TheWayForwardQuest/Mechanics Post

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Mechanics

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Essentially, stats boil to opposed dice checks.

The stats are STR, DEX (with a derived stat of AGI), VIT, INT, WIS, CHA (derived COM) and LUK.

You have a combined statline of the stats of the body and a transmigration statline. Some stats will transmigrate, but not all.

There's also proficiency, skills, quirks (feats, aspects, titles), and powers.

Skills are used to determine who's likely to win, and to check for degrees of failure or success. Feats are things you've learned to do, Aspects are elements of your self, Titles reflect an achievement or something notable.

Skills increase to 1000. Anything over 250 is likely just to ensure penalties matter less and less.

Note this is based on litrpg very very vaguely.

Pool is available motes (note that each type is combined until or unless a effect unifies it.) and potency is power of the power multiplied against base. People with higher potency get more out of each mote, etc.

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Patrons

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To get into the Celestial Bureaucracy or become an immortal, in these times, requires a patron. (Mechanics for this under review.)

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Per Turn

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In non urgent times, this will go every 3 weeks. Xiaomei will take her actions, then you get to vote on various actions.

You have X AP, X RP and X FP to spend. These are action points, resource points, and fate points.

Action Points come from [Xiaomei's Level * 1.5 + The AP Pool];

AP are spent on arranging for coincidences, or helping or hindering Xiaomei indirectly.

Resource Points start at 120, but you can increase it by spending AP.

RP are spent in setting up organizations, or grants, etc. RP is often *spent* in AP, especially if you are directly trying to set something up.

Fate Points are 5+completed quests/3 min (rounded up)+pool. The pool comes from Omakes and others, as I get to it.

FP are forcing actions to take. Note that FP has the *most* chances of increasing awareness, but it can also be used to set dice rolls in actions.

You also have a statline of "Enemy Action" and "Your Sight". You will get penalties and removed possible actions as these change, and you can also opt to improve it to improve costs.

Once you vote, I will perform the actions and narrate the results, rolling dice as appropriate. This will close the three-week period.

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Dice Rolls

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Dice rolls here are somewhat simple.

Tasks are rolled on a 1d100 (normally, see below), with the targets being:

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[*]Trivial - DC 10

[*]Simple - DC 25

[*]Skilled - DC 50

[*]Difficult - DC 75

[*]Master - DC 90

[*]Legendary - DC 140

[*]Impossible - DC 200

[*]Divine - DC 250.

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Modifiers are assigned by skill, narration, and by situation. Note that the targets and skill caps are under consideration.

Currently post DC 250 skills are likely reserved for heavenly combat or something. I'm not sure.

It is possible to get a Divine Modifier. These set the dice to:

Normal (no modifier): 1d100 roll

Above Average: 4d33+1 drop lowest roll

Good 3d50 drop lowest

Terrific: 7d25 drop three lowest.

Poor: 4d33+1 drop highest

Bad: 3d50 drop highest

Terrible: 7d27 drop three highest.

For the chart: [img]https://www.stellarkennings.net/wiki/images/2/28/DiceRollGraph.png[/img]

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