Difference between revisions of "MPNP Unit Generation"

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Creating units in [[Mage Wars PnP]] takes a certain amount of patience and planning. The [[MRPG Mobs|unit catelogue]] lists quite a few monsters and villains to combat, but producing stats and full character sheets from them would be quite a chore. Listed Units will include:
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Creating units in [[Mage Wars PnP]] takes a certain amount of patience and planning. The [[MRPG Mobs|unit catelogue]] lists quite a few monsters and villains to combat. Eventually, complete character sheets will have to be created. These will even include equipped items which can be looted. Will have to create a series of item tables.
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For now, listed Units will include:
  
 
==Individual Units==
 
==Individual Units==

Revision as of 18:54, 27 February 2013

Creating units in Mage Wars PnP takes a certain amount of patience and planning. The unit catelogue lists quite a few monsters and villains to combat. Eventually, complete character sheets will have to be created. These will even include equipped items which can be looted. Will have to create a series of item tables.

For now, listed Units will include:

Individual Units

Combat

Each unit will have a listed table for AV, DV, RV, and SV. This will include both a base and a variable, along with a dice-type. (Example: AV 40 + 4d20). Dice are then added or subtracted from this according to the unit's color.

  • Green: -3
  • Blue: -1
  • Normal
  • Red: +2
  • Black: +5

Armor Class is equal to Base DV.

HP/MP

HP/MP - each mob will have a listed amount and a variable, the DM can simply roll a dice or pick based on the variable. Color variations increase or decrease the amounts.

  • Green: -50%
  • Blue: -30%
  • Normal
  • Red: +50%
  • Black: +150%

Core Value

The Core Value is the number that is used in place of stats as a check against activated abilities. Like AV, this includes a base and a number of variable dice.

Because Core Values vary widely by level and unit type, color variations are based on percentage:

  • Green: -60%, no Var
  • Blue: -20%, -1
  • Normal
  • Red: +80%, +2
  • Black: Immune to all activated abilities, +5

Resistance

Resistances - some mobs are going to have inherent resistances listed for them. Additionally resistances are added based on color type. For the sake of reduced complexity, Units will only use the eight resistance types covered under Damage Reduction.

  • Green: No resistances at all, not even inherent
  • Blue: No additional resistances
  • Normal
  • Red: 5% per rank of Lesser and Greater Path resistance, all inherent resistances +10%
  • Black: 10% Genesis per rank, all inherent resistances +20%

Magic

Units with magic will have a list of between 1 and 5 magic spells that they know and can use. The GM decides which spell is used when.

Levels

Units do not have levels so to speak, rather there various values should be adjusted upwards to match the character's level. As we advanced on this process a bit more, we shall get a better idea of how much.

Encounters

At any time, the GM can simply script an encounter based on the party and the situation. Adventure modules will also include some fully-scripted encounters.

For random generation, each encounter has a number of "monster points" to distribute. The color-type of an enemy unit determines its point-value, so a 25-point encounter would have a number of monsters ranging in color from green to black. Individual units do not have a specific point-value, rather each color has a value.

If:

  • Green = 1
  • Blue = 2
  • Colorless = 3
  • Red = 4
  • Black = 5

And you were to encounter a 25-point clowder of viverren, it could be 25 greens, 5 blacks, or any combination there in. This system needs some refinement but there we go.

Mage Wars RPG

For the MMO, the system generates full character sheets for each mob, based on a few variables to produce less consistency.

See Also