TheWayForwardQuest

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Character

Settings

Mechanics

Stats

The stats are STR, DEX (with a derived stat of AGI), VIT, INT, WIS, CHA and LUK.

  • Strength (STR) controls the normal strength things.
  • Dexterity (DEX) is used for things needing dexterity.
    • AGI, a derived stat, is generally used for speed checks, and is listed separately for things that affect speed but not dexterity.
  • Vitality (VIT) is your vitality, and controls HP, base resistances, and other checks related to the character's resilience.
  • Intelligence (INT) is intelligence.
  • Wisdom (WIS) is more common sense and observation based stuff, as well as your willpower and sense of self.
  • Charisma (CHA). This can be force of personality, and measure of self.
  • Luck (LUK). Note this one is a double edged sword. High Luck will act in ways both good and bad.

You have a combined statline of the stats of the body and a transmigration statline. Some stats will transmigrate, but not all.

Stat bonuses to skill rolls are stat/2, rounded down

There's also proficiency, skills, quirks (feats, aspects, titles), and powers. Feats are things you've learned to do, Aspects are elements of your self, Titles reflect an achievement or something notable.

Note this is based on litrpg very very vaguely.

Pool is available motes (note that each type is combined until or unless a effect unifies it.) and potency is power of the power multiplied against base. People with higher potency get more out of each mote, etc.

Success Thresholds

The enemy only loses actions if they critically fail or you critically succeed, or you get intrigue actions done that remove enemy actions (Albeit that's every turn)

Success thresholds are now:

  • +0~35 Success
  • +35~70 Major Success
  • +70~140 Sublime Success
  • >+140 Cosmic Success

Critical successes must be at least major, and criticals are 96-100 and 1-4.

Correspondingly:

  • -0~35 Failure
  • -35~70 Major Failure
  • -70~140 Sublime Failure
  • <-140 Cosmic Failure

Skill List

A list of skills. This is not complete. Some skills have synergy bonuses with others. Skills are used to determine who's likely to win, and to check for degrees of failure or success. They also can be used as.. skills. For example, the Tranquility and Concentration skills prevent emotional outbursts and provide enhanced focus. Skills with two stats mean that certain checks use different stats.

Types of Skills:

  • Active Skills - Must be actively invoked.
  • Combat Skills - These are used in combat; give a rough indicator of combat viability.
  • Passive Skills - do not need active use, may be active used in certain situations
  • Restricted Skills - mean you need a feat, title or something else to grant access to it.
  • Sealed Skills - Sealed skills are unavailable. On the sheet it'll say why.


General Skill Ranks:

  • Untrained - 0
  • Novice - [1 to 33]
  • Intermediate - [36 to 55]
  • Adept - [56 to 65]
  • Expert - [66 to 79]
  • Master - [80 to 90]
  • Legendary - [91 to 100]
  • Divine - [100+]

Some skills have subskills: Diplomacy has Persuasion and Intimidation. (Subskills are capped much lower.) These are used to denote penalties and bonuses to actions with those tags.

Note: Subskills often have lower DCs than general skill checks, so specializing into them may be desirable.

Skills increase to 300. (Still debating this, though.)

