The Mechanics System.   Posted by The World.Group: 0
The World
 GM, 1 post
 What will you discover?
Wed 10 Sep 2014
at 01:07
The Mechanics System
"The World" uses a rather simple, easy-to-use system.  Stats consist of:

HP - Health Points.  A numerical representation of a character's threshold for injury.  When HP reaches 0, the character is Downed and no longer capable of normal actions.

SP - Skill Points.  A numerical representation of a character's ability to concentrate and focus.  Used when executing class skills.

Power - This is the raw power of your character used to determine the effectiveness of your attacks, be they physical or magical.

Defense - This represents a character's ability to avoid or mitigate incoming physical damage.

Magic Defense - This represents a character's ability to resist or mitigate damage and effects from spells.




When a character attempts an action, 2d6 are rolled.  A modifier based on skill level is added to the result and further modified by any situational conditions and then compared to either an opposed roll or threshold.  If successful, the result is determined either by skill effect or by comparing the power of the action to the target's defense.  Exceptional success or spectacular failure can modify the result.  Example threshold levels are as follows:

25+ Nigh Impossible
20  Heroic
15  Very Difficult
10  Slightly Difficult
8  Average
6  Easy
4  Trivial

Certain situations such as exceptional success or spectacular failure can result in the condition of having Edge or having Misfortune.  When a character has Edge, the player rolls 3d6 instead of 2d6 and takes the highest two results.  When a character has Misfortune, the player rolls 3d6 instead of 2d6 but takes the lowest two results.


Combat is very fluid and simple.  At the start of combat, everyone rolls 2d6 modified by their Combat Sense skill rating.  The character with the highest result is allowed to go first and then proceed in order to lowest.  In the case of ties, the character with the higher Combat Sense rating goes first.  If they are the same, then both characters act at the same time.  This can result in a situation known as a Karmic Strike, where attacks and damage are resolved simultaneously between characters.  These initiative positions remain constant for the entire combat.  However, should your GM decide otherwise, you can also roll initiative every turn.

There are four types of actions a character can choose from in a turn:  Basic Attack (BA), Full Guard (FG), Skill Trigger/Spell (ST), or Use Item.

The Basic Attack action is used to make a normal attack against a target.  The attacker rolls 2d6 + (BA rating) and the result is compared to either the target's passive Guard or active Guard (see below).  If successful, the attacker's Power is compared to the target's Defense or Magic Defense.  If the attacker's Power is higher, the difference is dealt as damage to the target's HP.  If the attacker's power is less than the target's Defense/M.Def, the attacker deals 1 point of damage.  If the attack succeeded by a margin of 5 or more, the attack is considered an Exceptional Success and resulting damage is doubled (Critical strike).  If the attacker rolls snake-eyes, the attack not only misses, but gives Edge to the defender.

The Full Guard action is used to Guard or Resist actively, rather than passively.  In combat, when not focusing solely on defense, a character is considered to have his passive guard up.  A character's passive guard(resist) is equal to 7 + (Guard/Resist rating).  A character can instead choose to forgo attacks in favor of FG, which allows them to use active guard.  A character's active guard(resist) is equal to a Guard/Resist roll with Edge.  That is, the player rolls 3d6 (instead of 2d6) and chooses the highest two + (Guard/Resist rating).

As stated, a character forgoes the ability to attack if using the FG action in that turn.  If the character is attacked before his/her turn, they can choose to use the FG action to defend.  However, they will not be able to take any other action on their turn except Free actions.  Consequently, if a character is attacked after they have used a BA action or ST action, they cannot use the FG action.

The Skill Trigger and Spell actions are treated just like basic attacks with several differences:  they use the ST or spell skill rating rather than BA, they cost SP to use and they have a "cooldown" of 1+ turn.  If successful, the attacker's Power is compared to the target's Defense/M.Def as normal.  However, Skill Triggers and Spells apply a bonus multiplier to the damage result as follows:

Small bonus damage skills multiply damage by 1.5 (round off)
Medium bonus damage skills multiply damage by 2
Large bonus damage skills multiply damage by 3!

