Malice Entertainment
Sept 24, 2015 12:27:44 GMT -5
Markus Eckhardt, Melanie Rose, and 1 more like this
Post by Leon Sudeki on Sept 24, 2015 12:27:44 GMT -5
So I figure this may be a good way to spread the word, as well as have some fun. Malice Entertainment is a Trademark of John Boyles LLC, and all things created by Leon Sudeki in this thread are owned by Malice Entertainment. Now that that bullshit is over, this is what I'm working on right now. With my book coming out to advertise the table top game I made based on it, I had this urge to make a XIN RPB board based table top. I will post the XIN RPB based table top game here for yall to have fun with. It's subject to updating periodically.
Like every good table top let's talk about creating a character. And to begin let's look at backstories.
Troubled
A Troubled character has experienced some things that has effected them mentally. It has changed them in some ways. This is for psychotic characters or characters with mental instability. Troubled Characters start with: Pain - The user causes 1 target enemy per 10 Int to take the damage the user has taken since beginning of combat.
Combat
A Combat character grew up in the throngs of some sort of combat. Be it war, family, gangs, whatever. This is for the characters who just want to fight for any reason or characters with a dark past. Combat Characters start with: Rivalry - User chooses one character within line of site and declares them as their Rival. For as long as this character is up, the user can not be effected by status effects, or knocked prone.
Tutored
A Tutored character was raised for high marks in all fields of study. They analyze, deduce, and conclude most things easily. This may sometimes include fighting, but that is not the key point of a Tutored. This is for the intellectual puzzle solver. Tutored Characters start with: Foresight - The user may once per turn use their knowledge to make 1 target per 10 Int gain +10 P-DEF and +10 Q-DEF. Can only be used on a target once per turn. Effects last until end of target's turn.
Rich
A Rich character had it easy most of their life. For them the advantage is in the money and if you don't understand that then your not worth a dollar. Rich are also leader types, preferring to give orders rather than take them. This is for the character who doesn't want to do things himself. Rich Characters start with: Bodyguard - User calls 1 minion named "Bodyguard" per 10 Int. Can only be used once per turn. (Bodyguard is treated to have 10 in everything, except 1 HP.)
Orphan
An Orphan character raised themselves, surviving in the harsh realities of the world. They either avoid or thrive in conflict due to their self reliance. This is for the solo or tank character. Orphan Characters start with: Unbreakable - Whenever an attack that would bring this character to 0 HP hits, the user may flip a coin. If heads the user goes to 1 HP instead. Can only be used once per combat.
Tragedy
A Tragedy character witnessed or was involved with a tragedy. The influence of the characters life completely spun it upside down and any mention or similarity to the event causes a rage beyond words. This is for the all around. A Tragedy Character starts with: Berzerk - User Gains +20 P-ATK, +20 Dexterity, but suffers -20 P-DEF, -20 Q-DEF. For 1 turn per 10 Int.
Now that you have chosen a race let's look at your stats.
Strength - Measures feats of strength, lifting, striking, jumping. (Decides your P-ATK)
Constitution - Measures how durable you are and how long you can sustain doing things. (Decides your P-DEF, and HP)
Dexterity - Measures your speed, agility, running and jumping. (Decides your movement speed, who attacks first during combat, and jumping height.)
Wisdom - Measures how well you can predict something. Allowing you to keep up with fast moving objects, as well as your street smarts. (Decides P-DEF and puzzle rolls.)
Intelligence - Measures your all around knowledge, like math, science, Magical Qi bullshit... (Decides Q-ATK, Q-DEF and check rolls.)
To figure this out you can either spend 50 points in each category or roll ten d10 and use those points to distribute.
HP: Health Points are decided by rolling your class HP dice and adding your Constitution score. (I.E 2d100 + Con)
P-ATK: Physical Attack is decided by rolling your classes ATK dice and adding your Strength score (I.E 1d6 + Str).
P-DEF: Physical Defense is decided by your Wisdom score cut in half or your Constitution score cut in half. (I.E 10 divided by 2 is 5.) You can chose whichever is higher.
Q-ATK: Qi Attack is decided by rolling a d8 and adding your Intelligence score.
Q-DEF: Qi Defense is decided by your Intelligence score, cut in half.
Movement Speed: Everyone starts with 4. For every 10 points in Dexterity a character can move +1 spaces.
Jump: Everyone starts with 1. For every 15 points in Strength they get +1 Jump with a maximum of 5.
Now let's move on to Classes. This is the archetype to your combat ability style. Each class will have an ATK dice and HP dice. At first level you roll the HP dice and for every level following. ATK dice is rolled at first level and added to the characters Str score to decide the P-ATK to decide your total P-ATK bonus. From then on you roll the ATK dice and add it to your P-ATK bonus for attack damage.
Brawler: Pinnacle fighters that strive in combat. hitting, taking hits, counters, all things fighting. Brawlers gain environmental bonuses from every environment, though not as much as other more specialized classes. Brawlers also can learn up to Tier 1 Qi technique's at Level 1-5. Brawlers start with +2 Str, +2 Con.
