Mobius RPG By Roland "Jim Doe" Lowery ----- All stuff in this file is copyright of blah blah blah yadda yadda yadda . . . y'all know the drill. Let's get to the game, shall we? Okay, to start off with, this game will follow a D10 system, to a great degree . . . meaning that almost every die roll performed in the game will involve the use of one or more 10-sided dice. Or percentage dice, whichever you prefer to call them. Anyway. Primary Statistics ----- Health (HEA) - The character's general well-being. Agility (AGI) - Ability to move fluidly. Speed (SPD) - Ability to move fast. Strength (STR) - Physical power. Intelligence (INT) - Knowledge and the ability to use it. Charisma (CHA) - Force of personality, physical beauty. Perception (PER) - Awareness of one's surroundings. Chaos (XAO) - Ability to mold the might of Chaos. To determine primary stats, roll a D10 seven times (eight if you're a mutate or magician). Reroll if you get a 10. Distribute the resulting scores among all the stats (excepting XAO if you're not a mutate or a magician). All stats should be between 1 and 9 . . . 1 signifying the lowest capability, and 9 representing the peak of normal Mobian perfection. Secondary Statistics ----- All secondary stats are dependant on the primary stats. Simply follow the formula listed to calculate the secstat total. Damage Meter = HEA (How much physical damage you can take before dying) Stun Meter = HEA / 2 (How much stun damage you can take before passing out) Chaos Meter = XAO (The limits of your magical casting abilities) Initiative = ((AGI + SPD) / 3)D10 (How quickly you respond in battle) Dodge = ((HEA + AGI + SPD) / 3) X 10% (Your ability to evade incoming attacks) Luck = ((AGI + CHA + XAO) / 4) X 10% (Catch-all percentage points that can be added to skill rolls . . . they are replenished each game) Crawl = SPD / 2 Walk = SPD Run = (SPD + HEA) X 1.5 Resistance Statistics ----- Mental Resistance = (INT + CHA + PER) / 4 (vs. telepathics, torture, etc.) Physical Resistance = (HEA + AGI + STR) / 4 (vs. weapons, trauma, etc.) Chaos Resistance = (HEA + CHA + XAO) / 3 (vs. spells, chaotic attacks, etc.) For resistance saves, roll a D10 and apply any modifiers necessary. If the resulting number is > the resist stat, the character recieves the full effect. = to the stat is half-effect, and < is null effect. Skills ----- These are just the basic skills that I have for now. I'm going to be adding in some secondary/specialty skills eventually, but I don't actually have them written down yet. All skills are represented by a percentage. To accomplish the skill, the player rolls percentage dice. If the roll is =< the skill's percentage, then the character successfully performed the task. If it is > the skill's percentage, then it is a failure. All skills have a cap of 95% . . . no one is perfect, after all. Small Guns - One-hand projectile weapons such as pistols and submachine guns. Large Guns - Two-hand and gyro-mounted projectile weapons like shotguns, assault rifles, and railguns. Launch Weapons - Ground-to-air and ground-to-ground explosive weapons such as mortars and grenade launchers. Energy Pistols - One-hand energetic weapons such as laser and nano-pistols. Energy Rifles - Two-hand and gyro-mounted energetic weapons like ion rifles and laser cannons. Throwing Weapons - Any thrown weapons from shirukens to grenades. Edged Weapons - Hand-held blades of all sizes. Blunt Weapons - Hand-held clubs and maces of all kinds. Staffs/Polearms - Two-hand poles and spears. Whips - Any length of material used to entangle or cause damage. Unarmed Combat - Various styles of hand-to-hand combat, from the martial arts to street brawling. Vehicle Weapons - All manner of vehicle-mounted weapons. Motorcycle - Two-wheeled land-based motor vehicles. Car - Three, four, or more-wheeled land-based vehicles. Hovercycle - Small one or two person low-to-mid altitude vehicles such as hoverbikes, gravcycles, and ion sleds. Hovercar - Large, multi-person low-to-high altitude vehicles such as gravcars and skimmers. Fixed-wing - High altitude capable aircraft incapable of Vertical Take Off and Landing. VTOL - High altitude capable aircraft capable of VTOL. LTA - Lighter Than Air craft such as blimps. Sailboat - Water vehicles using wind for propulsion. Motorboat - Water vehicles using motorized propulsion. Submarine - Any vehicle capable of underwater operation. Mechanics - The building, repair, and sophisticated operation of mechanical devices. Electronics - The building, repair, and sophisticated operation of electronic devices. Computers - The building, repair, sophisticated operation, and programming of computers. Demolitions - The setting, placement, and dismantling of explosives. Healing - The general knowledge and application of the healing arts. (Science/Knowledge) - Any number of various scientific and knowledge areas (e.g., Botany, Zoology, Astronomy). Magic - Bending the forces of Chaos to your will. Etiquette - The ability to function properly in a social setting. Bluff - Representing an alternate view of reality. Negotiation - The skill of bartering and compromising. Intimidation - Getting others to do your bidding through shows of force. Interrogation - Extracting information from an uncooperative individual. Stealth - The art of not being seen. Athletics - Strenuous physical acts requiring great strength and endurance. Acrobatics - Strenuous physical acts requiring great ability and agility. Adjustment Scores ----- In some cases, primary stats or skills will go over the 9 or 95% maximum allotted them. Generally this only happens if the character is a mutate or under the influence of a stat/skill enhancing spell. These extra points go into the character's adjustment scores and will be listed like so: Character: Sonic T. Hedgehog Speed - 9 (+8) Acrobatics - 95% (+25%) The