The Use Item action is for doing exactly that.

Free actions are any actions that aren't opposed, require very little time, and in general don't require much effort.  Feel free to use your own judgement as to what constitutes a free action, but GM has final say.  An example would be saying a short phrase or sentence.


Rengeki

A rengeki can be triggered if a character or party manages to combo attack an opponent a certain number of times.  If the opponent goes for 1 turn without being hit, the combo is broken.  After breaking the opponent's defenses through a series of combo attacks, purple and black rings will surround the opponent, during which a player can perform a Rengeki by activating one of their combat skills.  This doubles damage done by the attacker.

This message was last edited by the GM at 15:45, Wed 24 Sept 2014.

The World
 GM, 2 posts
 What will you discover?
Wed 17 Sep 2014
at 01:21
CLASSES
Classes

There are 11 classes in "The World" and they are separated into three categories:  Heavy armor classes, Light armor classes, and Cloth armor classes.

Heavy armor classes

-Edge Punisher
-Flick Reaper
-Lancer

Light armor classes

-Blademaster
-Dual Gunner
-Monk
-Twin Blade

Cloth armor classes

-Harvest Cleric
-Sage
-Wavemaster

The 11th class follows special rules:

Adept Rogue:

During character creation, the player can select 2-3 classes using a point-buy system.  The character starts the game as their first chosen class and must unlock any others through Job Extend quests.  An Adept Rogue has 4 points to use to choose from the following class options:

Blademaster - 1 point
Edge Punisher - 1 point
Twin Blade - 1 point
Flick Reaper - 2 points
Lancer - 2 points
Monk - 2 points
Dual Gunner - 2 points
Sage - 3 points
Harvest Cleric - 3 points
Wavemaster - 3 points

Warning - Although an Adept Rogue has access to three classes, they progress significantly slower to account for their versatility.


The fundamental difference between Heavy armor users and Light armor users besides armor type is Speed vs. Power.  As such, Light armor classes have less power per strike, but are able to strike twice in one turn while Heavy armor users only strike once.  This does not allow them to use two Skill Triggers in a single turn, however.  For Skill Triggers, the skill roll is made once and Defense is applied to the power of both strikes separately, then added together for the total before the bonus multiplier is applied.

For example, a starting Twin Blade uses Gale Blade.  His power is applied twice during the skill, but the Defense of his opponent is deducted from each.  His opponent is a Lancer.  The TBs Power of 22 is applied twice, but 12 (the Defense of the Lancer) is deducted from each, resulting 10 damage each for a total of 20 damage.  The 1.5 multiplier from Gale Blade is then applied, making for a total of 30 damage dealt to the Lancer.




Factions

There are three factions to choose from in "The World" R:3 at character creation:

-Pescius, the kingdom of Beasts
-Harmintioc, the kingdom of humans
-Sodaltium, the Free kingdom

This message was last edited by the GM at 08:20, Thu 25 Sept 2014.

The World
 GM, 3 posts
 What will you discover?
Thu 18 Sep 2014
at 02:07
SKILLS
At character creation, all classes have 4 points to spend on Common skills, and 1 bonus point to spend that can be spent on either Common or Class skills.  Skill ratings are capped at a character's Rank +1 with a maximum cap of +10 at Rank 10.


Common Skills (Available to all classes):
*Basic Attack - This skill is used to make a simple attack with a character's weapon.
*Guard - This skill is used to avoid or block attacks and spells.  It can be used passively or actively.
*Resist - This skill is used to avoid status-effecting spells cast upon them.  It can be used passively or actively.
*Combat Sense - This skill is used to determine initiative order in combat.
*Stealth - This skill is used to remain undetected by NPCs or other players.
*Perception - This skill is used to detect hidden elements throughout "The World" and also as an opposed skill to stealth.
*Disable Device - This skill is used to disable any device within "The World", such as traps or locked doors.


Skills by Class:

A note about skill/spell descriptions:

What is listed for the skills/spells are the actions from the .hack//gu games.  The mechanics/stats of the skills are fixed and not open for adjustment, but players can feel free to alter the skill description or even the names of the skills as much as they'd like to fit the characters.

