Nekromanti Regler för Forum Rollspel

Master Pelle

Warrior
Joined
3 Jul 2001
Messages
216
Location
Skogås
Ok, jag har hållet på att skriva regler till min egen forum rollspel för en lång tag. Jag eftersträver för att skapa en balanserade regler och kunda passa in forum spelade. Jag undrade vad ni anser om denna regler. Denna regler are skrivet på engelska.

Jag har en egen fourm som du kan kolla här http://s9.invisionfree.com/Anime_Wars/index.php

RULES

The player character have six stats that start with 1 and they have 10 stats points to placed around the stats. The stats can't have more than 4 at beginning. NPC characters works as normal player character except that they lacking Followers stats. Mooks is also working out like as NPC but they lacking more stats like FP, Leadership and Reputation.


Body (BOD): Body is physcial strength and toughness. Body is used for deliver physcial damage and reduce the recived physcial damages. Body is also used for carry item or performing physical tasks.
Fighting (FIG): Fighting is ability to fight and it also consider as agility and dexterity. It give bonus to initative, hit and evasion. For every 4 of fighting, they gain extra attacks.
Mind (MIN): Mind is character mind discipline and awareness. Mind is used for deliver mental damage (it require to have special ability, special item or skills) and reduce the recived mental damages. It give bonus to initative, hit and evasion.
Energy (ENE): Energy is character spirital or power source. Energy used for deliver energy damage (it require to have special ability, special item or skills) and reduce the recived energy damages. It also help to recover lost hp and pp.
Charisma (CHA): Charisma is character attractive and charm. Charisma is importing stats for having followers or leading the clan and also feinting in combat.
Mechanical (MEC): Mechanical is ability where character can drive or pilot a vehicle. This stats is used also for crafting or reparing item but it require training for it.

Level (LV): Level is rating how expirence and powerful the character is. All player character start at level 1. The character levels increased by the expirence (look at below). The character levels increased by the expirence (look at below). Every time the character gain levels, they gain 2 stats points to placed around the six stats (BOD, FIG, MIN, ENE, CHA and MEC) and it can't be higher than charactert's Level+3.
Expirence (EXP): Expirence is used for leveling up. When character have enough exp, they may level up. Character at level 1 need 5 exp to level up. The next level up is adds with another 5 and then so on, look down here for example.

Level 1 - 0/5
Level 2 - 0/10
Level 3 - 0/15
Level 4 - 0/20
Level 5 - 0/25
Level 6 - 0/30
Level 7 - 0/35
And so on...

The character gained exp by doing follow of the example below here but depending on the GM, they may possibly give exp for other type of action or good roleplaying.
*Defeat a Enemy - Equal as enemie's level. Character can't gain exp from enemy that are 5 level lower than character. The exp will be splited to equal characters who defeated a same target (rounding up). Against mooks, the character only reciving mooks’s level-2 in exp (can’t be lower than 1).
*Healing other Character - 1 exp, it can only be gained for each character per day.
*Reparing a Item or Other - 1/3 (rounding up) of reparing time (before it modified by MEC or special ability).
*Buildning a Item or Other - 1/3 (rounding up) of buildning time (before it modified by MEC or special ability).


Feat Point (FP): Feat points is special ability that give character incredibly feats or paying for activated special ability, training or skills. All character begin with one special and it increase by 1 for every fourth level (Example that at lv4 they gain 2 special, at lv8 they gain 3 special and so on). The character can spend one special to perform the following thing below.
*Player can perform one attack that double does double damage. Example Revan have Physcial Damage of 4, by using the FP the damage will be 8. It can't combine with special skills.
*Player can increase their current check or challenge check by +4.
*Player can double their natural evasion for 1 round. Example Revan have evasion of 7, by using the FP the evasion will be 14 for one round.
*Player can recover HP or PP equal it Level but can’t recover more than half of max HP or PP (rounding down). It can only be used once per day.
*Let player perform special training, special skills or special ability that required of FP.

