Selector Quintet ; A Wish, Crossing

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Wouldn't that be countered by a dodge-centric build though? A decrease in Willpower wouldn't matter if you don't take hits the first place
Well dodging apparently drops Skill as a result, so not really?
 
Hm...probably need to think it over more. Still want there to be a disadvantage to meatshielding too much. Might make it so that dodging's the only thing that doesn't cause decreases...but with high skill, you can do both...
 
Well dodging apparently drops Skill as a result, so not really?

Exactly. And as I pointed out earlier tanks already benefit from needing only one stat boosted (Willpower) as opposed to dodge-centric which is Speed and Skill. So a tank will have more Willpower reduction to spare than a dodger has Skill or Speed.
 
What are your thoughts, if I set it so that Willpower was used to modify Extra Effort and resist status effects only? If you fail a block or a dodge, you get damaged regardless of how thick your skin is.
 
You would need to supplement damage then, somehow.

A d(str or int + enr)/2 maybe?
 
Okay @ERode , I put up my ideas for abilities, though I'll probably tweak the flavor text to include any mechanical bits (like flaws or downsides, particularly). I also think I'm finished with the other couple sections I left unfinished.
 
@Craftsdwarf

No picture or character quote in the end? A shame. I'd tell you to look at Asanagi's works for chubby girls, but he's a scary motherfucker.

For Spatial Displacement, the mechanic is basically...she can teleport switch with allies and inanimate objects freely. She makes a roll using half of her Int against the enemy's Willpower if she wants to teleport switch with them against their consent. The range is 50 meters for her teleportation, but after 30 meters, it gets noticeably exhausting. She can teleport to places she can't see, as long as she knows that there's something to switch with over there. If her knowledge is incorrect though, teleportation fails and she still loses Energy.

Unbroken Boundary is fine. I'll even say that she can cast an Int-based shield over both herself and an ally, at half effectiveness.

White Instance will have a range of 20 meters, and allows her to reduce enemy defense roll by a static value of 10 when hitting. It's pretty much the same cost as her Spatial Displacement though.
 
@Craftsdwarf

No picture or character quote in the end? A shame. I'd tell you to look at Asanagi's works for chubby girls, but he's a scary motherfucker.

For Spatial Displacement, the mechanic is basically...she can teleport switch with allies and inanimate objects freely. She makes a roll using half of her Int against the enemy's Willpower if she wants to teleport switch with them against their consent. The range is 50 meters for her teleportation, but after 30 meters, it gets noticeably exhausting. She can teleport to places she can't see, as long as she knows that there's something to switch with over there. If her knowledge is incorrect though, teleportation fails and she still loses Energy.

Unbroken Boundary is fine. I'll even say that she can cast an Int-based shield over both herself and an ally, at half effectiveness.

White Instance will have a range of 20 meters, and allows her to reduce enemy defense roll by a static value of 10 when hitting. It's pretty much the same cost as her Spatial Displacement though.
Bluh, forgot the quote! I'll fix that. Though I found like, maybe two suitable pics but I didn't like either of them. And yeah, not going to look up Asanagi's stuff, sorry. I know that name... D:

And I'll update the abilities accordingly, but as for Energy cost, she only loses extra energy when trying to move outside of her range/somewhere she can't see? Or all the time? And if so how much does she lose?
 
Basically, failing a teleport and teleporting farther than 30 meters has the same energy cost. Teleporting within 30 meters has a lower cost, but it's still more than standard movement abilities.

The amount she loses is a secret.
 
Ah, secrety secrets. I see! Or I guess I can't? :B

Done with the sheet then, I believe~
 
ENR – Amount of energy used and such.
WILL – Status Effect Resistance. Extra Effort modifier.
INT – Magic attack damage and accuracy. Also governs amount of starting abilities.
STR – Used for basic attack damages. Used for blocking. Used for feats of might.
SPD – Used for movement speed, both in and out of battle. Used for dodging.
SKL – Used for defensive and offensive things. Basically your ability to attack people dead.

ENR falls as matches continue. Special attack spammers, thus, fall off faster than basic attack spammers. Energy gain mechanics will likely be chance-based. There is no assured way of getting more Energy, essentially.

Attacks made through physical means will always scale off (STR + SKL)/2, unless it’s a special attack, or it’s modified in some way. Modified attacks use more Energy than naturally basic attacks, but it’s not super noticeable.

Attacks made through magical means will always scale off (ENR + INT)/2, unless blahblahblah, special attacks.

Under this presumption, frontliners will always be better than mages in a straight up fight, because STR + SKL gives them defense as well as offense, while INT + ENR only provides spell spam capabilities.

