YARPGS: Lots of missing

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Foxwarrior
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YARPGS: Lots of missing

Post by Foxwarrior »

For the mandatory flow chart:

Step One - Name the PCs: We shall refer to them as the Group, if referring to them collectively is necessary.

Step Two - Write up a Six Person Group:

Badass Normal: This character shoots or stabs people, runs and sneaks around, and does various acrobatic things.

Diplomancer: This character gets people to do things, and occasionally heals or shoots people.

MacGuyver: This character builds solutions to problems, although it takes time (in-game time, not real time, that is). The MacGuyver is also not incapable of shooting things occasionally.

Wizard: This character makes spells out of words, which can do all sorts of things. The Wizard is likely to be really bad at shooting things, though, and suffers from a higher chance of failure than most of the other characters.

Time Alterer: This character hurtles around really fast and hops backwards in time occasionally. While the Time Alterer's attacks aren't particularly powerful, there are more of them.

Assassin: This character sneaks around really well and snipes or backstabs people.

Step Three - Write up a Three Person Group:

Party One: Badass Normal, MacGuyver, and Time Alterer.

Party Two: Diplomancer, Wizard, and Assassin.

Step Four - Outline an Adventure: The group has to steal some data from the heavily defended libraries of a battlecruiser flying overhead. Inside the battlecruiser are a number of wimpy guards and a couple of Named Characters, some of whom are minding their own business, but Larry the Librarian is in the Library, directly in the way of anyone who wants to steal data.

Party One: The Badass Normal and Time Alterer steal parts for the MacGuyver, who builds a spaceship to get up to the battlecruiser. Once inside, they beat their way through the battlecruiser (possibly occasionally using gadgets, sneaking, or the ability to rewind time in order to avoid encounters) until they reach the library, where they do battle with Larry and steal the data. MacGuyver builds a bomb out of books and blows a hole in the battlecruiser, so they can all escape.

Party Two: The Diplomancer comes up with a con in order to steal a spaceship or the Wizard casts a flight spell, and they're up at the battlecruiser in no time. The Assassin moves ahead of the Diplomancer and Wizard, checking to see what sort of opposition is in their way, and either dealing with it or letting the Diplomancer or Wizard come up with a more effective solution. Eventually they get to the library, where the Diplomancer tricks Larry into doing something stupid so that they can all gang up on him and beat him to death. A quick jog back to an escape route finishes their adventure.

Step Five - Write out a campaign: The data stolen from this library hints at a legend of an alien artifact. Further exploration of this legend (through research at inns, ancient tombs, hermits at the tops of mountains, etcetera) leads them to a distant planet, where they find that Larry the Librarian's apprentice, Logan, has beaten them to it. They have to get the artifact from Logan and escape past the vast space fleet that's arrived behind them.

Step Six - Choose a Base System: It's too late; I made the game already. It's just lacking a bit of tweaking and content. Note that this is mostly an entirely new Base System, although some of the rules have obvious parallels.

Step Seven - Do the Math: There are a lot of different options and details in here, but in general the probability that an attack will hit an opponent range from 1/3 to 1/1, and the chance that the opponent will then Dodge the attack starts at somewhere from 2/8 to 0/8. I estimate that the number of turns it takes for one ordinary person (ATH 2) to Hurt another ordinary person (STA 120, Max Dodge 3) with a handgun is about 8, and the number of turns it takes for Roronoa Future (ATH 10) to Hurt Roronoa Future (STA 200, Max Dodge 11) with triple-wielded handguns is closer to 4.
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Foxwarrior
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Post by Foxwarrior »

Not even one scathing insult after more than 50 views?
There are only two possibilities: Either it's both perfect and unremarkable, or nobody bothered to click on the link.

Since I can't do much about the first, here's a bit to stave off the problems of the second: some of the basic game mechanics, copy-pasta-ed here so you can ignore all that pesky data stuff.

Battle Structure:
First, roll for initiative. Whoever rolls highest goes first, second highest goes second, etcetera. Sleeping creatures get a -10 penalty.
During each character’s turn, that character may take a standard action, a move action and a minor action. Instead of a standard action, a character may take a move action or minor action. Instead of a move action, a character may take a minor action. A round (each player taking a turn) is six seconds.

