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Author Topic: Mythruna RP Handbook (Major WIP)[Not related to the actual game]  (Read 84014 times)
Rayblon
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« on: February 04, 2015, 11:25:08 PM »

NOTE: While this IS attempting to capture the most authentic Mythruna experience possible, it should be noted that not everything in here is canon. Things like the legendary weapons, for instance, aren't canon and aren't likely to become canon.

TO DO LIST:
- Weapon/armor stats
- pricing algorithm
- Combat calculation protocol
- Town buildings
- Side Skills
- Spells Page


Lore(Read Paul's posts/quotes):
Races
Takwin and the Effects of Players on Magic
Magic
Dead Bodies and Lifeforce Balance
Creatures
Character Attributes
Skills and Training

Supplemental lore:
1. Seasons last 28 days.

Character Creation

To help keep people and DMs from having to suffer through soul rending ventures into math to calculate starter attributes, the crystal system will be converted to a points system. Instead of five crystals, you have 75 points to allocate to 5 attributes or magic skills(Because just about everything else WILL be a soul rending math venture for the gm). Assume the maximum limit for all stats is 100. It's a bad idea to allocate all your points to one stat unless your party can compensate. The attributes are as follows:

Strength: Increases carry weight by 1 per point, from 50; A weapon with a weight of 10 can always be wielded, but every 3 points, you can effectively wield a weapon that is one point heavier.

Endurance: Determines how many turns you can spend fighting/fighting before you start hurting yourself. The base for this stat is 8 turns with a .3 rate of regeneration. Each stat point increases your turn limit by .12 and your regen rate by .007. Turns do not regenerate in active combat.

Luck: I have a bunch of dice I'll roll if you have a luck stat. Out of the 60 possible results, you have chance of getting a lucky roll of 60 with a stat of zero. Every point of luck decreases the lucky roll limit by .29. This stat is pretty self explanatory. At the discretion of the DM, certain random events may be decided by a cumulative measure of luck or your own luck if other stats or circumstances cannot. As an example, if you bring your luck to 13, you will get a lucky roll if you roll a 55 or higher.

Constitution: Life force, in a nutshell. Default HP is 100, regen rate is 5 per turn when not in combat. Each point increases HP by 1 and regen rate by .05. Constitution improves status ailment resist rolls. With a constitution of zero, a roll of 55 or higher will cause you to resist level 1 status ailments like poison, stagger, daze, break, etc.

Dexterity: Unlike luck, this attribute will improve your odds in combat and when you're in a situation where finesse is necessary; like when you're climbing a rock wall, traversing an iced over lake, or navigating an exceptionally thin walkway. Dexterity has a skill roll that decreases the chance of you falling off a cliff because of butterfingers or accidently throwing your sword off a cliff... because of butterfingers. Washing your hands after digging into a tub of lard will probably help too. There may be a sword art system later, that will hinge on this.

Use this table to list your stats:

Code:
[table]
[tr]
[td]RACE:[/td]
[td]DEXTERITY:#[/td]
[td]STRENGTH:#[/td]
[td]TURN REGEN:.3+(.07ENDURANCE)[/td]
[/tr]
[tr]
[td]BASIC TRAINING: [/td]
[td]ENDURANCE:#[/td]
[td]MAX CARRY WEIGHT:50+(1STRENGTH)[/td]
[td]DEBUFF RESIST ROLL: 50+5DEBUFFLVL-.5(CONSTITUTION)[/td]
[/tr]
[tr]
[td]MAX HEALTH: 100+(.5CONSTITUTION)[/td]
[td]CONSTITUTION:#[/td]
[td]MAX WEAPON WEIGHT: 10+ (1/3STRENGTH)[/td]
[td]LUCK ROLL: 59-(.29 LUCK)[/td]
[/tr]
[tr]
[td]HEALTH REGEN: 5+(.05CONSTITUTION)[/td]
[td]LUCK:#[/td]
[td]TURN LIMIT:8+(.12ENDURANCE)[/td]
[td]DEXTERITY ROLL: 40-(.39 DEXTERITY)[/td]
[/tr]
[tr]
[td]Magic Paradigms: ELEMENT1, #; ELEMENT2, #;...[/td]
[td]Magic Skill Total(MAG): ELEMENT1+ ELEMENT2+...[/td]
[td]Magic Sense Roll Minimum: 60-.6(MAG)[/td]
[td]Enthal: (DEX)+.5(MAG)-.5(CONST)[/td]
[/tr][/table]

If your stats happen to change, COPY and repost the table with the appropriate adjustments and do not edit your original one.