To remedy this, there are two methods: either increase magic ratios, or change how defense works.

Skill should always be a factor when it comes to hitting. What if defense relied on singular stat rolls instead?

Parrying, right now, is set at SKL/2. That’s good. I like it.

Blocking could be a STR roll for physical attacks, and a 0.75xSTR roll for magical attacks.

Dodging should be the same as blocking, under the assumption that magic is harder to dodge and block than physical attacks.

On the other hand, because they focus largely on ENR and INT, mages will always be at a disadvantage against attacks

Battle Mage archetype would most likely be what Mabi is. The all-rounder, essentially. Skill and Int gives her decent magic attack options as well as the possibility of a parry, while not relying on ENR as much, but her lack of focus (which is harder to see when she has more stat points than everyone else) is going to hurt in the future.

Dodging becomes a x0.5 SPD roll in enclosed spaces.

Blocking cannot be used against explosion AOEs.

All status debuffs can be resisted by Willpower, and, unless stated specifically, must first hit (succeed in a damage roll) before their effects activate. Certain conditions can be applied though, such as something like a paralyzing strike still having a chance to paralyze if the other person blocks it instead of dodging it.

Dodge centric speedsters, however, will generally be lacking in either STR or ENR or Willpower, and targeted ‘point-and-click’ CC does exist for the low Willpower ones.

Now, what about sniping wars between two mages? If they don’t have any form of mobility (e.g teleport/flight) in order to dodge, they’d have to rely on magical shields. If they don’t have that, it’ll be a DPS race. That’s why teammates are a thing. Pretty simple, I would think.

All-rounders work best soloing, while specialists can compensate for each other’s failures by working together. Magic is the anti-tank answer, while physical is the anti-mage answer. Might set something up in the future, where all ranged attacks, if done at melee range, lose a set amount of points in their roll.

In regards to damage itself, there will no longer be a Willpower roll to resist damage. Instead, it’s solely a damage roll vs a defense roll of your choice. If the damage roll exceeds the defense roll by +20, 2 points of damage are dealt instead of 1. Reflection and Destabilization is activated when a blocking roll is +20 that of a damage roll.

Intercepting an attack meant for someone else takes two different phases. First, Speed is rolled against the enemy’s Skill. If Speed is greater than Skill, then nothing happens. If Skill is greater than Speed, then the blocking that follows (you can’t intercept an attack via parry or dodge) is reduced by a certain amount that scales off the difference between the skill roll and the speed roll. A Willpower boost can be used though, in order to skip the Speed-roll phase.

Barrier value, for now, will be set at 5 instead of 10, to see how things go. If people are dying too fast, it’ll be reverted to 10.

Also need to figure out how distance applies to ranged attacks.

Thoughts would be appreciated.
 
Mechanics have been updated. Go take a look. If you have any concerns on how it'd effect your current abilities or traits, just post them here in the OOC, and I'll look into it.

If you want to change your stats after reading about these new mechanics, you can do that too.
 
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@Zombehs @Asuras @R-9 Pilot @Craftsdwarf @Voltin
Here’s basically how things will go for stating shit. Read over your abilities and your stat bonuses. There might be changes within that, but I can’t go over it in detail because no time atm.

Meiko Stats
ENR: 4
WILL: 1
INT: 4
STR: 2 (+2 STR vs monsters) (+2 STR when intercepting)
SPD: 2
SKL: 2

Basic Attack:
(SKL + STR)/2 = 4/2 = 2d10

Disengage:
SPD = 2 = 2d10

Movement Speed:
In Combat – 4m
Out of Combat – 12m

Willpower Boost:
+1 dice to a roll

Abilities:
Spatial Displacement:
Int/2 vs Enemy Willpower = 2d10 vs Enemy Willpower
50m range. After 30m, doubles ENR cost.
No roll when switching with ally or inanimate object.
If switching with an ally, it counts as a free disengagement for them.

Unbroken Boundary:
Int-based barrier = 5d10, Blocking
No deductions when dealing with magic attacks.
If broken by attack, remaining attack value is rolled against ally/her own defense value.
If successfully blocks one attack, disappears afterwards.

White Instance:
Basic Attack vs Enemy Defense Roll – 10
Consumes less ENR than Spatial Displacement

Toushi Stats
ENR: 4
WILL: 2 (+2 without Toushirou)
INT: 2
STR: 2 (+2 with Toushirou) (-2 when blocking)
SPD: 3 (+2 with Toushirou)
SKL: 8

Basic Attack:
Without Artifact: (SKL + STR)/2 = 10/2 = 5d10
With Artifact: (SKL + STR)/2 = 12/2 = 6d10

Disengage:
Without Artifact: SPD = 3 = 3d10
With Artifact: SPD = 5 = 5d10

Movement Speed:
Without Artifact, In Combat – 6m
Without Artifact, Out of Combat – 18m
With Artifact, In Combat – 10m
With Artifact, Out of Combat – 30m

Willpower Boost:
Without Artifact: +2 dice to a roll
With Artifact: +1 dice to a roll

Abilities
Zanganken (Active):

(SKL + INT)/2 = 10/2 = 5d10 vs Enemy Defense for Hit
SKL/2 + 0.75xENR = 8/2 + 0.75x4 = 7d10 vs Enemy Defense for Damage
After 2 Parries, no ENR cost. Every parry after that adds one die to Damage.
An additional dice is added for Damage if used against monsters or demons.
Counts as a physical attack, so can be parried, blocked, dodged with no debuffs.
Range of 30m. Every person that Zanganken successfully hits decreases the Damage roll and Accuracy roll by one dice.

Yori Stats
ENR: 4
WILL: 3 (+1 when together with MS)
INT: 3
STR: 1
SPD: 2
SKL: 4 (+1 when together with MS)

Basic Attack:
(SKL + INT)/2 = 7/2 = 3d10 + 1d5

Disengage:
SPD = 2 = 2d10

Movement Speed:
In Combat – 4m
Out of Combat – 12m

Willpower Boost:
+2 dice to a roll


Abilities:
Justice's Aim:

(SKL + INT)/2 + 2 = 7/2 + 2 = 5d10 + 1d5 vs Enemy Defense for Hit
INT roll = 5d10 vs Enemy Defense for Damage
INT roll – 1 = 4d10 vs Enemy Willpower for -2 SKL debuff
If blocked, status debuff roll is at half effectiveness.

If a basic attack is performed at close range, -5 to hit.

Familiar Assistance:
(SPD + SKL)/2 = 3d10 vs Enemy Strength to resist getting knocked down. Failure means two turn cooldown until familiar can be used again.
INT/2 = 1d10 + 1d5 vs Enemy Speed to stay on Enemy. Failure means no silence debuff is applied.
Enemy cannot use abilities if bird is on them.
No WILL roll is involved in removing the status effect.
If not knocked down, may be recalled as a free action on the next turn and used again.

Saya Stats
ENR: 3
WILL: 2 (+2 when resisting status debuffs) (+1 when together with MS)
INT: 5 (+1 when together with MS)
STR: 0 (+2 when transformed)
SPD: 1 (+2 when transformed)
SKL: 1

Basic Attack:
(SKL + INT)/2 = 6/2 = 3d10

Disengage:
SPD = 1 = 1d10

Movement Speed:
In Combat – 2m
Out of Combat – 6m

Willpower Boost:
+1 dice to a roll


Powers:
Axion Buster:

(INT + ENR)/2 = 8/2 = 4d10 vs Enemy Dodge for Hit
Without Sacrifice: 1.5xINT = 7d10 + 1d5 vs Enemy Defense for Damage
With Sacrifice: 2xINT = 10d10 vs Enemy Defense for Damage
Can be dispersed, but not reflected, by blocking or parrying.
Damage is decreased by one dice for each extra person Axion Buster hits. This does not happen if Sacrifices have been made.
Sacrifice is either -2 to Barrier or -1 to ENR (due to Willpower).
Range is 100m.

Flight (Passive):
SPD = INT = 5d10, at max
Can be used for disengaging, movement, and dodging.

Graviton Vortex:
(INT + ENR)/2 = 4d10 vs Enemy Willpower OR Strength for -2 SPD debuff
Zone lasts for two rounds. Effect disappears if person leaves the area.
If Enemy SPD becomes 0 due to debuff, they are immobilized instead and cannot make defense rolls.
If Enemy WILL roll is greater than Saya’s roll by +15, zone is destroyed.

Null Star:
0.75xINT = 3d10 + 0.75 x 1d10 vs Enemy Willpower for damage
Zone lasts 3 rounds, takes 1 round to cast, meaning that it’s a 4-round spell overall.
Damage persists as long as one stays within the zone, and cannot be blocked, parried, or dodged.
If Enemy WILL roll is greater than Saya’s roll by +15, zone is destroyed.

