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Forum Home > Game Room 2 > Rules and Balances committee meetings

Sulucamas
Member
Posts: 304

May 8th,


Nano Suits:

  • Can be worn under other armor
  • Effectively weighs nothing for a character when active
  • Possesses miniscule base stat bonuses that can improve over time (Skill tree-based)
  • Enhancements and modifications are facilitated via Programs

Nano Suit Programs:
  • Anything a nano suit does outside of moving along with its owner in its owner's natural form is handled by a program
  • Programs are rated in "blocks" based on their complexity
  • The most simple program is rated at 1 block (example: turning the suit's hands into blades)
  • The most complex program is rated at 6 blocks (example: turning the suit invisible)
  • A suit is limited in the number of program blocks that can be used at the same time (or in the same combat turn)
    • A nano suit Trainee can use 3 blocks (?) at the same time
    • A nano suit Master can use 12 blocks at the same time
  • A suit is limited in the total number of program blocks that it cans store
    • The suit of a nano suit Trainee can store 6 blocks
    • The suit of a nano suit Master can store 36 blocks
  • Programs that use 2 or fewer blocks require a Minor action
  • Programs that use 3 or more blocks require a Major action
  • Programs that alter a suit's stats must be run each turn to maintain the effect
    • Maintained programs do not require additional actions (?)
  • Aggressive attack programs require a Major action
  • --

    Calyx:  "Welcome to the PARTY!"

    June 10, 2012 at 1:02 PM Flag Quote & Reply

    Sulucamas
    Member
    Posts: 304

    July 18, 2012


    Toning:

    Until further refined, this is the equation used to determine whether or not Toning is effective.  Toning requires a character to use one of their Soul Pieces.


    Soul Piece Strength + Soul Piece Proficiency + Communication VS Wisdom + Hearing + D6


    The effect of the tone is limited to things that the victim understands.  The factors that control the duration of the effect have not yet been determined.

    --

    Calyx:  "Welcome to the PARTY!"

    July 18, 2012 at 10:06 PM Flag Quote & Reply

    Sulucamas
    Member
    Posts: 304

    January 30, 2013


    Magic Skill Tree:

    The Magic skill tree is unbranched and progresses from Untrained to Trainee, Adept, Expert, and Master.  Each level of the skill tree determines the caliber of spell that can be cast, along with level-specific bonuses.  Skill tree levels are gained by investing Skill Points (SP) into the tree, with Trainee, Adept, Expert, and Master requiring 1000, 1500, 2000, and 2500 SP respectively to reach.


    Untrained: 

    • Can't perform magic
    • Shattered are considered to be Untrained


    Trainee:

    • Can perform Tier I magic
    • Shattered are considered to be Djinn at this level

    Adept:
    • Can perform Tier II and Tier III magic.
    • Can Boost spells with up to two Soul Pieces

    Expert:
    • Can perform Tier IV and Tier V magic, along with all previous Tiers
    • Can Boost spells with up to three Soul Pieces
    • May retain all Boosting Soul Pieces on a d6 roll of 4+ for all spells greater than Tier I
    • May sacrifice all Boosting Soul Pieces for a bonus of +1 Spell Strength per piece
    • May Overboost, locking a spell in a given Tier while increasing its Spells Strength (and chances of success).  The output of Overboosted spells is capped at the locked Tier's maximum Spell Strength
    • Earn a +1 Spell Strength bonus to all spells

    Master:
    • Can perform Tier VI and Tier VII magic, along with all previous Tiers
    • Can Boost spells with up to five Soul Pieces
    • May retain all Boosting Soul Pieces on a d6 roll of 3+ for all spells greater than Tier I
    • May sacrifice all Boosting Soul Pieces for a bonus of +1 Spell Strength per piece
    • May Overboost, locking a spell in a given Tier while increasing its Spells Strength (and chances of success). The output of Overboosted spells is capped at the locked Tier's maximum Spell Strength
    • May roll one-fewer die than required for a given Tier
    • Earn a +2 Spell Strength bonus to all spells

     


    Components of a Spell:

    The Tier of a given spell is determined by a combination of its Potency, Complexity, and Duration.  There are three levels for each of these qualities, with the most basic spell, Tier I, possessing only the first level for each.  Each additional level for each quality is considered to increase a spell's Tier by 1.