Travel

Travelling is half the journey. However, that doesn't mean it's all you have to do. The world you explore isn't there to walk you through a hallway. Explore the possibilities you can create and carve your own way as part of your group. Take care though, as enemies aren't the only threat you must face. The spectacular landscapes you may come across bear dangers of their own, especially under the veil of night. Setting up camp and being able to keep warm at night is key to your survival.

If you choose to part from the group and proceed on your own, you as the player are free to do so. At the reasonable discretion of the GM, you may come across caravans, towns, or trading posts that you can buy, sell, and barter your way through... Or stick around for a while to help a town in need, or for new friends you make along the way.

In short, there are no rules for the player, as long as you're realistic about it. The GM, however, should keep track of distance travelled and adjust for the terrain. Travelling takes one hour per 5 kilometers, but this may go by faster or slower depending on what the terrain is and how the players choose to proceed. For instance, on the way down a snowy mountainside, taking half an hour to build a makeshift sled may prove faster, more exciting, and more dangerous than hiking down on foot. Likewise, the trek up the mountain may slowly deplete your endurance and be excruciatingly slow. While you're travelling, you may elect to simply chat. You never know what might be listening, though... but that's half the fun. You're alive... you'll be inclined to make small talk during a 12 hour hike; so you'd better do it if you don't want to go mad from boredom.

Most importantly, though, be creative! Experiment and see if your cunning is rewarded. Carve your own path and make the adventure yours to create.


Towns

During your travels, you will encounter many towns and villages. These settlements may have vast marketplaces and the finest inns and pubs... Or a few barns and some hay bedding that a kind villager laid out for you. Regardless of the accommodations, a town or village is more than likely to be home to valuable information about adjacent landmarks and towns... that is, when you know where to look.

A town may be trusting, or extremely wary of outsiders, depending on their own state of affairs. If they've been assaulted by raiders for the past few weeks, they may be wary of you -- hostile, even, until the issue is dealt with. Race may also play a role, so having a diverse party may make the difference between spending your first nights in a town or under the stars.

As aforementioned, each town may have any number of different establishments aside from residences. This may include anything from tanneries to taverns, each of which have their own purpose and use. To gain access to an establishment, like a city's library, you may need to earn more trust than a few kind words can afford you(meaning completing jobs and helping towns with serious problems may be essential) There will be a list of all default establishments soon.

Your party is free to stay in a town for as long as they wish, but loitering too long may give your opponents more time to gain strength as well.

Jobs

Jobs are obtained in towns from people, or the job board of a town. Jobs may vary from simple exercises like cutting wood to more involved ones that function like sidequests. They yield a cash/item reward, and, depending on the job, may also net you some stat points on the side, as well as brownie points with the townsfolk so long as you're not wringing people dry for your services(Hint, hint).

Most jobs pay depending on your skills in a particular area, so, if you have lots of training training or experience as a fletcher as well as a high dexterity skill and choose to help out a local fletcher, you'd be getting good money(and perhaps a few arrows the fletcher was willing to spare), but you probably wouldn't gain very many stat points from your labors. The equation for job payout and boosts is as follows:

Payout
(SKILL+REP+DEFPAY)/(.2JOBLVL*MINSKILL)

Boost
(.2JOBLVL*MINSKILL)/2SKILL

Some other jobs, like those from herbalists or wanted posters, may prompt more involved quests. These take indeterminate amounts of time and require a certain amount of finesse from the player to complete. They may be challenging or even take days to complete, but can also be quite rewarding. For instance, an herbalist may give you a catalog of different herbs to find, which you'd need to seek out during your ventures out of the town you're staying in. In this example, you'd likely have a list of different herb names and characteristics, and would have to determine what the herbs you encounter are based on information like bloom times, leaf shape, flower color, etc... Sidequest jobs usually offer a static, but substantial reward upon completion.

