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howmanybones

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  1. What i said might have seemed vague but i do want to clarify that i am, in fact, done.
  2. (I would like to clarify: There will be opportunities in-game to gain more techniques, or more modes to preexisting techniques)
  3. I can have it reduce technique exhaustion by 2 but that's the most i can do. My main justification for such is that i can see no logical way for reconfiguration to double as an attack
  4. No. To make up for that, i try to make sure that everybody has an attack that only costs as much energy as they gain every turn or less, and one can try to use items for improvised attacks
  5. Translated techniques Nanite cloud: Cost 3. Gives the user 1 stack of Overheat. Emergency repairs: Heals a target by 1d10. If the result is 9 or higher, the user loses 1 stack of Overheat. Harmful Decomposition: Deals 1d10 damage to a target. If the result is 9 or higher, the user loses 1 stack of Overheat. Force field: Cost 5. Applies 1d4 stacks of Shield to the target. Shield wall: Applies an extra 2 stacks of Shield to the target. Force cage: The target is immobilized whilst they have any stacks of Shield. (Immobilized entities can only use techniques that do not require movement or techniques that can break through immobilization.) Reconfiguration: Cost 0. Makes the user lose all stacks of Overheat. The user will not take Overheat damage from using this technique Form switch A: Switches the user's stamina and speed stats. If they had more energy than their current stamina, their energy is set to their current stamina. The user gains 1 stack of Charge Relevant status effects Shield: All damage the afflicted takes from techniques is reduced by their stacks of shield. Every turn, the afflicted loses 1 stack of shield. Overheat: When the afflicted uses a technique, they take damage equal to their stacks of overheat subtracted by the technique's cost. When the afflicted ends a turn without gaining stacks of overheat, they lose 2 stacks of overheat. Charge: When the afflicted would roll a dice, they instead automatically get the highest possible result and lose 1 stack of charge.
  6. Deadline extended due to insufficient players.
  7. Out of combat you have infinite energy.
  8. I raised the range to 5 meters, hopefully that's an improvement. I made some other changes balance-wise to compensate. You may not change the mode to something else, as that would run the risk of setting a dangerous precedent.
  9. Translated techniques Snake attack: Cost 4. No universal effect. Constriction: Immobilizes a target (Immobilized entities can only use techniques that do not require movement or techniques that can break through immobilization.). Each turn that target is immobilized, it takes 1d4 damage and the user must pay 1 energy or the target recovers from being immobilized. If the user uses a basic action, the target ceases to be immobilized. The user is considered to be in the same position as the target until the target recovers. If the user attempts to use a short-ranged technique on an entity that is not sufficiently close, the target ceases to be immobilized. Snake bite: Deals 1d2 damage and applies 2d2 stacks of Poison to a nearby target. Petrifying power: Cost 7. Roll 1d20, if the result is higher than the target's speed, the target is given 2d4 stacks of Petrified. Stare: Has 1 target. No range limit, but target must be visible. Applies 1 extra stack of Petrified if the 1d20 rolls a 20. Gaze: All entities described as being both visible and within 5 meters of the user are considered targets. Stacks of Petrified applied will be reduced by one for every 2 targets affected. Archery: Cost 2, Deals 1d4 damage to a target. Aimed shot: Deals an extra 1d2 damage. Hobbling strike: Applies 1d2 stacks of Slow to the target. Relevant status effects Poison: Every turn, the afflicted takes damage equal to their stacks of poison, then loses 1 stack of poison. Petrified: The afflicted cannot do anything. Every turn, the afflicted loses 1 stack of petrified. Slow: The afflicted's speed is considered 0 for all intents and purposes. Every turn, the afflicted loses 1 stack of slow.
  10. Oh, right. After somebody decides their techniques, the game master translates them to in-game lingo, deciding its damage, cost, and other effects. An example of a fully converted technique would be: Sword strike: Cost 3, deals 2d4 damage. Slash: If the opponent has a passive that allows parts to be severed (Individually specified per opponent. The effects of a part being severed are also individually specified.) and this deals max damage, will sever any part specified. Stab: Ignores anything that would reduce damage of this technique by 3 or less. I will now add this to the rules page.
