first day of TTRPG design: "huh, have you noticed that D&Dlikes give all the damage of a ranged attack to the bow and none to the arrow? i think i might change that"
2.5 years into TTRPG design: "the charts are speaking to me. i can hear their screams"
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Premise: this is a project of my own design that is meant to be my ideal RPG system that is both fun and also mechanically sound using all my knowledge from prior RPG design.
Base mechanics:
All players who enter the grand frontier are in need of stats so be aware of your stat line.
Your stats are as follows
Name: your character's name.
Level: the current level your character is at (each being written as a decimal in which the number behind the decimal is your EXP. With the amount of exp required growing Larger every 10 levels. Max level being Lv60)
Gender: this is for later mechanics but right now it's just flavor, you can choose between male, female, or intersex. That's it.
Species: this is simple as it dictates what species buffs are applied to your character.
Alignment: this is the weirdest of the stats as it doesn't actually affect combat.. not usually. Instead it affects how your character operates.
Class: what play style your character is going with.
Full HP: how much damage you can take before dying.
Full EP: how much energy you can spend on skills.
STR: your base physical damage (added to all physical type attacks base power)
MAG: your base magic damage (added to all magic type attacks base power)
SPD: how fast you character goes (adds to a skills base speed and dictates turn order, the faster = higher up in turn order)
END: how much damage you can absorb without losing HP (is written as a percentage. Max percentage is 50%) (subtracts from the attacks total power)
Elemental affinity: which damage type is best for your character. (Can only have up to two. All attacks with the element you have an affinity with gain a 1.5 multiplier rounded down)
Elemental resistance: the shield to elemental affinityâs sword. In which any damage you take of a type you resist is reduced (may only have two elemental resistances. damage reduced by 1.5 rounded up)
{Status effects}
In game you may only have 3 status effects applied unless their types counter one another in which both are nullified.
Now a very important question, how does one establish stats? There's no dice rolling to establish stats instead the player is given 20 golden stat chips which each give a +5 to a selected stat, meaning in total you have 100 stat points you can give, however you cannot begin the game with a stat that has a zero, it must be at least a one for a specific stat.
However after establishing the character and leveling up, the player gains one standard stat chip per level gained. Standard stat chips tend to give a +1 to selected stats.
Alignment:
Ok now for the head hurting part. Instead of Law vs Chaos and good vs evil, the alignment system is more of a way to understand your character.
There are three parts to your character's alignment. Their drive, their intent, and their habits. The center back and front of you will
Drive is split between Gentle, Mediator, and Harsh.
Gentle (G) is for characters who want to heal more than fight.
Mediator (M) is the balance of Gentle and harsh but they are more split on what they want to do.
Harsh (H) is for the fighters, people who push onwards not because they are violent but because it's the only path they know.
Intent is more of how the character directs their drive. It's split between talker, learner, and actor
Talker (T) is more found in characters who want to get their point across via words and tend to not be direct with what they say.
Learner (L) is found in characters who want to understand before making a decision; they tend to be very hesitant without information.
Actors (A) are people who simply do, not listen, not chat, just move and let their actions define how others view them.
Finally is habit which as the name says is how the character acts unconsciously like the tapping of feet when impatient, or blunt rebuttal when aggravated. It's split into Protector, Runner, and Observer.
Protector (P) are often people when faced with danger stand up and get ready to fight.
Runners (R) when faced with danger tend to flee and live a lot of their life simply wanting to not face pain. They are not cowards just not wanting to die.
Observers (O) are people who freeze when faced with danger, divided on whether to run or fight. often being forced to choose.
These alignments simply just give an idea of the character. So for instance a character could be someone who is gentle to others they care for and wish to understand others, and if faced with danger they tend to fight, that Could be written as {G/L/P} for their alignment.
And that's really all there is about it. Alignment doesn't really do anything except add flavor.
Advanced mechanics:
Now comes the more⌠complex parts. They are broken up between species, and class.
However it is important to clarify one thing, that being multipliers. No matter what all multipliers are capped at Ă2.5 this is to allow the player to feel powerful but not too powerful.
When it comes to species each is given three unique âHeritage effectsâ think of these as something your character inherits from their lineage.
Now there are 7 species
Automatons:
Large metal creatures empowered by an elemental spirit from one of the 8 planes.
Heritage effects:
âOver chargeâ: due to your nature, you may perform another action this turn if hit by an attack whose element you resist.
âMetal feetâ: your SPD is HEAVILY reduced due to your large frame. Cutting it in half.
