http://toohna.ourproject.org/RPG/index.php?title=Special:NewPages&feed=atom&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0AlMeta - New pages [en]2024-03-28T16:44:45ZFrom AlMetaMediaWiki 1.30.2http://toohna.ourproject.org/RPG/index.php?title=YiffieMon:ConditionsYiffieMon:Conditions2023-12-23T05:18:01Z<p>Cmdrtako: Created page with " If a creature has a condition at any time during their current action they are considered to have the highest level experienced during that turn for that action. === Bleedi..."</p>
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<div><br />
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If a creature has a condition at any time during their current action they are considered to have the highest level experienced during that turn for that action.<br />
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=== Bleeding ===<br />
Creature can not gain levels of a stage of Bleeding while he has a higher stage of Bleeding and he looses all levels of a lower Bleeding stage when he gains a level of a higher stage of Bleeding<br />
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A [[Healing Skill Check]] can remove Bleeding from a creature.<br />
*On a But Success<br />
:remove one level.<br />
*on a Normal Success<br />
:remove the Target's ConB or one, which ever is more.<br />
*On a Sever Success<br />
:remove all levels,<br />
*On a Critical Success<br />
:the Target can subtract the Actor's Healing Skill from all [[Con Check]]s and from all [[Healing Skill Check]]s made against the target until the target makes an action that doesn't evolve a [[Healing Skill Check]] against himself. the the Actor may make another [[Healing Action]] as An [[Action of Opportunity]].<br />
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A creature can make an attempt at this [[Healing Check]] himself but if he is [[Staggered]] he must first make a successful [[Int Check]] for each attempt, adding any penalties he has to his [[Con Check]]s to this Check, <br />
on any success he my make a [[Will]] Check and subtract it's success amount from all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition.<br />
On a Severe Success he subtracts the success amount from his Healing roll, <br />
On a Critical Success he subtracts the success amount from his Healing roll and all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
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==== Bleeding 1 ====<br />
At the end of the Creature's turns he takes (The length of that turn)/1+[[ConB]] points of [[Bleed Damage]]<br />
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==== Bleeding 2 ====<br />
At the end of the Creature's turns he takes (The length of that turn)D6-(The length of that turn)*[[ConB]] or (The length of that turn)* (levels of [[Bleeding 2]]), whichever is more, points of [[Bleed Damage]]<br />
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==== Bleeding 3 ====<br />
At the end of the Creature's turns he takes (The length of that turn)D10-(The length of that turn)*[[ConB]] or (The length of that turn)* ((levels of [[Bleeding 3]])*2), whichever is more, points of [[Bleed Damage]]<br />
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=== Blundering ===<br />
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==== Blundering 1 ====<br />
A creature can looses a level of [[Blundering 1]] when he makes a [[Critical Success]] on a [[Attack Skill Check]]<br />
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Creature has to make a move check when he leaves the [[Treat Area]] of an Attacker with a [[Difficulty Level]] of the Attacker's [[OCV]] minus the Actor's [[OCV]],<br />
*On Critical Failure<br />
:the Actor is [[Threaten By <Attacker> 1]] the that entered until your have spent 1 consecutive [[Init]] outside of any move Actions.<br />The Actor provokes an [[Attack of Opportunity]] from the Attacker that is resolved immediately<br />
*On Critical Success<br />
:you loose a level of [[Blundering 1]]<br />
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==== Blundering 2 ====<br />
A creature can looses a level of [[Blundering 2]] when he makes a [[Critical Success]] on a [[Attack Skill Check]]<br />
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Creature has to provokes an [[Attack of Opportunity]] when he leaves the [[Treat Area]] of an Attacker.<br />
=== Off Footed ===<br />
A creaute looses a level of [[Off Footed]] for every consecutive [[Init]] he stays outside of any move Actions.<br />
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If an Off Foot creature makes a move check he treats the results as following:<br />
* Critical Failure<br />
: Critical Failures are resolved normally.<br />
* Normal Failure and But Success,<br />
the it is resolved as a normal [[Critical Success]]<br />
*On a Normal Success<br />
:Resolved as a [[But Success]]<br />
:On a Severe Success<br />
: Resolved as Normal Failures.<br />
* Critical Success<br />
: Removes a level of [[Off Footed]]<br />the it is resolved as a normal [[Critical Success]]<br />
