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, welcome to BESM: Influx to Threshold

12:14, 29th March 2024 (GMT+0)

Rules.

Posted by ManofduskFor group 0
Manofdusk
GM, 1 post
To boldly go where
many have tread
Thu 4 Nov 2021
at 02:49
  • msg #1

Rules

 These are the character creation rules. You will not be using normal races. All races in ItT are custom. Houserules will also be added here.

http://www.opengamingfoundation.org/animesrd.html


 I reserve the right to remove/edit abusive powers/combos.


Flunkies: These represent friends and buddies, NOT cannon fodder. You will be subject to penalties if you use them like cannon fodder (because people will not make friends with you if you use them like tools). This will be subject to similar rules as the Leadership feat in D&D

Servants: In Threshold, Servants are often Indentured. They have sold their time and effort for a period of time to pay for their immigration to Threshold. There are strict laws regarding how they should be treated... so, like Flunkies, if you abuse them, you won't get any more.

Magic: There are 3 main kinds of magic-

1) Infused Magic- The least common form of Magic, it is represented by the Dynamic Sorcery attribute. Dynamic Sorcery requires at least 2 minor restrictions or 1 major restriction to be taken (representing the difficulty of actually invoking Infused Magic). Backlash, Activation Time, or Concentration rank 2 counts as 1 minor defect and rank 3 counts as a major defect for this purpose.

2) Technomancy- The more common form of actual magic is represented by an Item of Power (called a Mana Crystal) with points going toward Dynamic Sorcery. Mana Crystals require that the player prepare spells ahead of time (and requires 1 hour). The player may have up to 2 spells per rank prepared (and may change them at any time as long as the mage has one hour to do so). Mana Crystals are expensive and so require at least 1 rank of Wealth to obtain. Alternatively, the player may choose to take one minor spellcasting restriction instead (to represent a cheaper, refurbished crystal).

3) Psionics- By far the most abundant form of "magic". This is the only form of "magic" that predates the arrival of the Necroforged 1000 years ago. It is represented through the "Magic" Attribute, unlike the other two. However, actual magic is poisonous to psionics. Using Psionics to defend against actual magic or having Magic used to defend against a Psionic attack causes the Psion to take damage equal to the energy cost of the magic.

 Psionics require 1 combat action to "attune" themselves before energy can be spent on any Psionic Power. Maintaining Attunement requires Concentration (see Attention below). Abilities that require Concentration that are also Psionic do not require an additional Concentration "slot". They are all rolled into the Psionic Attunement Concentration slot (and Concentration cannot be taken as a Defect for Psionic Powers).


Attention- A character can, at most, pay attention to 2 things per round from among the following:

-Conversation (communicating with team mates. This only applies when the communication is more than a quick 4-5 word coordination shout.)
-Attack (any offensive action)
-Defense (any defensive action)
-Non Combat Actions (actions requiring any non combat skill check)
-Concentration (maintaining spells or psionic powers or anything else requiring focus)
This message was last edited by the GM at 00:59, Fri 05 Nov 2021.
Manofdusk
GM, 13 posts
To boldly go where
many have tread
Sat 18 Dec 2021
at 04:57
  • msg #2

Damage Multiplication

 When dealing with any ability that deals a multiplier of damage, only the dice are multiplied.

 Static damage is not multiplied... EVER.
Manofdusk
GM, 16 posts
To boldly go where
many have tread
Sun 19 Dec 2021
at 04:56
  • msg #3

Skill Focus

Skill Focus will give you +2 to the selected skill and make that skill a class skill for you (this feat is retroactive for cross class skills you've already put points in, recalculating and redistributing the points). Skill Focus also grants an expanded critical threshold for the related skill (see below).
This message was last edited by the GM at 00:11, Tue 15 Mar 2022.
Manofdusk
GM, 26 posts
To boldly go where
many have tread
Tue 15 Mar 2022
at 00:10
  • msg #4

Exploding Dice

 One of my favorite house rules is the "Exploding Dice" System.

 Unlike in most games where a Natural 1 is an automatic failure and a natural 20 is an automatic success, Exploding Dice causes you to roll again. A Natural 1 means you roll again at a -20 modifier and a Natural 20 lets you roll again with a +20 modifier.

 Getting a negative number on your result means a critical failure. Doubling the DC (or AC) means a critical success.

 With regard to expanded critical: Expanded critical thresholds trigger exploding dice at a reduced positive modifier. Example: A 19-20 critical threshold will trigger exploding dice on a 19 with a +19 modifier.
Manofdusk
GM, 27 posts
To boldly go where
many have tread
Tue 15 Mar 2022
at 00:36
  • msg #5

Special Attacks/Massive Damage/Martial Artist

 Special Attacks as a skill will not have a DC equal to 10 + 1/2 your character level if it has a DC. If 10 + 2 per rank would net you a higher result, use that instead.

 Martial Artists will now receive extra Special Attacks.

6 : Special Attacks + 1
9 : Special Attacks + 2
14: Special Attacks + 3
17: Special Attacks + 4

 This allows martial artists to have more varied attacks in keeping with anime.

----------------

 Massive Damage (MD) now increases the die type in addition to +2 damage.

1d4 + MD = 1d6+2
1d6 + MD = 1d8+2
...
1d12 + MD = 2d8+4
Manofdusk
GM, 29 posts
To boldly go where
many have tread
Tue 15 Mar 2022
at 00:50
  • msg #6

Initiave

 Most of the time, the game will process in the order of player -> NPC. I prefer this.

 A Notable exception includes ambushes or enemies who initiate combat during non-combat story time.

 If an enemy initiates combat, then you get an initiave roll as normal. Most of the time, you won't need one if the players are the ones who initiate.

 If two players want to do something but their actions would interfere with one another, you both roll initiave to see which action fires first.

 If someone is doing something that you want to interrupt, that is also initiave.
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