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Topics - Zakier

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Warning! The system here within is meant to incite players to being more precise with their attacks. Taking advantage of situations and material to overcome daunting challenges by being Tactical, working together and learning the enemies and materials discussed. This does mean for player characters there is a larger amount of micro managing but also allows for more freedom in customization. The players this system was designed for specifically requested a more in depth and realistic combat. This is my solution. Your feedback is welcome.

A measure of various factors of an items makeup from the material used to the skill of the craftsman.

Quality mechanically is the weapons upper condition limit or max health.

An items current Condition or health remaining.

How diffaculty it is to damage an item, otherwise a Damage reduction.


A players armor consist of multiple peices. Head, L/R arms, Torso, L/R Legs, Hands and Feet.

That's 10 armor peices total.

Each armor peice has its own Quality Hardness and Condition. (Players will have a sheet dedicated to armor to write down the stats for each peice. As well as enough room to draw out their character and armor should they wish)

Each peice of armor can be modified in various ways, adding a layer of leather over a plate or padding underneath, wearing a games on or chain mail for an extra layer of defense. There will be a multitude of options to allow players to create their own personalized armor.

However each peice of armor and modification has its own weight, your armors overall weight may add an Armor penalty to actions.

A player also has a weapon (currently I've made no decisions on if weapons should have multiple peices as well or if I should make it one overall amount. )
I'm playing it the idea of making weapons as customizable as armor for the reasons down in pro's.

Different materials offer different Hardness and base quality increase to the parts. They may also add special details or secrets that are exploitable.

For example, Super heating Iron then rapidly cooling it will cause it to shatter. (Interesting way to completely destroy a Peice of armor without having to whittle it down 1 HP at a time)


When fighting an opponent that is wearing external armor or has an exoskeleton of some kind, players have to destroy parts of the armor to be able to apply direct damage. Every attack a player makes is considered a called shot. The smaller an area they try to hit the harder it is to hit.

How this happens:

A Peice of armor has a Hardness rating, to damage the armor your damage must exceed this rating. Every point of damage over this Hardness rating reduces the armors condition by that amount.

How Hardness acts for weapons:
Your weapons Hardness acts as additional damage.

As an example, if the armor peice has a Hardness of 10 and your weapon has a Hardness of 5 plus your 1d6, you have to roll at least a 6 to damage the armor as that would be 1 point higher than the armors hardness.

(I have an entire combat system for special Attacks built to do additional damage so the amounts shown here are just for explanation)

IF your weapons Hardness exceeds the armors Hardness reduce your overall damage by the amount of the armors hardness.

Once an Armor peice is broken it is useless until repaired or replaced and offers no protection, damage is applied directly to the opponent if you continue to hit the same spot.

Obviously not every opponent will have armor.

When not in Combat players will need to repair their armor to keep it in working condition. Repairing an Armor peice requires the associated repair tools (or perhaps a kit that gives a bonus) and the player rolls using the Crafting skill to make such an item. Usually either weapon Smithing, Tailoring or armor Smithing.

Alright on to the discussion.

It's more micro managing. Players would have to keep track of the condition of each peice of armor and protect that part from further wear by taking the blows elsewhere. My combat system does account for this and allows such action inherently.

Armor isn't just a single number on the page. It's a life line. It's as much a part of the player as the characters they create. This system not only allows players to peice together armor to get exactly what they are wanting including looks but allows players to bond with their gear and be proud of what they have rather than just chasing the next shiny thing.

Pro/con: Players have to be more decisive with their attacks and may have to make decisions like "Do I risk a full defense even knowing they're roll was that good or do I use this held action to adjust position and take the hit somewhere less damaged"

Your feedback is appreciated and welcome. However please remember that this system is designed around the request of more realism and tactical decisions. The play Testers all said they preferred more critical thinking and more tactics needed to fight Monsters.

(This was after multiple sessions where the players ganged up on a solo monster and plowed it to death with a Witter shins beatdown. )

Design, Development, and Gameplay / Feedback request
« on: January 12, 2017, 01:02:31 AM »
While building my system I wanted to give players the ability to make whatever they want. My game has no classes at all.

After doing so I started writing in races to fill out the setting when it occurred to me, "why not let players make their own races?"

East enough time do in other games. Just slap together some appropriate bonuses. But not a lot of games offer it built in.

I think I've come up with a solution for my own system but I would really like some feedback. Maybe some suggestions. What to add and all.

As its referenced in the creation system,

Build Points are the points used to build your charavter at level 1. Currenttry I offer 200 but that's subject to change.

There are 54 skills.

9 magic schools 11 studies of magic (they go hand in hand. )

Fighting is in the skills.

