The Vortex Wars Role Playing Game Version 3.0.0.2
Current players:
Vortex_Master
neoexdeath
necrocat219
Fangfallen
Ryankill
chris1726354
Okey dokey, here we are with the third version of the Vortex Wars RPG! Before we get started, I'd like to point out the largest change this time around: This version of the game is dice based, rather than just being all numbers. You'll roll to determine success on various sorts of things, such as the results and damage of an attack. How will I prevent players from faking dice rolls, you ask? The answer is simple: with the invisible castle dice roller.
Linky.Whenever a dice roll is made, the roller's username must be in the name field of the roll so I can verify it,
otherwise the roll will not be valid. Now then. onto the actual system.
There have been a few more statistics added this time around, so I'll go ahead and go through everything.
HP: You Hit Points, or health. Basically determines how many hits your character can take before going down. Can be restored by resting, potions, and spells.
SP: Your Special Points. Depending on your class(es) this could be mana, ki, or just pure awesomeness, but for the sake of simplicity, it all runs off the same thing. Used to power special abilities, and restored by resting or by potions.
Attack: Depending on your class(es) and weaponry, you'll have a number of attacks you can do over the course of a turn. These attacks are formatted like this: Sword: Melee +12 (2d6) [1] Here's how it breaks down: First and foremost is the weapon name, of course. Next is the attack style, (out of melee, ranged, and magic, which will be explained later) and then the attack bonus. Attacks are resolved as a roll of 1d100+bonus against the target's relevant defense. If it's equal to it or higher, you hit. If it's less, you miss. On a hit, you deal the amount of damage in parentheses, plus relevant bonuses for you and minus any damage reduction the target might have. Finally in brackets is the attacks type. You can make any number of attacks in a round, so long as none of them share the same attack type.
Also certain attack rolls have certain effects, regardless of other modifiers.
01 = Critical failure (The attack automatically hits, except against you. Roll for damage and apply your relevant defenses against it.)
02-05 = Automatic Miss
96-99 = Automatic Hit
100 = Critical Hit (Inflicts double damage)
Unarmed attacks deal 1d6 Melee damage.
Defense: You have four different defenses used to protect from incoming attacks, Melee, Ranged, Magic, and Special. The base defenses are based on your race, and modified by your classes and gear to protect you from various attacks and effects. They will be formated in the above order like this: 25/42/37/18. In the beginning, you'll be vulnerable to taking hits, but this may change as you progress.
Null: (I decided to keep the name) This will mainly be granted in small amounts by armor, and works against the listed type(s) of damage. Whenever you take damage of the listed type, reduce it by the amount of damage reduction you possess for that type, to a mimimum of 0.
Okay, time for basic character info: You start out as a level 0 character, with a whopping 100 shards to your name. (Denoted as {s} ) Your base HP, SP, defenses, and so forth are determined by your race, from which you add your class bonuses. You have 5 inventory spaces to begin, which are used to hold anything not equipped. Items do not stack in your inventory, even if they are of the same type. So while you can list Health Potion x 3 on your sheet for simplicity, it still takes up 3 inventory spots. As for equipment, you have a bunch of different slots with which to equip stuff to.
Gear Slots: Head, Neck, Body, Legs, Feet, Hands, Ring 1, and Ring 2.
Actions: turns last from midnight to midnight Pacific Standard Time. If you miss a turn, it's gone, and you can't get it back. If you're in combat and you miss a turn, the enemy monsters will still attack you. Over the course of a single turn, you can:
- Use all of your attacks against an enemy monster
- If in town, shop, reincarnate (to change your race), and rest, fully restoring your HP and SP at the cost of 10 {s}. If you cannot pay, this takes an additional day to work off the debt.
- Wander the surrounding area, potentially finding loot or a random encounter.
- Walk from one town to another. Note that the second town will only be accessible once the first dungeon is cleared.
- Other actions that are location dependent.