For example, the Twin Blade rank 1 skill is Gale Blade.  However, one could rename it "Sudden Strike" and describe the attack in as much detail as they want; "Haseo brings his two blades together, lunging at his opponent with the tips, then spreads his arms wide as he viciously separates the blades to slice open his foe."

As long as the description matches the "power" of the skill within reason, players have full creative license.

That goes for spells as well.  While the Harvest Cleric has "Rue Kruz", which states that it's a torrent of water, you could change it to "Flash of Light" and have it be a light elemental attack that does the same amount of damage and is still single target.  Swapping of special effects is also allowed within reason, such as Aerial and Piercing.  So maybe an Ice spell could be "slowing" and a Light spell could be "blinding".


Adept Rogue:

An Adept Rogue begins the game with the starting skills of their first chosen class.  However, as they progress their first class is treated as if it is 1 Rank lower for purposes of obtaining new skills.  Once they complete their first Job Extension quest (which can be accepted at Rank 3), they gain access to their second chosen class.  At that point, they have access to the Rank 1 skills of that class.  Their second class is treated as if it is 2 Ranks lower for purposes of obtaining new skills.

Upon reaching Rank 5, ARs qualify to accept their final Job Extension (if applicable).  If successful, they gain access to their final class.  They immediately gain access to the Rank 1 and Rank 2 skills of this class.  Furthermore, their final class is treated as if it were 3 Ranks lower for purposes of obtaining new skills.  However, upon attaining Rank 10, an Adept Rogue can undertake their Ascension quest.  Upon completion, the Adept Rogue gains access to the remaining skills of all their classes.

Blademaster:
Rank 1:  Sword Flash - A fierce lunging attack at close range (small bonus damage, single target) - 5 SP
Rank 2:  Ogre Sword - A wide sweeping attack (small bonus damage, frontal cone AoE) - 6 SP
Rank 4:  Lateral Moon - An upwards strike followed by a leaping attack (medium bonus damage, aerial, single target) - 8 SP
Rank 6:  Razor's Edge - A flurry of strikes (medium bonus damage, single target) - 12 SP
Rank 8:  Disaster Sword - A powerful, sweeping attack capable of knocking back (large bonus damage, frontal cone AoE) - 15 SP
Rank 10:  Devil Sword - A devastating series of strikes (large bonus damage, frontal cone AoE) - 13 SP

Dual Gunner:

Rank 1:  Dash Blast - A dashing strike followed by a shot (small bonus damage, single target) - 7 SP
Rank 2:  Double Tap - A double shot with both guns (small bonus damage, piercing, single target) - 11 SP
Rank 4:  Rapid Fire - Rapid fire shots that lift enemies (small bonus damage, aerial, frontal cone AoE) - 9 SP
Rank 6:  Tempest Blast - Charge both guns and release powerful piercing shot (medium bonus damage, piercing, AoE) - 20 SP
Rank 8:  Rain of Terror - A volley of upward shots that rain down on enemies (large bonus damage, aerial, AoE) - 18 SP
Rank 10:  Justice - A flurry of blows with blades and shots (large bonus damage, piercing, single target) - 16 SP
Special Ability when chosen as one of an Adept Rogue's classes:
*Judgement - A series of three shots that can be triggered after any skill use (small bonus damage, single target, switches weapons to guns) - No SP cost

Edge Punisher:

Rank 1:  Tiger Blitz - A V-edge double slash (small bonus damage, single target) - 6 SP
Rank 2:  Twin Moons - A double upwards strike (small bonus damage, aerial, single target) - 7 SP
Rank 4:  Armor Pierce - A piercing thrust attack (small bonus damage, piercing, single target) - 9 SP
Rank 5:  Bone Crusher - A whirlwind attack (medium bonus damage, piercing, close-range AoE) - 10 SP
Rank 7:  Tiger Strike - A heavy attack leveraging the sword's weight (medium bonus damage, small frontal cone AoE) - 14 SP
Rank 8:  Shell Breaker - A multi-strike combo for tearing through armor (large bonus damage, piercing, single target) - 18 SP
Rank 10:  Armor Break - A rapid series of strikes (large bonus damage, piercing, single target) - 16 SP