Beginning Gear: Brawlers Vest: +10 HP, +5 P-DEF. Brawlers Gloves: +5 P-ATK.
ATK Dice: 1d8
HP Dice: 2d100
Tactician: These are the people you want on your side, not against you. They can look at a battlefield and be six moves ahead and no one has even started fighting yet. They gain an environmental advantage from 1 Environment of Choice (Buildings, Forest, Field, Street, Park, School). Tacticians can learn up to Tier 3 Qi techniques at level 1-5. Tacticians start with +2 Wis, +2 Int
Beginning Gear: Tacticians Glasses: +5 Q-ATK, +5 Q-DEF. Tacticians Cloak: +10 HP.
ATK Dice: 1d4
HP Dice: 2d100
Finisher: They go into a fight thinking about the end of the fight. Using every ounce of effort to put the opponent down with as much force and effort as possible no matter what the cost. If you want someone that can put out the hurt, then you want a Finisher. They gain environment bonus from Buildings, School. Finishers can learn up to Tier 2 Qi techniques at level 1-5. Finishers start with +4 Str.
Beginning Gear: Finishers Jacket: +5 HP, +5 P-DEF. Finisher's Knuckle Dusters: +10 P-ATK
ATK Dice: 1d10
HP Dice: 2d100
Protector: The hero? Maybe. They take damage, and they get back up. They have to, they must be the wall for everyone else. They can take the punishment most other classes would crumble under and keep fighting for their own beliefs. Protectors gain an environment advantage from School, Parks, and Fields. Protectors can learn up to Tier 1 Qi techniques at level 1-5. Protectors start with +2 Con, +2 Wis.
Beginning Gear: Protectors Coat: +10 HP, +10 P-DEF. Protectors Gauntlet: +5 P-DEF, +5 P-ATK
ATK Dice: 1d6
HP Dice: 8d20
Anarchist: Scary individuals that want to do nothing but cause chaos on the battlefield. They buff and debuff on a whim and regularly have the plan to back it up. They are regularly at odds against Protectors. They regularly wish to change a system that is in place they don't agree with. Anarchists gain environmental advantages from Parks, School, and Streets. Anarchists can learn up to Tier 2 Qi techniques at level 1-5. Anarchists start with +2 Int, +2 Dex
Beginning Gear: Anarchists Shirt: +15 HP, +4 P-DEF. Anarchists Baseball Bat: +10 P-ATK
ATK Dice: 1d6
HP Dice: 8d20
Flashy: Put their bodies on the line for all or nothing attacks. They are usually some sort of free spirit that likes to show off how agile they are. They can replace Dexterity with Strength and focus mostly on jumping attacks. Flashy can learn up to tier 1 techniques at level 1-5. Flashy start with +2 Dex, +2 Con.
Beginning Gear: Flashy Shoes: +2 Jump, +5 HP. Flashy Ring: +3 P-ATK, +7 Q-ATK
ATK Dice: 1d6
HP Dice: 6d20
Like every good table top let's talk about creating a character. And to begin let's look at backstories.
Troubled
A Troubled character has experienced some things that has effected them mentally. It has changed them in some ways. This is for psychotic characters or characters with mental instability. Troubled Characters start with: Pain - The user causes 1 target enemy per 10 Int to take the damage the user has taken since beginning of combat.
Combat
A Combat character grew up in the throngs of some sort of combat. Be it war, family, gangs, whatever. This is for the characters who just want to fight for any reason or characters with a dark past. Combat Characters start with: Rivalry - User chooses one character within line of site and declares them as their Rival. For as long as this character is up, the user can not be effected by status effects, or knocked prone.
Tutored
A Tutored character was raised for high marks in all fields of study. They analyze, deduce, and conclude most things easily. This may sometimes include fighting, but that is not the key point of a Tutored. This is for the intellectual puzzle solver. Tutored Characters start with: Foresight - The user may once per turn use their knowledge to make 1 target per 10 Int gain +10 P-DEF and +10 Q-DEF. Can only be used on a target once per turn. Effects last until end of target's turn.
Rich
A Rich character had it easy most of their life. For them the advantage is in the money and if you don't understand that then your not worth a dollar. Rich are also leader types, preferring to give orders rather than take them. This is for the character who doesn't want to do things himself. Rich Characters start with: Bodyguard - User calls 1 minion named "Bodyguard" per 10 Int. Can only be used once per turn. (Bodyguard is treated to have 10 in everything, except 1 HP.)
Orphan
An Orphan character raised themselves, surviving in the harsh realities of the world. They either avoid or thrive in conflict due to their self reliance. This is for the solo or tank character. Orphan Characters start with: Unbreakable - Whenever an attack that would bring this character to 0 HP hits, the user may flip a coin. If heads the user goes to 1 HP instead. Can only be used once per combat.
Tragedy
A Tragedy character witnessed or was involved with a tragedy. The influence of the characters life completely spun it upside down and any mention or similarity to the event causes a rage beyond words. This is for the all around. A Tragedy Character starts with: Berzerk - User Gains +20 P-ATK, +20 Dexterity, but suffers -20 P-DEF, -20 Q-DEF. For 1 turn per 10 Int.
