Rule Breaker

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    Lucid
    Lucid
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    Heaven's Feel 7 : Kami-sama
    Heaven's Feel 6 : Game Master
    Posts : 1420
    Join date : 2010-03-31

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    Post by Lucid Tue Feb 28, 2012 9:41 pm

    All the things that were cut out from the current pdf. They could probably be reworked or serve purpose as material for something else.

    TAKEN OUT — ARCHIVE
    Conflicts are an essential part of any role-playing game. Battles can be an important part of a campaign, but that does not have to mean same as frequent. Rule Breaker was designed to be played on forums. As such the rules of combat are designed to be dynamic and fast-paced. Whenever a character enters physical conflict with another character or NPC, combat begins.

    The battles on Rule Breaker don’t rely on maps and by default there are no dice rolls to determine successful attacks. During each players turn they may declare a target and enter a duel with that person. During duels you will choose from three different actions types which will determine the results of that combat.

    ATTACK < GUARD < GUARD BREAK < ATTACK


    Once players have chosen their action types, the action types are compared and after dealing with different skills the players have damage is dealt. Each action type is beaten by another action type. The concept is very similar to rock-paper-scissor. Players also have attack values for action types which are used in case same actions clash. Attacks are further categorized to attack types.

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    When picturing duels, they do not necessarily mean straightforward exchange of attacks. Each duel could take multiple minutes of running around the field and trading attacks back and forth. During which certain amount of critical actions were made that allowed striking the enemy succesfully. If there is a need to decide how much time was spent during each duel, simply throw a 1d3 to count the time in minutes.

    PRIMARY FLAWS
    Due to the nature of the games battle system, it would make no sense if there were no patterns to be read within the duels. These flaws force you to use certain action types depending on the flaws you choose. Most primary flaws require you to choose an action type for the flaw during character creation — the descriptions on each flaw will use the Attack action type as an example.

    CONSECUTIVE ATTACKS
    During character creation the player chooses an action type that will be used with this flaw.
    [1] During each duel you have to use the specified action type as a set of two. This flaw can be taken twice for two sets.
    [3] During each duel you have to use the specified action type as a set of three.

    REPETITIVE ATTACKS
    During character creation the player chooses an action type that will be used with this flaw.
    [1] During each duel you have to use the specified action type at least twice.
    [2] During each duel you have to use the specified action type at least three times.
    [1] During each duel you have to use the specified action type at least three times. However you specify different action types for both attacking and defending.

    FATAL WEAKNESS
    During character creation the player chooses an action type that will be used with this flaw.
    [1] At the start of each battle, the player chooses a spot where he has to use the specified action type during each duel.
    [3] At the start of each battle, the player chooses two spots where he has to use the specified action type during each duel.
    [2] At the start of a battle the player chooses two spots where he has to use the specified action type during each duel. However you specify different action types for both attacking and defending.

    PREDICTABLE ATTACK — OPEN GUARD — SLOW GUARD BREAK
    During character creation the player chooses an action type that will be used with this flaw.
    [1] When using that action type in combat you will always lose clashes. Your combat value with that action type will be treated as 0 and no effect can change that. When you clash with somebody that has the same flaw neither character will deal damage.


    MASTERIES
    Depending on the stats you focus during your character creation, you will be able to distribute mastery points into five specific categories. Each category focuses on the five different stats. Some of the more advanced masteries require not only a working knowledge of previous masteries within a single category, but also the knowledge of a specific mastery. As you gain experience during your games you will be able to place more points on the mastery trees.

    COMPANION (X POINTS PER LEVEL)
    With this perk you can create companions that help you in battle or other characters such as family members. The character has a sidekick or companion that perhaps serves as a familiar, pet or bodyguard.
    Companions that don't offer any advantages during campaigns or in battle, but are only there for role-playing purposes don't cost any character points. You still need to write a detailed description of your companion.

    Depending on your companion they may follow you during your campaigns and offer their assistance. In battle companions don’t function as their own entity. Rather they do have their own health pool but they only support the main character with additional attacks and skills. Whenever enemy lands a successful attack he may instead deal damage to the companion. Once a companion is defeated their battle bonus no longer applies. If the player is defeated, the companions will make last effort to try and save the player, but they will not be able to continue the combat without him.

    ELEMENTS (X POINTS PER LEVEL)
    Maybe somehow related to mastery trees.

    FAMILY CREST (X POINTS)
    The inheritance of a lineage. The concentrated knowledge of the generations within a family. Circuits given form. An internal Grimoire. Without it, a person really cannot be considered a magus. Or at least is at a serious disadvantage. While spells are only temporary and instantaneous, crests are a form of thaumaturgy that are long-lasting. In a sense, the mystical embodiment of the research and history of a family line. When Prana isn't being passed through them, crests are not visible. Just like normal circuits, these are like internal organisms and thus cannot be passed along to those outside of the family. As these are circuits, just by engraving some of these on the body, transplantation rejection occurs.

    ATTACK SPECIALIST (2 POINTS PER LEVEL — MAX LEVEL 3)
    Each Level adds +1 to attack combat value when using the specified fighting technique. For example [Attack Specialist: Swords 3] adds +3 to your attack value when using swords.

    EXPERTISE (X POINTS PER LEVEL)
    More masteries.
    WEAPON SPECIALIST (X POINTS PER LEVEL)
    For each level you gain +1 damage with either melee or ranged weapons.

    FIGHTING INSTICT
    You’re not as restricted on your battle techniques as other people. Reduce one point from your primary flaw requirements.

    REGENERATION (X POINTS PER LEVEL)
    Characters with this perk automatically heal their own injuries during combat. The character’s regenerated wounds cannot exceed their original total. You may activate this perk as a freeaction during your own turns to replenish part of your health points.
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