  • [Active] Acrobatics (DEX or AGI)
    • Subskills: Parkour (DEX)
  • [Passive] Appraise (INT) - Per category, i.e food, gems, etc.
  • [Combat] Artillery (INT, DEX) - The use of artillery weapons.
  • [Active] Athletics (STR) - Used for general athletics checks. i.e chasing, etc.
    • Subskills: Swim, Freeclimb.
  • [Passive] Concentration (VIT) - This is used for focus and related actions. Synergy bonus with Tranquility [RESTRICTED SKILL]
  • [Active] Block (STR) - Blocks attacks.
  • [Active] Craft (INT) - Ability to craft things. Crafting and setting up traps falls under this, for example.
  • [Active] Deception (CHA) - Your ability to lie, or omit some elements of the truth.
  • [Active] Diplomacy (CHA)
    • Subskills: Persuasion, Intimidation.
  • [Combat] Dodge (AGI, DEX) - Reflexes or other measures of dodging oncoming blows.
  • [Active] Empathy (CHA) - This skill combines elements of understanding the other, projecting your emotional aura, and other magical means to help pacify sub-sentient monsters and animals. (For sentient monsters and animals, you must use Diplomacy, which this skill has a synergistic bonus with.) [RESTRICTED SKILL]
  • [Active] Escape Artist (DEX) - Escaping from bonds. At high level, this is more than just physical bonds.
  • [Combat] Fortification (VIT) - Ways to resist blows. Note that subskills are required to resist things like missile strikes, or ranks exceeding 100.
  • [Active] Healing (WIS) - Healing self, or others.
  • [Active] Investigate (INT) - Synergies with Perception, Sense Motive.
    • Subskills: Gather Information, Criminal Patterns, Gather Contacts.
  • [Passive] Knowledge () (INT) - Knowledge of a subskill domain. Examples are given below.
    • Setting Specific Domains - These will convert at a very small rate to the general skills depending on their rank on transmigration.
    • Mystical Knowledge - Knowledge(Mystical Arts), Knowledge(Specific Type of Magic), Knowledge(Mysteries), Knowledge(Khemia)
    • Practical Knowledge - Knowledge(Bureaucracy), Knowledge(Cities), Knowledge(Dungeons)
    • Schools of Knowledge: - Knowledge(Biology), Knowledge(Botany), Knowledge(Chemistry), Knowledge(Religion), etc.
  • [Passive] Languages (INT) - Each subskill is proficiency in a different language. Ranks in it increase from "can kind of read it to can read it to can read and speak it to read and speak it fluently." etc.
  • [Combat] Melee Attack (STR, DEX) - This controls the ability to use any melee weapon. Proficiencies are bonuses to attack and damage, Melee Attack is hit-chance.
    • Subskills: Short Swords, Long Swords, Greatswords, Exotic Swords, Short Axes, Axes, Greataxes, Polearms (Early), Polearms(Modern), Knives, Martial Weapons
  • [Active] Parry (STR) - This skill parries blows.
  • [Passive] Perception (WIS) - This skill is the ability to notice something, or see through Stealth. Synergy with Investigation
    • Situational Awareness - Some levels have preternatural levels of situational awareness. Characters with this subskill are really good at it.
  • [Active] Perform(x) (DEX) - Perform some art. Or some instrument.
  • [Active] Pilot(x) (INT, DEX) - Pilot some machine or tool x.
  • [Active] Profession(x) (INT, WIS) - Skill at a profession.
  • [Combat] Ranged Attack (DEX, AGI) - Controls the ability to use ranged weaponry. Proficiencies are bonuses to attack and damage, Ranged Attack is hit-chance.
    • Subskills: Short Bows, Long Bows, Composite Bows, Crossbows, Guns (Early), Guns(Modern), Guns(Information), Guns(Space), Laser Guns (Projectile), Laser Guns (Beam)
  • [Active] Repair(x) (DEX, INT) - Skill at repairing x, which must require skill to repair.
  • [Active] Ride(x) (DEX) - Ride an animal. This is by category - for example, Ride(Four Legged Mammals) applies to camel and horses.
  • [Passive] Resistance (WIS) - This skill measures resistance to many things, such as high and cold temperatures, or poison, etc. Note that it does not apply to normally fatal hazards unless a subskill is unlocked or the rank exceeds 50.
  • [Passive] Sense Motive (WIS) - Detect when someone is attempting to deceive you. Synergy with Investigate
  • [Passive] Spiritual Arts (WIS, CHA) - Your ability to detect supernatural spirits, or the unquiet dead, and put them to rest. Also usable when negotiating with extraplanar spirits.
  • [Active] Survival (VIT, WIS) - This skill is your ability to survive in many environments.
  • [Passive] Trapfinding (INT) - Your ability to detect and stop traps.
  • [Passive] Tranquility (VIT, WIS) - To remain calm; resist emotional storms and attacks. [RESTRICTED SKILL]

Titles, Powers, Epithets

Titles represent something about a character that is either imposed or earned by them. They can be negative ("The Wretch") or positive ("Well Liked"), and can be removed.

Epithets are permanent markers of events. (i.e "Richard the Lionheart", "Lincoln, the Great Emanicipator."). Epithets always are positive [b]for the character[/b].

They may be unflattering and impose penalties with others, but by that point, the character's actions are also probably inclining them to that path. (i.e "Shepard, the Butcher of Torfan.")

Powers, once given can't really be taken away unless the power specifies it can, or the power is replaced by another. It is entirely possible to lose a positive power for a negative one.

Magic (or related Mystical Arts)

Magic is a force implicit to many settings, and will be tracked as the stat pool. On transmigration, they may get sealed or not, depending on rolls. Some feats unify it into one thing, and allow for cross-growth.

