Post by CJ on May 3, 2007 20:20:24 GMT -5
An...Interesting little system I whipped up within like a day for fun. The idea struck me and just wouldn't leave me alone until I used it..
Here's the idea;
This system is designed to host realistic, simple, one on one duels. The system is incredibly simple... The contestants take turns attacking until one falls...
HP: Health Points. Damage that can be taken before the warrior falls. This is 100 unless the character has bought levels of Magic Attack.
EP: Ego Points. These points accrue as you gain confidence and momentum in a battle, and are used to preform specials moves by throwing aside caution. Ego Points go down when you take damage, decreasing by damage done. Having too many of these is, however, dangerous. For every 10 points you stockpile, Skill goes down by 1, with a minimum of half your max. Beginning EP is, of course, 0.
Among the below, you distribute 16 stat points however you like, with a max of 8.
Skill: Measures the fighter's skill in fighting, including accuracy when attacking and swiftness when dodging. This basic number is rolled when attacking or dodging, and then half of the current Skill (which fluctuates) is added to the result.
Physique: Measures the fighter's physical form, including toughness and punishing ability of blows struck. This stat is simple. On a successful hit, deal this much damage. When struck yourself, decrease damage done by half this. There is, however, a minimum of 1 damage on any given attack that hits, unless either Physique is brought to 0 somehow.
Ego: Measure of a fighter's confidence in his abilities. High ego makes the fighter very confident, and they are quickly and easily encouraged to give their all. This manifests as 'Ego Moves' that can be preformed when enough EP is gathered. Every time you strike a blow (even if it deals 0 damage) or successfully dodge, your EP increases by your Ego stat.
Every third turn, the fighters can choose to change to one of numerous stances. These stances generally increase one trait at the expense of another. Here are the possible stances...
Normal Stance: No advantages or disadvantages.
Defensive Stance: Increases Physique when defending by 2, but Skill when being attacked is considered 0, and Physique when attacking is -1.
Dodgy Stance: Increase Skill when dodging by 2, but Physique when struck is considered '0', and Skill when attacking is -1.
Cocky Stance: A relaxed, carefree posture. +2 Ego, -1 to Physique & Skill when attacking.
Calm Stance: A relaxed stance coupled with focus. Damage taken +1, EP Loss when struck is halved.
Toying Stance: Stance for dealing humiliating blows. Damage done -1, EP Loss when striking is +3.
Aggressive Stance: Physique & Skill +1 when attacking, -1 when defending.
Passive Stance: Physique & Skill +1 when defending, -1 when attacking.
Simplicity Stance: +2 to Physique & Skill, but Ego Moves can't be used and EP gain is halved.
Special Stance: -1 to Physique & Skill, but Ego Moves cost 3 less EP.
Final Stance: -2 to Skill, Ego, and Physique. Allows Finishing Move to be used. MUST be swapped out of when the next stance turn comes around.
... ...Maybe. But I'm -not- adding Armor. No F'ing Way.
The special moves used by warriors when they have enough favor going their way. These moves deal great damage at the cost of EP, but neither raise nor lower it when they hit.
You start out with 17 points with which to buy levels of the various Ego Move tiers. They all cost 1 point per level, but not all of them may have effects for every level... You can name these moves when you build your character and make them do whatever you want aesthetically. These are just the guidelines and actual statistics.
Keep in mind that you pay EP -before- using these moves, so Skill is calculated as if EP were at the new total. Ego Moves can also be chained together if you have enough EP! But if you do this, the moves must be done in descending order by level, and only one per level can be used.
POWER - Simple specials that deal severe damage at basic precision. The cost for these moves is 3 EP per level of the move used.
Level 1 - +1 Physique attack.
Level 2 - +3 Physique attack.
Level 3 - +6 Physique attack.
Level 4 - +10 Physique attack.
Level 5 - +15 Physique attack.
PRECISION - Very precise, careful strikes that have a much greater chance of hitting than normal ones. The cost for these moves is 3 EP per level of the move used. These moves raise EP normally.
Level 1 - +4 Skill attack.