The character recover FP by every 7 days.

Health Point (HP): Health Point measure character ability to withstand damage until they are knocking out or killed. Character's hp that are reached to 0 are knocking out but if the damage reach below -10 then they are killed. Character's hp is equal as Body+Energy+Level+5. By resting for a whole day character regain hp that are equal as BOD per day. For the mook’s HP is equal as Body+Energy+Level.
Power Point (PP): Power Point measure character energy sources that let them perform special techniqes or their special ability. Character's pp is equal as x2 Energy. By resting for a whole day character regain hp that are equal as ENE per day.

Initative (Init): Initative measure character ability to act first in combat. Character’s Initative is equal as Fighting+Mind. It can’t be lower than 0.
Accuracy (Acc): Accuracy measure character ability to hit in combat. Character’s Accuracy is equal as Fighting+Mind. It can’t be lower than 0.
Evasion (Eva): Evasion measure character ability to avoiding being hit in combat. Character’s Evasion is equal as Fighting+Mind+3. It can’t be lower than 3.
Vehicle Init (VInit): Vehilce Init measure character ability to act first in combat by using vehicles. Character’s VInit is equal as Mind+Mechanical. It can’t be lower than 0.
Vehicle Accuracy (VAcc): Vehicle Accuracy measure character ability to hit in combat by using vehicles. Character’s VAcc is equal as Mechanical. It can’t be lower than 0.
Vehicle Evasion (VEva): Vehicle Evasionmeasure character ability to avoiding being hit in combat by using vehicles. Character’s VEva is equal as Mechanical. It can’t be lower than 3.


Leadership: The character can give orders that improved their allies abilities. The leadership is equal as CHA/3 (rounding down). The character can give bonus to their allies equal many as their CHA. Character’s allies gain bonus equal as character’s leadership to their hit or evasion, it last until the character are knocking out, paraylized, asleep, silenced or raged. It can be only one character who use this ability in a battle. If it started to go below 0, all character’s allies will get penality to hit and evasion equal the character’s leadership penality.
Barter: The character can buy for cheaper price in most place but some shops you couldn’t barter it. For every 3rd of Charisma the character gain 5 on barter. When buying, the price will reduce equal character’s barter. When selling, the price will increase equal character’s barter. The price can’t be lower than 5. If it started to go below 0, it will increase the buying price and descrease selling price equal barter penality.
Followers: The character can have NPC that could help their quest and battles. Depend on their CHA, they can have many followers as their CHA/3 (rounding down). But if it reach zero or lower, they can't have any followers. The followers can't have higher level than the character's level. And also a good aligment followers can’t join evil alignment character as well evil follower for good aligment character. A neutral alignment character can join both good and evil. If it started to go below 0, all character’s allies will get penality to hit and evasion equal the character’s followers penality.

Alignment: Aligntment show that character is good, evil or neutral and it can take effect in gameplay. The character can choose either Good, Evil or Neutral. A good character is more of unselfish character who protect and helping peoples. A evil character is more of selfish character who attack, stealing and killing peoples for their greed, pleasure or powers. A neutral character is between good and evil who could do both good and evil deed. The character’s alignment could be changed through the game depend on their actions or other thing. Most monster and nonliving being consider to have neutral alignment.
Reputation: It measure how well known the character are. All character begin with 0 but it could be changed through cource of the game. Character with reputation of 0 is unknown but with highter reputation are better known and are respected. Having high reputation is both good and bad, a good thing that you may get better help but you will have harder to hide the identity.
Affiliation: Affiliation is where character are belong. The character can have only one affiliation at the time.

Condition: Show character current condition example like poison or other effect.
Location: It show where the character currently located at.

Training: Training is special ability that give character advantage or special ability. All character begin with none training and the only way to get training is to heading to the training site. The character will training there for numbers of day (in real time) before the character can learn that training ability. The maixmal trainings that character could have is equal to their Mind.

