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Darren RDI Fixture Karma: 36/8 868 Posts
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Orb of Cleft Q&A
SYSTEM INFO
Damage types:
Physical: subject to armour. Basic damage.
Poison: doesn't affect undead, but not subjected to armour.
Magical: unaffected by non-magical armour.
Antimagic: each hit removes longest lasting magical effect.
Fire: ruins corpses, rendering ressurection impossible.
Holy: double damage vs undead.
Unholy: double damage vs Holy or wielders of Holy weapons.
Combat
Before combat, all participants are given a number. Roll 1dx to see who starts first, then cycle through the list until all have their place.
Then, everyone shifts up the list according to their Initiative score. Once all has been used to reorganise, if the first combatant has any Initiative left over, it is added to their Attack for this fight.
Every turn, can use Abilities as wished.
But max 1 attack, Attack skill or Spell. (exceptions exist)
When attacking:
1dA vs 1dD
If Attacker wins, deals 1dA damage to Defender.
If Defender wins, attack blocked/dodged.
If equal, rerolled.
Stealth affects detection. If undetected when attack, add Stealth score to Attack.
BASE CLASSES:
Brawler: d12 6 Strength, 3 Agility, 1 Mental
1. +2 with swords/axes/maces/spears/shields.
2. +3 with swords/axes/maces/spears/shields.
3. Power Attack: (attack) hit +2. 1/4 turns.
4. Leg Attack: (attack) hit at legs, knockdown foe. 1/6 turns.
5. Critical Strike: (attack) hit +6. 1/10 turns.
Warrior: d10 4 Strength, 4 Agility, 2 Mental
1. (weapon) Sweep: (attack) hit +3 with swords/axes/maces/spears/thrown weapons. 1/4 turns.
2. +2 with swords/axes/maces/spears/thrown weapons, +1 initiative.
3. +2 with swords/axes/maces/spears/thrown weapons, +1 stealth.
4. Power Attack: (attack) hit +2. 1/4 turns.
5. Disarm: (attack) enemy drops weapon. 1/7 turns.
Shooter: d8 3 Strength, 6 Agility, 1 Mental
1. +2 with thrown/shouldered/bow weapons.
2. +2 with thrown/shouldered/bow weapons, +1 initiative.
3. +1 stealth, and Power Attack: (attack) hit +2. 1/4 turns.
4. Headshot: (attack) hit +7. 1/9 turns.
5. Handshot: (attack) enemy drops weapon. 1/7 turns.
Rogue: d8 1 Strength, 6 Agility, 3 Mental
1. +1 with swords/shouldered/thrown weapons, +1 initiative.
2. +2 stealth.
3. +2 with swords/shouldered/thrown weapons, +1 stealth.
4. +2 stealth. +1 initiative.
5. Nerve Strike: (attack) paralyse target for one turn if undetected. 1/7 turns.
Mage: d6 1 Strength, 2 Agility, 7 Mental
1. Blinding Flash: (spell) blind a target (one turn). 1/4 turns.
2. Sharpen Weapon: (spell) target weapon is +3 for next strike (max 3 turns). 1/4 turns.
3. Magic Missile: (spell) create and shoot a magic arrow as if using a 6A bow. 1/4 turns.
4. Blinding Flash and Sharp Weapon reduced by x/1, +1 with maces/shouldered/bow/thrown weapons.
5. Double effects of Blinding Flash, double effects of Sharpen Weapon, increase Magic Missile to 8A.
Wizard: d6 2 Strength, 2 Agility, 6 Mental
1. Guiding Hand: (spell) ally has +2 in attack (2 turns). 1/4 turns.
2. Shielding Hand: (spell) ally has +2 in defence (2 turns). 1/4 turns.
3. Healing Hand: (spell) ally is healed 2d6. 1/7 turns.
4. Cursing Hand: (spell) target's recharging abilities have 1 turn extra recharge. 1/6 turns.
5. All skills reduced by x/1, Shielding Hand and Guiding Hand are +3D and +3A respectively.
Hunter: d10 4 Strength, 4 Agility, 2 Mental
1. +4 defence vs (goblin/troll/human/zombie).
2. +4 attack vs (goblin/troll/human/zombie).
3. +2 stealth, and get extra info about (goblin/troll/human/zombie) weaknesses.
