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Posted: Sat Nov 07, 2009 11:03 pm
Databank for current testing information. Please do not post in this thread. Evar.
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Posted: Sat Nov 07, 2009 11:27 pm
Player profiles, v. 1.00:Monster Profile Player-Name: CTY Age: CTY Nationality: CTY Level: (Abomination, Mutant, or Robot, then numeric level) Exp: CD Hp: 10 + con * (1/2 level) = Gender: Female Appearance: CTY Attributes- (1; see below) Strength: CD Dexterity: CD Wisdom: CD Constitution: CD Defenses- (10 +1/2 level + stat modifier + Class Bonus + Size if appliable) Fortitude (str): 10 + L + M + B= Reflex (dex): 10 + L + M + B + S= Will (wis): 10 + L + M + B= Toughness (con): 10 + L + M + B= Attack- (Base attack bonus + stat modifier + Size if applicable) Melee (str): BAB + M + S= Ranged (dex): BAB + M + S= Special (wis): BAB + M = Damage- ( [Die type * Number] + 1/2 level rounded down - Size if applicable) Melee (str): [n * dx] + L - S Ranged (dex): [n * dx] + L Special (wis): [n * dx] + L Origins- CTY Abbreviations- CTY = Create this yourself, meaning it's up to you. CD = Campaign dependent; Different values equal different strengths. Subnotes- 1) Each person starts off with 45 'points', to put into any four categories. To notice various details, this is best served by putting 10 points into each, and splitting five however you choose along the rest. However, your scores will generate various results. See tables section for more information. Handler Profile Player-Name: CTY Age: CTY Nationality: CTY Level: CD Exp: CD Hp: 10 + (1/2 level rounded up) = Gender: CTY Appearance: CTY Attributes-Strength: CD Intelligence: CD Charisma: CD Skills:Acrobatics (str): CD Bluff (cha): CD Diplomacy (cha): CD Disable device (int): CD Gather Info (int): CD Knowledge (Int): CD Pilot (str): CD Research (int): CD Ride (str): CD Survival (str): CD Feats:CD Talents: Leveling up, and points explained:Each person, both handler and monster, can level up at specific intervals. These intervals allow a person to grow stronger. For each level, characters gain 20 "points" they can spend to indulge upon progressing their character. Thus, monsters can spend their points in the following way: 1 point per attribute like strength 5 points per number of die used to attack 15 points to upgrade a die by two sides 20 points to upgrade a die to 20 sided, or 100 Scientists, however, must spend their points this way: 5 points per attribute 10 points per level in a skill Variable cost per 'feat'
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Posted: Sat Nov 07, 2009 11:51 pm
Tables, Version 1.00Stat Modifiers 1-1 00 = -15 01 = -5 02-03 = -4 04-05 = -3 06-07 = -2 08-09 = -1 10-11 = +0 12-13 = +1 14-15 = +2 16-17 = +3 18-19 = +4 20-21 = +5 22-23 = +6 24-25 = +7 26-27 = +8 28-29 = +9 30-31 = +10 Monster Tables, Version 1.00Universal Level Dependent Benefits 2-1 01- BAB +0 02- BAB +1 ; Size Increase 03- BAB +2 04- BAB +3 ; 2 Ability increases 05- BAB +3* ; Size Increase 06- BAB +4 07- BAB +5 08- BAB +6 ; 2 ability Increases ; Size increase 09- BAB +6* 10- BAB + 7 11- BAB + 8 12- BAB + 9 ; 2 Ability increases 13- BAB + 9* ; Size increase 14- BAB + 10 15- BAB + 11 16- BAB + 12 17- BAB + 12* ; 2 Ability increases 18- BAB + 13 19- BAB + 14 20- BAB + 15* ; Size Increase Reading this chart:BAB is base attack bonus. Those marked with a (*) indicate a +1 in the monster's specific attack specialty. Abominations are melee, Robots are ranged, and Mutants are special. In example, at lvl five, a mutant's base attack bonus is +5 instead of +4. At level six, +6, at seven, +7, and so on. Then, at level nine, the bonus increases to +8 instead of +6. For every level listed with size increase, the monster increases up one step on the size table 2-2. When ability increases come, you can pick 2 abilities to add 1 point to. You cannot add 2 points to one ability, but you can pick the same two abilities each time. Size Table 2-2 Size__________ Atk/Def Modifier_____ Grapple Modifier______ HeightMedium _____________0 __________________0 ___________5-15 feet Large ______________-1 _________________+4 ___________16-70 feet Gigantic ____________-2 _________________+8 ___________71-149 feet Colossal ___________-4 _________________+12 __________150-249 feet Inconcievable _______-8 _________________+16 ___________250-449 feet Awesome ___________-12 _______________+20 ___________450-600 feet Reading this chart:Size makes a difference in one's ability to do things. For example, a larger person may move faster due to the size of their legs, but cannot hit smaller targets with relative ease. At the same time, their attacks are all the more devastating when they do connect. Conversely, smaller targets can hit larger ones with greater ease, even if they don't do as much damage. For this reason, there is a need to understand the bonuses and drawbacks of being a monster. Reflex defenses list either a plus or minus size difference. For example, a human is considered 'medium' size, for this purpose. If he targets a collossal creature, the creature's reflex is -4, or on the flip side, the attack bonus for the medium creature is another +4. If the creature grows, it's the -8 to defenses. Creatures of equal size negate their pluses and minuses. For example, a colossal vs. colossal both have -12 to each other's defense