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=== Building up The Fight ===<br />
All Checks to remove the creature's [[Fighting Defensively]] are aways at least a [[Normal Success]] and remove 1 level of [[Building up The Fight]].<br />
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=== Fatigue Bleeding ===<br />
Creature can not gain levels of a stage of Fatigue Bleeding while he has a higher stage of Fatigue Bleeding and he looses all levels of a lower Fatigue Bleeding stage when he gains a level of a higher stage of Fatigue Bleeding<br />
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A healing skill check can remove Fatigue Bleeding from a creature.<br />
*On a But Success<br />
:remove one level.<br />
*on a Normal Success<br />
:remove the Target's ConB or one, which ever is more.<br />
*On a Sever Success<br />
:remove all levels,<br />
*On a Critical Success<br />
:the Target can subtract the Actor's Healing Skill from all [[Con Checks]] and from all healing checks made against the target until the target makes an action that doesn't evolve a Healing Check against himself. the the Actor have make another healing as An Action of Opportunity.<br />
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A creature can make an attempt at this healing check himself but must first make a successful [[Int]] Check for each attempt, adding any penalties to his [[Con Check]]s if he is Staggered, <br />
on any success he my make a [[Will]] Check and subtract it's success amount from all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition.<br />
On a Severe Success he subtracts the success amount from his Healing roll, <br />
On a Critical Success he subtracts the success amount from his Healing roll and all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
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==== Fatigue Bleeding 1 ====<br />
Creature takes subdual damage equal to 1D10-[[ConB]] or 2 which ever is greater plus their level of [[Fatigue Bleeding 1]].<br />
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==== Fatigue Bleeding 2 ====<br />
A Creature can not gain levels of [[Fatigue Bleeding 2]] while he has [[Fatigue Bleeding 3]] and he looses all levels of [[Fatigue Bleeding 2]] when he gains a level of [[Fatigue Bleeding 3]] <br />
Creature takes subdual damage equal to 1D10-[[ConB]] or 2 which ever is greater plus their level of [[Fatigue Bleeding 2]].<br />
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A healing skill check can remove [[Fatigue Bleeding 2]] creature<br />
<br />
A creature can make an attempt at this healing check himself but must first make a successful [[Int]] Check for each attempt, adding any penalties to his [[Con Check]]s if he is Staggered, on any success he my make a [[Will]] Check and subtract it's success amount from all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
On a Severe Success he subtracts the success amount from his Healing roll, <br />
On a Critical Success he subtracts the success amount from his Healing roll and all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
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==== Fatigue Bleeding 3 ====<br />
Creature takes subdual damage equal to 1D6-[[ConB]] or 1 which ever is greater plus their level of [[Fatigue Bleeding 3]].<br />
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A healing skill check can remove [[Fatigue Bleeding 3]] creature<br />
<br />
A creature can make an attempt at this healing check himself but must first make a successful [[Int]] Check for each attempt, adding any penalties to his [[Con Check]]s if he is Staggered, on any success he my make a [[Will]] Check and subtract it's success amount from all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
On a Severe Success he subtracts the success amount from his Healing roll, <br />
On a Critical Success he subtracts the success amount from his Healing roll and all his future [[Int]] Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.<br />
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=== Fighting Defensively ===<br />
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A creature can gain the first level of [[Fighting Defensively]] at will.<br />
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If a Creature only has 1 level he can loose it at will. If he has more than one level he has to wait 1 [[Init]] then make a [[Will Check]]<br />
<br />
A creature with [[Fighting Defensively]] can not assign Penalies from his [[Threaten By Pool]]<br />
<br />
<br />
*On a Critical Failure<br />
: the Creature gains a level of [[Fighting Defensively]]<br />
*On a Normal Failure<br />
This space intentionally left blank.<br />
*On a But Success<br />
:The creature gains a level of [[Building up The Fight]]<br />
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=== Flanking ===<br />
A target is Flanked By a creature if the creature [[Threatens|Threaten By]] the target and any angle made with the target between another creature that [[Threatens|Threaten By]] the Target is greater than or equal to 120 degrees. I target is considered Flanked to level one less than the number of creatures that he is Flanked By<br />