Knowledge: Knowledge is almost same as training but diffirent is that they could have unlimited of it.

Special Abilities: Special ability is special power give character advantage. The character can begin up to 3 of special abilities but each special ability they take, they must also take a weakness. The player can ask GM for making their powers or try to create own but it need to be approved.

Weakness: Weakness give character disadvantage that could involve battles and outside battles.

Items: Items is that give character more advantages by equiping it. The character can't hold item more than their Body. The character can get or by a bag or backpack that increased carry max. By equiping items, the character have slots for each body parts, Head (helmets or hats), Body (Clothing and Armor), Legs (Pants or shoes), Right and Left Hands (Weapons, Shield, gloves and other items), Accessory 1 and 2 (minor item types like cape, glassed, earplug, rings and so on) and Bag (For backpack and bags).

Credits: Credits is universal money that most people use. But that are chance that other place used their own typ of money. All character start with 50c.

All player start with one character, when their character reached level 5, they may gain a extra characters. When you are done with the character, post in the Character Registration forum, if the GM accepting your character and posting up on the homepage, you may started to play.

Battle Rules

Initative: In start of battle, the character will act in order based on their Init. The highest Init will act first while with the lowest act last. If characters have same Init value, they will act in the same time.

Attacking: When attacking, the character use their Acc plus added with 1d6. If the Acc is higher than target’s Eva then the character successful hit them. If the roll at 6 then it is automatic hit. But for every 4 in Fighting, they gain extra attacks in same round. When using magic or psionic skills, the character can perform another skills ability for every 4 in their Mind in same round but it can’t be combined with Fighting and Mind extras attacks in the same round.

Damage: If successful hitting the character, the damage deal +1d4 with one of the stats (Body, Energy or Mind). The damage that deal from Body consider Physcial damage while Energy is Energy damage and as while Mind is Mental damage. After the damage deal, reduce the damage equal as Body (for physical damage), Energy (for energy damage) or Mind (for mental damage). After damage reducing, the damage that are left are reducing target's Hp. But if damage go 0 or below, it always does least 1 damage to target's hp.

Battle List: Battle List or shorting for BL is a list how your character perform the action in battle. A battle list should have your action for 10 rounds. And also you should put what you should do after the fight, the example is that looting from the enemy, kill the enemy, move to other location and so on. You either post it on the board or privatly send it to the GM.

Blocking: The character can increase their damage reduction (except mental damage) by putting in their BL that are blocking. The character's damage reduction is increase by +4. While blocking they can't perform attacks in the same round and their evasion consider as 3.

Dodging: The character can increase their evasion by putting in their BL that are dodging. The character's evasion is increase by +4. While dodging they can't perform attacks in same round.

Feinting: The character can mislead their target so that they will leave opening. The character make CHA+1d6 against target's MIN+1d6. If character got higher roll than target, the target will get -4 to Evasion until next end of round.

Intimidate: The character can intimidate the target so that they started to lose confidence. The character make CHA+1d6 against target's MIN+1d6. If character got higher roll than target, the target will get -4 to Acc until next end of round. If character have Reputation points, they may aid it to their intimidate checks

Aiding:The character can aid one of their allies in combat. The character can’t attack but their allies gain either +2 acc or +2 evasion (character choice) against a enemy and it last until end of round. Multiple aid bonus stack.

Guard: The character can protect other allies from harms, each round the character can choose one allies that they will guard and they will take damage instead of one of their allie. The character can’t attack and their evasion consider as 3 when guarding somebody.

Fleeing: The character can escape from the battle, the fleeing character make FIG+1d6 against each enemie’s FIG+1d6. If the character got higher rolls than enemie’s, they successful escaped from the battle. The successful fleeing character can’t be attacked until next day after the battle.

