Difference between revisions of "MRPG Facet List OLD"
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These are facets that need to be made when the facet system is eventually developed: | These are facets that need to be made when the facet system is eventually developed: | ||
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*Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations. | *Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations. |
Revision as of 16:51, 3 November 2012
The game is designed to allow a high degree of customization or personalization, encouraging each gamer to develop a play style that they find entertaining. There is no "right" or "wrong" way to play a specific class.
The Use of tiered bullet points denotes a prequisite.
Chain Name(Total Points):
- Can be taken
- Requires the Facet before it
- Requires both Facets before it
- This should be self explanatory by now
- Requires both Facets before it
- Requires the Facet before it
Costs do not stack, each facet cost must be paid separately. So the cost for the complete Weapon Focus chain is 8 points.
Contents
Stat Facets
- Divine Enlightenment: Allows you to use your Intelignece Stat in place of your Strength Stat when casting spells and calculating RV. Cost: 8 points.
Stat Increases
Each chain allows you to increase an unbuffed Stat by up to 6.
- Improved <stat> Mark I: Increase unbuffed <stat> by 1 point. Cost: 1 point
- Improved <stat> Mark II: Increase unbuffed <stat> by 2 point. Cost: 3 point
- Improved <stat> Mark III: Increase unbuffed <stat> by 3 points. Cost: 5 point
- Improved <stat> Mark II: Increase unbuffed <stat> by 2 point. Cost: 3 point
Characters may only have 1 stat improvement chain.
Proficiency Facets
These are the facets related to proficiencies:
Weapon Focus Facet Chains
See: Weapons for specific supertypes, types, and subtypes.
Weapon Focus(8 Points):
- Supertype Focus: Focuses on a specific weapon proficiency, granting a +1 per-level bonus whenever the player uses a weapon from that proficiency. Cost: 1 point
- Type Focus: Focuses on a type such as swords, axes, etc. Grants an additional +1 per-level bonus to the weapon proficiency as well as adding +1 per-level to Mortal Damage, whenever the player uses a weapon of that type. Cost: 2 points.
- Subtype' Focus: Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice. Cost: 5 points.
- Type Focus: Focuses on a type such as swords, axes, etc. Grants an additional +1 per-level bonus to the weapon proficiency as well as adding +1 per-level to Mortal Damage, whenever the player uses a weapon of that type. Cost: 2 points.
These chains require that you have the proficiency in order to take them.
Chains do not stack, hence there is no point in taking multiple instances of a single facet in this case. Players may take multiple different chains.
Magic Focus Facets
Each magic proficiency has a three-tiered focus chain similar to the weapon chain. However, since individual spells within a proficiency are not sub-divided beyond the proficiency, the focus only enhances your ability for each spell.
- Focus Of Type: You gain a +8 bonus to Proficiency, as well as an additional +1 per level. Cost: 2 points
- Greater Focus Of Type: You gain a +5 bonus to Base SV, as well as an additional +1 for each level. Cost: 3 points
- Total Focus of Type: When calculating Base SV, you multiply your proficiency by 3 instead of 2. Cost: 8 points
- Greater Focus Of Type: You gain a +5 bonus to Base SV, as well as an additional +1 for each level. Cost: 3 points
These focus facet chains are exclusive, meaning you may only take 1 chain.
General Facets
Facets that can be taken by anyone for any reason and do stuff.
Fortitude Chain:
- Fortitude: Gain 10 additional hit points +1 per level. Cost: 1 point
- Impressive Fortitude: Gain 10 Additional hit points +1 per level. Cost: 3 points.
- Exceptional Fortitude: Gain 10 Additional hit points +1 per level. Cost: 5 points.
- Outstanding Fortitude: Gain 20 Additional hit points +1 per level. Cost: 8 points.
- Unbelievable Fortitude: Gain 10 Additional hit points +1 per level. Cost: 11 points.
- Ok, You've Got Way Too Much Fortitude:' Gain 10 Additional hit points +1 per level. Cost: 13 points.
- Unbelievable Fortitude: Gain 10 Additional hit points +1 per level. Cost: 11 points.
- Outstanding Fortitude: Gain 20 Additional hit points +1 per level. Cost: 8 points.
- Exceptional Fortitude: Gain 10 Additional hit points +1 per level. Cost: 5 points.
- Impressive Fortitude: Gain 10 Additional hit points +1 per level. Cost: 3 points.
Cognition Chain:
- Cognition: Gain 10 additional mana points +1 per level. Cost: 1 point
- Impressive Cognition: Gain 10 Additional mana points +1 per level. Cost: 3 points.
- Exceptional Cognition: Gain 10 Additional mana points +1 per level. Cost: 5 points.
- Impressive Cognition: Gain 10 Additional mana points +1 per level. Cost: 3 points.