Flick Reaper:

Rank 1:  Wicked Strike - A large area, circular strike (small bonus damage, wide AoE) - 7 SP
Rank 3:  Lotus Flower - A popup attack followed by aerial strike (small bonus damage, aerial, AoE) - 9 SP
Rank 5:  Reaper's Touch - A series of circular blows (medium bonus damage, AoE) - 16 SP
Rank 7:  Heavenly Wheel - A lifting attack with multiple aerial slashes (medium bonus damage, aerial, AoE) - 20 SP
Rank 10:  Reaper's Dance - Summons a demon's claw (large bonus damage, wide AoE) - 18 SP

Lancer:

Rank 1:  Air Raid - An upward thrust (small bonus damage, aerial, single target) - 7 SP
Rank 3:  Thorn Dance - Several thrusts to break through defenses (small bonus damage, piercing, single target) - 9 SP
Rank 5:  Piercing Heaven - A lifting attack with multiple upward thrusts (medium bonus damage, aerial, single target) - 16 SP
Rank 7:  Scarlet Thrust - A lunging attack that lifts enemies (large bonus damage, piercing, single target) - 18 SP
Rank 10:  Heavenly Rage - A flurry of blows from midair (Large bonus damage, aerial, AoE) - 15 SP

Monk:

Rank 1:  Rapid Attack - Rush with strikes and kicks (small bonus damage, single target) - 6 SP
Rank 3:  King Hammer - Relentless assault to break guard (small bonus damage, piercing, single target) - 8 SP
Rank 5:  Tiger Bite - Attack with chi-blasts and kicks (medium bonus damage, single target) - 12 SP
Rank 7:  Palm Blast - Several strikes followed by a double chi-blast (medium bonus damage, piercing, frontal cone AoE) - 15 SP
Rank 10:  Shell Shock - A brutal flurry of blows and a slam (large bonus damage, piercing, AoE) - 15 SP

Twin Blade:

Rank 1:  Gale Blade - A three-strike combo (small bonus damage, single target) - 5 SP
Rank 2:  Sparrow Counter - A lifting attack (small bonus damage, aerial, single target) - 8 SP
Rank 4:  Sword Dance - A series of strikes that generate a whirlwind (small bonus damage, AoE) - 6 SP
Rank 5:  Tri-Strike - A more powerful, lunging three-strike combo (medium bonus damage, piercing, single target) - 9 SP
Rank 7:  Whirlwind - A long series of consecutive attacks (medium bonus damage, single target) - 11 SP
Rank 8:  Chaotic Strike - A lifting attack followed by a flurry of blades (large bonus damage, aerial, single target) - 15 SP
Rank 10:  Ghost Falcon - Rapid attacks in midair (large bonus damage, aerial, single target) - 13 SP

Harvest Cleric:
HCs make use of 5 skills:  Attack spells, Healing, Area HealingEnhancing, and Auras

Rank 1: 
  • Repth - Recover HP (10% recovery, single target) - 8 SP
  • Rip Duk - Cure Poison (single target) - 7 SP
  • Rue Kruz - An attack with a torrent of water (small bonus damage, single target) - 10 SP

Rank 2: 
  • Rip Mumyn - Cure Sleep (single target) - 10 SP
  • Ul Repth - Recover HP (25% recovery, single target) - 31 SP
  • Zan Rom - Summons a tornado (small bonus damage, aerial, AoE) - 12 SP

Rank 3: 
  • Rip Maen - Revive from Downed with low HP (25% HP, single target) - 27 SP
  • La Repth - Recover all ally's HP (10% recovery, all allies) - 27 SP
  • Rip Maj - Cure Curse (single target) - 7 SP

Rank 4: 
  • Ol Repth - Recover HP (50% recovery, single target) - 40 SP
  • Rip Fin - Cure Seal (single target) - 10 SP
  • Ap Cor - Raises ally's Power (single target) - 8 SP