Other Rules

Death: If character got killed, they will send to afterlife world depend on their aligment (Good will go to heaven, evil will go to hell while neutral will randomly send to heaven or hell). But character can revive back to life by cloning or be revived by spells, items or other thing.

Changing Equipped: If a character tried to change their equipment like weapons or shield in middle of battle, it take a 1 round to it. But the character can't change their clothes or armor in middle of battle.

Stats Bonus: If character equip item that increase their stats or using special ability to increase their stats like Body, Mind and Fighting, the sub stats like hp and pp don't effect of stats bonus. Example that character Raven have Energy of 3 and pp of 6, by equipping a special item that give +1 to Energy, he have now Energy of 4 but his pp are still 6. And also meeting prerequisites for training site and special skills is natural stats so that you can't use stats bonus for it.

Two Weapons: If character equip with two weapons they can perform 1 extra attacks with the secondary weapon but the character suffers –4 to all hit attacks when attacking two weapons. When equiping with two weapons that give special bonus example like hit, initiative, or evasion, it don't stack together.
VEHICLE RULES
Vehicle is like as character but worked in little diffirently way. To drive or pilot a vehicle, it require that character have least 3 on Mechanical or else they can’t drive/pilot it.

Type: That are several types of vehicles that their have own fuction to travel. Some vehicles have combine of two or three vehicles. That are some vehicles that could transform into other type of vehicles.
Ground Vehicle: Ground vehicle is vehicle that are used on ground. It range from motocycle to tanks.
Sea Vehicles: Sea vehicles is vehicle that are used on water, but some of them have ability to dive inside the water. It range from sail boats to submarine.
Flight Vehicles: Flight vehicles is flying vehicles that could fly in the air, but if it is equipped with life support it could fly into the space. It range from airballon to starfighter.
Mecha: Mecha is vehicle that are shaped as humenoid or animals or monsters. Mecha is mostly moved on ground but they could equip with that let them move on water, air and/or space. That are some mecha that could transform into other mecha forms or vehicle forms.
Size: All vehicles have their own size. Smaller vehicles are ofter more manueverable than bigger vehicles while bigger vehicles take more damage than smaller vehicles.
Medium: Big as motorcycle.
Large:Big as car or truck.
Huge:Big as tank.
Gargantuan: Big as fighting jet or yacht.
Colossal: Big as passenger jet.
Awsome: Big as space transport.
Terrain: Terrain is what vehicles are allowed to move on. Ground vehicles are alllowed on ground, sea vehicles are allowed on water and some of them are allowed to dive under the water, flight vehicles are allowed on air but some of them could also used on space. Most mecha are allowed on ground but some of them could possed ability to move on other type of terrains.
Hull: Hull like as character's HP. If the damage go below -20, the vehicle will get destroyed as well kills the driver/pilot and passagers.
Armor: Armor is ability to reduce the damage.
Force Shield: Force Shield is ability to reduce damage and it is stacked with Armor damage reduction.
Speed: Speed give driver/pilot bonus in intiativate while driving/piloting it.
Hyper Engine: If vehicles are equipped with hyper engine, they are allowed to travel to another planets. Almost only space vehicles are possed this.
Strength/Ramming: Strength/Ramming is like character's Body when it come to damage
Maneuverable:Manuverable give driver/pilot bonus to their evasion while driving/piloting it.
Crews: It show how many people that need to control this vehicles. Character with highest MEC usally drive/pilot it, while other handle weapons or handle vehicle other equipmens. Each lacking crew members gain penality –2 to hit, speed and evasion.
Passagers: It show how many people that could carry with.
Cargo: It show how many vehicles that could carry. Large vehicles count as 2, Huge vehicles count as 3, Gargantuanvehicles count as 4, while Colossal vehicles count as 5. A vehicles can't carry that are larger that carrier's size.