Training and Boosting

Towns may have trainers that can teach you new skills like fletching or they may offer services to greatly improve your side skills in a day... for a price. Side skills function the same way stats do, but don't have a direct effect on combat. Rather, they enable you to create your own bows(that actually work), or forge weapons, or quickly skin an animal without ruining the pelt.

SIDE SKILL BOOST
.8TRNR/2SKILL

Miasma

Miasma is often found in the presence of dead bodies, reanimated corpses, and plague afflicted towns(Kind of a lie -- all towns have at least a little miasma, plague or no plague... there's just a point where it becomes harmful)... as  well as when there is a lack of ambient life energy. Miasma isn't an energy or a poison so much as it is the lack thereof. Miasma is any atmosphere that leeches life energy from the player. It is fairly obvious when one is in the presence of thick miasma; there will be a slight decrease in your stats and you won't heal as quickly; but you'll also be slightly more likely to resist pain and fear debuffs.

Miasma can be cleared by various means. If the issue is dead bodies, bury the bodies. If you're standing in a barren wasteland, start planting things or use life crystals to neutralize the atmosphere temporarily. If the miasma is in a town, but the problem itself can't be immediately resolved, releasing large amounts of life energy may temporarily lift miasma as stated before, or, alternatively, a shrine or life energy generator may be erected with the help of the townsfolk. The end goal of both the shrine and generator are the same, to help regulate ambient life energy in towns and cities; a permanent but involved solution that requires great knowledge in either magical technology or clerical designs. These permanent solutions may have great consequences later on, though certainly not bad ones.

Miasma may cripple the economy of a town, and may make it exceedingly difficult to find jobs and information since it tends to keep people inside. It may also cause... adverse side effects through prolonged exposure.

Weapons, armor, and Magic

Combat is turn based, and your attack power depends on quite a few factors. This will discuss weapons, armor, and magic.

Let's start with weapons and armor, which are listed here in detail.

There are three ways to classify weapons: Weight, paradigm, and alignment.

Weight: The weight of a weapon is very important. Weapon weight can be quite restrictive if you're a magic or dexterity build. You can carry any weapon you please, but if your max weapon weight is exceeded, your attack speed and damage is halved. That means it's much easier to evade you, but choosing a warhammer over dual daggers against a sanctum knight may still win a fight for you, so don't think using it is out of the question.Attack speed is defined by the equation ".3Dex/(31+WpnWeight+(ArmorWeight/20)-Str". Evasion is calculated using the equation ".3Dex/(41+(ArmorWeight/5)+ EnemyAtkSpd -.3Str". If the denominor goes below 1, eliminate the denominator when simplifying.

Paradigm: A weapon's paradigm is the most basic element of the weapon's function, a more basic name for it may be the weapon type. The paradigm of a weapon determines if it is effective against certain opponents. You won't often hear paradigm, as the paradigm will be integrated into the weapon's name itself. Weapon paradigms can be found in the items and equipment page.

Alignment: The skill dependency of a weapon. A breaker blade, for example, would have a 70% strength alignment and 30% dexterity alignment(Meaning 70% of the weapon's skill dependent damage is from the strength stat).


Armor works jointly with the weapon to help calculate attack speed and evasion. It has four important elements that help to define it.

Weight: Armor weight slightly affects dexterity rolls and greatly affects evasion rolls. Equipped armor does not affect the weapon weight calculations.