rolls, so it can be assumed they simply don't have any penalties or bonuses. If a colossal attacks an awesome, consider the colossal as a medium creature, attacking a giant, which is two steps up. Attacks work similarly, adding or subtracting as seen fit. Class Defense Bonuses 2-3 Class__________ Defense BonusesAbomination _____+2 Toughness, +1 Fort Robot ___________+1 Reflex, +2 Will Mutant __________+2 Reflex, +1 Fort Handler Tables, Version 1.00Universal Level Dependent Benefits 2-1 01- CA +0 02- CA +1 ; 03- CA +2 04- CA +3 ; 2 Ability increases 05- CA +3* ; 06- CA +4 07- CA +5 08- CA +6 ; 2 ability Increases ; 09- CA +6* 10- CA + 7 11- CA + 8 12- CA + 9 ; 2 Ability increases 13- CA + 9* ; 14- CA + 10 15- CA + 11 16- CA + 12 17- CA + 12* ; 2 Ability increases 18- CA + 13 19- CA + 14 20- CA + 15* ;
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Posted: Sun Nov 08, 2009 3:34 am
Skills V. 1.00
Handler's Skills represent a variety of abilities, and their proficiency becomes greater as they level up. These skills not only are to help build story aside from combat, but to also enhance role playing abilities by possibly affecting the outcome of various battles before they've been determined, or even during battle. Skill checks take account your training in a skill (trained bonus), your natural affinity (ability modifier), and luck (the die roll) to help generate reality. Below are the various skills that a handler can partake in:
Bluff (charisma) Whether it's true or not, you can make the unlikely seem real, the impossible seem commonplace, and the general manipulative seem necessary. Acting, fast talking, disguising, subterfuge, trickery, forgery, or simply outright lying to others is all covered under bluff and deception.
-Feint: In battle, a person can devise a tactic to create an opening; this check is done against a monster's will or reflex defense, whichever is lower.
Diplomacy (charisma) Tact, subtlety, and social grace all allow for negotiating governments to quit firing on your monster maiden, businesses to finance your destruction, or even intimidate other monster maidens from attacking!
Computers/Mechanics Sooner or later there's gonna be problems that require you to build machines, craft serums, or even disable other devices which hamper your monster maiden's full combat abilities! Whether it is to hack into a missle and cause it to explode prematurely, plant a bomb as part of a trap to knock a building into a rival maiden, or simply build a new weapon for your robotic girl, this is the skill to use.
Gather Info Perhaps one of the best things a handler can be is well informed. What he lacks in knowledge, he can make up by gathering information. This can be on corporations, governments, new chemicals, or just about any form of information which could ever possibly be came up with.
-Specialization: You can use a knowledge check to see if your previous experience in a matter can reduce a gather info's DC.
Knowledge
Pilot Even the best handlers need a way to get around. While basic vehicular actions require no check, those people trained in piloting can perform extraordinary skills, like evasion in a car, jumping a motorcycle, or even flying a combat craft to help out!
-Avoid collision: Perform a DC 10 check to reduce or negate damage during a collision.
-Fly: Perform a DC 15 check to see if you can fly a vehicle. This is just to fly, however, not to engage in combat.
-Military attack: Perform a DC 15 check to see if you can operate a military vehicle's weaponry. For flying vehicles, this is a DC 20.
-Ram: You can perform a pilot check to ram into a target, or even run right through.
Research An extension of the Gather Information check, research allows for you to gather evidence, study clues, and generally come up with theories and postulates that you can't find out by simply looking up in a book or in someone's private files.
-Do your homework: By using a Gather Information check first, a person can possibly reduce the DC of a research check.
-Specialized: By using a knowledge check, one's experience in specific areas of research may also reduce DC checks.
Ride While perhaps not considered a useful trait by some, this skill can come in particular handiness when one is riding a mount of any kind, such as a horse or bicycle. It also allows for a person to 'ride' along with their monster maiden. Higher skills in this allow for an easier time gripping when rushed or in combat.
Survival
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Posted: Sun Nov 08, 2009 4:16 am
Talents V. 1.00
Talents are used by handlers to help enhance their abilities, and allow for special differentiation in and out of battle. They're uniquely flavored to help suit particular styles of gameplay.
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Posted: Sun Nov 22, 2009 4:43 pm
EXP stuff...
Awarding exp:
00 - 0 01 - 200 02 - 400 03 - 600 04 - 800 05 - 1000 06 - 1200 07 - 1400 08 - 1600 09 - 1800 10 - 2000 11 - 2200 12 - 2400 13 - 2600 14 - 2800 15 - 3000 16 - 3200 17 - 3400 18 - 3600 19 - 3800 20 - 4000
Exp req....
01 - 0 02 - 1,000 03 - 3,000 04 - 6,000 05 - 10,000 06 - 15,000 07 - 21,000 08 - 28,000 09 - 36,000 10 - 45,000 11 - 55,000 12 - 66,000 13 - 78,000 14 - 91,000 15 - 105,000 16 - 120,000 17 - 136,000 18 - 153,000 19 - 171,000 20 - 190,000
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