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RPG Laboratory

Ar Kayon's blog

A Renaissance Fantasy RPG

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Concept
* Based on late 15th century - early 16th century Europe.
* As continental population exploded and social and cultural values were radically transformed, demonic influences became more accessible. In an effort to improve military might without depleting resources on training, states chartered schools of magic which were affordable to commoners and churned out large numbers of brash and ambitious neophyte wizards. Many of them were lured towards the quick and easy path of profane power. However, the repercussions to nature and society would be deep and volatile.

Nevercast: More combat examples

((Inquire for further detail of mechanics))

Kanu Gon
6 strength
9 speed
6 endurance
7 agility
7 dexterity
8 reflex
4 awareness
6 focus
7 logic
5 charisma
6 insight

7 power
2 concentration
6 stamina

Meh Kada
10 strength
6 speed
8 endurance
5 agility
6 dexterity
6 reflex
6 awareness
8 focus
8 logic
4 charisma
8 insight

8 power
3 concentration
8 stamina

Round 1

1. Kanu Gon poises himself and waits for Meh Kada.

2. Meh Kada moves a 1 combat step forward, and then another (Kanu Gon responds by backing up 1). Meh Kada feints, but Kanu Gon reacts minutely (feint failed).

Nevercast: rough draft stealth mechanics (scenario added)

The system takes 2 major factors heavily into consideration: line of sight and sound. Thus, there are two checks made to determine success when sneaking: one for sight and another for sound. If any of these checks fail, then you are noticed. How much you are noticed is dependent upon the gradient of success by the target’s awareness check. For example, a minor success might convince the target that what he noticed was inconsequential.

1. Line of Sight (awareness vs. cover)
A direct line of sight is a base +10 modifier to the target's awareness, 0 modifier in the target's periphery. If behind the target, then you do not need to make an attribute check for sight.

Nevercast - More on ranged combat

My rough-draft ideas for gunfire/projectile response options. (All responses require that you are actually aware of the attacker. For example, if a sniper is shooting at you, you may not use a response.)

1. Response attack - the same speed vs. speed comparison to see who attacks first. However, since ranged attacks are based upon the focus attribute, compare focus vs. passive defense once it is determined when opponents attack. You may also use a strike to respond if you are within range.

2. Dash - based on reflex, use the dash combat movement to hastily jump out of the way as your opponent is about to attack.

Alright, The Forge is gay

Ridiculously overbearing posting rules, administrators' manipulation of my threads, the inability to edit my posts, and whiny nerds who love to criticize but can't handle it themselves makes for a terrible experience.

I wish this site was more active because it's the most user-friendly format I've seen so far.

Can anyone else provide alternative sites where I can share my ideas without furfags and teh interweb police?

Effects of various attack types

The following lists the attack's effect for each gradient of success.

Shove
1 - none
2 - off-balance
3 - knockback
4 - knockback and knockdown

Unarmed Strike
*Quick Strike / Standard Strike
1 - stun
2 - hurt
3 - damage
4 - incapacitate

*Power Strike
1 - stun, off balance
2 - hurt, knockback
3 - damage, knockdown
4 - incapacitate

Bladed Weapon
*Quick Strike
1 - stun
2 - bleeding, hurt
3 - profuse bleeding, damaged
4 - excessive bleeding + (incapacitated or crippled)

*Standard or Power Strike
1 - bleeding, hurt

Battle Tactics

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In one of my favorite movie firefights - in Tears of the Sun - Bruce Willis and his small team of Navy Seals are caught under heavy fire by an overwhelming opposition. They survive (well, some of them, anyway), by tactfully holding the line and then retreating. Watching this scene made me think of a combat skill that allows you to coordinate your group in battle, called "Battle Tactics".

Since combat time is based on action/reaction, a leader or other combat unit can call out a command or request (e.g. "cover me") and the recipient(s) of the command will be able to react to it, rather than have to wait until their normal turn. Naturally, the team will have to be trained in battle tactics, otherwise they will not be able to coordinate; an unskilled combatant might think, "What? What does he want me to do?".

In a system without hit-points: Effects (updated)

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Rationale - To imbue gameplay with exciting physicality; to enforce a qualitative mechanics style over a quantitative one; to emulate the chaotic nature of combat.

Stun
Instant effect. Subtract 1 action from your remaining actions. If the combatant is out of actions, -1 penalty (non-cumulative) to his passive defense score until the end of the round. A stun represents a superficial injury or blow that phases you for a short moment. Category 1

Hurt
Lasting effect: 1 round. Sustain the "stun" effect and your remaining concentration is reduced to zero (not lasting). If you get hurt again within the round, this effect is replaced with the "damaged" effect. Being hurt represents a sharp blow that does superficial damage (for example, a bullet stopped by your headgear), but can accumulate into real damage. Category 2

Notes on Nevercast skill development

1. You may develop your skills after x amount of time provided that:
* you can afford it
* the training is available by profession (doesn't require money) or
* you have access to a trainer; great distance from trainers/facilities or trainers/facilities that cannot be readily accessed or discovered or are otherwise exclusive are unavailable.
Therefore, GM-allowed training time increments must be spent as well as money in order to improve a skill.

2. You may develop a technique or ability after a gaming session provided you have earned enough GM-awarded experience in the appropriate skill discipline. Instead of experience points, you earn experience hours, days, or weeks when you appropriately use a skill in-game. For example, you defeat your enemies in a firefight and the GM awards you with 1 week firearms experience to allocate to any available technique or ability within the firearms skill discipline.

GM's Guide to Nevercast Professions

I've been working on putting together meaningful combinations of professions in order to present the GM with ideas on how to run a game with a balanced party. Here's what I have so far:

Configuration 1: Tech Hunting Party
Leader: Technology Hunter - Tracks down locations of pre-Nevercast technology, or is commissioned by a technology cult to secure or confirm locations, often in dangerous areas.
Support: Master of Martial Arts - Provides muscle for the operation, especially for close quarters combat. Also used for the purposes of intimidation.
Tactical: Special Operations (Mercenary) - In tough operations, the mercenary helps the group survive during firefights. Also a stealthy asset during delicate operations.

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