Rank 5: 
  • Rip Suvi - Cure Paralysis (single target) - 7 SP
  • Lau Repth - Recover all ally's HP (25% recovery, all allies) - 60 SP
  • Ap Vor - Raise ally's Defense (single target) - 8 SP

Rank 6: 
  • Pha Repth - Recover HP (full heal, single target) - 60 SP
  • Rig Geam - Restores SP (single target) - 18 SP
  • Rig Saem - Restores HP (single target) - 18 SP

Rank 7: 
  • Lei Zas - Ray of Light (medium bonus damage, line AoE) - 21 SP
  • Lao Repth - Recover all ally's HP (50% recovery, all allies) - 112 SP
  • Rip Ranki - Cure Confusion (single target) - 15 SP

Rank 8: 
  • Ap Do - Raise ally's speed (single target) - 10 SP
  • Rip Palam - Cure all bad status effects (single target) - 22 SP
  • LaPha Repth - Recover all ally's HP (full heal, all allies) - 170 SP

Rank 9: 
  • La Cor - Raise all ally's Power (AoE) - 20 SP
  • LaRig Geam - Recover SP (all allies) - 45 SP
  • LaRig Saem - Recover HP (all allies) - 45 SP
  • La Vor - Raise all ally's Defense (AoE) - 20 SP

Rank 10: 
  • PhaRip Maen - Revive from Downed with full HP (single target) - 75 SP


Sage:
Sages make use of 5 skills:  Attack spells, Healing, Debilitating, Enhancing, and Auras

Rank 1: 
  • Dek Cor - Lowers opponent's Power (single target) - 6 SP
  • Gan Bolg - Boulders fall from the sky (small bonus damage, Piercing, AoE) - 16 SP
  • Ap Cor - Raises ally's Power (single target) - 7 SP

Rank 2: 
  • Repth - Recover HP (10% recovery, single target) - 8 SP
  • Dek Vor - Lower opponent's Defense (single target) - 6 SP
  • Vak Don - Fireballs fall from the sky (small bonus damage, Piercing, AoE) - 18 SP

Rank 3: 
  • Ap Vor - Raise ally's Defense (single target) - 7 SP
  • Duk Lei - Inflict poison (small DoT, single target) - 8 SP
  • Mumyn Lei - Put target to sleep (single target) - 10 SP

Rank 4: 
  • MiDek Cor - Lower opponent's Power (AoE) - 14 SP
  • MiDek Vor - Lower opponent's Defense (AoE) - 14 SP
  • Ap Do - Raise ally's speed (single target) - 10 SP

Rank 5: 
  • Dek Do - Inflict Slow (single target) - 10 SP
  • Ul Repth - Recover HP (25% recovery, single target) - 31 SP
  • Ani Zot - Cloud of darkness envelopes target (medium bonus damage, single target) - 24 SP

Rank 6: 
  • La Cor - Raise all ally's Power (AoE) - 20 SP
  • La Vor - Raise all ally's Defense (AoE) - 20 SP

Rank 7: 
  • Rip Maen - Revive from Downed with low HP (25% HP, single target) - 27 SP
  • Ol Repth - Recover HP (50% recovery, single target) - 40 SP

Rank 8: 
  • Dek Or - Lower opponent's Power and Defense (single target) - 18 SP

Rank 9: 
  • Rig Geam - Restores SP over time (5% recovery/turn, single target) - 18 SP
  • Rig Saem - Restores HP over time (5% recovery/turn, single target) - 18 SP
  • Lapu Do - Raise ally's speed (AoE) - 28 SP

Rank 10: 
  • Ap Or - Raise ally's Power and Defense (single target) - 12 SP


Wavemaster:
WMs make use of 5 skills:  Attack spells, Advanced Attack spells, Healing, Debilitating, and Auras

Rank 1: 
  • Rue Kruz - An attack with a torrent of water (small bonus damage, single target) - 10 SP
  • Duk Lei - Inflict poison (small DoT, single target) - 8 SP
  • Zan Rom - Summons a tornado (small bonus damage, aerial, AoE) - 12 SP