numbers in the parentheses are used to erase negative modifiers before applying the regular score. For example, if Sonic were running on a slippery, icy surface (-2) while SWATbots were firing on him (-2) in complete darkness (-4) and he had a sprained ankle (-5), his full negative modifier (-13) for getting up to full speed would be taken down to just a -5 after applying his +8 adjustment. If he still had that sprained ankle and was trying to do a high jump under neutral conditions (putting only a -20% modifier on him for the ankle), the negative would be completely erased by his +25% acrobatics adjustment. This does not, however, raise his acrobatics skill to 100%, because the adjustment is only applicable to the modifier, not the skill itself. There is still the slight possiblity that Sonic will fail the jump (or make it and twist his ankle even more when he lands). Alignment ----- In my Sonic universe, the struggle between Good and Evil isn't really as important as the battle between Order and Chaos. This is reflected in the way I have set up the alignment chart. [ Chaotic - Eccentric - Neutral - Organized - Ordered ] By choosing your alignment, your character recieves a small bonus to their stats/skills. I may at some point add in some negative effects, too, but haven't gotten around to it yet. Chaotic - Chaotic people tend to be extremely free spirits, changing their minds on a whim and generally going with the flow (most often their own). They are unpredictable and untamable. Examples: The Shifter, Uma Arachnis, and Charles T. Lynx. (+10% to Dodge and Luck) Eccentric - Like Chaotics, Eccentrics tend to follow the moment, but based more on the dictates of their own beliefs. Some, but not all, can be easily swayed by others, though most prefer to trust to their own ideals . . . which may change from time to time. Examples: Sonic T. Hedgehog, Vector Gator, and Bunnie Rabbit. (+1 to any three primary stats) Neutral - Neutral people generally fall into one of two categories . . . those who ignore the struggle between Order and Chaos and try to find their own path, or those who strive to keep a balance between the two. Examples: Nack the Weasel, Geoffry St. John, and Julayla LeShaire. (+5% to Luck or Dodge, +5% to any skill, +1 to any primary stat, +1 to any resistance stat) Organized - Organized people often follow their own personal codes, which are based on logical (to them, anyway) ideals. These ideals can be changed through reasonable argument. Organizeds tend to lead fairly habitual lives, following a routine that only occaisionally changes. Examples: Knuckles T. Echidna, Sally Acorn, and Dr. Julius Quack. (+10% to any three skills) Ordered - Ordered people hold strong beliefs and rarely swerve from them, if ever. Law is often their most strongly held ideal, whether it is their own personal code or the laws upheld by others. They usually live highly structured lives and are excellent strategists and leaders. Examples: Jim Doe, Vedique LeShaire, and Nicole Matrix. (+1 to all resistance stats) Combat ----- Armor ratings are listed in three categories . . . Energy, Melee, and Projectile. This rating (generally called EMP) is listed like so: Sally's Blue Vest (3/0/1) In this case, Sally's vest has a resistance rating of 3 against energy attacks (thanks to the energy-reflective fibers woven into it), 1 against projectile attacks (a light bulletproof mesh was woven in, as well), and a lowly 0 against melee attacks since it's just thin fabric. Except for Energy, these are pretty pathetic scores, but Sally depends more on her high Dodge score to evade attacks in any case. ;] With the armor explained away, it's time for the meaty part of the combat system . . . the DICE ROLLS! *cackle* 1) Attacker rolls attack dice (2D10) - Apply all modifiers and applicable adjustment scores. If the roll is =< the attacker's relevant weapon skill, the attack is a possible hit (move to step 2). If the roll is > the skill, the attack has missed completely. 2) Defender's Dodge stat is added to the attack roll - If the adjusted attack roll is still =< the skill rating, then the attack is a definite hit. The adjusted roll is used in the armor resistance test (move to step 3). If the attack roll becomes > the skill, the defender successfully dodged the attack. 3) Defender's relevant armor rating is multiplied by 10% and added to the attack roll - If the adjusted attack roll is still =< the skill rating, the attack has pierced the armor and hit flesh and blood. Apply half-damage to the armor's relevant rating in step 5 (move to step 4). If the adjusted roll is > the skill, the armor completely absorbs the attack. Attacker then rolls damage, which is applied to the armor's relevant rating. If the damage is slightly above the armor's rating, it dissapates harmlessly. If it is twice the armor's rating, however, the armor is completely ruined and all ratings go to zero. 4) Defender rolls relevant damage resistance (1D10) - If the damage resistance roll is > the resistance stat, full damage is applied (move to step 5). If the roll is = the stat, half-damage is applied (move to step 5). If the roll is < the stat, the damage is fully resisted, so no damage is applied directly to the defender (no matter what you do, you must move to step 5! Kooky . . . ). 5) Attacker rolls damage dice (dependant on the weapon) - If the attack pierced the armor, half of the damage roll is applied to the armor, then full or half damage (depending on the results of step 4) is applied to the defender's damage meter. If the armor absorbed the damage completely, then full damage is applied to the armor only, with the same effects mentioned in step 3. ----- Anyway, that's all I've got at the moment. It's nowhere near completion, of course, but ya gots ta start somewhere, I guess. Roland "Jim Doe" Lowery