4. +5 attack vs (goblin/troll/human/zombie).
5. (foe)bane Strike: (attack) hit (goblin/troll/human/zombie) for +10. 1/5 turns.
Bard: d8 1 Strength, 3 Agility, 6 Mental
1. Stable Sea Shanty: allies +2 defence (req lyrics).
2. Stabbing and Smashing Song: allies +2 attack (req lyrics).
3. Both songs' effects are doubled. +2 with mace/spear/bow/shouldered weapons. +1 Initiative.
4. Drowsy Lullaby: foes' recharging abilities take 1 turn longer (req lyrics).
5. Magical Mystery Chant: allies spells' recharge is 1 turn shorter (req lyrics).
ELITE CLASSES:
Require at least total of five levels in ay combination of base class(es).
Weapon Master: d12 (req minimum +4 Attack with given weapon) +1 Agility
1. Choose weapon type WT. +5 with WT.
2. WT Strike: (attack) hit +6 with WT. 1/6 turns.
3. Focused WT: (attack) hit +10 with WT. 1/10 turns.
4. +5 with WT.
5. Reduce WT Hack by x/2, and Focused WT by x/5. +4 with WT.
Antimage: d12 (req NOT Mage nor Wizard) +1 Mental
1. Shrug Off: (ability) shrug off one magical effect of choice. 1/5 turns.
2. Void Strike: (attack) hit target, can't use magic for 2 turns. 1/6 turns.
3. Not So Fast: (ability) remove the effects of one spell on an ally. 1/7 turns.
4. Lleps: (spell) Instantly copy an enemy's spell, but reverse it. A sharpening spell blunts instead. Can be used on anything. GM discretion. 1/5 turns.
5. Shrug Off reduced by x/3, Void Strike by x/1 and effects doubled, Not So Fast by x/2, Lleps reduced by x/1.
Brute: d16 (req minimum one d10 or higher base class level) +1 Strength
1. Roar: (attack) attack target foe with mêlée skills, but at distance. 1/10 turns.
2. +5 to mêlée attack.
3. +5 to mêlée attack.
4. Rage: (ability) hit +5 for 5 turns. 1/15 turns.
5. All abilities' and attacks' attack bonuses are doubled!
Sorceror: d8 (req minimum three levels Mage) +1 Agility
1. Increase Magic Missile to 10A.
2. Reduce all Mage spells by x/1.
3. Can cast two spells in one turn.
4. Force Blast: (spell) knock back target very forcefully. 1/5 turns.
5. Magic Missile shoots two arrows, Force Blast knocks back several targets.
Retsac Lleps: d10 (req minimum one level Mage or Wizard) +1 Mental
First four levels each have x/1 reduction applicable to any single spell in repertoire, to minimum of 1/1 turns.
Fifth level gives the following reversed spells (if character has the base spell and class!):
Mage
Unblinding Flash: (spell) target gains super sight. Next attack autohits. 1/4 turns.
Blunt Weapon: (spell) target weapon is -4 for next strike. 1/4 turns.
Energy Drain: (spell) steal target's energy. One of your recharging spells instantly recharges, and one of target's spells is effectively used up. 1/10 turns.
Wizard
Blocking Hand: (spell) target has -2 in attack (2 turns). 1/4 turns.
Pointing Hand: (spell) target has -2 in defence (2 turns). 1/4 turns.
Blessing Hand: (spell) target's recharging abilities have 1 turn less recharge. 1/10turns.
Sorceror
Forceful Draw: (spell) pull target towards you very fast. Can be instantly stopped at any distance without whiplash. 1/6 turns.
Necromancer
Giving Hand: (spell) give target up to 20 of your HP. 1/5 turns.
Controller
Revitalise: (spell) paralysed target is revived. 1/10 turns.
Madden Undead: (spell) all weak undead nearby go on the rampage. 1/12 turns.
Enchanter
Energy Magnet: (spell) all spells cast in the area for 1 turn hit this target instead of intended target. 1/15 turns.
Assassin: d10 (req 1 point Stealth) +1 Agility
1. +4 stealth.
2. Sneak Attack: (attack) if undetected, x2 total attack! 1/10 turns.
3. +4 stealth, +2 initiative.