Level 2 - Sure Hit attack.
Level 3 - Roll Skill normally. If a "hit" is made, damage for this attack is doubled. If not, a normal hit.
Level 4 - Roll Skill normally w/ +4 Skill. If a "hit" is made, damage for this attack is doubled. If not, a normal hit.
Level 5 - Roll skill normally twice. For every "hit" made, damage for the attack is doubled. Even if both fail, a normal hit is made.
DEFENSIVE - Helpful defensive manuevers that can only be preformed during your opponents turn. You must say you're going to use these BEFORE they declare their own action, but other than that, it's free and clear. Cost for these moves is 3 EP per level of the move. The turn after using a Defensive special cannot be used to preform an Ego Move.
Level 1 - +1 Physique and skill.
Level 2 - +2 Physique and skill.
Level 3 - Halves damage.
Level 4 - Nulls damage.
Level 5 - Heal by the damage that would have been done OR reflect half of it.
STINGER - Specially targetted moves that deal only normal damage, but also lowers the enemy's stats. Only one Stinger move can be in place at once (if another is used, it will overwrite the old), and damaged stats recover at a rate of 1 per turn of the afflicted. Cost is the level times 3 of the move.
Level 1 - Half of the damage is transferred to 1 stat.
Level 2 - Half of the damage is transferred to 2 stats.
Level 3 - Half of the damage is transferred to all 3 stats.
Level 4 - Half of the damage is transferred to all 3 stats and EP.
Level 5 - Half of the damage is transferred to 1 stat and EP or Max HP
COMBO - One hit isn't enough? Just heap them on then! These moves deal low damage, but said damage is repeated a number of times dependent upon level. Each hit has a normal chance of missing, though, so be careful about using this with low Skill!
Level 1 - 2 attacks.
Level 2 - 3 attacks.
Level 3 - 4 attacks
Level 4 - 5 attacks
Level 5 - 7 attacks! If at least 3 connect, you can keep attacking one at a time until you miss.
MAGIC - Rediculously powerful mystic attacks that leave behind the purely physical to attain unheard of power. Physique does not factor into these attacks, for the attacker or the defender, and it takes 3 turns of charging before the attack is unleashed (though the magicer can act normally until then). Each level of this skill bought reduces base HP by 5. EP cost is (Level * 3) + 3.
Level 1 - 3 damage. Attacks with minor elemental force.
Level 2 - 6 damage. Attacks with mid range elemental force.
Level 3 - 9 damage. Attacks with great elemental force.
Level 4 - 12 damage. Summons a minor magical beast to attack.
Level 5 - 15 damage. Summons a wonderous magical beast to attack.
UNIQUE - These moves are custom built by you if you buy them...
Level 1 - Nothing Happens.
Level 2 - Nothing Happens.
Level 3 - Gain a mid level Unique move which costs 12 EP to do.
Level 4 - Nothing Happens.
Level 5 - Nothing Happens.
Level 6 - Upgrade Unique move! New move costs 20 EP to do.
FINISHER!! - Ultimate attack that requires the user to be in Final Stance. Regardless of level, these moves eat up -all- of your EP. The minimum EP to preform these moves is 3*level, and the increase to damage is equal to EP spent.
Level 1 - If damage done is greater than 2/3 the HP of the target, you win.
Level 2 - Nothing Happens.
Level 3 - Death threshold lowered to 1/2.
Level 4 - Nothing Happens.
Level 5 - Super Finisher! Can only be done once per battle. Death threshold is lowered to 1/4.
OTHER - These are ... Normal-ish actions that can be bought and used in battle without the cost of EP. They deal mainly in maintaining EP costs, in fact.
Level 1 - Praise. Enemy gains EP as if two attacks missed them. Doesn't use your turn.
Level 2 - Taunt. Lower enemies EP by your Ego stat.
Level 3 - Self-Assure. Forego attack to gain EP as if you struck twice.
Level 4 - Focus. Doesn't take your turn. Lower EP by any amount.
Level 5 - Momentai. Lower EP to 0. For every EP lost this way, regain 1 point of stat or HP. Minimum EP = 15.