Damage Types: There are 5 damage types in VW RPG: Melee, Ranged, Magic, Special, and True. Each of the first three corresponds to your different types of attacks, and Special damage is generally from status effects like posion. True damage is special in that it can't be reduced by null unless the null specifically says it does, and most forms of defenses don't work against it, and it's often self-inflicted to pay for certain powerful abilities. Luckily, outside of bosses, it's generally very rare.
Level up table: Note that levels 10+ will be made when a character reaches at least 7.
Level 0 - 0 xp - Base Stats
Level 1 - 50 xp - +5 HP, +1 SP - 1st Class - 1st Perk
Level 2 - 100 xp - +5 HP, +1 attacks
Level 3 - 175 xp - +5 HP, +1 SP - 2nd Perk
Level 4 - 250 xp - +5 HP, +1 defenses
Level 5 - 350 xp - +5 HP, +1 SP - 2nd Class - 3rd Perk
Level 6 - 450 xp - +5 HP, +1 attacks
Level 7 - 600 xp - +5 HP, +1 SP - 4th Perk
Level 8 - 750 xp - +5 Hp, +1 defenses
Level 9 - 950 xp - +5 HP, +1 SP - 5th Perk
Races:
Base Race - Human
HP: 20 SP: 3 Defenses: 20/20/20/20, Determination (You gain 1 null against all damage types when below 50% HP) - Free, Level 0
Elf
HP: 15 SP: 4 Defenses: 15/20/25/20, +2 ranged attack, Elven Accuracy (Critical hits an additional 20% damage) - 25 {s}, Level 0
Dwarf
HP: 25 SP: 2 Defenses: 25/15/20/20, +1 Melee null, +1 Melee Damage - 25 {s}, Level 0
Halfling
HP: 15 SP: 3 Defenses: 20/20/20/25, Cunning Dodge - 25 {s}, Level 0
Ability - Cunning Dodge - 1 SP - 5 Turn Cooldown - No Action
Use as a reaction to an attack, after the dice has been rolled. You retroactively gain +10 to the relevant defense against that attack, which may cause it to miss.
Angels
HP: 25 SP: 3 Defenses: 25/25/25/25, Sacred Aura (You and your allies gain 1 null against all damage types) - 100 {s}, Level 5
Demons
HP: 30 SP: 4 Defenses: 20/20/20/20, Profane Aura (You and your allies gain +1 to all damage rolls) - 100 {s}, Level 5
Lizardmen
HP: 30 SP: 2 Defenses: 30/25/20/25, +1 Special Null, Caustic Spittle - 100 {s}, level 5
Ability - Caustic Spittle - 1 SP - 3 Turn Cooldown - [C]
You hurl a blob of acidic spit at a foe. Roll a special attack. On hit, they take 3d6 Special damage and have a -5 penalty to all defenses for 3 rounds.
Classes - You get one at level one, five, and every five afterwards. Each class generally has static bonuses and one or more unique special abilities. All bonuses and abilities from classes stack. Ability cooldowns begin ticking the turn after they are used.
Warrior - No Requirements
+5 HP, +2 Melee attack, +2 Melee Defense
Ability - Cleave - 1 SP - 3 Turn cooldown - No action
If an [A] and/or [B] melee attack would slay an enemy, you may use that attack again immediately against another enemy in the encounter.
Ranger - No Requirements
+5 HP, +2 Ranged Attack, +2 Ranged Defense
Ability - Focus - 1 SP - 5 Turn Cooldown - [C]
Choose a target. For the next 3 turns you get +10 Ranged Attack against that target, and deal an additional 2 damage on all successful attacks against it. (All types, doesn't affect non-damaging abilities
Mage - No requirements
+1 SP, +2 Magic Attack, +2 Magic Defense
Ability - Spread Bolt - 2 SP - 1 Turn Cooldown - [A, B]
Roll your [A] and/or [B] magic attacks separately against two targets, but with a -10 attack penalty and a -2 damage penalty.
