TheWayForwardQuest

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Revision as of 18:00, 27 December 2023 by TShinjitsu (talk | contribs) (new links. combat skills added. Stats added to Skills. Associated skills to groups. Magic stuff.)
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Character

Settings

Mechanics

Stats

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

  • Strength (STR) controls the normal strength things.
  • Dexterity (DEX) is used for things needing dexterity.
    • AGI, a derived stat, is generally used for speed checks, and is listed separately for things that affect speed but not dexterity.
  • Vitality (VIT) is your vitality, and controls HP, base resistances, and other checks related to the character's resilience.
  • Intelligence (INT) is intelligence.
  • Wisdom (WIS) is more common sense and observation based stuff, as well as your willpower and sense of self.
  • Charisma (CHA). This can be force of personality, and measure of self.
  • Luck (LUK). Note this one is a double edged sword. High Luck will act in ways both good and bad.

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

Stat bonuses to skill rolls are stat/2, rounded down

There's also proficiency, skills, quirks (feats, aspects, titles), and powers. Feats are things you've learned to do, Aspects are elements of your self, Titles reflect an achievement or something notable.

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.

Skill List

A list of skills. This is not complete. Some skills have synergy bonuses with others. Skills are used to determine who's likely to win, and to check for degrees of failure or success. They also can be used as.. skills. For example, the Tranquility and Concentration skills prevent emotional outbursts and provide enhanced focus. Skills with two stats mean that certain checks use different stats.

Types of Skills:

  • Active Skills - Must be actively invoked.
  • Combat Skills - These are used in combat; give a rough indicator of combat viability.
  • Passive Skills - do not need active use, may be active used in certain situations
  • Restricted Skills - mean you need a feat, title or something else to grant access to it.
  • Sealed Skills - Sealed skills are unavailable. On the sheet it'll say why.

Some skills have subskills: Diplomacy has Persuasion and Intimidation. (Subskills are capped much lower.) These are used to denote penalties and bonuses to actions with those tags.

Note: Subskills often have lower DCs than general skill checks, so specializing into them may be desirable.

Skills increase to 300. (Still debating this, though.)

  • [Active] Acrobatics (DEX or AGI)
    • Subskills: Parkour (DEX)
  • [Passive] Appraise (INT) - Per category, i.e food, gems, etc.
  • [Combat] Artillery (INT, DEX) - The use of artillery weapons.
  • [Active] Athletics (STR) - Used for general athletics checks. i.e chasing, etc.
    • Subskills: Swim, Freeclimb.
  • [Passive] Concentration (VIT) - This is used for focus and related actions. Synergy bonus with Tranquility [RESTRICTED SKILL]
  • [Active] Deception (CHA) - Your ability to lie, or omit some elements of the truth.
  • [Active] Diplomacy (CHA)
    • Subskills: Persuasion, Intimidation.
  • [Combat] Dodge (AGI, DEX) - Reflexes or other measures of dodging oncoming blows.
  • [Active] Empathy (CHA) - This skill combines elements of understanding the other, projecting your emotional aura, and other magical means to help pacify sub-sentient monsters and animals. (For sentient monsters and animals, you must use Diplomacy, which this skill has a synergistic bonus with.) [RESTRICTED SKILL]
  • [Active] Escape Artist (DEX) - Escaping from bonds. At high level, this is more than just physical bonds.
  • [Combat] Fortification (VIT) - Ways to resist blows. Note that subskills are required to resist things like missile strikes, or ranks exceeding 100.
  • [Active] Investigate (INT) - Synergies with Perception, Sense Motive.
    • Subskills: Gather Information, Criminal Patterns, Gather Contacts.
  • [Passive] Knowledge () (INT) - Knowledge of a subskill domain. Examples are given below.
    • Setting Specific Domains - These will convert at a very small rate to the general skills depending on their rank on transmigration.
    • Mystical Knowledge - Knowledge(Mystical Arts), Knowledge(Specific Type of Magic), Knowledge(Mysteries), Knowledge(Khemia)
    • Practical Knowledge - Knowledge(Bureaucracy), Knowledge(Cities), Knowledge(Dungeons)
    • Schools of Knowledge: - Knowledge(Biology), Knowledge(Chemistry), Knowledge(Religion), etc.
  • [Passive] Languages (INT) - Each subskill is proficiency in a different language. Ranks in it increase from "can kind of read it to can read it to can read and speak it to read and speak it fluently." etc.
  • [Combat] Melee Attack (STR, DEX) - This controls the ability to use any melee weapon. Proficiencies are bonuses to attack and damage, Melee Attack is hit-chance.
    • Subskills: Short Swords, Long Swords, Greatswords, Exotic Swords, Short Axes, Axes, Greataxes, Polearms (Early), Polearms(Modern), Knives, Martial Weapons
  • [Passive] Perception (WIS) - This skill is the ability to notice something, or see through Stealth. Synergy with Investigation
    • Situational Awareness - Some levels have preternatural levels of situational awareness. Characters with this subskill are really good at it.
  • [Active] Perform(x) (DEX) - Perform some art. Or some instrument.
  • [Active] Pilot(x) (INT, DEX) - Pilot some machine or tool x.
  • [Active] Profession(x) (INT, WIS) - Skill at a profession.
  • [Combat] Ranged Attack (DEX, AGI) - Controls the ability to use ranged weaponry. Proficiencies are bonuses to attack and damage, Ranged Attack is hit-chance.
    • Subskills: Short Bows, Long Bows, Composite Bows, Crossbows, Guns (Early), Guns(Modern), Guns(Information), Guns(Space), Laser Guns (Projectile), Laser Guns (Beam)
  • [Active] Repair(x) (DEX, INT) - Skill at repairing x, which must require skill to repair.
  • [Active] Ride(x) (DEX) - Ride an animal. This is by category - for example, Ride(Four Legged Mammals) applies to camel and horses.
  • [Passive] Resistance (WIS) - This skill measures resistance to many things, such as high and cold temperatures, or poison, etc. Note that it does not apply to normally fatal hazards unless a subskill is unlocked or the rank exceeds 50.
  • [Passive] Sense Motive (WIS) - Detect when someone is attempting to deceive you. Synergy with Investigate
  • [Active] Survival (VIT, WIS) - This skill is your ability to survive in many environments.
  • [Passive] Trapfinding (INT) - Your ability to detect and stop traps.
  • [Passive] Tranquility (VIT, WIS) - To remain calm; resist emotional storms and attacks. [RESTRICTED SKILL]