Here's the idea;
This system is designed to host realistic, simple, one on one duels. The system is incredibly simple... The contestants take turns attacking until one falls...
THE STATS
HP: Health Points. Damage that can be taken before the warrior falls. This is 100 unless the character has bought levels of Magic Attack.
EP: Ego Points. These points accrue as you gain confidence and momentum in a battle, and are used to preform specials moves by throwing aside caution. Ego Points go down when you take damage, decreasing by damage done. Having too many of these is, however, dangerous. For every 10 points you stockpile, Skill goes down by 1, with a minimum of half your max. Beginning EP is, of course, 0.
Among the below, you distribute 16 stat points however you like, with a max of 8.
Skill: Measures the fighter's skill in fighting, including accuracy when attacking and swiftness when dodging. This basic number is rolled when attacking or dodging, and then half of the current Skill (which fluctuates) is added to the result.
Physique: Measures the fighter's physical form, including toughness and punishing ability of blows struck. This stat is simple. On a successful hit, deal this much damage. When struck yourself, decrease damage done by half this. There is, however, a minimum of 1 damage on any given attack that hits, unless either Physique is brought to 0 somehow.
Ego: Measure of a fighter's confidence in his abilities. High ego makes the fighter very confident, and they are quickly and easily encouraged to give their all. This manifests as 'Ego Moves' that can be preformed when enough EP is gathered. Every time you strike a blow (even if it deals 0 damage) or successfully dodge, your EP increases by your Ego stat.
STANCES
Every third turn, the fighters can choose to change to one of numerous stances. These stances generally increase one trait at the expense of another. Here are the possible stances...
Normal Stance: No advantages or disadvantages.
Defensive Stance: Increases Physique when defending by 2, but Skill when being attacked is considered 0, and Physique when attacking is -1.
Dodgy Stance: Increase Skill when dodging by 2, but Physique when struck is considered '0', and Skill when attacking is -1.
Cocky Stance: A relaxed, carefree posture. +2 Ego, -1 to Physique & Skill when attacking.
Calm Stance: A relaxed stance coupled with focus. Damage taken +1, EP Loss when struck is halved.
Toying Stance: Stance for dealing humiliating blows. Damage done -1, EP Loss when striking is +3.
Aggressive Stance: Physique & Skill +1 when attacking, -1 when defending.
Passive Stance: Physique & Skill +1 when defending, -1 when attacking.
Simplicity Stance: +2 to Physique & Skill, but Ego Moves can't be used and EP gain is halved.
Special Stance: -1 to Physique & Skill, but Ego Moves cost 3 less EP.
Final Stance: -2 to Skill, Ego, and Physique. Allows Finishing Move to be used. MUST be swapped out of when the next stance turn comes around.
WEAPONS
... ...Maybe. But I'm -not- adding Armor. No F'ing Way.
EGO MOVES
The special moves used by warriors when they have enough favor going their way. These moves deal great damage at the cost of EP, but neither raise nor lower it when they hit.
You start out with 17 points with which to buy levels of the various Ego Move tiers. They all cost 1 point per level, but not all of them may have effects for every level... You can name these moves when you build your character and make them do whatever you want aesthetically. These are just the guidelines and actual statistics.
Keep in mind that you pay EP -before- using these moves, so Skill is calculated as if EP were at the new total. Ego Moves can also be chained together if you have enough EP! But if you do this, the moves must be done in descending order by level, and only one per level can be used.
POWER - Simple specials that deal severe damage at basic precision. The cost for these moves is 3 EP per level of the move used.
Level 1 - +1 Physique attack.
Level 2 - +3 Physique attack.
Level 3 - +6 Physique attack.
Level 4 - +10 Physique attack.
Level 5 - +15 Physique attack.
PRECISION - Very precise, careful strikes that have a much greater chance of hitting than normal ones. The cost for these moves is 3 EP per level of the move used. These moves raise EP normally.
Level 1 - +4 Skill attack.
Level 2 - Sure Hit attack.