    Tier, Spell Strength, Dice Rolled (d6)

    I 2-12 2 ("Normal")

    II 13-18 4 ("Devastating")

    III 19-24 6 ("Catastrophic")

    IV 25-30 8 ("Unbelievable")

    V 31-36 10 (???)

    VI 37-42 12 (!!!)

    VII 43-48 14 ($#@)


     

    Potency:

    Level 1: +2 to a Character Stat, or one automatic + one secondary wound


    Level 2: +3 to a Character Stat, or one automatic + two seconary wounds


    Level 3: +5 to a Character Stat, or two automatic + two secondary wounds


    Complexity:
    Level 1:  Single Target, Instant Effect

    Level 2:   Small Area of Effect, Delayed Activity, or Multiple Precise Targets

    Level 3:  Large Area of Effect, Heavily Delayed Activity, or Numerous Precise Targets


    Duration:
    Level 1: 15 minutes

    Level 2:  3 hours

    Level 3:  12 hours

     

    --

    Calyx:  "Welcome to the PARTY!"

    January 31, 2013 at 1:56 AM Flag Quote & Reply

    Sulucamas
    Member
    Posts: 304

    May 14, 2013


    Death:  A character's HP can decline into negative numbers.  A character is considered to be permanently destroyed when their HP equals the negative of their Health Stat.


    Incapacitated:  A character is considered to be unconscious when their HP reaches or drops below 0.  A character is no longer Incapacitated when their HP rises above 0.


    Dying:  Dying is an affliciton.  It is accrued when a character is first incapacited.  The effect of the affliction is to decrease the HP of a character by 1 each turn.  On each turn, before the affliciton affects the character, roll 2d6; the affliciton is removed on a roll of 11.  The affliction cannot be removed with a Heal Check.  It can be removed explicitly by First Aid or magic.  The affliction will be removed automatically if the Dying character's HP returns to 0 from a negative value.

    --

    Calyx:  "Welcome to the PARTY!"

    May 15, 2013 at 8:33 PM Flag Quote & Reply

    Sulucamas
    Member
    Posts: 304

    June 12, 2013


    Soul Visibility:

    A Sterling is the only standing on the Soul Spectrum that is invisible to Soul Sight, barring close scrutiny.


    A Djinn with 8 Soul Pieces is considered slightly visible due to their lack of a Soul Shell.


    Each Soul Piece away from 8 renders a character more visible.  Characters with fewer than 5 and more than 11 Soul Pieces are considered to be overtly visible and will draw attention, rather than avoiding detection.


    Non-Sterling Soul Strength Balancing (INCOMPLETE):

    Efforts were made to formalize rules representing the increase in a soul's potency as it moved farther away from Sterling.  It was proposed that characters below Sterling receive a multiplicative bonus to the strength of their soul pieces.

    --

    Calyx:  "Welcome to the PARTY!"

    June 13, 2013 at 12:51 AM Flag Quote & Reply

    The_Rippy_One
    Member
    Posts: 14

    4 Stats govern the application and use of Vidian telekinesis.

    As stated in the book, Agility governs the general speed of objects moved telekinetically, and Finesse governs the number of kilograms that can be lifted in total. Two clarification have been added - firstly, that Telekinetic lift is produced by limited or simple planar forces - ie, sand lifted may shift or fall away, as if on a platform or truckbed, rather than every grain being meticulously held in place. Secondly, telekinetic speeds used in relation to thrown or wielded objects use "standard" speeds, comparable to those generated by wielded an object by hand (ie, a baseball "thrown" by telekinetic can reach a kph comparable to one thrown by hand with a similar set of stats).

    In addition, the Wisdom score is used to determine the amount of damage a telekinetic impact may supply, taking the place of Force used in traditional melee considerations, and Communications is used as a stand-in for Finesse when making complex maneuvers on a telekinetically controlled object. Further, the formula is modified by the number of objects being manipulated: Telekinetic Finesse = Communications + 1 - # of objects being controlled. This includes floating one's own body.

    Incomplete: Rules for Lifting with muscle power, and alternative/special movement speeds were discussed, and armor and afflictions were re-examined.

    --

    I'm wrong! So very wrong! But, perhaps, not entirely incorrect...

    October 19, 2013 at 10:18 AM Flag Quote & Reply

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