Attack:
Accuracy Roll: Roll a d6. If you roll equal to or lower than the attack’s Accuracy, you hit.
Dodge: The target may pay the Dodge Cost to get a Dodge Save.
Dodge Save: To make a Dodge Save, roll a d8 and consult the following table. You get a penalty to the Dodge Save equal to the number of times your Max Dodge goes into the Dodge Cost (Dodge Cost modulo Max Dodge).

"Table" (If you want to see it as a table, either tell me how to put tables into this thing or just click the link): You normally have to roll an 8 or less to succeed on your Dodge Save. For every 20% of your maximum Stamina you lack, the highest number you can roll and succeed with is reduced by 1.

Hurt: When you are Hurt, roll on the following chart and consult the appropriate entry. Weapons list a damage value: each die in that value results in a separate effect on this chart. For example, a 2d6+1d8 damage effect would give two effects from 1 to 6, and one effect from 1 to 8.

"Table": 8 status effects of vaguely increasing severity.

Hurt effects last until healed, with the total Heal DC being equal to three times the combined roll of all damage dice. The Heal DCs of Nonlethal effects are halved, and characters recover naturally from one Nonlethal effect per hour, starting with the lowest-numbered one first. Note that actions such as the Bandage action can reduce Bleed as well.
If a character with no STA would be Hurt by an effect that deals damage, they are slain instead, unless the damage was Nonlethal, in which case they are knocked unconscious for 1d6 minutes. If a Hurt kills a creature, the Heal DC of that Hurt increases by 20, and increases by an additional 1 for every minute the creature has been dead for.

Status Effects:
Bleed:
You lose an amount of Stamina equal to your Bleed value each round. Your Bleed value cannot go below 0.
Paralysis:
You can’t take actions other than mental actions and speech, although you can still somehow attempt Dodge Saves.
Grappled:
All other characters in the grapple encumber you as though you were carrying them, and you get a -3 penalty to Accuracy against targets not in the grapple.
Prone:
You get -1 Accuracy with melee weapons, and the Dodge costs of ranged attacks against you decrease by 1. You can only move at half speed.

Basic Actions:
All costs listed are in STAmina. A negative cost gives you more STAmina.
Catch Breath (Minor Action): Do nothing. Cost: -5, Dodge costs +50% until your next turn
Aim (Move Action): Make your next attack this turn get a +1 bonus to Accuracy, and you can set the value of one of your damage dice to any legal value, instead of rolling it. Cost: -1, Dodge costs +50% until your next turn.
Pay Attention (Minor Action): Roll to detect concealed things. Cost: -1.
Bandage (Standard Action): You can reduce the Bleed of a target within reach by 2. Cost: 3.
Draw Item (Minor Action): You can retrieve a holstered item.
Move (Move Action): You can move some distance, generally by using one of the speeds provided by your race.
Stand Up/Lie Down (Move Action): Stop being prone, or become prone.
Grapple (Standard Action): Make a melee attack against someone that makes you and them Grappled (this does no damage). Accuracy 4-, Dodge Cost 1d6+ATH. Cost: 1.
Ungrapple (Standard Action): Make an opposed ATH check (1d20+ATH) against all others in the grapple who wish to oppose you. If you succeed or are unopposed, you break free from the grapple. Cost: 2.
Directed Attack (Standard Action): Make two attacks or one Slow attack against targets at any point(s) during your turn. Cost equal to combined costs of the attacks.
Melee Guard (Standard Action AND Move Action): Until your next turn, whenever a creature starts its turn in, enters, or takes a standard action within a radius described by your melee reach plus one of your non-Run speeds, you may move up to and attack them with a non-Slow melee attack. You can’t make more attacks than your ATH, and can’t do more total movement than your relevant non-Run speed.
Ranged Guard (Standard Action AND Move Action): Pick a 90 degree cone. Whenever a creature starts its turn in, enters, or takes a standard action within the cone, you may attack them with a non-Slow ranged attack, provided that they’re a legal target. You can’t take more attacks than your ATH, and can only take up to two attacks with any given non-Rapid Fire weapon.
Delay (Standard Action, Move Action, AND/OR Minor Action): Don’t take those actions now. Immediately after any creature’s turn ends, you may set your initiative count to come after that player, and take a turn that consists only of the actions you spent to Delay.
Ready (Standard Action AND Move Action): Specify a Standard action or a Move action. At any time before your next turn, you may interrupt the current event to take the specified action.

