Author Topic: FFU TTRPG SYSTEM  (Read 2290 times)

Tom

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FFU TTRPG SYSTEM
« on: June 10, 2015, 07:06:22 PM »
Awakening Your Madness
As we all know here at the FFU, we're a bunch of fucking nerds and we like playing tabletops. So this got me thinking. What if we had our own system to use for shit? I know what you might be thinking: Tom, we already tried this before and it failed. What makes you think it'll work this time? Well here's what I say to that- Shut up and listen. I'm gonna make this work, dammit. It will work this time. Because it won't be complicated like GURPS or break under the weight of our shenanigans like Pathfinder. It'll be flexible, durable, and simple.

PART ONE- THE BASIC STUFF

Awakening Your Madness (or AYM) will be a Point-Buy based system, similar to GURPS or BESM (Big Eyes, Small Mouth) but without too much of the complexities. AYM will also use d10s and dice pools, so if any of you have any experience with White Wolf games, this will be familiar. The Dice Pool thing will be explained in further details once we get into the crunchier bits of the system. AYM can be used for chat battles and full-on Campaigns.

1A- THE CHARACTER SHEET
Name:
Age:
Species:
Gender:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Class:
Alignment:
Level:
PHYS. ATK:      PHYS. DEF:
MAG. ATK:       MAG. DEF:
Speed:           HP:           
Abilities:
Skills:
Inventory and Equipment:

1B- EXPLANATIONS
Above is the basic setup for a character in AYM. Everything should be pretty straight forward. At first level, you have a pool of 70 points to distribute into your stats with a starting cap of 30. For every ten points you have in any stat, you have one die in your pool for that stat. These 70 points to set up your initial stat block do not count towards the points necessary to level up.

There is no defined Level Cap, and you level up after spending a certain amount of points. As your cumulative points get higher and higher, so too does the threshold to level. You level up every 50 points until your total point value is 1,000. From that point, you level up every 100 points spent. Every ten points spent on a stat grants you an additional dice for one of your dice pools. You do not necessarily need to put points gained through encounters on your stats to level up. You can also use your acquired points to gain new abilities or put more ranks into your skills.

Abilities can be anything you want, though they generally should relate to your class. You start with ten points to use for abilities at level one, and you get an extra ten points per level. To clarify, ten points at level one, twenty points at level two, etc. All abilities have ranks, and those ranks influence the cost. The ranks are:
  • Babby's First- Lowest level ability imaginable, usually 1-5 points.
  • Casual- Still low level, but better than Babby's First abilities. 10 points max.
  • Lower Mid-Tier- Lower end of the averagely powered abilities, ranges from 10 to 20 points.
  • Higher Mid-Tier- Upper end of average-power abilities. 20 to 30 points.
  • Lower High-Tier- Bottom half of the more powerful abilities. 30 to 40 points.
  • Upper High Tier- Probably what people will be slinging on a regular basis. 50 Points.
  • PC Master Race- Typical Finisher-grade abilities. 100 Points max.
  • FFU-Tier- Godly, one use per battle, all-or-nothing level abilities. 200 to 500 points.
Skills, like abilities, can be whatever you want, though Skills are more connected to your role than your class. You initially have ten points to distribute to whatever your skills are, and at each level up, you get an extra ten to use on top of the initial ten points. For example, at first level you have ten points to use, at second level you have twenty points, etc. Each Skill is also tied to a stat, and how stats effect your skills will be gone over in the next part.

PART TWO- MECHANICS

Like all RPG systems there are altercations which involve dice rolling and whatnot. These altercations of dice rolling are called Conflicts. There are two types of Conflicts: Ability Based and Skill Based. Ability Based Conflicts are generally combats or some situation where you can use your Abilities to further your goals. Skill Based Conflicts are more often situations comparable to Perception or Diplomacy Checks in D&D/Pathfinder.