Paradigm: Like weapons, the effectiveness of a piece of armor is influenced by your skills. Some armors will be tailored to suit dexterity based people, while others may be designed to least impede those with a great deal of strength. The paradigm here, however, determines just how much the armor depletes your abilities when equipped. Additionally, armor paradigms do not include the armor itself (Meaning a pauldron isn't a paradigm, but a form)

Material: The material of an armor piece contributes to the paradigm and weight, and may have special bonuses... or debuffs. The material of an armor piece also determines its' defensive capabilities. For instance, you can count on tin armor to be light and fairly cheap, but iron armor, despite its' weight, would be more effective. Additionally, while metal armors would offer a bonus against electricity and light damage, they may make you far more vulnerable to thermal damage.

Form: The specific form of the armor piece. This may vary from chestpieces, leggings, etc. As a rule of thumb, you can't wear two chest pieces, fur example, UNLESS you're wearing light armor under heavy armor.



Magic


Magic is performed a tad bit differently from other games. It consumes(Or rather, converts) your life energy to perform 'spells'. You have a certain amount of excess life energy at your disposal most of the time, so spell usage can be done without detriment to yourself... to a point. If you have no energy crystals and your excess life energy is exhausted, you'll begin taking damage equal to half the amount of life energy you use, so be careful! When you start dipping into your reserve life energy, you'll start temporarily receiving stat penalties across the board. The condition caused by magical overexertion is called hollowing. Hollowing makes you immune to pain and fear, but also cuts all your stats in half... Not good. The name references the fact that your body becomes "hollow" when the spirit tether is weakened; eventually becoming no more than a shell if all your life energy is exhausted.

Magic, in the simplest description, is the usage of any of the energies that make up the world. In this case, life, spirit, electricity, light, darkness, heat, cold, and gravity. Each of these energies can be harnessed alone or in conjunction to cast spells. These same energies can also be stored in crystals or converted at a loss to other energies. Most magic users are either elves, or have recieved special training in the past as one of their bootstrap skills(and have a living staff as a starter weapon). Reptilians recieve a ten point penalty to the overall magic skill by default, while elves receive a ten point bonus to overall magic... But a reptilian can find immense utility in the use of magic.

The energies can be mixed to create novel spells. For instance, combining electricity and darkness may create a blinding fog that deals damage to opponents without metal armor. When combining energies, the caster must choose the dominant element, which will express the primary attributes, as well as the secondary element, which will determine secondary attributes. Primary and secondary attributes will be discussed at a later time. Combining non-conflictng energies is called melding

These energies will, however, destroy opposite energies unless one of those energies are bound to inert mediums, which will be covered later. The pairings for these opposite forces are heat and cold, electricity and gravity, and lastly, light and darkness. Spirit and life energy do not cancel eachother out because spirit and life energy is nonreactive.

An inert medium is anything that is nonreactive to the two energies you wish to combine. For instance, combining heat and cold energy would normally do nothing but waste time and energy. However, for example, binding either heat energy or cold energy to life energy, then combining the fields allows the caster to combine the primary attributes of the unbound energy with the secondary attributes of the bound energy. This obviously comes at the cost of increased energy usage, but the efficacy of a magic attack may hinge on this mechanic against some opponents. Combining fields like this also requires significantly more skill than normal attacks. Combining inverse energies like this is called harmonizing.

The equations for magic damage/defense are as follows

MAGIC Damage

{([USG+SKILL]*EMOD)-WARD/MAGDEF}ELE

The numerator is the sum of the magic usage and your skill level multiplied by the elemental modifier of the enemy's armor(meaning fire and ice can deal different amounts of damage to different enemies), the difference between the product and the opponent's WARD, or magic barrier, is taken. The denominator is simply the magic defense of the opponent. If the magic defense is less than 1, then remove the denominator when you solve. Magic defense is an armor attribute, not magic related. If the attack is using melding or harmonizing, then the EMOD should be the mean of the two EMODS. Melding comes at a %20 usage penalty, whereas harmonizing comes at a %33 usage penalty.