4. Sneak Attack is increased to x3, +2 stealth.
5. Sneak Attack reduced by x/5, +4 stealth.
Paladin: d14 (req NOT Mage or Wizard) +1 Strength
1. +4 vs zombies. Become classed as Holy.
2. Healing Touch: (spell) target is healed 4d10. 1/8 turns.
3. Holy Shout: (attack) all nearby zombies are hit as if by a standard mêlée or ranged attack, weapon and proficiency bonuses included. If weapon is holy, multiplier applies. Uses best attack stat. 1/10 turns.
4. Blessed Weapon: (spell) target holy weapon gains +10 for 2 turns, and instakills zombies. 1/8 turns. Holy Shout is reduced by x/2.
5. Holy Shout instakills zombies. Blessed Weapon lasts for 4 turns. Healing Touch's effects are increased to 6d10. +2 vs zombies.
Necromancer: d8 (req minimum three levels Wizard) +1 Mental
1. Draining Hand: (spell) steal 2d10 health from target. Acts as unholy damage. 1/8 turns.
2. Animate Dead: (spell) target corpse or skeleton is animated as a 3A, 0D, d10hp zombie. Will obey simple orders. Survives for 5 turns unless killed. 1/15 turns.
3. Animate Dead allows free will and autonomy, and if 1d6=6, zombie is 5A, 3D, d20hp. Become classed as undead.
4. Deathly Strength: (spell) target non-undead gains +5 to attack for 3 turns, but is classed as undead. If used on undead, lasts 5 turns. 1/10 turns.
5. Animate Dead reduced by x/5, is permanent, and if 1d6=6, zombie animated has abilities of a level 3 Mage and d20hp. If 1d6=5, zombie is 8A, 5D, d20hp.
Dancer: d10 (req 1 point initiative) +1 Agility
1. +2 initiative, +2 stealth.
2. Celerity: (ability) perform two actions in one turn. 1/8 turns.
3. Seeking Strike: (attack) autohits, at +6. 1/6 turns.
4. Bolstering Spin: (ability) all allies' recharging abilities recharge time is reduced by 1 turn, except yours. 1/10 turns.
5. Triple Strike: (attack) attack target three times. First is normal, for the second the target has -2D, for the third target has -4D. 1/10 turns.
Controller: d8 (req minimum 1 level spellcasting class) +1 Mental
1. Stun: (spell) target is paralysed for 1 turn. 1/4 turns.
2. Fixation: (spell) target is paralysed for 5 turns. 1/10 turns.
3. Control Undead: (spell) all weak undead nearby join your team for 2 turns, and obey simple orders. 1/10 turns.
4. Mind Control: (spell) target is under your control for 1 turn. 1/10 turns.
5. Control Undead works on all undead, gives total control for 3 turns, and is reduced by x/2. Fixation is reduced by x/, Mind Control by x/3, Stun by x/1.
Tactician: d10 (req minimum one level Shooter, Brawler, Hunter or Warrior) +1 Mental
1. Achilles Heel: (ability) target ally gains +15 to next attack vs target foe for 1 turn. 1/10 turns.
2. All allies gain +3 defense permanently.
3. All allies gain +3 attack permanently.
4. "Shields Up": (ability) allies with shields become immune to ranged attacks and projectile spells for 1 turn. 1/10 turns.
5. Boths skills reduced by x/3. All allies gain +1 Initiative permanently.
Mindwarrior: d12 (req NOT Mage or Wizard) +1 Strength
1. +6 in combat against magically affected foes.
2. Ghost Weapon: (ability) your weapon's next strike autohits and deals antimagic damage (2 turns max). 1/8 turns.
3. Ghost Armour: (ability) Create on self a set of 20HP armour. Stacks with real armour, takes damage first. 1/14 turns.
4. Mark: (spell) when hit target, flashes up. Everyone gets +10 against this foe for 1 turn. 1/10 turns.
5. Ghost Form: (ability) next attack or spell aimed at you fails. 5 turns max. 1/10 turns.
Enchanter: d10 (req minimum one level spellcasting class) +1 Mental
1. Energy Shield: (spell) target is immune to all magic for 1 turn. Previous spells remain in effect. 1/10 turns.
2. Empower Weapon: (spell) target weapon's next attack knocksback, +5 (2 turns max). 1/7 turns.
3. Focus Energy: concentrate on a target. Cannot do anything, but target's spells' effects x2 for duration. At will.
4. Focus Vitality: concentrate on a target. Cannot do anything, but target heals 1d5 per turn concentrating. At will.
5. Focus Energy affects up to two targets' spells. Energy Shield lasts 2 turns. Health from Focus Vitality is 1d10, can be shared amongst any amount of targets.
