Seppia: Game Mechs and Out of Character Items
#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.