Seppia: Game Mechs and Out of Character Items

Story by TessyFloof on SoFurry

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#1 of Seppia: Furry TRPG

Ok, This is the other Mechs that Will be used in Seppia. (OOC Items are the dice and paper, Needless to say, I was just making sure i had everything)

Please, If you find anything that could use recorrections, along with Clarifications, Please inform me and I will get to it ASAP


Items For Gameplay

--D-10 (Two per player)

--D-6 (Three DM Only)

--Paper & Pencil (Keep track of game/story)

Random Encounters

Encountering Enemies are based on the DM's decision. EX; "You walk into the room, when you notice a group of three standing in the middleof the room. One barks a command, ordering the other two to attack."

Battle

Each Player gets 2 D-10 die, one red and one white. The red dice reads as the tens digit while the white dice reads as ones digit.

Attacks

-Dungeon Master (DM) and Player(s) Roll. Attacker's roll is taken into account first, Then defenders.

Attaker's Roll

00: Critical (3xDamage)

01-30: Full Damage

31-60: 50% Damage

61-98: Miss

99: Fumble (Self Damage)

If the Attacker rolls Double Zero (00) The Defender recieves three times the damage they normaly would.

If the Attacker Rolls between 01-30 The Defender will recieve full damage, based on the Defender's Roll.

If the Attacker rolls between 30-60 The Defender will recive 50% damage based on The Defenders Roll (Minimum Damage is 1).

If the Attacker rolls between 61-98 The Attacker will miss the Defender.

If the Attacker rolls 99 They will fumble and damage themselves for 15 HP

Defender's Roll

00: Counter

01-30: Dodge

31-60: Half Damage

61-98: Full Damage

99: 2x Damage

If the Attacker Rolls Between 01-60 While the Defender Rolls a Double Zero (00) The Defender will Counter the attack, Dealing the damage they would have recived from the Attacker

If the Attacker Rolls Between 01-60 While The Defender Rolls between 01-30 They Dodge the attack.

If the Attacker Rolls Between 01-60 While the Defender Rolls between 31-60 They Recive Half of the damage they would normally (Minimum Damage is 1).

If the Attacker Rolls Between 01-60 While the Defender Rolls Between 61-98 They Recive Full damage from the Attacker

If the Attacker Rolls Between 01-60 While the Defender Rolls 99 They will recive twice the damage from the Attacker.

Damage Calculation

Dealing Damage to an Opponent.

Damage a player deals = (Player's Attack + Weapon strength) - Enemy Defence.

Recieving damage from an Opponent

Damage a player recives = Enemy's Attack - (Player's Defence + Player's Armor)

Experiance (EXP) Gain

Gaining experiance is something that becomes harder over Time. As you level up, you will find yourself gaining less and less experiance.

Experiance gained (When lower level than Opponent) = 10 + Differance in level

Experiance gained (When higher Level than Opponent) = 10 - Differance in level. (Lowest amount of experiance a player can gain is 1 point of EXP)

Attack Per Turn

If: Player's Speed is +/- 5 Of the Enemy's Speed; Each unit gets 1 attack

If Player's Speed is 6 more than the Enemy's Speed; Player Gets 2 Attacks; Enemy Gets 1 Attack.

If Player's Speed is 6 less than the Enemy's Speed; Player gets 1 Attack; Enemy Gets 2 Attacks.

Gold Earnings

-DM Rolls 2 D-10 Dice and the result, multiplied by 10 is the total gold earned from battle.

Fleeing

-Fleeing from battle. You do not gain experience or gold. Using 2 D-10 Die, the Chances of Fleeing are:

00-40: Flee

41-99: Fail to Flee.