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Proposed RulesRolls are based on 1d6.
0- Worse than a fail.
****- MODIFIER LINE****
1- Complete fail
2- Major Fail
3- Fail
4- Success
5- Good
6- Great success
****+ MODIFIER LINE****
7- Hyper success
8- Overshoot (a GodMod rolls with the "Overshoot" system)
The game area is split into 6 worlds, each controlled by a GM, and the Arena, controlled by the GodMods. Scattered around these areas are 6 identical copies of the 5 pieces of the broken "Artifact of Eternity", which every GM seeks to have. Players start on a GM's world and must reach the arena through their actions. The GM's may help them through the use of "PowerPoints", which give them "Hand of God" abilities. These will be explained further. GMs must be fair in their rolls obviously. GMs decide on the nature of their starting world, the types of entities their players can choose from, and such. They must use the same movement and combat system as a base, but may add their own things for their worlds (radiation, etc.). The GM's world is not only for their starting players, but also for folks from other realities that are looking to get their piece.
One of the pieces in the starting world is given to the players at the start, but the other piece cannot be taken by the locals. At the arena, teams battle one another to see who gets the sections of the Artifact. They may be influenced by the GMs' "Hand of God" abilities.
When making your world, you need to specify:
- Setting, including whether it is magical fantasy, sci-fi, ponyland, etc.
- Terrain, features, size
- Approx. time period (relative to Earth/Terra)
- The races that inhabit your world and their abilities
- Where players start and where the "lost" piece is
- Other info
*This section is already in the thread, I like that system more than mine
You have 200 Creation Points (CP) to use for each race, and you can make up to 3 races.
Races are characterized by:
- Attacks (Attack Power or AP)
- 2 CP for +1d6 damage
- 2x(damage) CP for splash/AoE (area of effect)
- 10 CP for ranged
- Strength (1 CP for 1 strength)
- Agility (1 CP for 1 agility)
- Intelligence (1 CP for 1 intelligence)
- Accuracy (3 CP for 1 Accuracy)
- Toughness (2 CP for 1 toughness)
- 10 CP for magician
- 10 CP for flying
- 30 CP for [NO_THOUGHT_CENTER]
- 50 CP for respawn ability
Players can work with or against the GMs, as a team or as individuals,infighting or working towards a common goal.
Health is standardized throughout all worlds and the arena.
The standard is 50 health, and it gets upgraded with extra toughness (see above).
Health goes up by 5 with [NO_THOUGHT_CENTER]
Combat is standardized throughout all worlds and the arena.
ATTACKERS: Roll 1d6. Damage attempted is 1d6 x AP, modified by:
- Strength for melee (+1 for every strength)
- Intelligence for magic (+1 for every intelligence)
- Accuracy for ranged (+2 for every accuracy)
DEFENDERS: Roll 1d6. Damage blocked is 1d6 x Agility / 3, modified by:
- Strength for melee (+1 for every strength)
- Intelligence for magic (+1 for every intelligence)
- Flying for ranged (+3 if has flying)
ARMOR: Armor has hit points as well, decided by GM and modified by GodMods outside of own world. Some races can have natural armor. Armor has a 1/4 to 1/2 chance to abosb damage done to player, and a 1/36 chance (two 6's on a 2d6) to reflect.