Weapons Name: The name of weapon.
Weapon Type: Weapon types show what type of weapon it is, that are two type. Inbuild is type of weapon that are mounted or building in the vehicles. Handheld is type of weapon that could hold by mecha and also some vehicle with grappler arms, handheld type weapon can be taking and be use by any mecha or vehicle with grappler arms but they can’t hold more than 4 handheld weapons.
Weapon Range: The weapons range is either melee or ranged in combat.
Fire System: Fire system give driver/pilot bonus in hit roll with this weapon.
Rapid Fire: Rapid fire show how many attacks you could do with it. Only ranged type weapons have it.
Damage: How much damages it does and also what type of damage it does (physcial, energy and mental).
Ammo: It show how many left it could ability to attacks. It could be refill at vehicle shop or at vehicle bay.

Mecha Battle Rules

Initative: In start of battle, the character will act in order based on their VInit plus vehicle Speed. The highest Init will act first while with the lowest act last. If characters have same Init value, they will act in the same time.

Attacking and Evading: When attacking, the character accurary hit is VAcc+1d6 plus vehicle’s Fire System. If the hit is higher than target’s Veva plus target’s vehicle Maneuverable then the character successful hit them or else they miss. For every 4 in Character’s MEC, they gain extras melee attacks.

Damage: If successful hitting the vehicle, the damage deal +1d4 with one the weapons. After the damage deal, reduce the damage equal as Armor plus Force Shield. After damage reducing, the damage that are left are reducing vehicle's Hull.

Unarmed Attack: Sometime when mecha lost it weapons or unability to use it, they could still attacks. The pilot make normal hit rolls, it ability to damage equal it Strength/Ramming and it consider as physcial damage. Only mecha and vehicles with manipulate arms can do it.

Ramming: The other vehicles may ability to damage like mecha by ramming. But it come with a risk that ramming vehicle could also damage itself. The driver/pilot make normal hit rolls plus modified of vehicle’s Manuverable, if success the vehicles will do damage equal it Strength/Ramming and it consider as physcial damage. The ramming vehicle will take damage equal as target Strength/Ramming or vehicle’s Strength/Ramming (with the highest one) but if it was against a character, it will not take damage.

Mental Attacks: Mental attacks don’t work against vehicle but it can still be used against the driver/pilot. But they will suffers –4 to hit against the driver/pilot who are inside their vehicle. The vehicle’s armor bonus will add to driver/pilot’s DR.

Reparing: The vehicles can recover Hull points by letting it repair at vehicle shop or at vehicle bay. The character can repair the vehicles and it recover equal as character’s MEC/3 (rounding down) per day.
 

olaberg

Hero
Joined
1 Feb 2006
Messages
1,192
Location
Göteborg
Jag gillar enkelheten.

Men språket behöver stramas upp (needs clarification).

Jag kunde inte riktigt förstå reglerna för skada (damage rules).
 

Master Pelle

Warrior
Joined
3 Jul 2001
Messages
216
Location
Skogås
Jo, jag behöver nog göra den liten mer förstårlig.

För skade regler är det ganska enkel. Det finns tre skadetyper, Physical, Energy och Mental. Med Body gör den physical damages, Energy gör energy damages och Mind gör mental damages.

Efter man fått skadan skall man reducera skadan lika mycket mot en av sina egenskaper (Body används mot physcial damages, Energy mot energy damages och Mind mot mental damages). De skador som blir över reducera motståndares hp.
 

Ridijeck

Warrior
Joined
17 May 2000
Messages
358
Location
Örebro
Efter en snabb genomläsning är mitt intryck att detta är ett ganska genomsnittligt D&D-derivat. Det verkar snabbt och enkelt, men som föregående postare påpekat är reglerna väldigt oklara på flera punkter. Jag har ingen aning om hur "battle list" fungerar, till exempel.