âoverdriveâ: if you are near death with only 25% or lower of your HP remaining. All damage you deal for the rest of the fight has a 1.5 multiplayer applied.
Hellborn:
Those whose heritage stem from one of the 9 rings of the black hell.
Heritage effects:
âcursed existenceâ: if you are hit with a cursed element based attack you gain a +0.5 to your elemental affinity modifier.
âUnholy painâ: if hit with holy element based attacks you take double damage (you cannot apply an elemental resistance to the holy element)
âSilver tongueâ: if you or an ally fail to charm an enemy or other non-party members you may try again.
Human:
The most common species yet also the most adaptable. Sometimes kept by elves as pets.
Heritage effects:
âAdaptivityâ: due to your natural aptitude for new scenarios add half of your highest stat (excluding END, HP, and EP) onto all of your attack's damage after all other modifiers are applied.
âFragilityâ: due to your body's squishiness all physical damage you take gets a +0.5 to of its all modifiers (total damage rounded down)
âPreserveâ: if you would die this turn by a physical attack, once per battle, you will survive the attack with one HP.
Lycanheart:
Those cursed with lycanthropy, all of their other heritage traits are removed.
Heritage effects:
âCursed fangsâ: if you would kill an opponent with a physical attack, due to your curse you have a 25% chance of turning them into a lycanheart
âBerserk stateâ: if you have half health you enter a blood rage in which you transform into your beast state and automatically use physical attacks on an opponent. How all damage dealt gains a times 2 multiplier.
âburning purificationâ: if hit with holy element based attacks your STR is halved for the rest of the battle.
Elven:
An ancestor species to humans and are naturally in tune with nature and the holy element.
Heritage effects:
âDivine figureâ: your body exudes a holy aura making all enemies who try to attack you take 50 holy element based damage.
âDivine restraintâ: your STR and MAG are limited because of your divine origin and original purpose, making all attacks except holy element attacks gain only half of your STR and/or MAG to their base power.
âRadiant releaseâ: you do not take damage from holy nor curse element based attacks.
Dwarven:
The descendants of trolls and proto humans. They live underground and are masters of technology.
Heritage effects:
âDwarf mindâ: through your intelligence you are able to craft twice as many items using the same amount of materials.
âDwarven mightâ: due to your natural attunement to rock and storm all physical, stone, and thunder element based damage you deal is given an additional half of your base STR.
âMagic Repellentâ: due to your heritage your body is not as great of a conductor for magic, thus your base MAG is halved.
Kobold:
Cousins to dragons, crafty creatures with an intense lust for hoarding items.
Heritage effects:
âChromatic burstâ: you have a natural affinity for fire, water, wind, and lightning based elemental skills. Increase their damage by +10.
âTreasure hunterâ: you are able to detect treasure chests and discern whether they are mimics or the real thing.
âGreedyâ: if you are in battle and your opponent decides to throw gold at you, you will not be able to conduct your next turn as you are busy picking up gold.
Sprite:
Elemental spirits from one of the eight planes. It is said these beings power automatons.
Heritage effects:
âElemental embodimentâ: all of your attacks of the element you are a spirit of gain a +0.5 to all modifiers. However all attacks of the other elements have their base damage reduced to zero.
âAttunementâ: all party members who use an elemental skill that is of the element you are composed of have a plus +5 to their SPD.
âElemental fragilityâ: If you are hit with an attack that the element you embody is weak to, you will take double damage.
typing: (these affect how the patron interacts with you and how gifts and offerings can be given) two types so far obligation and mercurial obligation creates contracts which strictly govern boons and the like angels/demon fall in this category mercurial is emotional based on the patrons whims and moods and also what they find interestingÂ
energy: all patrons have three energy points which is the amount each patron can take action wise.
the core loop of interacting with a patron their typing will affect which is most important
summoning: what is required to contact a patron for obligation based patron this a constant usually mechanical in nature such a set time or requiring a special sacrifice. A mercurial patron can refuse a summoning but if entice or tricked can be summoned
bargaining: when the exchange of gifts is done for obligation patrons create a contract with either 4,6,10 lines each party adds one line one can let the other do extra lines if say an energy or aspects are exchanged for mercurial the summoner states their desire the patron interprets it based on their natureÂ
gifting: when the patron gives the gift or the summoner gives a sacrifice obligation give what is described based on the contract. Mercurial patrons says  what the gift  is while the summoner says what it is not after this done 3 times by both sides the gift is madeÂ
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Qualityâ Free Actions
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