Spells have scaling effects based on MP spent capped by level*3. Not all settings work alike. See your setting notes for how it works there. In general, you have spells, either innately, or in a grimoire, or in jewelry, that you cast using either a pool of what you can direct (a conduit) or from inside (your own pool.)

Patrons (Reference Notes)

To get into the Celestial Bureaucracy or become an immortal, in these times, requires a patron. Patrons may not act in your best interests.

Patrons - Grant powers, titles and act as a guarantor.

They also grant quests and generally severely influence exactly how their agents work by somewhat controlling where they go.

Patrons who break obligations, or act in bad faith, can get punished, but this is very dependent on who catches them. (In practice, this rarely happens, hence why this quest exists.)

Members of the bureaucracy above the rank of 'Agent' do not need one.

Per Turn

In non urgent times, this will go every 3 weeks. The sequence:

  • Player actions that specifically deal with enemies or enemy defenses.
  • Enemy actions
  • Player actions that are not random encounters or specifically specified to act after Xiaomei go here. (i.e "On Week 2...")
  • Xiaomei will take her actions. Specific player actions also go here.
  • I resolve random encounters
  • Then you get to vote on various actions.

Enemy actions are straight dice rolls vs yours, effects modified by the success or failure of this. They get two actions, which can either be interfering with you or Xiaomei.

You have X AP, X RP and X FP to spend. These are action points, resource points, and fate points.

Action Points come from [(Xiaomei's Level * 1.5, rounded down) + The AP Pool];

AP are spent on arranging for coincidences, or helping or hindering Xiaomei indirectly.

Resource Points start at 120, but you can increase it by spending AP.

RP are spent in setting up organizations, or grants, etc. RP is often *spent* in AP, especially if you are directly trying to set something up. You can also choose to bank unused RP, to be spent in Urgent Times. Unused RP is banked to a cap.

RP spent on actions that don't happen (i.e contingent actions) will be banked if I am reasonably sure it'll happen next turn for a penalty of -15 RP.

Fate Points are 5+completed quests/3 min (rounded up)+pool. The pool comes from Omakes and others, as I get to it.

FP are forcing actions to take. Note that FP has the *most* chances of increasing awareness, but it can also be used to set dice rolls in actions.

You also have a statline of "Enemy Action" and "Your Sight". You will get penalties and removed possible actions as these change, and you can also opt to improve it to improve costs. Note it is possible to prevent Enemy Action on your resources, but that does mean they might choose to spend more resources on interfering in the world you are observing.

Once you vote, I will perform the actions and narrate the results, rolling dice as appropriate. This will close the three-week period.

​Xiaomei gets a base chance of a random encounter per day, but her actions will remove some. Note that some actions add back to this pool.

Level Up Mechanics

XP Charts
Familiar Level XP TNL Character Level XP TNL
1 100 1 100
2 500 2 250
3 1000 3 500
4 2000 4 1,000
5 4000 5 2,000
6 8000 6 3,500
7 16000 7 5,500
8 32000 8 8,500
9 64000 9 12,500
10 128000 10 18,500
Cap Cap 11 26,500
Cap Cap 12 36,500
Cap Cap 13 48,500
Cap Cap 14 62,500
Cap Cap 15 78,500
Cap Cap 16 98,500
Cap Cap 17 123,500
Cap Cap 18 151,000
Cap Cap 19 181,000
Cap Cap 20 216,000
Cap Cap 21 256,000
Cap Cap 22 306,000
Cap Cap 23 370,000
Cap Cap 24 450,000
Cap Cap 25 550,000
Cap Cap 26 700,000
Cap Cap 27 900,000
Cap Cap 28 1,200,000
Cap Cap 29 1,600,000
Cap Cap 30 2,100,000
Stat Point Increase

From 0 to 40, it's one point per stat increase From 40 to 50, it's two From 50 to 60, it's three From 60 to 70, it's four From 70 to 80, it's eight - (Unlocked Divine essence) From 80 to 90, it's sixteen - (Unlocked Divine essence) From 90 to 100, it's fifty - (Unlocked Divine essence) From 100, it's 40 points per stat AND and a Divine Stat X covering the rank.

e.g CHA 101-108 requires the feat Divine Charisma I, with Divine Charisma XI enabling stats of 189-196.

On levelup, Xiaomei gets 1 stat point plus another per ten levels. (1 point per level 0-9, 2 points per level 10-19, etc.

Unused stat points can be rolled over and pooled for later use.