2A- COMBAT
Combat was an integral part of FFU, and I hope to make it so once again with AYM. Ideally, this will be the most complex part of the system. When a combat starts, The players roll the dice in their Speed Pool and add the results. This determines initiative, and the combatants act in order from highest to lowest, like in D&D/Pathfinder. Once initiative is settled, and players can start acting, they will have three actions they can do in their turn: Basic, Advance/Retreat, and Special. Advance/Retreat is for campaigning only, however. Somewhat moot in Chat Battles. Basic Actions involve things like using a potion or just hitting somebody with a regular attack. Special Actions are for using abilities. When using an attack (be it a Basic or Special Action), the player rolls their relevant Attack Dice Pool, Then adds up all the results of six or greater. To defend, they do the same with their relevant Defense Dice Pool, or to avoid altogether, they do this with their Speed Dice Pool. Some abilities are easier to dodge than others, so based on the rank of the ability, the combatant rolling their Speed Dice Pool adds or subtracts the corresponding number to or from their result. The chart is as follows:
  • Add 4 to result to dodge a Babby's First ability.
  • Add 3 to the result to dodge a Casual ability.
  • Add 2 to the result to dodge a Lower Mid-Tier ability.
  • Add 1 to the result to dodge a Higher Mid-Tier ability.
  • Subtract 1 from the result to dodge a Lower High-Tier ability.
  • Subtract 2 from the result to dodge an Upper High-Tier ability.
  • Subtract 3 from the result to dodge a PC Master Race ability.
  • Unless stated otherwise by the ability in question, Subtract 4 from the result to dodge a FFU-Tier ability.
When the results are totaled, the higher number wins. If the defender or dodger has the higher number, the attack doesn't connect. If the attacker has the higher number, it connects. When an attack connects and the target used their defense stat, take the difference of the two results and subtract it from the defender's HP. If they used their speed stat, subtract your attack roll result from the target's HP. Each die in a player's HP pool gives them ten HP. In chat battles, when a combatant is reduced to one Die's worth of HP, they lose. In Campaigns, the opponent must be reduced to 0 HP in order to be considered defeated.

If an attack inflicts Status Ailments, then the target must roll their relevant Defense Dice Pool against the attack in question, adding up all results six and higher, then comparing that against the attack roll. If the Defense is greater than the Attack, the status effect isn't inflicted. If the Attack is Higher, the status is inflicted. When the attack in question is made as a Basic Action, use Physical Defense. If the attack is made as a Special Action, use Magic Defense. The rolls for Status Affliction and actual defense against an attack are separate rolls.

2B- SKILLS
Skills are more a thing for campaigns, but if a chat plot happens, they may be useful. In the case of chatplots, the orchestrator of the event is considered the GM.
When you use a Skill, you roll the dice pool of the relevant stat, add up all results six or higher, then add your "ranks" to the result of that. The GM then considers the logical difficulty of what you're attempting, and determines your success or failure based on the result of your "check".
Skills can also be used to grant certain circumstantial bonuses to combat. For example, if you are a class with the front lines role and one of your skills is 'Martial Arts Training', you can make an attack and roll a check to strike a vital area and deal extra damage. In this situation, your roll your skill check against the result of the defender's initial roll to block or dodge. If your result surpasses theirs, add half of your "ranks" to the damage dealt by your initial attack (minimum 1).
« Last Edit: June 11, 2015, 07:45:46 PM by Summoner »

Tom

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Re: FFU TTRPG SYSTEM
« Reply #1 on: June 11, 2015, 01:13:36 AM »
EXAMPLE SHEET

Name: Adham El-Hashem
Age: 32 (Physical) 5,000 (Chronological)
Species: Vampire
Gender: Male
Height: 6'3"
Weight: 150
Hair Color: Faded Brown
Eye Color: Cobalt Blue
Skin Color: Dead Tan
Class: Blood Dragon
Alignment: Lawful Evil

Level: 1
PHYS. ATK: 10     PHYS. DEF: 10
MAG. ATK:  0     MAG. DEF: 0
Speed: 20          HP: 30       
Abilities:
Feed: Adham grabs his opponent and sucks their blood. (Active, Adham heals back damage done with this attack. 10 points.)
Skills:
Old World History- 2 Ranks
Modern History- 2 Ranks
Military Training- 2 Ranks
Leadership- 2 Ranks
Arcane Knowledge- 1 Rank
Religious Matters- 1 Rank
Inventory and Equipment:
-Full Plate armor dyed red
-Steel Longsword
« Last Edit: June 11, 2015, 07:27:11 PM by Summoner »

Bolverk

  • Guest
Re: FFU TTRPG SYSTEM
« Reply #2 on: June 13, 2015, 05:44:34 PM »
Name: Skyla Lancaster

Level: 1

Age: 15

Species: Elf (Dark Skin)

Gender: Female

Height: 4'9

Weight: 98 lbs

Hair Color: White

Eye Color: Grey

Skin Color: Dark Tan

Class: Phenomenon/

Alignment: Chaotic Good

HP: 20

Speed: 20

Physical Attack: 10

Physical Defense: 10

Magical Atk: 0

Magical Defense: 10

Abilities:

Safety Zone: A defensive ability that allows Skyla to create a barrier through a certain direction. When this is activated during a turn, add 2 points of both Physical and Magical defense per every 4 points allocated to this ability. (10) (Remain til Upgrade: 290)

Skills:
Knife Fighter: Rank 3
Survival: Rank 4
Perception: Rank 2
Sense Motive: Rank 1

Equipment
Head:
Hands:
Torso: Worn Overalls
Back: Brown Cloak
Leg: Hiking Boots: Effect: When standing or moving on Uneven Terrain, the wearer receives no movement penalties.
Weapon 1: Karambit
Weapon 2: