Difference between revisions of "MRPG Equations Cheat Sheet"
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==Magic== | ==Magic== | ||
*'''Base SV:''' | *'''Base SV:''' | ||
− | **'''Spellbook:''' Magic Proficiency + | + | **'''Spellbook:''' Intelligence + Magic Proficiency + Transcription |
− | **'''Memory:''' Magic Proficiency | + | **'''Memory:''' Intelligence + Magic Proficiency + Lore |
− | *'''Base RV:''' | + | *'''Base RV:''' uSTR + uSPD + uSTA + INT + uDEX + INT |
− | *'''Var RV:''' INTm Var-RV Dice | + | *'''Var RV:''' (INTm + Rank)Var-RV Dice |
==HP and MP== | ==HP and MP== |
Revision as of 22:53, 9 January 2013
A listing of all equations used in Mage Wars RPG.
Contents
Abbreviations
For the sake of brevity and sanity, these functions use a simplified series of abreviated terms which should make the equations easier to reference. Capitol and Lowercase are important.
Stats:
Skills:
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Combat/Magic:
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Examples
- PROm = Proficiency Modifier
- uSTRm = Unbuffed Strength Modifier
STR is the actual stat, STRm is the stat modifier. A lowercase u before denotes that it is the unbuffed stat modifier as opposed to the buffed.
Combat
- Base AV: Weapon Stat(s) + PRO + Special Proficiency
- Variable AV: (1d20 x R) + (Weapon Dice) + Special Proficiency)
- Base DV: PRO + AC
- Variable AC: (STRm)d10 + (DEXm)d6
(See dodge)
- Dodge: Dodge + (Dogde x um) + DEX + dice.
- Block: PRO + STR + Shield AC + rank-d20
Magic
- Base SV:
- Spellbook: Intelligence + Magic Proficiency + Transcription
- Memory: Intelligence + Magic Proficiency + Lore
- Base RV: uSTR + uSPD + uSTA + INT + uDEX + INT
- Var RV: (INTm + Rank)Var-RV Dice
HP and MP
- HP: (STA x STAm) x Level
- MP: (STRm + INTm x INT) x Level
- Note: for level 0 characters, level is treated as 1.
Deception
- Bluff: (CHA + INT) x INTm + FR
- Intimidate: CHA x STRm + INTm + FR
- Hide: PER + DEX x DEXm + FR
- Sneak: (uDEX + uSPD) x PER + FR
Activated Abilities
- Blind: (SPD x INTm + any bonus) vs. (STA x DEXm). 1d6 x R + bonus blindness.
- Knockdown: (STR x STRm + Bonuses) vs. (DEX x DEXm). 1d3 seconds per rank, plus any bonuses to the knockdown timer(unlike other effects, bonuses to the knockdown ability do not apply to the knockdown timer).
- Disarm: (DEX x SPDm + Bonuses) vs. (STR + STRm). 1d8 seconds of disarm per rank, plus any bonuses not coming from the weapon(some weapons have inherent Disarm bonuses).
- Injure: (Weapon Skill x STRm) vs. (Target AC). 1d6 Plus weapon damage(must be coupled with a normal attack that must succeed).