Recovery Chains:
- Enhanced Recovery: Hit Points: Add +1 to HP regeneration(If a character would gain back 5 HP, they instead gain 6). Cost: 3 points
- Exceptional Recovery: Hit Points: Add +2(for a total of +3) to HP regeneration(If a character would gain back 5 HP, they instead gain 6). Cost: 6 points
- Enhanced Recovery: Mana Points: Add +1 to MP regeneration(If a character would gain back 5 MP, they instead gain 6).
- Exceptional Recovery: Hit Points: Add +2(for a total of +3) to MP regeneration(If a character would gain back 5 MP, they instead gain 6). Cost: 6 points
- A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.
Role-Based Facets
A subset of general facets, can still be taken by anyone but sorted by class-types(sword, sorcery, hybrid, etc).
Sword Facets
(Note: The use of the term 'sword' in this section denotes any weapon, not specifically swords.)
Mastery Chain(11 Points):
- Weapon Mastery: You are a devote practitioner of of the blade, a skilled student of the bow, and you hit things with blunt objects. You gain +1 per-level bonus whenever you wield a weapon-type you are proficient in. Cost: 3 points
- Master of the Hand: You are the master of any weapon around which you can wrap your fingers. This facet allows you to use the Martial Weapon Proficiency to wield any weapon. Cost: 8 points
Melee Dual-Wielding Chain(24 Points):
- Oversized Weapons: You may wield a single 2-handed melee main-hand weapon as though it were 1-handed weapon. Cost: 8 points
- Dual-Oversized Weapons: You may wield an additional 2-handed melee weapon as though it were 1-handed weapon. Cost: 3 points
- Juggernaut Weapons: If you meet the strength, and proficiency requirements for both weapons, you may use buffed stats and modifiers where applicable. Cost: 5 points
- Punishment:' There is no damage-penalty for using dual 2-handed weapons. Cost: 8 points.
- Juggernaut Weapons: If you meet the strength, and proficiency requirements for both weapons, you may use buffed stats and modifiers where applicable. Cost: 5 points
- Dual-Oversized Weapons: You may wield an additional 2-handed melee weapon as though it were 1-handed weapon. Cost: 3 points
Sorcery Facets
Recitation Chain(6 Points):
- Recitation: you may memorize 1 additional spell. Cost: 2 points
- Improved Recitation: you may memorize a second additional spell. Cost: 4 points.
- Expedient Read: You may cast slow-cast spells from your spellbook as though they were memorized. Cost: 5 points
- Expedient Weave: You may cast weave spells from your spellbook as though they were memorized. Cost: 5 points
- Two-Handed Casting: You may equip a second spellbook to your off-hand.
Casting Focus Chain(11 Points:
- Casting Focus: You automatically ignore one interrupt when casting a slow-cast spell. This works against contact from an Anti-Magic Aura, but not against spells or effects that specifically state they interrupt spell casting. Cost: 1 point
- Greater Casting Focus: You automatically ignore a second interrupt. Cost: 3 points
- Exceptional Casting Focus: You automatically ignore a third interrupt. Cost: 5 points
- Greater Casting Focus: You automatically ignore a second interrupt. Cost: 3 points
Skill Facets
These are facets relating specifically to various skills.
- Gentle Healer: If you have 10 points or more in the unbuffed Medicine Skill, you may add Medicine x Medicine Modifier to any healing spell you cast. Cost: 2 points
- Forceful Healer: If you have 10 points or more in the unbuffed Medicine Skill, you may add (Medicine x Medicine Modifier) x 2 to any healing spell you cast. Cost: 5 points
- Mechanical Training: You may use your Intelligence Modifier instead of your Tinker Modifier when picking locks. Cost: 2 points.
- Mechanist: You may use your Intelligence for in place of your Tinker skill for picking locks. Cost: 8 points
Skill Improvement Chain
This facet chain applies to MRPG Skills, assume 1 chain for each skill:
- Improved <skill> Mark I: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark II: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark III: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark IV: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark V: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark IV: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark III: adds 1 point to <skill> Cost: 1 point
- Improved <skill> Mark II: adds 1 point to <skill> Cost: 1 point
Facet Notes
These are facets that need to be made when the facet system is eventually developed:
- Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.
- Two facets for earning extra spell memorization-slots.
- A facet to allow slow-cast spells to be cast as quickly from the spellbook as if they were memorized.
- A facet allowing weave spells to be cast from the spellbook as fast as though they were memorized.
- A facet to make spellbooks treated as 1-handed weapons
- A facet to allow equiping a second spellbook to the off-hand
- A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.
- A facet-chain to allow a character to ignore up to three interrupt-events when casting a spell. This works on anti-magic auras but not on spells that directly specify that they interrupt slow-casts.