  11. Character creation. Each character must include the following: Name: Your character’s name. Info: Any miscellaneous info you believe should be known about your character. (ex: age, height, likes/dislikes.) Totally optional. Background: Who your character was before being taken through the portal. Stats: You have 30 points to spend between Health (Determines max health), Speed(Determines turn order), and Stamina(Determines max energy.) For each prime number among your stats, you may add another mode to one of your skills. Each non-prime number in your stats gets a +2 whenever you recover from being at near death. Techniques: Up to three combat techniques your character knows. Each should have only 1 mode (by default) and should be formatted as the technique’s name, the > symbol, then the name and a short description of each of its modes. (ex: Sword strike > Slash: [Character name] slashes their opponent horizontally or diagonally. ) After somebody decides their techniques, the game master translates them to in-game lingo, deciding its damage, cost, and other effects. An example of a fully converted technique would be: Sword strike: Cost 3, deals 2d4 damage. Slash: If the opponent has a passive that allows parts to be severed (Individually specified per opponent. The effects of a part being severed are also individually specified.) and this deals max damage, will sever any part specified. Stab: Ignores anything that would reduce damage of this technique by 3 or less. Inventory: What your character has with them. Combat. During your turn, you may spend energy to use 1 technique or basic tactic of your choice. The cost depends on the technique, but all basic tactics cost 0. You may also use a second technique or basic action, but doing so will give up your next turn and spend 1 bonus energy. When you end your turn, you gain 3 energy. You start every battle with 3 energy. Every technique has 1 or more Modes. Which mode is used can modify the technique's behavior. Basic tactics can be used by anyone and are: Block: Spend an amount of energy of your choice and reduce damage taken next turn by the energy spent. Rest: Gain 1 energy. You may not use rest if it is your second action in a turn, and you may not act again in the same turn you use rest. Item: Use something in your inventory. What happens is determined by the item's description. You may ready a custom one-time technique for the following turn that uses the item instead. Grab: Add something visible in the area to your inventory. Reposition: Move somewhere else. This may yield bonuses decided by the game master. Disengage: Attempt to exit combat. If the opponent is willing to disengage, this is an automatic success. Otherwise, you must roll 1d20, and if the result is higher than the speed of the enemy with the highest speed, only then do you successfully disengage. When using a technique, you must specify the name of the technique, which mode of it you will use, and the technique’s target if any is required, then roll any dice associated with the technique. When using a basic tactic, you must only specify the tactic used and its target. While your health is 0, you are Near Death. If you take damage while Near Death, you die and must make a new character. If you use two techniques in the same turn while near death, you die and must make a new character. You only gain 1 energy per turn while near death. Healing used on you has a 50% chance of failing while near death (1d2, fails if 1). You may talk at any moment during combat and doing so will not spend your turn. Doing so may even successfully end a fight through diplomacy. Out of combat you have infinite energy.
  12. It has been implied to me that including this is a good idea.
  13. Here are the rest of the rules so people know what they're getting into. All of this is subject to change if given feedback, as i fear it may be a questionable system. Whenever a player or non-player character attempts to do something, they will be given one difficulty rating per non-trivial step of the given task, and must roll 2d6 for each step. Each roll that meets or exceeds the difficulty of the step is a success, and each that does not is a failure. Snake eyes is always catastrophic. The difficulty of each step is reduced by 1 per 5 points of the stat that is most significant during that step. During "Action scenes" (ex: combat, chases, going through dangerous terrain) when a player or non-player can act is determined by turn order, and they can only make up to one trivial action and one non-trivial action per turn. Anyone can talk at any time no matter what. After the action either succeeds or fails, the result of the action will be determined by whichever of the following formulas are relevant. If none are relevant, a new formula will be created and added to the list: If the action involves hitting something with a blunt object, that which is hit will take damage equal to the blunt object's mass* multiplied by its velocity* If the action involves hitting something with a sharp object, that which is hit will take damage proportional to the amount of its surface area that was cut* multiplied by how thin the object is* If the action involves something being exposed to something hot or cold enough to hurt it, it will take damage proportional to the temperature* of that which it has been exposed to. If the action involves something being electrified, it will take damage proportional to its mass, (though no higher than 30)*, doubled if anything conductive is making contact with the electrified object. If the action involves a wound being mended, the being whose wound was mended will heal by an amount equal to the damage it took from whatever caused the wound. If the action involves eating food, the being that ate the food will heal an amount of damage proportional to the quality of the food* If the action involves being poisoned, the being that was poisoned will gain stacks of the poison status effect proportional to the strength of the poison* (Every turn, a poisoned being will take damage equal to) If the action involves movement, the being who acted will move to the position indicated. *this value is decided solely by comparing it to previous examples, or arbitrarily if there are none.
  14. strictly speaking, ghosts and spirits are different things (ghosts are dead people, spirits are beings from the spirit world with mysterious motivations, eccentric personalities, and ofttimes confusing powers) but that's on me for not properly developing the setting. You're more or less good to go.
  15. Ghostly strings tie themselves to the bones, and take the bones to start a parade.
  16. I grab a comically large bucket of paint and paint the hill blue to make people think it's a different hill, then i climb My Hill and attempt to start a corpse mining operation. (I mine for corpses and use the bones to use to fuel my machines, which i then use to mine for more corpses.)
  17. I deconstruct the metal hill to make a the-bird momentum device, which sets the speed and direction of a chosen target (The devil bunny) to the speed and direction of the nearest bird, which just so happens to be an eagle flying far, far away from My Hill.
  18. I build a slightly larger fake hill out of various metals, and offer a trade opportunity. Without waiting for an answer, i jump from the fake hill straight into the, or rather, MY HILL.
  19. Please inform me if anything i do Ain't how we do things round these parts™ Character creation requires that you fill in the following fields Name: your character’s name. Description: a description of your character’s appearance, personality, and/or backstory. Can be as long or short as you like, but must include why they're working at soup's soup. Special: your character has some sort of special power or property that differentiates them from other characters in combat, be it granted by a spirit or otherwise. What is it? Stats: You have 40 points you can spend between body, mind, and soul. Body determines how much health a character has and how good they are at melee and moving heavy objects. Mind determines turn order and how good a character is at using weapons and technology. Soul determines how good a character is at spirit-based techniques and diplomacy.
  20. No combat has happened .
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