Skill Point Increases
  • All increases in Untrained and Novice are 1 rank per point.
  • Rank increases in Intermediate are 1 rank per 2 points.
  • Rank increases in Adept and Expert are 1 rank per 3 points.
  • Rank increases in Master are 1 rank per 5 points.
  • Rank increases in Legendary are 1 rank per 10 points.
  • Rank increases in Divine are 1 rank per 20 points.

Xiaomei gets 11 skill points per level.

Urgent Times

There are times in any deities life where they have to watch closely and intervene. If there wasn't interference, you wouldn't even be able to briefly directly intervene. But times are as they are.

Urgent Times are for situations that must be addressed immediately, and when you don't have the advantage of the divine time. During this:

  • AP and FP actions are restricted to the current situation.
  • RP replenishment is half of the normal amount per turn. Banked RP is added on the first turn. RP unspent rolls forward til the end of the last Turn of Urgent Times.
  • Actions taken to deal with the Celestial Bureaucracy are held in abeyance, and banked RP/AP costs will not count against you until the last sub-turn. (It counts as "1 turn", basically, for long-term costs.)

Urgent Times have four subturns, broadly: Preparations to Deal with the Situation, Deal With Last Minute Issues, Implement the Solution, Deal with the Aftermath.

During the first two turns, the gods can directly make suggestions, but then they must leave the incarnate's soul.


Dice Rolls

Dice rolls here are somewhat simple.

Tasks are rolled on a 1d100 (normally, see below), with the targets being:

  • Trivial - DC 10
  • Simple - DC 25
  • Skilled - DC 50
  • Difficult - DC 75
  • Master - DC 90
  • Legendary - DC 140
  • Impossible - DC 200
  • Divine - DC 250.

Modifiers are assigned by skill, narration, and by situation.

It is possible to get a Divine Modifier. These set the dice to:

Dice Roll Chart Graph
Comparative Graph of Possibilities
  • Terrible: 7d25 drop three highest.
  • Bad: 3d50 drop highest
  • Poor: 4d33+1 drop highest
  • Normal (no modifier): 1d100 roll
  • Above Average: 4d33+1 drop lowest roll
  • Good: 3d50 drop lowest
  • Terrific: 7d25 drop three lowest

Training

  • Targets: DC 30/60/90/130/180/240 for results
  • Under DC30, take a -1 penalty until next training window. (No progress) (-100 Qi)
  • DC 30-60: No bonus (+1 Proficiency Progress with weapons; 1 spell cast progress)
  • DC 60-90: +1 (+2 Proficiency Progress with weapons; 3 spell cast progress)
  • DC 90-130: +2 (+4 Proficiency Progress with weapons; 6 spell cast progress)
  • DC 130-180: +3 (+7 Proficiency Progress with weapons; 9 spell cast progress)
  • DC 180-240: +4 (+10 Proficiency Progress with weapons; 13 spell cast progress)
  • DC 240: +6 (+14 Proficiency Progress with weapons; 17 spell cast progress)

Training Types:

  • Standard Jedi Training
    • Dodge
    • Healing
    • Melee Attacks
    • Perception
    • Parry
    • Knowledge(The Force)
    • Knowledge(Force Powers)
    • Knowledge(Galactic History)
    • Knowledge(Galactic Technology)
    • Piloting(Spacecraft)
    • Piloting(Speeders)
    • Spellcrafting
    • Survival
  • Xiaomei Spare Time
    • Ranged Attack
    • Profession(Maid)
    • Repair(Spacecraft)
    • Craft(Spacecraft)
    • Repair(Speeders)
    • Sleight of Hand
    • Escape Artist
    • Investigation
    • Stealth


School Bonus: +15 (Jedi Training, Standard)

Transmigration

When Xiaomei leaves a world, not everything follows her.

At base, she loses 40% of skill points on base, and 10% of gained to the transmigration body. (This is partially negated by Eidetic Memory. She loses 25% of skill points on base, and none gained to the transmigration body.)

Skills that are unique to the setting get sealed, and do not count towards anything, but are reactivated if she ever returns.

Non setting specific feats, skills and powers follow. Specific ones will get either converted to a generic, or sealed. Note that this might mean, for example, leaving Star Wars gets Force powers sealed, but if she learns magic on the next world, it'll be unlocked as a way to wield magical force, absent limitations in the power granting magic. Also: Feats can state that certain things do not get sealed.

Titles that are setting specific get combined, rolled for their effect (1d20), and then a 1d100, on a 90+, negative effects are converted to positive ones.

Bonuses to AP and RP are multiplied by *.5 and added to the pool that carries over. The AP/RP costs for improvements reset on transmigration.