Some sample WoF mechanics & SAME four-stat stuff for TNE

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Grek
Prince
Posts: 3114
Joined: Sun Jan 11, 2009 10:37 pm

Some sample WoF mechanics & SAME four-stat stuff for TNE

Post by Grek »

Stats
There are 4 attributes in this system:
Strength: Decides physical damage and physical soak.
Agility: Decides physical to-hit and physical dodge.
Mysicism: Decides magical to-hit and magical dodge.
Energy: Decides magical damage and magical soak.

There are no hit points. Instead, you start with no wounds. As you receive damage, you gain wounds. At five wounds, you receive -1 to all rolls. At eight wounds, you receive -2 to all rolls. At ten wounds, you are incapacitiated. At twenty wounds, you are dead. Powerful characters receive less wounds from the same amount of damage.

Player characters and special nonplayer characters have a final stat, called Power. Power allows you to make power attacks, which are more effective than normal attacks. See the section on weapons for more information about Power Attacks.
Equipment
Characters have three sorts of equipment: weapons, armour and other.

Weapons
There are three types of weapon, one-handed, two-handed or ranged. Player characters can either use two one-handed weapons, making two attacks per turn, or a single two-handed weapon or ranged weapon, making one attack per turn. One-handed weapons and ranged weapons have a single attack chart, with four moves on it. Two-handed weapons have two attack charts, both having four moves each. Attackers using a two-handed weapon apply moves from both of their attack charts to their single attack. Before attacking, roll a six sided die for each attack and consult the attack chart to find out what special effects you can apply to that attack this round.

Sample attack charts:
Iron Axe of the Wood Demon [One-handed] [Physical] [Void]
1: Heal one wound for every two wounds you deal to an opponent OR Force your oppenent to flee one foot away from you for every damage dealt, in a straight line in a direction of their choice.
2: Force your oppenent to flee one foot away from you for every damage dealt, in a straight line in a direction of their choice OR Deal Air damage instead of Void damage.
3: Heal one wound for every two wounds you deal to an opponent OR Deal Air damage instead of Void damage.
4: Force your oppenent to flee one foot away from you for every damage dealt, in a straight line in a direction of their choice OR Knock your opponent prone, preventing them from moving on their next turn.
5: Heal one wound for every two wounds you deal to an opponent OR Knock your opponent prone, preventing them from moving on their next turn.
6: Deal Air damage instead of Void damage OR Knock your opponent prone, preventing them from moving on their next turn.
Flame Katana [Two-handed] [Physical] [Fire]
1a: Knock your opponent prone, preventing them from moving on their next turn OR Attack all enemies within 5 feet of you.
2a: Move yourself ten feet after your attack OR Attack all enemies within 5 feet of you.
3a: Move yourself ten feet after your attack OR Knock your opponent prone, preventing them from moving on their next turn.
4a: Daze your opponent, preventing them from attacking on their next turn OR Attack all enemies within 5 feet of you.
5a: Knock your opponent prone, preventing them from moving on their next turn or Daze your opponent, preventing them from attacking on their next turn
6a: Daze your opponent, preventing them from attacking on their next turn OR Move yourself ten feet after your attack.

1b: Release a cloud of smoke, giving you cover for two turns OR Set your enemy on fire, dealing 15 fire damage to them each round untill they spend a round putting themselves out.
2b: Set your enemy on fire, dealing 15 fire damage to them each round untill they spend a round putting themselves out OR Dazzle your oppenent with a bright flash, causing them to take -2 to all dodging rolls.
3b: Release a cloud of smoke, giving you cover for two turns OR Move yourself up to ten feet before making your attack.
4b: Set your enemy on fire, dealing 15 fire damage to them each round untill they spend a round putting themselves out OR Move yourself up to ten feet before making your attack.
5b: Release a cloud of smoke, giving you cover for two turns OR Dazzle your oppenent with a bright flash, causing them to take -2 to all dodging rolls.
6b: Dazzle your oppenent with a bright flash, causing them to take -2 to all dodging rolls OR Move yourself up to ten feet before making your attack.
Snake Venom Charm [Ranged] [Magical] [Earth]
1: Silence your opponent, preventing them from calling for help OR Poison your enemy, dealing 1 wound the next three times they fail a physical soak roll.
2: Poison your enemy, dealing 1 wound the next three times they fail a physical soak roll OR Poison your enemy, dealing 1 wound the next three times they fail a magical soak roll.
3: Silence your opponent, preventing them from calling for help OR Poison your enemy, dealing 1 wound the next three times they fail a magical soak roll.
4: Poison your enemy, dealing 1 wound the next three times they fail a physical soak roll OR Sicken your enemy, making them take -2 to all soak rolls.
5: Silence your opponent, preventing them from calling for help OR Sicken your enemy, making them take -2 to all soak rolls.
6: Poison your enemy, dealing 1 wound the next three times they fail a magical soak roll OR Sicken your enemy, making them take -2 to all soak rolls.
By spending 1 point of Power, you may make a Power Attack. This allows you to use both of the special moves you rolled on your attack chart. For two-handed weapons, you spend one power point to make a Power Attack using both of your attack charts.

Armor
Each player has a set amount of armour for each of the seven elements. This armour protects against both magical and physical attacks from that element. This armour can take whatever shape that the player wishes, from a suit of armour to a magical necklace to a loincloth and a good oiling.

Other
I have not done a writeup here, but I may soon.
Basic Attack/Defense mechanics-To make an attack, roll 1d20 + (attacker's agility or attacker's mysticism) vs. 10 + (defender's mysticism or defender's agility)
-If the attack roll is less than defense, the defender avoids the attack completely.
-If the attack roll is equal or more than the defense roll, the attacker hits.
-If the attack roll exceeds the damage roll by 2 or more, the attacker hits and gains a bonus point of damage for every two points the attack roll exceeds the defense roll.
-If the attacker hits, they do 20 + (attacker's strength or attacker's energy) + bonus damage. Two-handed weapons deal double damage.
-The defender rolls 1d20 + (defender's strength or defender's energy) + (defender's relevent armor bonus).
-For every two points that the damage roll exceeds the soak roll, the defender receives 1 wound. Remember that 10 wounds is incapacitating.
Elements
This setting has Seven Elements. It is specifically designed to be TNE compatable. They each have materials associated with them:
Fire - Copper/Gold
Air - Wood/Gems
Water - Silver/Ice
Earth - Stone/Lead
Life - Claws/Fists
Void - Iron/Steel
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