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=== Off Guard ===<br />
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==== Off Guard 1 ====<br />
A creature can looses a level of [[Off Guard 1]] when he makes a [[Critical Success]] on a [[Attack Skill Check]]<br />
<br />
Creature has to make a move check ever time an Attacker enters his [[Treat Area]] with a [[Difficulty Level]] of the Actor's OCV minus the Attacker's OCV,<br />
*On Critical Failure<br />
:the Actor is [[Threaten By <Attacker> 1]] the that entered until you have spent 1 consecutive [[Init]] outside of any move Actions.<br />The Actor provokes an [[Attack of Opportunity]] from the Attacker that is resolved immediately<br />
** If the Attack of Opportunity hits<br />
::You stop moving<br />
*On Critical Success<br />
:you loose a level of [[Off Guard 1]]<br />
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==== Off Guard 2 ====<br />
A creature can looses a level of [[Off Guard 2]] when he makes a [[Critical Success]] on a [[Attack Skill Check]]<br />
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Creature has to provokes an [[Attack of Opportunity]] from every Attacker that enters his [[Treat Area]]<br />
* If the Attack of Opportunity hits<br />
:You stop moving<br />
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=== Staggered ===<br />
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A staggered creature subtracts their Staggered levels from the [[Base Line]] of all [[Con Check]]s<br />
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Every time a creature gains a level of Staggered he must make a [[Con Check]]<br />
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==== Staggered 1 ====<br />
A creature who's [[Hit Point Value]] minus Subdual Damage negative gains a level of the staggered condition. gains another level of staggered for each for each multiple of [[Damage Tolerance]] that total fails below.<br />
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==== Staggered 2 ====<br />
At the end of ever one of their turns the Creature makes a [[Con Check]].<br />
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When the creautee makes a [[Critical Success]] on a [[Con Check]] he removes 1 level of [[Staggered 2]<br />
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==== On a Critical Failure ====<br />
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A staggered creature must make a [[Con Check]] to take any action on a Critical Success they subtract their success amount form future [[Con Check]]s until they fail on or no longer Staggered<br />
=== Prone ===<br />
When a creature falls Prone he has to make an attack skill check and if he fails he provokes an [[Attack of Opportunity]].<br />
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=== Stopped ===<br />
A Stopped Creature can't make any move actions, He can continue his current Move Action in which he gains Stopped until he stops.<br />
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If a Stopped Creature is forced to move he makes at least one Move check for ever [[Move]] he travel<br />
==== Stopped 1 ====<br />
A creature losses a level of [[Stopped 1]] For every 1 consecutive [[Init]] without making a move .<br />
==== Stopped 2 ====<br />
A creature losses a level of [[Stopped 2]] after waiting 1 [[Init]] after the end his turns that he has not spent waiting.<br />
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=== Threaten By ===<br />
<br />
A creature has as many levels of [[Threaten By]] as he has [[Threaten By <Attacker>]] conditions<br />
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==== Threaten By <Attacker> ====<br />
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A creature has a level of [[Threaten By <Attacker>]] for each level of [[Threaten By <Attacker> 1]], [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]]<br />
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===== Threaten By <Attacker> 1 =====<br />
A Creature has a level of [[Threaten By <Attacker> 1]] while the Attacker makes an Attack against him<br />
===== Threaten By <Attacker> 2 & 3 =====<br />
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A creature add the number of level of [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]] to his [[Skill Check]]s<br />
If the Attacker is making a Wait or Melee Assist action, the penalty that applies to the target is the highest of the values of that actor's at the start of the target's turn or when the target made any attack skill rolls or accumulated an [[Attack of Opportunity]].<br />
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If the Actor made any other action the bonus/penalty that applies to the target is the highest of the value that was ever assign to him by the actor during the target's turn.</div>Cmdrtakohttp://toohna.ourproject.org/RPG/index.php?title=MiniGames:NegotiationMiniGames:Negotiation2023-12-10T07:45:35Z<p>Cmdrtako: Created page with "based off Tunnels and trools you wins is determe by the one who lost that feweest HP not who dies first wich just deermins when negoations end You can set your Monster ratin..."</p>