Mabi Stats
ENR: 3
WILL: 3 (+2 against mental abilities)
INT: 5
STR: 1 (+1 due to monster blood) (+1 when defending against physical attacks)
SPD: 5
SKL: 5 (+2 in first attack)

Basic Attack:
(SKL + INT)/2 = 10/2 = 5d10

Disengage:
SPD = 5 = 5d10

Movement Speed:
In Combat – 10m
Out of Combat – 30m

Willpower Boost:
+2 dice to a roll


=ABILITIES=
Eclipse Invocation
SKL/2 (rounding down) = 2d2
Amount of 1s = amount of basic attacks performed in the turn
Basic Attack vs Enemy Defense for Hit.
(INT + ENR)/2 = 8/2 = 4d10 vs Enemy Defense for Damage
WILL = 3d10 vs WILL – 1 = 2d10 to resist taking one damage.

Maximum range of basic attacks is 15m.
If blinded, basic attacks become a (SKL + STR)/2 roll, and must make a WILL roll against that value to prevent demons from running amok.
If disarmed or otherwise unable to sheathe sword at the end of turn, must make a WILL roll against basic attack value to prevent demons from running amok.
If demons go crazy, every character is assigned a number, and a d20 is rolled. If the number is a character, 5d10 is rolled against their defenses, as a demon attacks them. If the number isn’t a character, nothing happens.

Feed
(SKL + STR)/2 = 7/2 = 3d10 + 1d5 vs Enemy Defense roll for Hit and Damage
If a hit, gains 2 ENR for 2 turns.
Can also get buff through self-injury, taking 1 damage to Barrier.
Buff does not serve as a shield against ENR loss. At 0 natural ENR, activation of buff will not prevent the loss of INT and SKL points.
Melee range attack.

Infernus
1 ENR lost per turn if Mabi does not hit an enemy.
50% chance of gaining 1 ENR if Mabi does hit an enemy.
If 3 hits landed, AOE magic attack is performed, around Mabi, deal Int + ENR/2 vs Enemy Defense.
After AOE, Infernus ends. ENR is reduced by half. WILL is reduced by 1 for one turn.
Maximum ENR that she can hold in Infernus is 8.
If ENR reaches 0, Mabi is disabled for the next turn and Infernus effect ends.
Can disengage the effect as an action during any turn. ENR is reduced by half. WILL is reduced by 1 for one turn.

Crimsig's Halo - Activated Passive
WILL = 3d5
If all dice are 1 or 2, 1 point of damage is taken.
If they aren’t, +2 INT gained for basic attack.
Can be activated and deactivated as a free action.
WILL roll made for every basic attack performed.
These enhanced basic attacks consume more ENR than normal.
Cannot be used if Infernus is activated.
 
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Infernus AoE damage roll should be INT + (ENG/2).
 
Alright, basic notes and changes

Basic attacks have only one roll: to determine whether there's a hit or not. If there is a hit, gratz, you damage them by 1.

Special attacks have multiple rolls. Generally, it'll go like this.
A roll using your base stats to determine whether you hit. This can be modified.
A roll using your modified damage stats to determine how much damage you do.
A roll usually using INT to determine whether status effects are applied.

Linear AOE effects would generally decrease in effectiveness as it continues to hit people.

Now, for character specific stuff.

Meiko's monster-racism and interception traits get turned from +1 to +2.
Her teleport switch is an automatic disengagement for allies.
Her INT shield basically acts as a massive, one-attack defense buff. However, unlike blocking, she doesn't get to choose which attacks she prioritizes with the INT shield. The first attack, regardless of how strong it is, will pop it.

Toushi's Zanganken now has monster-slaying attributes.
Zanganken decreases in both damage AND accuracy when hitting through people.

Yori's Justice Aim now gets an accuracy buff when hitting fools.
Yori's Hair Trigger trait now removes a static -5 amount from accuracy when attacking twice. This reduction applies to both attacks.

Saya's Glass Cannon trait is now a thing.
Axiom Buster now has two stages. First is the dodge state, where one can dodge it quite easily if they have the necessary Speed. The second is the damage state, where one now has the option to block or parry it, but the roll associated with it is MUCH more difficult.
Sacrifices made allows for debuffs associated with linear AOEs to not be a thing.
Null Star and Graviton Vortex can both be destroyed if a Willpower roll exceed's Saya's own roll by +15.

Mabi's Blood of Rak is changed to give +1 STR normally, and +1 STR when blocking.
Mechanics created for if she loses control of her demons.
Feed becomes her only melee range attack! Yay!
Blind mechanics will mess with her pretty badly.
Crimsig is a free action, and can't be used with Infernus. Because there can only be one demon in her booty.

And that's it for now. Probably be working on a post now, though I'm going out with friends tonight.
 
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I'll probably be around.
 
Yeah, back to no lifing it after "work".
 
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