9 attributes, Strength, Agility, Endurance, Intellect, Perception, wisdom, charm, Composure,  Wit.

Avg stat is 10.

Ok on to the race creation system.

Chosen bonuses are generics. Your descriptions and reasons why the race has the features listed is up to you and the GM.

Please critique. Feedback is welcome.

Adding a Race The Races we've provided here are not the whole of all races available to a player. It may arise that someone wishes to play a Race they find in a different setting or book. As such we have determined Guidelines for adding a Race to the system.

Size: tiny, Small, Medium, Large, Huge The Base factors for each size is as follows.

Size Hight/Grid

Tiny 2'-3'5"/1sq

Small 3'6"-4'5"/1sq

Medium 4'6"-6'5"/1sq

Large 6'6"-8'5"/2sq

Huge 8'6"-12'/3sq

Base Speed: A creatures size determines their base land speed. This is the number of ft they can move During a Single Standard Action.

Size Speed

Tiny 20 ft

Small 25 ft

Medium 30 ft

Large 35 ft

Huge 40 ft

Racial Bonuses Every race receives a number of bonuses.

Size Attribute + Attribute-

Tiny +3 Agi +1 choice -3 str -1 choice

Small +2 Agi +2 choice -2 Str -2 choice

Medium +4 choice can split bonus -4 choice can split

Large +2 Str +2 choice -2 Agi -2 choice

Huge +3 Str +1 Choice -3 Agi -1 Choice

Note* for every size catagory of Difference between you and your opponent, add a +/-2 accordingly.

Example: A medium size creature attacks a huge creature. Medium creature gains +4 to hit.

A medium creature attack a small creature. Recieves a -4 penalty to hit.

Movement Style: Players can adjust their character to gain different styles of movements. These provide benefits and Negatives.

Bipedal: Mortals and Creatures that walk on two legs with normal forward facing knee caps are considered Bipedal. As they gain no special movement type, add 20 to starting Build points.

Quadra pedal: Races with 4 legs, such as Centaurs, gain increased movement speed of plus half base speed for size. 4 legged races cannot climb. Cost 10 build points.

*Note: Quadra pedal Races automatically count as 1 size catagory larger but do not gain the benefits or negatives of this change.

Feral: Races that move on arms and legs like Apes do not suffer movement penalties on rough terrain. Gain increased movement speed of 10ft. However this increased speed requires the character to have both hands free. Feral movement also increases your climbing skill by +4. Cost 15 Build Points.


Player can choose to have a snake like lower half. Cost 20 Build Points.

Appearance- Players can define their own colors and patterns.

Movement- Gain +10 base speed, no penalty for rough terrain, Normal movement speed in water rather than Half speed like normal.

Gain Coiled Strike- can coil your lower half and strike like a cobra lashing out 1 square further than normal. Threat radius is now 10ft.

Additionals- Automatically Gain Prehensile tile feature.

Cold blooded- Take -5 to all saves during cold weather and climates. Take additional 1d6 Damage from any cold effect.

Movement Additions:

Wings: Player characters can Build a Race with wings at the cost of 100 Build Points.

Wings Details- Wings allow a player to fly up to Twice their base land speed. Normal Adrenaline point cost apply per 5ft.

Hover-At the cost of 5 Adrenaline per round (during Combat) a player can hover at any height.

Dive bomb-A flying character can attempt to dive bomb. You can dive at a speed of twice your Flight speed. If dive bombing while attacking, add fall damage to your strike for 1d6 for every 10ft of Dive. Appearance- Players can choose their wings appearance. However the wings size will always be proportional to the characters size.

Additional Features: Your Race may have a number of additional features.

Tail: Having a tail comes in various forms, from thick lizard like tails to skinny prehensile tails. These can be forked or devilish or even Animal like.

Prehensile- you can control your tail so exactly that you can use it as an additional hand, able to grab items by wrapping around them and lifting as strongly as you could normally. Cost 10 Build Points.

Tough/Unique Skin: Your Race has a unique surface layer. This can range from Scales to fur or simply being tougher than usual.

Scales- Like a dragon, you are covered in thick scales from head to toe. While you have no hair, your scales shine in a gem like example of whatever color you choose at creation and are much more durable than the fleshy scale less creatures. Like your draconian Ancestors you have a resistance to a similar elemental or metal type. Your resistance type decreases damage by half before adding damage reduction. Gain +5Dr/all to all areas. Choose one metal or element to be resistant to. Cost 40 build points.

Fur- Your Race has a thick coat of fur of which you are all very proud of. Its Color and description is chosen by the player. As you are covered in fur you gain a resistance to cold climates and take no negatives but take Double the usual negatives for Hot climates. You also gain a +3 Dr/Bludgeoning to all areas. Take 1d6 additional damage from Fire effects. Cost 10 Build Points.