MAGIC Ward

(USG*ROOT[.25SKILL])
Defensive magic is what contributes to your WARD in combat. Depending on the barrier you create, it can effect certain things. This equation is the product of usage and the root of .25 of the elemental skill of the user. ELE is a symbol for what element the magic defends against. So for instance, a barrier made of heat energy might have a defensive rating of 5CLD, meaning it's effective at warding cold damage. If the ward is applicable in the damage equation(Meaning it is effective against the attack, like cold damage in the example), then you must have the attacked unit's ward subtracted from the damage calculation.

A list of spells and energies can be found here.

Part 2.

« Last Edit: February 12, 2016, 07:15:03 PM by Rayblon » Logged

ebag51
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« Reply #1 on: February 06, 2015, 12:45:06 PM »

Some other useful things to include would be skills and stats, both of which have been discussed, Paul even has a graphic for how the stats screen will work.
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Rayblon
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« Reply #2 on: February 07, 2015, 03:38:45 PM »

Some other useful things to include would be skills and stats, both of which have been discussed, Paul even has a graphic for how the stats screen will work.

Dere. I'll work on this more later-ish.
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ebag51
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« Reply #3 on: February 08, 2015, 02:17:33 AM »

In terms of the actual thread adventures I think each thread should be it's own world constantly progressing in time as the "DM/GM" sees fit. That way when new players join they are joining a consistent world.
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Rayblon
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« Reply #4 on: February 08, 2015, 04:20:19 PM »

In terms of the actual thread adventures I think each thread should be it's own world constantly progressing in time as the "DM/GM" sees fit. That way when new players join they are joining a consistent world.

I'm not sure what you mean. Do you mean each thread should be like a different "seed" on a different server? Or do you mean each one should tie together?
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ebag51
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« Reply #5 on: February 08, 2015, 05:41:19 PM »

Each thread should be it's own seed.
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Rayblon
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« Reply #6 on: February 08, 2015, 06:05:08 PM »

Each thread should be it's own seed.

Alright. I'll probably get back to work on this next weekend.
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ebag51
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« Reply #7 on: February 08, 2015, 06:14:10 PM »

Ok. I appreciate what you are doing Rayblon. I can't wait for the day when we can actually play Mythruna and enjoy adventures like these in it.
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Rayblon
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« Reply #8 on: February 11, 2015, 10:19:42 AM »

Added player attributes. For simplicity's sake it's a point system.
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ebag51
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« Reply #9 on: February 11, 2015, 06:11:33 PM »

The Character Mock up Paul made provides a more detailed version of stats. Don't worry it's still point based.  Wink
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Rayblon
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« Reply #10 on: February 11, 2015, 08:15:34 PM »

The Character Mock up Paul made provides a more detailed version of stats. Don't worry it's still point based.  Wink

^^


Just driving some points home about specificsof the RP itself.

*scoops yogurt into plantain chips*
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Rayblon
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« Reply #11 on: February 12, 2015, 01:59:22 PM »

How does a sword art system sound? Like, instead of plain attacks, you can occasionally expend focus or something dependent on dexterity to perform combos and special, planned techniques.

I.E The windmill  kick is a technique best used on humanoid enemies. It inflicts a base damage of 15, has poor armor penetration, but is increasingly more likely to daze or confuse enemies the heavier their armor is.
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« Reply #12 on: February 12, 2015, 07:01:58 PM »

Um maybe. Is that what Paul's going for in the combat system?
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Rayblon
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« Reply #13 on: February 12, 2015, 07:07:01 PM »

Um maybe. Is that what Paul's going for in the combat system?

It gives the players more control and makes up for the fact that the success of everything they do hinges on my dice.
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« Reply #14 on: February 12, 2015, 07:13:44 PM »

Um maybe. Is that what Paul's going for in the combat system?

To the extent that I'm able to implement it, Paul's combat system will be based on skill and not dice.  That would be tough to implement in an in-person pencil-and-paper role playing game (though I suspect it could be done with some danger*) but probably impossible in an over-the-web role playing game.  Smiley

* "Gentleman, draw your sharpened pencils!"
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