Striker - No requirements
-5 HP, +2 Melee/Ranged/Magic Attack, +1 Melee/Ranged/Magic Damage
Ability - Reckless Attack - 1 SP - No Cooldown - No Action
Use at the beginning of your turn. All of your Non-special attacks this round get +5 to hit and deal an extra 2 damage. You take a -5 penalty to all defenses until your next turn.
Guardian - No Requirements
+10 HP, +2 Melee/Ranged/Magic Defense
Ability - Incite - 2 SP - 1 Turn Cooldown - [C]
Roll an attack vs. the target's Special Defense. On a success, they must include you in at least one attack next turn. You also gain +1 Melee/Ranged/Magic null against all of the target's attacks until your next turn.
Onion Knight - Level 1 Only
-10 HP, -2 SP, -1 Melee/Ranged/Magic Damage, -1 Melee/Ranged/Magic Null
If you make it to level 10 in this class, all stat modifiers for this class become pluses.
Perks - Each character gets a perk at every odd level. Some perks give passive benefits, while others give active abilities. Unless otherwise specified, you can't take the same perk more than once. You can only take one [Iconic] perk, plus an additional one at 10th level and every 10 thereafter.
Word of Healing - Requires Level 3
Ability - Word of Healing - 3 SP - 5 Turn Cooldown - [A,B,C]
Heals you or a targeted ally for 2d8+5 HP.
Improved Word of Healing - Requires Word of Healing
Word of Healing is now [C] and heals 2d8+10 HP.
Hex - No Requirements
Ability - Hex - 1 SP - 5 Turn Cooldown - [C]
Make a Special Attack against one target at a -10 penalty. On a hit, that target takes a -5 penalty to attacks and defenses for 2 turns, and takes 1d4 Special damage each round. Hexes do not stack with each other.
Improved Hex - Requires Hex
Hex now lasts 3 turns, deals 1d6/round and no longer has a -10 penalty to hit.
Greater Hex - Requires Improved Hex
Hex now costs 2 SP, deals 1d8/round, and inflicts -10 penalties to attacks and defenses.
Offensive Focus - No Requirements
Choose an attack type. (Melee, Ranged, Magic, Special) You get +3 to hit for all attacks of that type.
Improved Offensive Focus - Requires Offensive Focus
You gain an additional +2 to hit for the attack type chosen for Offensive Focus. In addition, attacks of that type deal +1 damage. (If they deal damage)
Defensive Focus - No Requirements
Add +3 to any one of your defenses.
Improved Defensive focus - Requires Defensive Focus
Add an additional +2 defense and +1 null to the damage type chosen for Defensive Focus.
Durability - No Requirements
You gain 5 HP, plus an addition 5 HP every 5 levels. (5th, 10th, and so on) You can take the perk twice.
Power Surge - No Requirements
You gain 1 SP, plus an additional 1 SP every 5 levels. (5th, 10th, and so on) You can take this perk twice.
Determination - No Requirements
When at 50% HP or below, you gain 1 null against all damage types. (Stacks with human racial ability)
Improved Determination - Requires Determination, Level 5+
When at 25% HP or below you gain an additional 2 null against all damage types.
Unusual Background - No Requirements
You may have one more [Iconic] perk than normally allowed. These still take up their own perk slots.
Inheritance - Level 1 only
Double your starting wealth to 200 {s}.
Power from Pain - Level 1 Only, [Iconic]
You suffer from a terrible curse afflicting you, causing you to take 1 point of True Damage at the end of each and every one of your turns. You draw power from this, however, causing all of your [A] and [B] attacks to deal an additional point of damage, and 2 points for [A,B] attacks. At 5th level, the curse intensifies to 2 damage a turn as it ravages your body. At 10th level, the curse is finally broken, no longer dealing damage, though you retain the damage bonuses. As a mark of the trials you endured, you gain 1 point of True Null.
Blessed of the Light - Level 1 Only, [Iconic]
You have been blessed by holy powers for a divine purpose. You automatically heal 1 HP at the end of every turn. At 5th level, you must go on a brief quest for these powers, expecting no reward. You irrevocably lose the benefits of this perk should you refuse this quest. (It still takes up a perk slot.) At 10th level, your regeneration doubles to 2 HP per turn, and you may reincarnate to the Angel race without paying the standard shard cost.