Thick/Leathery Skin- Your Race has naturally thick or Leathery skin. This benefit has evolved over a millenia living in extreme climates. Choose either Hit or cold Climates and gain an immunity to the effects of that climate. Take normal negatives for the opposite. No bonus Dr

Metal- See Mechanical below

Senses: Many races gain additional senses or advanced senses.

Sight- (Pick one) Eagle vision: Able to see twice as far in all conditions. cost 10 Build points

Low-light Vision: Treat all light conditions as one step better. Cost 20 Build points

Darkvision: Treat all light Conditions as two steps better. Cost 30 Build points.

Blind-Sense: Able to accurately sense the location of any creature and objects within 30ft regardless of the conditions of your eyes. Cost 40 Build Points.

Scent: Able to track the scent of a target as well as any creature also able to smell the emotional condition of a nearby creature. Granting a bonuses of +5 to all sense motive checks.

Hearing: Your races ears are different than a normal humans. Player defined appearance.

Choose: +5 to listen check cost 10 build Points. -5 to listen checks grants 10 build Points.

Immunities/Specials: Your Race has an immunity to a certain kind of effect or a special feature create your own using the provided examples.

Sleepless- Your Race is immune to sleep effects, when resting you meditate rather than sleep. Cost 30 BP

Breathless- Your Race doesn't have to breathe. You are unable to smell scents at all due to your lack of breathing. Cost 20 BP

Aquatic: Your Race is able to breathe underwater. Take Double damage from Cloud Effects. Cost 15Bp

Machine: Your Race is Mechanical, Built by a mad genius or an inventor with too much time. You are immune to poisons and all Biogrica Spells, including healing. You must repair yourself to heal using an engineering check. Repairing takes half an hour per check. Alternatively you can be healed with a Chymerica Spell that repairs damage. Repairing requires Engineering tools and one bag of spare parts per check.

Mechanical races automatically gain metal skin of a chosen metal type. Different types have different cost and benefits.

Iron- Double normal weight for creature your size, Dr 2/All, Iron takes on the temperature of the Climate it is in. Spells and effects of the opposite type do double damage. Cost 40 build points

Steel- normal weight for creatures of your size. Dr5/all. Cost 60 Build Points

Adamantine- Normal weight for your size Catagory, Dr 10/All. Cost 80 Build Points

Mithril- Mithril is Magically conductive, mechanical races with Mithril bodies have a shard slot embedded in every armor point. These can take medium Sized Shards. Cost 100 Build Points.

Living Metal- Living metal can change its appearance at will. Changing appearance takes at least 1 full round. As with Mithril, Living Metal is Magically conductive. Living metal beings have 2 shard Slots at each armor point and can adjust it's size to accept any size Magic shard at any time. Cost 200 build points.

Mechanical races can modify themselves to add additional components as well as build armor directly onto themselves.

Living metal Races require Living Metal based Addon Components.

Repairs can use parts up to but not exceeding your metal type.

All mechanical races do not need to breathe, are immune to poisons, do not require sleep. Do not require crystals to continuing functioning.

Mechanical creatures take Double damage from rust styled effects and Take damage for 1d6 points per round when hip deep or more submerged in water.

Natural Attacks: Your Race has one or more Natural weapons it can use in Combat.

Horns: Point out: Gain Gore attack for 1d6 peircing

Curved horns (Ram Like): Gain 1d6 bludgeon headbut

Bite: Either by having an animalistic head or simply having fangs your bite is especially potent. Deal 1d6 Peirce damage when biting. Cost 10 Build Points.

Poison: Req Bite, Poison is 1d6 damage for 1d4 rounds. Cost 10 Build Points extra.

Claws: Your Race has natural Claws or talons or both. Deal 1d6 Slash Damage with either. Cost 10 Build Points.

Adding It up Total up the cost and grants from the various features you have chosen to build your race. Subtract this amount from the Your total available Build Points.

Build Points Currently All Characters begins with 200 Build Points to spend. When you created your Race you added up a total cost for creating the race. subtract this amount from your build points. The remaining points is what you have to spend towards raising skills and Magical Ranks. Negative Build Points: Just because your subtracted amount causes you to go into the negative with your build Points does not mean you cannot purchase more. You can go up to 75 points into the negative before you cannot spend any more. To get out of the negative you must pay 25 times that amount in experience later before you begin earning experience normally.

Example: your created races and spent points towards raising the various skills and character ranks has caused you to go 38 points in the negative. To get out of the negative and begin earning normal experience you will have to pay 950 experience

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