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 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. VIT is your vitality, and controls HP, base resistances, and other checks related to the character's resilliance. INT is intelligence. WIS is Wisdom CHA is Charisma. LUK is Luck. 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.

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. They also can be used as.. skills. For example, the Tranquility and Concentration skills prevent emotional outbursts and provide enhanced focus.

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.

Feats are things you've learned to do, Aspects are elements of your self, Titles reflect an achievement or something notable.

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

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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Titles, Powers, Epithets

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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.

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Patrons (Reference Notes)

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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.

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Per Turn

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In non urgent times, this will go every 3 weeks. The sequence: - 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 - I resolve random encounters - 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. 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.

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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.


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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