Rank 2: 
  • Mumyn Lei - Put target to sleep (single target) - 10 SP
  • Gan Bolg - Boulders fall from the sky (small bonus damage, Piercing, AoE) - 16 SP

Rank 3: 
  • Repth - Recover HP (10% recovery, single target) - 8 SP
  • Vak Don - Fireballs fall from the sky (small bonus damage, Piercing, AoE) - 18 SP

Rank 4: 
  • Maj Lei - Inflict Curse (single target) - 8 SP
  • Fin Lei - Inflict Seal (single target) - 10 SP
  • Lei Zas - Ray of light (medium bonus damage, line AoE) - 21 SP

Rank 5: 
  • Dek Cor - Lowers opponent's Power (single target) - 6 SP
  • Suvi Lei - Inflict Paralysis (single target) - 13 SP
  • Ani Zot - Cloud of darkness envelopes target (medium bonus damage, single target) - 24 SP

Rank 6: 
  • Dek Vor - Lower opponent's Defense (single target) - 6 SP
  • Ul Repth - Recover HP (25% recovery, single target) - 22 SP
  • OrRue Kruz - Twin water dragons attack (medium bonus damage, single target) - 24 SP

Rank 7: 
  • OrZan Rom - Summon multiple tornadoes (large bonus damage, AoE) - 32 SP
  • Ol Repth - Recover HP (50% recovery, single target) - 40 SP
  • OrGan Bolg - Avalanche of falling boulders (large bonus damage, piercing, AoE) - 38 SP

Rank 8: 
  • OrVak Don - Storm of giant fireballs (large bonus damage, piercing, AoE) - 42 SP
  • OrLei Zas - Large ray of light (large bonus damage, line AoE) - 54 SP
  • Ranki Lei - Inflict Confusion (single target) - 18 SP

Rank 9: 
  • MiDek Cor - Lower opponent's Power (AoE) - 14 SP
  • Dek Do - Inflict Slow (single target) - 10 SP
  • MiDek Vor - Lower opponent's Defense (AoE) - 14 SP

Rank 10: 
  • OrAni Zot - Swarm of shadow insects from a dark cloud (large bonus damage, single target) - 62 SP

This message was last edited by the GM at 06:04, Thu 09 Oct 2014.

The World
 GM, 4 posts
 What will you discover?
Tue 23 Sep 2014
at 02:31
RANKS
Ranks

Characters gain experience and progress through up to 10 Ranks.  Upon attaining each new rank, a character's HP, SP, Power and Defense increase automatically based on class.  A character's class skill ratings also raise by 1 automatically for every rank.  Characters are also granted Ability Points every level to spend on Common skills and enhance their Class skills.  The following is a chart detailing the starting stats and skill point acquisition of each class:

ClassHPSPPowerDefenseMagic DefenseAP/rank
Adept Rogue220******5/7/10***
Blademaster2203022996
Dual Gunner2203022996
Edge Punisher24035301267
Flick Reaper24035301265
Lancer24035301265
Monk2203022995
Twin Blade2203022997
Harvest Cleric20055346125
Sage20055346125
Wavemaster20055346125

*Equal to starting class.
**Adept Rogues choose what type of armor they can wear at character creation (Cloth, Light, or Heavy).
***An Adept Rogue gains 5 AP/rank before their first Job Extension, 7 AP/rank after their first Job Extension and 10 AP/rank after their third Job Extension (if applicable).


At character creation, all classes have 4 points to spend on Common skills, and 1 bonus point to spend that can be spent on either Common or Class skills.  Skill ratings are capped at a character's Rank +1 with a maximum cap of +10 at Rank 10.

The following chart shows the increase to stats every rank:

ClassHP +SP +Power +Defense +Magic Defense +
Adept Rogue74*********
Blademaster746833
Dual Gunner746833
Edge Punisher8071142
Flick Reaper8071142
Lancer8071142
Monk746833
Twin Blade746833
Harvest Cleric68251224
Sage68171224
Wavemaster68241224

*An average of current classes
**Power is tracked separately for each weapon and changes in accordance with weapon changes
***As per chosen Armor type

This message was last edited by the GM at 02:35, Tue 23 Sept 2014.