Witch: d14 (req minimum one level Rogue, Mage, Wizard or Bard, NOT Paladin) +1 Agility
1. Poisoned Weapon: (spell) target weapon's next attack inflicts 1d10/5t poison. 1/15 turns.
2. Stunted Attack: (spell) target's next attack is at -10, max 3 turns. 1/8 turns.
3. Become classed as Undead. Can levitate slowly, and are now immune to any drops, knockbacks, etc.
4. Melt Item: (spell) target item melts into nothing. If magic item, will reconstitute itself in 5 turns. 1/10 turns.
5. Open Target: (ability) for one turn target has -10 defense. 1/8 turns.
Pyromancer: d10 (req minimum three levels in spellcasting class) +1 Agility
1. Got a Light: (ability) can create small flames by clicking fingers, at will.
2. Firebolt: (spell) Shoot bolt of fire as if a 14A bow. 1/6.
3. Fireball: (spell) throw explosive ball of fire. Knocksdown, acts as a 20A thrown weapon. 1/10 turns.
4. Firestreams: (spell) shoot a stream of fire from each hand, acting as two 14A shouldered weapons. 1/10 turns.
5. All fire damage heals you, gain Levitation as Witch.
-Flare: throw a small ball of fire as if a 5A thrown weapon. 1/1 turns.
Mystic: d10 (req minimum one level Rogue, Bard, Shooter or Hunter) +1 Agility
1. Voodoo Eye: (ability) learn about target's abilities available and their current recharge on next turn. 1/5 turns.
2. Invisibility: (ability) target gains +16 Stealth for two turns. 1/10 turns.
3. Safety Globe: target gains +100 Stealth, but can't do anything, for up to 5 turns. Target can cancel the effect at will before the 5 turns are over. 1/20 turns.
4. Voodoo Eye becomes At Will. Invisibilty is reduced by x/2, Safety Globe by x/5. +2 Stealth.
5. Shifting Resistance: every turn, choose an energy type of damage to be immune to. Cannot be the same two turns running.
Guardian: d14 (req minimum +2 with shields) +1 Strength
1. Defend: (ability) Once per turn, choose an ally. Attacks aimed at them hit you instead, but you have -10 Defense.
2. Bodyguard: (ability) all attacks and spells aimed at target foe hit you instead. 1/10 turns.
3. Defend is at -8. Bodyguard is reduced by x/5. +4 shields.
4. +6 shields. If near a Tactician, gain permanent +5 Defense.
5. Defend and Bodyguard are lost: replaced by...
- Protect: (ability) once per turn, choose one or two allies. Attacks, spells and abilities aimed at them hit you instead. If two allies, have -2 Defense.
Healer: d10 (NOT Mage, Brawler, Warrior or Wizard) +1 Agility
1. Healing Gaze: (spell) target is healed for 1d10. 1/1 turns.
2. Reparation: (spell) target loses one negative magical effect. 1/5 turns.
3. Healing Gaze becomes 2d10. Become classed as Holy. +1 initiative.
4. Reparation reduced by x/2.
- Regeneration: (spell) target heals 2d5/5 turns. 1/10 turns.
5. Stubborn Strength: (spell) whenever target hits with an attack, gains 1d10hp. Lasts 10 turns. 1/10 turns.
ENEMY TEMPLATES
???
Health: 20+Diffd20
MAttack: 15+Diffd10
MDefense: 2dDiff
RDefense: 0
Immune to ? damage.
Immune to ? damage.
Immune to ? damage.
Immune to ? damage.
Half immunity to ? damage.
Normal to ? damage.
Double damage from ?.
???
Health: 10+1d10 (av. 15)
MAttack: 1d10 (av. 5)
MDefense: 1d10 (av. 5)
RDefense: 1d6 (av. 3)
Abilities:
=>1d6: 1/2/3=nothing. 4=a. 5=b. 6=b+c.
a- ???: ???. 1/4 turns.
b- ???: ???. 1/4 turns.
c- ???: ???.
