Post by kxjubilee on Sept 6, 2007 22:12:04 GMT -5
As before these are a set of rules I have been working on in my absence. I understand they are not for everyone though i would like feed back on them, as they have really only been play tested in my head. Also this set is meant to be side by side with the popularity rules that I am working on compiling right now. Expect those in a few days to a week. So you don't have to worry about Exhaustion being the only thing to keep the game from going dark side.
This is a set of rules to help make the game more tactical based as well as help add morality back into the game. Also this adds a set of rules known as Exhaustion into the game that will prevent players from going all out all the time.
Health: The current health system works though it doesn’t allow for a on hit kill. Also the difference of x1, x2, x3 damage is not visible until you do 3 points of damage. To correct this, players will receive three white stones of health for every point of durability that they have. They will also receive two red stones of health. These stones will all be on the player’s CAD at all times. Damage that gets through the characters defense is multiplied and then subtracted from the characters health at a 1 to 1 ratio. White stones are removed first. If the last white stone is removed then the player is stunned for one round and if there is any remaining damage left over then the character loses their red stones at a 1 to 1 ratio. Characters now regenerate 1 energy for every 3 (round up) white health stones. Quick Recovery – Enhanced Healing Factor recover 3 (don’t round) energy for every 6 (round up) white health stones. Instant Healing Factor recover 2 energy for every 3 (round up) white health stones. Also when ever you would normally regain a white stone (other then the “first” one) you now gain 3.
Ability Bonuses: A player still needs to pay for their character’s ability modifier as normal however while not under the effects of Exhaustion the player will be refunded energy spent on ability bonuses before checking for Exhaustion. If already under the effects of exhaustion the player isn’t able to redeem the refund for ability bonuses.
Weapon Modifiers: The only change to this rule is that you are no longer able to split the stones of the modifier to defend and attack at the same time. If you have a +5 Sword it is either +5 to attack or +5 to defend. Also you must have one stone of effort in the same group as your weapon, so now you can’t put 3 stones of effort into close combat and shift them to defense and leave the 5 for your sword into your attack.
Apposed Attack specialty: This is a specialty that can be added to close combat and ranged combat. What it allows the player to do is pit their attack against the opponents attack, causing both fighters to lose stones at a one to one ratio and the stones left over get through and do damage. However to pull this feat off the player must sacrifice one stone of effort for effect, this stone is lost like other stones spent for effect. This would be like Thing punching a thug’s arm as the thug is punching Thing, never said the thug was smart, and causing the thugs arm to buckle allowing thing to hit the thug in the chest but some of the attack being absorbed by the poor thug’s now broken arm. Another example would be Hawkeye shooting an arrow, knocking a bullet out of the way in mid flight and still hitting the guy that shot the gun.
Defense: There are now 3 categories of defense, and under normal situations they do stack, though there are cases when they won’t stack or on can’t be used. Soak is the ability to reduce the amount of damage taken. Evade is the ability to get out of the way of damage and not take any. Defense is stuff that is situational or power based.
Soak: Toughness, Body Armor, Force Fields, Strength and Durability based actions all feed into soak. Soak will not prevent secondary effects from happing like drain, or transform other by tough, though it will limit or the damage from the attack that activates these effects.
Evade: Reflective Dodge, Intelligence, Agility, and Speed based Actions all feed into evade. Evade only works if the character has the ability to move to a safe area, wither that is up and over the attacker, rolling to the side, bobbing and weaving, gymnastics, or any other way of getting out of the way. Area Attacks ignore any defense from evade. Also if the character is out cold or asleep they don’t get this.
Defense: Actions with no base ability feed into Defense. This is normally powers that are shifted into defense that are not defensive in nature, like a force blast.
Blinding: Some characters use their powers to blind their opponent’s or just through/kick dirt into their face. There isn’t really a system in place for that so here is one. The player declares that their attack is going to try to blind their opponent as they declare their action. The attack is made against the opponent’s evade minus any coming from intelligence based skills. For each point that the attack is over the opponent’s evade the opponent gets a +1 modifier to any action requiring vision, including stones shifted to defense from like actions. This modifier last for 3 pages and then starts to fade at a rate of -1 per page. Proper Vision enhancements will reduce this modifier do to +0, though never below +0. This option comes free on any power that the GM determines including but not limited to; Fireworks, Light, Sand/Dirt, Shadow, Electricity based powers.
Exhaustion: This system does increase the deadliness of the game so here is a rule to help curve that.
There are three ways a character can gain exhaustion, physical stress, mental stress, and by simply running out of energy at the end of their turn. If a player meets one of these requirements they regain only half (round down) of their normal energy rate as well as being required to pay for their ability bonuses.
Physical Exhaustion: This is achieved by placing 2(including the free stones for you ability modifier) or more stones into a physical action for the number of rounds equal to your tire point based off of your durability.(durability portion of the D&R chart page 81 main book). Once a player has become physically exhausted they must not place more then two stones into any action or run for 20 minutes (10 minutes if you have Healing Factor or better) in order to recover. Players also will receive a -2 stone modifier to any physical action while suffering from this, though it doesn’t affect stones shifted to defense.
Mental Exhaustion: This is achieved by placing 2(including the free stones for you ability modifier) or more stones into a mental action for the number of rounds equal to your tire point based off of your intelligence.(Substitute intelligence for durability on the durability portion of the D&R chart page 81 main book). Once a player has become mentally exhausted they must not place more then two stones into any mental action for 20 minutes (10 minutes if you have Healing Factor or better) in order to recover. They will also suffer a -2 stone modifier to any mental action.