Now that you have chosen a race let's look at your stats.
Strength - Measures feats of strength, lifting, striking, jumping. (Decides your P-ATK)
Constitution - Measures how durable you are and how long you can sustain doing things. (Decides your P-DEF, and HP)
Dexterity - Measures your speed, agility, running and jumping. (Decides your movement speed, who attacks first during combat, and jumping height.)
Wisdom - Measures how well you can predict something. Allowing you to keep up with fast moving objects, as well as your street smarts. (Decides P-DEF and puzzle rolls.)
Intelligence - Measures your all around knowledge, like math, science, Magical Qi bullshit... (Decides Q-ATK, Q-DEF and check rolls.)
To figure this out you can either spend 50 points in each category or roll ten d10 and use those points to distribute.
HP: Health Points are decided by rolling your class HP dice and adding your Constitution score. (I.E 2d100 + Con)
P-ATK: Physical Attack is decided by rolling your classes ATK dice and adding your Strength score (I.E 1d6 + Str).
P-DEF: Physical Defense is decided by your Wisdom score cut in half or your Constitution score cut in half. (I.E 10 divided by 2 is 5.) You can chose whichever is higher.
Q-ATK: Qi Attack is decided by rolling a d8 and adding your Intelligence score.
Q-DEF: Qi Defense is decided by your Intelligence score, cut in half.
Movement Speed: Everyone starts with 4. For every 10 points in Dexterity a character can move +1 spaces.
Jump: Everyone starts with 1. For every 15 points in Strength they get +1 Jump with a maximum of 5.
Now let's move on to Classes. This is the archetype to your combat ability style. Each class will have an ATK dice and HP dice. At first level you roll the HP dice and for every level following. ATK dice is rolled at first level and added to the characters Str score to decide the P-ATK to decide your total P-ATK bonus. From then on you roll the ATK dice and add it to your P-ATK bonus for attack damage.
Brawler: Pinnacle fighters that strive in combat. hitting, taking hits, counters, all things fighting. Brawlers gain environmental bonuses from every environment, though not as much as other more specialized classes. Brawlers also can learn up to Tier 1 Qi technique's at Level 1-5. Brawlers start with +2 Str, +2 Con.
Beginning Gear: Brawlers Vest: +10 HP, +5 P-DEF. Brawlers Gloves: +5 P-ATK.
ATK Dice: 1d8
HP Dice: 2d100
Tactician: These are the people you want on your side, not against you. They can look at a battlefield and be six moves ahead and no one has even started fighting yet. They gain an environmental advantage from 1 Environment of Choice (Buildings, Forest, Field, Street, Park, School). Tacticians can learn up to Tier 3 Qi techniques at level 1-5. Tacticians start with +2 Wis, +2 Int
Beginning Gear: Tacticians Glasses: +5 Q-ATK, +5 Q-DEF. Tacticians Cloak: +10 HP.
ATK Dice: 1d4
HP Dice: 2d100
Finisher: They go into a fight thinking about the end of the fight. Using every ounce of effort to put the opponent down with as much force and effort as possible no matter what the cost. If you want someone that can put out the hurt, then you want a Finisher. They gain environment bonus from Buildings, School. Finishers can learn up to Tier 2 Qi techniques at level 1-5. Finishers start with +4 Str.
Beginning Gear: Finishers Jacket: +5 HP, +5 P-DEF. Finisher's Knuckle Dusters: +10 P-ATK
ATK Dice: 1d10
HP Dice: 2d100
Protector: The hero? Maybe. They take damage, and they get back up. They have to, they must be the wall for everyone else. They can take the punishment most other classes would crumble under and keep fighting for their own beliefs. Protectors gain an environment advantage from School, Parks, and Fields. Protectors can learn up to Tier 1 Qi techniques at level 1-5. Protectors start with +2 Con, +2 Wis.
Beginning Gear: Protectors Coat: +10 HP, +10 P-DEF. Protectors Gauntlet: +5 P-DEF, +5 P-ATK
ATK Dice: 1d6
HP Dice: 8d20
Anarchist: Scary individuals that want to do nothing but cause chaos on the battlefield. They buff and debuff on a whim and regularly have the plan to back it up. They are regularly at odds against Protectors. They regularly wish to change a system that is in place they don't agree with. Anarchists gain environmental advantages from Parks, School, and Streets. Anarchists can learn up to Tier 2 Qi techniques at level 1-5. Anarchists start with +2 Int, +2 Dex
Beginning Gear: Anarchists Shirt: +15 HP, +4 P-DEF. Anarchists Baseball Bat: +10 P-ATK
ATK Dice: 1d6
HP Dice: 8d20
Flashy: Put their bodies on the line for all or nothing attacks. They are usually some sort of free spirit that likes to show off how agile they are. They can replace Dexterity with Strength and focus mostly on jumping attacks. Flashy can learn up to tier 1 techniques at level 1-5. Flashy start with +2 Dex, +2 Con.
Beginning Gear: Flashy Shoes: +2 Jump, +5 HP. Flashy Ring: +3 P-ATK, +7 Q-ATK
ATK Dice: 1d6
HP Dice: 6d20