---Numbers scale according to Diff.
Posted on 2011-04-21 at 14:01:22.
Edited on 2011-06-11 at 10:10:25 by Darren
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Darren RDI Fixture Karma: 36/8 868 Posts
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Current Characters
PLAYERS
Name: Yuphart'd Ismeltit
Player: Tiamat5774
Level: Mage 1
Health: 6/6
MAttack: 2
MDefense: 2
RAttack: 1
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 1
-Agility: 2
-Mental: 7
Inventory:
- Torch (1MA, 1MD: Mace)
- 1 crossbow bolt
- set of smelly clothes
- 2 mouldy Cheezi Puffz Deluxe (tm)
- 2 other torches
Abilities:
Blinding Flash: blind a target for one turn. 1/4 turns.
-Status: ready.
Appearance: an unkempt man obviously from the far east. Bad hygiene, bad manners, and crude humor often color the resulting companionship with those he's around.
Name: Ithassen Bin Ezy
Player: Odyson
Level: Bard 1
Health: 8/8
MAttack: 2
MDefense: 2
RAttack: 1
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 1
-Agility: 3
-Mental: 6
Inventory:
- Mandolin (1MA, 1MD: Mace)
- Stringless Crossbow (1MA, 4RA, 1MD: Shouldered/Mace)
Abilities:
Stable Sea Shanty: allies +2 defence (req lyrics).
Appearance: Short swarthy type, slightly pudgy, bearded faced, in drab but multicolored clothes and dirty white turban carrying an odd looking mandolin.
Name: Standgrid BlackBlood
Player: Imperial_Fire
Level: Warrior 1
Health: 10/10
MAttack: 6
MDefense: 4
RAttack: 11
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 4
-Agility: 4
-Mental: 2
Inventory:
- Dead Winter longsword (5MA, 3MD: Sword)
- Badass Right Glove (10RA: Thrown)
Abilities:
Sword Sweep: (attack) hit +3 with swords. 1/4 turns.
-Status: ready
Appearance: 5'7" regal-looking & young, but slightly pale & skinny. light scar on the lip, short matted brown hair, eyes of darkness that can pierce like blades.
ENEMIES
Name: ?
Player: jing
Health: 50/50
MAttack: 20
MDefense: 5
RDefense: 0
Immune to ? damage.
Immune to ? damage.
Immune to ? damage.
Immune to ? damage.
Half immunity to ? damage.
Normal to ? damage.
Double damage from ?.
CHARACTER POOL
Name: June Ravenhoth
Player: Pyroboom
Level: Mage 1
Health: 6/6
MAttack: 1
MDefense: 1
RAttack: 1
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 1
-Agility: 2
-Mental: 7
Inventory:
Abilities:
Blinding Flash: blind a target for one turn. 1/4 turns.
-Status: ready.
Appearance: Young male with femalish type face,very chubby, brownish hair with a little blond and blue-green eyes, 4 1/2 feet tall.
Name: Collo W'len
Player: Tuned_Out
Level: Shooter 1
Health: 6/6
MAttack: 2
MDefense: 3
RAttack: 7
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 3
-Agility: 6
-Mental: 1
Inventory:
-Old shortbow (1MA, 4RA, 2MD: Bow/Spear)
-6 arrows.
Abilities:
+2 with bows.
Appearance: Average height, slight build, more often than not wields a bow. tends to have a cloak drawn around himself and feels quite exposed without it. lack of cloak leaves him in blue-green clothes.
Name: Muhammad ibn ‘Abdullâh
Player: dvoloshin
Classes: Brawler 1
Health: 12/12
MAttack: 6
MDefense: 5
RAttack: 1
RDefense: 1
Initiative: 0
Stealth: 0
-Strength: 6
-Agility: 3
-Mental: 1
Inventory:
- Shortsword (3MA, 2MD: Sword)
Abilities:
+2 with Swords
Appearance: He's got an eye-patch, two teeth missing from the front of his mouth, a strange lisp and rippling muscles.
Posted on 2011-04-21 at 14:01:35.
Edited on 2011-08-01 at 12:58:40 by Darren
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