Energy Exhaustion: This is achieved by simply using all of your energy at any time. If stun empties your energy pool you will not exhaust your self though if it leaves you with energy left in your pool and you use all of it then you will become exhausted. In order to recover you simply must let your energy pool refill it self, you can still make actions though you suffer a -2 stone modifier to all actions other then defense.
This is a set of rules to help make the game more tactical based as well as help add morality back into the game. Also this adds a set of rules known as Exhaustion into the game that will prevent players from going all out all the time.
Health: The current health system works though it doesn’t allow for a on hit kill. Also the difference of x1, x2, x3 damage is not visible until you do 3 points of damage. To correct this, players will receive three white stones of health for every point of durability that they have. They will also receive two red stones of health. These stones will all be on the player’s CAD at all times. Damage that gets through the characters defense is multiplied and then subtracted from the characters health at a 1 to 1 ratio. White stones are removed first. If the last white stone is removed then the player is stunned for one round and if there is any remaining damage left over then the character loses their red stones at a 1 to 1 ratio. Characters now regenerate 1 energy for every 3 (round up) white health stones. Quick Recovery – Enhanced Healing Factor recover 3 (don’t round) energy for every 6 (round up) white health stones. Instant Healing Factor recover 2 energy for every 3 (round up) white health stones. Also when ever you would normally regain a white stone (other then the “first” one) you now gain 3.
Ability Bonuses: A player still needs to pay for their character’s ability modifier as normal however while not under the effects of Exhaustion the player will be refunded energy spent on ability bonuses before checking for Exhaustion. If already under the effects of exhaustion the player isn’t able to redeem the refund for ability bonuses.
Weapon Modifiers: The only change to this rule is that you are no longer able to split the stones of the modifier to defend and attack at the same time. If you have a +5 Sword it is either +5 to attack or +5 to defend. Also you must have one stone of effort in the same group as your weapon, so now you can’t put 3 stones of effort into close combat and shift them to defense and leave the 5 for your sword into your attack.
Apposed Attack specialty: This is a specialty that can be added to close combat and ranged combat. What it allows the player to do is pit their attack against the opponents attack, causing both fighters to lose stones at a one to one ratio and the stones left over get through and do damage. However to pull this feat off the player must sacrifice one stone of effort for effect, this stone is lost like other stones spent for effect. This would be like Thing punching a thug’s arm as the thug is punching Thing, never said the thug was smart, and causing the thugs arm to buckle allowing thing to hit the thug in the chest but some of the attack being absorbed by the poor thug’s now broken arm. Another example would be Hawkeye shooting an arrow, knocking a bullet out of the way in mid flight and still hitting the guy that shot the gun.
Defense: There are now 3 categories of defense, and under normal situations they do stack, though there are cases when they won’t stack or on can’t be used. Soak is the ability to reduce the amount of damage taken. Evade is the ability to get out of the way of damage and not take any. Defense is stuff that is situational or power based.
Soak: Toughness, Body Armor, Force Fields, Strength and Durability based actions all feed into soak. Soak will not prevent secondary effects from happing like drain, or transform other by tough, though it will limit or the damage from the attack that activates these effects.
Evade: Reflective Dodge, Intelligence, Agility, and Speed based Actions all feed into evade. Evade only works if the character has the ability to move to a safe area, wither that is up and over the attacker, rolling to the side, bobbing and weaving, gymnastics, or any other way of getting out of the way. Area Attacks ignore any defense from evade. Also if the character is out cold or asleep they don’t get this.
Defense: Actions with no base ability feed into Defense. This is normally powers that are shifted into defense that are not defensive in nature, like a force blast.
Blinding: Some characters use their powers to blind their opponent’s or just through/kick dirt into their face. There isn’t really a system in place for that so here is one. The player declares that their attack is going to try to blind their opponent as they declare their action. The attack is made against the opponent’s evade minus any coming from intelligence based skills. For each point that the attack is over the opponent’s evade the opponent gets a +1 modifier to any action requiring vision, including stones shifted to defense from like actions. This modifier last for 3 pages and then starts to fade at a rate of -1 per page. Proper Vision enhancements will reduce this modifier do to +0, though never below +0. This option comes free on any power that the GM determines including but not limited to; Fireworks, Light, Sand/Dirt, Shadow, Electricity based powers.
Exhaustion: This system does increase the deadliness of the game so here is a rule to help curve that.
There are three ways a character can gain exhaustion, physical stress, mental stress, and by simply running out of energy at the end of their turn. If a player meets one of these requirements they regain only half (round down) of their normal energy rate as well as being required to pay for their ability bonuses.
Physical Exhaustion: This is achieved by placing 2(including the free stones for you ability modifier) or more stones into a physical action for the number of rounds equal to your tire point based off of your durability.(durability portion of the D&R chart page 81 main book). Once a player has become physically exhausted they must not place more then two stones into any action or run for 20 minutes (10 minutes if you have Healing Factor or better) in order to recover. Players also will receive a -2 stone modifier to any physical action while suffering from this, though it doesn’t affect stones shifted to defense.
Mental Exhaustion: This is achieved by placing 2(including the free stones for you ability modifier) or more stones into a mental action for the number of rounds equal to your tire point based off of your intelligence.(Substitute intelligence for durability on the durability portion of the D&R chart page 81 main book). Once a player has become mentally exhausted they must not place more then two stones into any mental action for 20 minutes (10 minutes if you have Healing Factor or better) in order to recover. They will also suffer a -2 stone modifier to any mental action.
Energy Exhaustion: This is achieved by simply using all of your energy at any time. If stun empties your energy pool you will not exhaust your self though if it leaves you with energy left in your pool and you use all of it then you will become exhausted. In order to recover you simply must let your energy pool refill it self, you can still make actions though you suffer a -2 stone modifier to all actions other then defense.