MRPG Equations Cheat Sheet

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Revision as of 17:42, 6 October 2012 by CourseDirector (talk | contribs) (Abbreviations)
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A listing of all equations used in Mage Wars RPG.

Abbreviations

For the sake of brevity and sanity, these functions use a simplified series of abreviated terms which should make the equations easier to reference. Capitol and Lowercase are important.

Stats:

  • Strength = STR
  • Speed = SPD
  • Intelligence = INT
  • Stamina = STA
  • Dexterity = DEX

Skills:

  • Charisma = CHA
  • Medicine = MED
  • Tinkering = TIN
  • Comprehension = COM
  • Perception = PER

Combat/Magic:

  • Base Attack Value = BAV
  • Variable Attacl Value = VAV
  • Base Defense Value = BAV
  • Variable Defense Value = VAC
  • Base Success Value = BAV
  • Variable Success Value = VSV
  • Proficiency = PRO
  • Buffed = No Prefix
  • Unbuffed = u
  • Modifier = m
  • Rank = R


  • Armor Class = AC
  • Flourish Roll = FR

Examples

  • PROm = Proficiency Modifier
  • uSTRm = Unbuffed Strength Modifier

STR is the actual stat, STRm is the stat modifier. A lowercase u before denotes that it is the unbuffed stat modifier as opposed to the buffed.

Combat

  • Base AV: (PROm x PRO) + (PROm x Special Proficiency)
  • Variable AV: (1d20 x R) + (Weapon Dice) + Special Proficiency)
  • Base DV: PRO + (AC x DEXm)
  • Variable AC: (STRm)d10 + (DEXm)d6

Magic

  • Base SV:
    • Spellbook: Magic Proficiency + Lore
    • Memory: Magic Proficiency x 2

Deception

  • Bluff: (CHA + INT) x INTm + FR
  • Intimidate: CHA x STRm + INTm + FR
  • Hide: PER + DEX x DEXm + FR
  • Sneak: (uDEX + uSPD) x PER + FR

Activated Abilities

  • Blind: (SPD x INTm + any bonus) vs. (STA x DEXm). 1d6 x R + bonus blindness.
  • Knockdown: (STR x STRm + Bonuses) vs. (DEX x DEXm). 1d3 seconds per rank, plus any bonuses to the knockdown timer(unlike other effects, bonuses to the knockdown ability do not apply to the knockdown timer).
  • Disarm: (DEX x SPDm + Bonuses) vs. (STR + STRm). 1d8 seconds of disarm per rank, plus any bonuses not coming from the weapon(some weapons have inherent Disarm bonuses).
  • Injure: (Weapon Skill x STRm) vs. (Target AC). 1d6 Plus weapon damage(must be coupled with a normal attack that must succeed).

See Also: