonyThe character admires coordination and unity, aiming to work in connection with allies.Whenever you gift dice to someone else’s maneuver, and it succeeds, gain one charge die.
LoveThis passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited.Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example).
Self-LoathingThe character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain.Gain 2 charge dice for each wound that you take.
SuccorThe character reveres teamwork, and strives to be a good teammate.Gain one charge die if a combined maneuver or achievement you take part in, but do not lead, succeeds. If you gift dice to another character’s maneuver, and it generates an awesome token, gain one charge die.
StyleThe character favors style over substance, and favors style generating substance even more.Gain two charge dice any time you are awarded an awesome token. If awarded this Token for a maneuver before even rolling your dice, gain an additional charge die.
TemperanceThe character shuns impulsive actions strives to maintain self-control.Gain one charge die any time you have multiple strike dice in your pool, but use your action to maneuver instead.
ValorThe character admires courage, and strives to demonstrate it when facing danger.You gain one charge die at the beginning of any conflict, two if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain one charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not.
VengeanceThe character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs (such as Kanissian Guard, Loyalists, Enendian Rebels, Hidden Blade Crime Syndicate). This is a powerful drive forward for the character.You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take.

Skills
The following are the Skills available in this game. When two words are listed, choose the one you prefer.
  • Acrobatics
  • Brawling
  • Courage/Audacity
  • Charm
  • Dirty Tricks/Cunning
  • Endurance/Grit
  • Engineering
  • Explosives/Ordnance
  • Feint
  • Gadgets/Hacking
  • Intimidation/Presence
  • Luck
  • Melee Weapons
  • Perception
  • Phasing
  • Quickness
  • Ranged Weapons
  • Stealth
  • Strength
  • Taunt
  • Vehicles (Operation/Control)

Powers
New Powers
  • Inspiration [2 Charge Dice] (Extendable by Mass Effect) — Effect: This power grants the Inspired condition to a character designated by the power user. (The target gains one bonus die to all achievement attempts.)
Changed Powers
  • Refresh now restores 6 Action Dice rather than 4, up to the target’s maximum Action Pool.
Removed Powers
  • Gate Sense
  • Skipping
  • Spontaneous Gating

Gimmicks
I am using the term Gimmick instead of "Soulbound Weapons."
New Gimmick Effects
  • Thirsty [1]:  When this gimmick deals a wound, one strike die is transferred from the target to you.
  • Inspiring [2]:  You benefit from the Inspired condition as long as you equip the gimmick in this mode.
  • Slagging [2]:  When you inflict a wound on a character, you make your victim easier to hit by slagging them, inflicting the Vulnerable condition on them (-1 to Defense).

New Conditions
Inspired: Gain one bonus die to all achievement attempts.
Vulnerable: Suffer -1 to Defense

New Rules
Off Balance: If you deal a wound to a target and have more than three leftover successes (that fail to achieve another wound), the target takes the Vulnerable condition (-1 to defense) that lasts until after it is next attacked or it catches its breath.
This message was last edited by the GM at 02:34, Sun 01 May 2016.
GM
GM, 14 posts
Tue 3 May 2016
at 15:14
  • msg #2

Mechanics and System Mods

Eidolon Powers
Eidolons can choose any Charge power from the PC list.

Passive Powers
PowerEffect
Auto GuardAs long as the eidolon is in the conflict, any strike against the summoner has to be aimed at the eidolon instead.
Body ResistanceThe eidolon is immune to the charge powers Body Drain and Slow, and to the Poisoned and Weakened conditions.
Charge BoostThe limit on the number of charge dice the eidolon can store in the Charge Pool is raised by 1. An eidolon can take this power up to 6 times.
DarksightThe eidolon is not affected by Blindness or Darkness.
ResilienceRaise the eidolon’s defense by 1. An eidolon can take this power one additional time for each Level (so Level 5 eidolons can take it up to 6 times).
Resistance to ElectricityThe eidolon’s defense counts as 1 point higher against electricity-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Resistance to FireThe eidolon’s defense counts as 1 point higher against fire-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Resistance to FrostThe eidolon’s defense counts as 1 point higher against frost-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Skill BoostThe eidolon’s skill is raised by 1. Level 0 to Level 2 eidolons can’t take this power. Level 3 and 4 eidolons can take it once, and Level 5 eidolons can take it twice.
Skill SetThe eidolon has 3 skills instead of 1 and can earn bonus dice like other characters with 3 skills. The two extra skills are rated at 1 and 2 points lower than the eidolon’s main skill (so most eidolons will have ratings of 5/4/3).
Soul ResistanceThe eidolon is immune to the charge powers Life Drain, Life Transfer, and Vampiric Strike, and to the Diseased and Hexed conditions.
StaminaThe limit on the number of action dice the eidolon can store in the Action Pool is raised by 2. An eidolon can take this power up to 5 times.
Strike BoostThe limit on the number of dice the eidolon can roll on a strike from the Strike Pool is raised by 1. An eidolon can take this power up to 4 times.
ToughnessThe eidolon has 1 additional wound circle. An eidolon can take this power once for each of its Levels (for example, Level 3 eidolons can take it 3 times).

Weaknesses
NameEffect
CowardlyWhen an eidolon with this weakness suffers a wound, it will run and hide. It loses all of its strike dice and has to Catch Its Breath during the next turn. Any of its powers that would require it to be present (such as Auto Guard) don’t work while it’s hiding, and it can’t use any Awesome Tokens, but it also can’t be attacked that turn.
CrazyThe eidolon’s action for each turn is determined randomly. If the roll shows an action it cannot do (such as strike when it has no strike dice), the eidolon Catches Its Breath for that round. Every turn, roll 1 die and consult the following list: 1-3: Maneuver, 4: Strike, 5: Power (summoner selects which), 6: summoner’s choice.
DarkboundUnless Darkness is in effect, this eidolon has to subtract 1 die from every roll (before making the roll). This weakness does not automatically grant Darksight; you have to select that as a power.
OverwhelmableSquads gain 2 bonus dice and swarms gain 3 bonus dice to their strikes against this eidolon.
RestlessThe eidolon cannot do the same type of action (maneuver, strike, achievement, power) 2 turns in a row. For example, the turn after it makes a maneuver, it has to choose a strike, achievement, or power (or Catch Its Breath). Eidolons above Level 1 cannot select this weakness.
Vulnerable to electricityAny electricity-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Vulnerable to FireAny fire-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Vulnerable to FrostAny frost-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Weak SpotThe eidolon has a weak spot that can be used to defeat it more easily. When making a Strike, a player can spend an Awesome Token to attack the weak spot and get 5 bonus dice to the Strike. Only eidolons of Level 2 and higher can have this as their weakness.

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