Level 3 - Roll Skill normally. If a "hit" is made, damage for this attack is doubled. If not, a normal hit.
Level 4 - Roll Skill normally w/ +4 Skill. If a "hit" is made, damage for this attack is doubled. If not, a normal hit.
Level 5 - Roll skill normally twice. For every "hit" made, damage for the attack is doubled. Even if both fail, a normal hit is made.
DEFENSIVE - Helpful defensive manuevers that can only be preformed during your opponents turn. You must say you're going to use these BEFORE they declare their own action, but other than that, it's free and clear. Cost for these moves is 3 EP per level of the move. The turn after using a Defensive special cannot be used to preform an Ego Move.
Level 1 - +1 Physique and skill.
Level 2 - +2 Physique and skill.
Level 3 - Halves damage.
Level 4 - Nulls damage.
Level 5 - Heal by the damage that would have been done OR reflect half of it.
STINGER - Specially targetted moves that deal only normal damage, but also lowers the enemy's stats. Only one Stinger move can be in place at once (if another is used, it will overwrite the old), and damaged stats recover at a rate of 1 per turn of the afflicted. Cost is the level times 3 of the move.
Level 1 - Half of the damage is transferred to 1 stat.
Level 2 - Half of the damage is transferred to 2 stats.
Level 3 - Half of the damage is transferred to all 3 stats.
Level 4 - Half of the damage is transferred to all 3 stats and EP.
Level 5 - Half of the damage is transferred to 1 stat and EP or Max HP
COMBO - One hit isn't enough? Just heap them on then! These moves deal low damage, but said damage is repeated a number of times dependent upon level. Each hit has a normal chance of missing, though, so be careful about using this with low Skill!
Level 1 - 2 attacks.
Level 2 - 3 attacks.
Level 3 - 4 attacks
Level 4 - 5 attacks
Level 5 - 7 attacks! If at least 3 connect, you can keep attacking one at a time until you miss.
MAGIC - Rediculously powerful mystic attacks that leave behind the purely physical to attain unheard of power. Physique does not factor into these attacks, for the attacker or the defender, and it takes 3 turns of charging before the attack is unleashed (though the magicer can act normally until then). Each level of this skill bought reduces base HP by 5. EP cost is (Level * 3) + 3.
Level 1 - 3 damage. Attacks with minor elemental force.
Level 2 - 6 damage. Attacks with mid range elemental force.
Level 3 - 9 damage. Attacks with great elemental force.
Level 4 - 12 damage. Summons a minor magical beast to attack.
Level 5 - 15 damage. Summons a wonderous magical beast to attack.
UNIQUE - These moves are custom built by you if you buy them...
Level 1 - Nothing Happens.
Level 2 - Nothing Happens.
Level 3 - Gain a mid level Unique move which costs 12 EP to do.
Level 4 - Nothing Happens.
Level 5 - Nothing Happens.
Level 6 - Upgrade Unique move! New move costs 20 EP to do.
FINISHER!! - Ultimate attack that requires the user to be in Final Stance. Regardless of level, these moves eat up -all- of your EP. The minimum EP to preform these moves is 3*level, and the increase to damage is equal to EP spent.
Level 1 - If damage done is greater than 2/3 the HP of the target, you win.
Level 2 - Nothing Happens.
Level 3 - Death threshold lowered to 1/2.
Level 4 - Nothing Happens.
Level 5 - Super Finisher! Can only be done once per battle. Death threshold is lowered to 1/4.
OTHER - These are ... Normal-ish actions that can be bought and used in battle without the cost of EP. They deal mainly in maintaining EP costs, in fact.
Level 1 - Praise. Enemy gains EP as if two attacks missed them. Doesn't use your turn.
Level 2 - Taunt. Lower enemies EP by your Ego stat.
Level 3 - Self-Assure. Forego attack to gain EP as if you struck twice.
Level 4 - Focus. Doesn't take your turn. Lower EP by any amount.
Level 5 - Momentai. Lower EP to 0. For every EP lost this way, regain 1 point of stat or HP. Minimum EP = 15.