Ability Scores:
ATHletics: The ability to move around and do things, generally through muscular action. 0 ATH results in paralyzation, although it’s generally still possible to look around and speak.
MIND: The ability to think. The entirety of a 0 MIND character’s thought process should be described with no more than 10 actions and the situations in which the character uses them, in an undisputable fashion.
POWer: The ability to destroy the laws of physics. A character with 0 POW is a “normal”.

For every point you have in an ability score, you gain 1 trick relating to that ability score. See the document for lists of tricks. Basically, tricks are a lot like feats or class features.

Attributes:
Initiative = 1d12 + ATH. Determines how close to first you go in a battle.
STAmina = Racial value + 10 * ATH + 2 * POW. Determines how long you can keep doing stuff continuously. Characters who are at a smaller percentage of their maximum stamina are less likely to dodge attacks.
Max Dodge = ATH + MIND + POW. You get a penalty to your Dodge Save based on how many times this value the Dodge Cost of the attack is.
Magic Dice = 4 * POW d6s, which can be spent in the use of POW Tricks. If you have spent fewer than POW Magic Dice, you can replenish Magic Dice by meditating at a rate of 1 die per minute. If you have spent less than 2 * POW Magic Dice, you regain Magic Dice at a rate of 1 die per hour. No matter how many Magic Dice you have spent, you still recover 1 die whenever you rest for 6 or more hours.

Racial Attributes:
Size: The size of a creature of the chosen race. If not medium, it alters the Accuracy rolls of your opponents.
STAmina: The racial Stamina provided by the chosen race.
Speeds: The distance you can travel in a single action, the Stamina cost for using it, and any other things it does.
Long and High Jump: The maximum length and height of your jumps, respectively.
Natural Attack: An attack you always have access to unless you have 0 ATH or have lost the necessary body parts. Generally listed in the form of (Accuracy), (Dodge cost), (Damage type), (Stamina cost), (Other rules, if any). Natural attacks take 1 action to use unless specified otherwise.
Carrying Capacity: The amount of stuff you can carry.
One Hand Load: The amount of stuff you can wield dexterously in one manipulator appendage.
STA Regen: The quantity of Stamina you regenerate every round automatically. If negative, you lose Stamina.

Weapon Attributes:
Weapon: The name of the weapon.
Complexity: The difficulty to identify/repair/create weapons of this type. See the related Mind tricks for details.
Cost: The cost of the weapon to purchase, in some arbitrary situation. Market values and improved or reduced industry can easily change this by a factor of ten.
Weight: The weight of the weapon.
Clip Size/Reload Time: The number of attacks that can be made with the weapon, and the number of actions it takes to reload.
Attack: Each attack that can normally be done with the weapon has a name and is listed on its own row.
Special: The special attributes of the attack.
Acc: The accuracy of the attack.
Dodge Cost: The Stamina cost to dodge the attack.
Damage Value: Specifies which dice should be rolled when it successfully Hurts a target.
STA cost to use: The Stamina cost to make this attack.

Other Forms of Checks: I currently have rules for sneaking and talking, but in general you can roll 1d20 + your ATH or your MIND against the target's 1d20 + their ATH or their MIND. A set DC is perfectly fine as well. Note that Tricks that improve your success rate with one of these types of checks generally add +1d6 + your ATH, MIND, or POW.

Edited with updates to system on October 27
Last edited by Foxwarrior on Thu Oct 27, 2011 8:32 am, edited 1 time in total.
fectin
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Post by fectin »

I got down to the wound tables.

Protip: if FATAL is the only other game that does it, it's a bad idea.
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Foxwarrior
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Post by Foxwarrior »

There's Dark Heresy too.

Being wounded and getting a variety of interesting status effects from it can be fun. I should probably make them much easier to heal, though, because staying wounded is not at all as fun.

Edit:
Although actually, I'd probably be better off (more variability in tone, more entertainment overall) if I replaced the wound charts with a list of wound-related status effects, and had the players roll for two or three and figure out what type of wound that was supposed to be.
Last edited by Foxwarrior on Fri Oct 21, 2011 2:58 am, edited 1 time in total.
fectin
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Post by fectin »

You probably also want to mauve away from race-specific tables.
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Post by Foxwarrior »

Why so I have.

I also switched from 1 second rounds to 4e-ish 6 second rounds, because I cleverly realized that people move more when they are forced to.
Last edited by Foxwarrior on Fri Oct 21, 2011 7:57 pm, edited 1 time in total.
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