Destiny - [Iconic]
Fate has something in store for you, giving you brief flashes of insight and allowing you to turn the laws of probability and physics on their head.
Moment of Fate - 5 SP - 20 Turn Cooldown - No Action
Use at the beginning of your turn. Until your next turn, all attacks you make gain a +20 bonus to hit, and deal an additional 2d6 points of True Damage. You also gain +20 to all defenses, and 5 null against all damage types, including True. However, bending reality like this is exhausting, causing you to take a -5 penalty to all attacks and defenses for 4 turns afterwards.
Big Damn Hero - [Iconic]
Petrified? Paralyzed? Silenced? You're too awesome to care about any of that.
By Crom! - 3 SP - 20 Turn Cooldown - [A,B,C]
By channeling your inner power and yelling an appropriate battle cry, you can remove any and all temporary negative effects affecting your character. You can even do this if an effect would normally prevent you from acting. (Unless you're dead.) If an effect removed like this is persistent, (like an aura of poison clouds surrounding a foe) you gain immunity to it for 2 rounds.
Equipment - Items with activated abilites are 'locked' to you while on cooldown, and cannot be unequipped until the cooldown expires.
Weapons ( [A] and [B] weapons are one handed, [A,B] weapons are two handed. Yes, you can dual-wield, regardless of class. You can even use two different types of weapons, such as a wand in one hand and a dagger in another. All ranged weapons have infinite ammo.)
Shields - These are one-handed, and provide defensive bonuses. They are the only item slot that provide significant quantities of null.
Head Slot - Helmets generally provide offensive bonuses.
Body Slot - This is your main Armor slot
Legs Slot - Your secondary Armor slot
Feet Slot -These also provide offensive bonuses
Neck Slot - Items on the Neck slot are unique in that they all have active effects. Some are powered on their own, but some use your SP to fuel them.
Ring Slot - You can wear up to two of these, and they generally provide all sorts of unique benefits generally unobtainable from other items.
On Item Rarity and Monster Difficulty - The rarity of any individual piece of equipment is determined by the color of the name, rated from black to blue. The relative difficulty of a monster is also determined on this same scale.
Equips
Black Tier - Basically your run-of-the-mill vendor trash. Found everywhere, and should only be used in an emergency.
Red Tier - Decent stuff, the standard for adventuring gear. It's not spectacular, but it'll get the job done. Reasonably common.
Orange Tier - Well made equipment forged by those who know what they're doing. A cut above Red gear, but still nothing too overtly overpowering. Fairly uncommon, but can be found if you know where to look. Due to their magical natures, neck and ring slot items are orange tier minimum.
Yellow Tier - Made by masters of their respected crafts, these rare and sometimes unique items are the best an adventurer can reasonably expect to encounter on their adventures. These items are fairly powerful, but also hard to find.
Green Tier - Created by supernatural entities, these weapons and armor are beyond mortal understanding. Any item of green tier is very powerful, and any adventurer fortunate enough to come across one should consider themselves lucky indeed.
Blue Tier - As blatantly overpowered as the ones who made them, blue tier weapon will rip through the mightiest of foes, and blue tear armor can ward away nearly any blow. Earning something this powerful is no easy task, however.....
Foes
Black Tier - These are generic minions that are generally only pose a threat in large groups.
Red Tier Your standard run-of-the-mill foe. Should only prove a challenge to unprepared players.
Orange Tier Here be veteran mooks, who generally know what they're doing and have a couple tricks up their sleeve.
Yellow Tier These are elite mooks and mini-bosses, designed to seriously challenge a single player, or annoy an entire party.
Green Tier Bosses. Only skilled players should consider fighting these alone. May get multiple actions.
Blue Tier Final bosses. Level grind and bring your friends. Then level grind some more.
"I see now that the circumstances of one's birth are irrelevant; it is what you do with the gift of life that determines who you are." - Mewtwo