Titles, Powers, Epithets

Titles represent something about a character that is either imposed or earned by them. They can be negative ("The Wretch") or positive ("Well Liked"), and can be removed.

Epithets are permanent markers of events. (i.e "Richard the Lionheart", "Lincoln, the Great Emanicipator."). Epithets always are positive [b]for the character[/b].

They may be unflattering and impose penalties with others, but by that point, the character's actions are also probably inclining them to that path. (i.e "Shepard, the Butcher of Torfan.")

Powers, once given can't really be taken away unless the power specifies it can, or the power is replaced by another. It is entirely possible to lose a positive power for a negative one.

Magic (or related Mystical Arts)

Magic is a force implicit to many settings, and will be tracked as the stat pool. On transmigration, they may get sealed or not, depending on rolls. Some feats unify it into one thing, and allow for cross-growth.

Spells have scaling effects based on MP spent capped by level*3. Not all settings work alike. See your setting notes for how it works there. In general, you have spells, either innately, or in a grimoire, or in jewelry, that you cast using either a pool of what you can direct (a conduit) or from inside (your own pool.)

Patrons (Reference Notes)

To get into the Celestial Bureaucracy or become an immortal, in these times, requires a patron. Patrons may not act in your best interests.

Patrons - Grant powers, titles and act as a guarantor.

They also grant quests and generally severely influence exactly how their agents work by somewhat controlling where they go.

Patrons who break obligations, or act in bad faith, can get punished, but this is very dependent on who catches them. (In practice, this rarely happens, hence why this quest exists.)

Members of the bureaucracy above the rank of 'Agent' do not need one.

Per Turn

In non urgent times, this will go every 3 weeks. The sequence:

  • Player actions that specifically deal with enemies or enemy defenses.
  • Enemy actions
  • Player actions that are not random encounters or specifically specified to act after Xiaomei go here. (i.e "On Week 2...")
  • Xiaomei will take her actions. Specific player actions also go here.
  • I resolve random encounters
  • Then you get to vote on various actions.

Enemy actions are straight dice rolls vs yours, effects modified by the success or failure of this. They get two actions, which can either be interfering with you or Xiaomei.

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, rounded down) + 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. You can also choose to bank unused RP, to be spent in Urgent Times. Unused RP is banked to a cap.

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. Note it is possible to prevent Enemy Action on your resources, but that does mean they might choose to spend more resources on interfering in the world you are observing.

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

In Urgent Times, the period shortens seriously, and the only resources available are RP and AP. Note that RP does not replenish fully during this.

Dice Rolls

Dice rolls here are somewhat simple.

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

  • Trivial - DC 10
  • Simple - DC 25
  • Skilled - DC 50
  • Difficult - DC 75
  • Master - DC 90
  • Legendary - DC 140
  • Impossible - DC 200
  • Divine - DC 250.

Modifiers are assigned by skill, narration, and by situation.

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

Dice Roll Chart Graph
Comparative Graph of Possibilities
  • Terrible: 7d25 drop three highest.
  • Bad: 3d50 drop highest
  • Poor: 4d33+1 drop highest
  • Normal (no modifier): 1d100 roll
  • Above Average: 4d33+1 drop lowest roll
  • Good: 3d50 drop lowest
  • Terrific: 7d25 drop three lowest

Transmigration

When Xiaomei leaves a world, not everything follows her.

At base, she loses 40% of skill points on base, and 10% of gained to the transmigration body. (This is partially negated by Eidetic Memory. She loses 25% of skill points on base, and none gained to the transmigration body.)

Skills that are unique to the setting get sealed, and do not count towards anything, but are reactivated if she ever returns.

Non setting specific feats, skills and powers follow. Specific ones will get either converted to a generic, or sealed. Note that this might mean, for example, leaving Star Wars gets Force powers sealed, but if she learns magic on the next world, it'll be unlocked as a way to wield magical force, absent limitations in the power granting magic. Also: Feats can state that certain things do not get sealed.

Titles that are setting specific get combined, rolled for their effect (1d20), and then a 1d100, on a 90+, negative effects are converted to positive ones.

Bonuses to AP and RP are multiplied by *.5 and added to the pool that carries over. The AP/RP costs for improvements reset on transmigration.