Jag är också en aning tveksam till erfarenhetssystemet. Det faktum att det krävs lika många exp för att stiga en level gör systemet enkelt men det går inte så bra ihop med att man får exp lika med motståndarens level när man besegrar honom. När du är på en hög level lär spelledaren låta dig möta tuffare motståndare, vilket i sin tur ger mer exp - alltså, ju högre level du är desto snabbare stiger du i level. Det tror jag kan leda till balansproblem, och känns dessutom ointuitivt. (Och vad händer om flera rollpersoner hjälps åt med att besegra en motståndare? Delar de på expen?)
Lycka till med författandet!

/Ridijeck
 

olaberg

Hero
Joined
1 Feb 2006
Messages
1,192
Location
Göteborg
Fortfarande förvirrad. Vem ger och vem tar?

A har Body 4
B har Body 3 och hp 3 (whatever)

A skadar B Physical. Vad händer?
 

Master Pelle

Warrior
Joined
3 Jul 2001
Messages
216
Location
Skogås
Denna regler är liten som D&D. Men du har rätt om att stiga nivåer verkar vara obalanserad. Jag skall försöka komma på hur mycket exp som krävs att höja för varje nivå. Jag tänkte man att man i nivå 1 krävs 5 exp och för varje nivå ökades med 7 exp eller dubblas.

För frågan om vad händer om flera personer som hjälps åt att slås mot en motståndare. Jo om flera personer hjälps åt att slås och lyckas besegra den, kommer exp dela lika mycket som antal personer hjälps åt och avrunda upåt (Exampel 3 personer besegrade en med 8 nivåer och varje personer fick 3 exp var).

Dom som inte fortfarade inte förstår gör jag en exempel hur striden fungera och hur man använder battle list. Jag kommer ligga in flera examplar i regler så ni kommer förstår bättre.

Strids Exempel: Figuren Ron (Body 3, Figthing 4, Energy 3, Mind 3, Hp 12, Init 7 Acc 7, Eva 10) skulle slås mot sin rivalen Koga (Body 4, Figthing 4, Energy 3, Mind 2, Hp 13, Init 6 Acc 6, Eva 9). Ron skall göra sin battle list och försöker planera ut hur skall han göra på varje rundan tills han har skrivit färdigt den och skickade den till sin SL

Ron's BL
1: Attackera med fysik attacker.
2: Ducka
3-4: Attackera med fysik attacker.
5: Parera
6-7: Attackera med fysik attacker.
8: Ducka
9-10: Attackera med fysik attacker.

Rundan 1:
Ron början sin stridsrundan eftersom han har högre Init än Koga. Ron började med sin fysika attacken med slag, han slå med en T6 och fick fram 2. Han ligger till sin tärning slagen till sin Acc och fått den total 9 men turvär nog är den inte tillräcklig hög att övervinna Kogas Eva. Men eftersom han har 4 på Fighting kan han göra en extra attack, han slår fram T6 och fick total 10 Acc så that han lyckas övervinna Kogas Eva. Ron ger like mycket skadan som sin Body (eftersom den är fysik attack) plus en T4. Han slår sin 4T och fick fram 2. Han ligger till sin slagen till Body så att den ger total 6 fysik skadan. Koga dra av skadan lika mycket som sin Body så att det blir 2 skadan över, han fick dra av 2 av sina hp så att han har bara 11 hp kvar.
Nu är det Koga tur, han slår fram sina attack slag men han misslyckas med alla två av sina slag.

Rundan 2:
Ron börja gå fullt defensiv så att hans Eva öka up till 14 men han kan inte attackera i denna rundan. Nu är det Koga tur att slå och han fick fram 8 på Acc men turvär nog är Rons Eva är alldeles för hög. Koga andra attack, lyckas han slå fram en 6 på sin tärning så att han automatisk träffa sin motståndare. Nu slår Koga fram sin skade slag, han slår 4 fram och ligger till sin Body så att det blev 8 fysik skadan. Ron förlora total 5 Hp och han har bara 7 Hp kvar.
 
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