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<div>based off Tunnels and trools<br />
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you wins is determe by the one who lost that feweest HP not who dies first wich just deermins when negoations end<br />
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You can set your Monster rating anything below your negotiation skill level<br />
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* range attack you keep rolling die until your exced the oppions attachk roll and you both get the spite damge regardless if you succeed or not<br />
** idea for range your DC is the number of times you had to roll your die to exceed them<br />
** or you a sprate range attack defence stat?<br />
** avg or your hardball and ther true neg skill<br />
** dc is their_true_neg_skill - (your_true_neg_skiill - your_hardball)<br />
** avg ther MR and true_neg_skill?<br />
** juat use ther true_neg_skill as you DC?<br />
** interest a line from your_true_skill to their HB and from their_true_skill to your HB<br />
*** avg theri true skill with ((((you_true + thier_HB) / 2) + ((their_true + you_HB) / 2)) / 2)<br />
** I like acg ther true_skill with the nunber of die you had to roll to beat ther roll. this could make it harder or easeir depending on your dice<br />
have a uber stong oppeiny eith high attack die?<br />
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use a range attack and get the spite damage you're it caped to your low HP so the neg ends and they loose</div>Cmdrtakohttp://toohna.ourproject.org/RPG/index.php?title=User_blog:Draltaica/Vitality_SystemsUser blog:Draltaica/Vitality Systems2023-10-17T18:34:34Z<p>Cmdrtako: Created page with "I've been trying to think of how to make fatigue more valuable to non magic users. Then I found Lands of Adventure. It has a vitality system that had Energy Points(avg 31.5..."</p>
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<div>I've been trying to think of how to make fatigue more valuable to non magic users. Then I found Lands of Adventure.<br />
<br />
It has a vitality system that had Energy Points(avg 31.5), Body Points(based on character weight, avg 15.5), and Life Points(avg 10.5). Damage is done to Body Points by default, you can convert half of damage done to you to Damage done to Energy points and once Body points run out your unconscious and Damage is done to Life Points. But critical hits can damage Life Points directly(This too can be half converted to Energy Damage). When you run out of Life Points<br />
<br />
The average height in LoA is 69.5" and the avg height for a human in PnP is 66".<br />
<br />
The average weight in LoA is 155 pounds. The weight for the Avg human in PnP is 132 pounds.<br />
<br />
The average human in YiffieMon has a mass of 59.017 kilograms.<br />
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The average human's Hit Points in PnP is (17«Str»+17«Sta»+30«Con»)/4=16 and the average character dies below - RU((30«Con»/20)+1«StaB»)*4=-12.<br />
<br />
To keep the Hit Points the same that would be weight in pounds * 4 / 33 for PnP and <br />
mass in kg * 4 /15 for YiffieMon.<br />
<br />
The max Hit Points for a human in PnP is (80«Str»+80«Sta»+100«Con»)/4= 65.<br />
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The Minimum Mass for a human in YiffieMon is 20.96kg, that would be 5.59 Hit Points.<br />
<br />
260*x+59*y=65<br />
and<br />
50*x+20.96*y=12<br />
gives use x=0.2618 and y=-0.052<br />
<br />
Now we want the mass to be just multiplied by a positive number and the Char. bonus to by multiplied my a positive number so well at a off set to that. -2.5 gives us approximately 1/5 for x and y. But I want stats to boost HP more than mass.<br />
<br />
[https://www.desmos.com/calculator/en0gcpxg7a Desmos Graph]<br />
<br />
((Str+Sta+Con)*12/53)-1+(Mass*2/19)=HP<br />
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Now for some math for the above averages and stuff.<br />
<br />
((22«Age»×2)+2«Station»+10«2D10»)/4«# of options to invest them in.» = 14«Initial Increase Factor»<br />
<br />
14 Initial Increase Factor buys 56 Characteristic Points<br />
<br />
56«CP»/8«# of Abilities to invest them in.» = 7 Increase in Ability<br />
<br />
10«2d10»+7«IiA» = 17 avg Ability<br />
<br />
20«2d10»*4«Max Multiplier for increasable char.»=80<br />
<br />
20«2d10»*5«Max Multiplier for Con»=100<br />
[[Category:Blog posts]]</div>Cmdrtakohttp://toohna.ourproject.org/RPG/index.php?title=WoMon:HusbondriagesWoMon:Husbondriages2023-06-26T10:20:11Z<p>Cmdrtako: </p>
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<div>== Husbondriage (sing.), Husbondriages (pl.) ==<br />
/ˈhʌz.bənd.ɹɪd͡ʒ/ (sing.), /ˈhʌz.bənd.ɹɪd͡ʒɪz/ (pl.)<br />
<br />
The Relationship between a {{Wtamer}} and one of the WoMon he {{Wtame}}s is called a “Husbondriage”.<br />
<br />
[[Category:Glossary]]</div>Cmdrtako