Difference between revisions of "MRPG Facet List OLD"

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These are facets that need to be made when the facet system is eventually developed:
 
These are facets that need to be made when the facet system is eventually developed:
  
*A facet which lets character's use Martial Weapon Proficiency for any [[MRPG Weapons|Weapon]]. They do not get bonuses for type/subtype from this, but can wield any weapon with a single proficiency.
 
 
*A facet-chain to allow players with a high medicine [[MRPG Skills|Skill]] to use it to increase their healing effects on others.
 
 
*A facet-chain that essentially negates the need for Tinker in order to open locks.
 
  
 
*Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.
 
*Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.

Revision as of 16:51, 3 November 2012

The game is designed to allow a high degree of customization or personalization, encouraging each gamer to develop a play style that they find entertaining. There is no "right" or "wrong" way to play a specific class.

The Use of tiered bullet points denotes a prequisite.

Chain Name(Total Points):

  • Can be taken
    • Requires the Facet before it
      • Requires both Facets before it
        • This should be self explanatory by now

Costs do not stack, each facet cost must be paid separately. So the cost for the complete Weapon Focus chain is 8 points.

Stat Facets

  • Divine Enlightenment: Allows you to use your Intelignece Stat in place of your Strength Stat when casting spells and calculating RV. Cost: 8 points.

Stat Increases

Each chain allows you to increase an unbuffed Stat by up to 6.

  • Improved <stat> Mark I: Increase unbuffed <stat> by 1 point. Cost: 1 point
    • Improved <stat> Mark II: Increase unbuffed <stat> by 2 point. Cost: 3 point
      • Improved <stat> Mark III: Increase unbuffed <stat> by 3 points. Cost: 5 point

Characters may only have 1 stat improvement chain.

Proficiency Facets

These are the facets related to proficiencies:

Weapon Focus Facet Chains

See: Weapons for specific supertypes, types, and subtypes.

Weapon Focus(8 Points):

  • Supertype Focus: Focuses on a specific weapon proficiency, granting a +1 per-level bonus whenever the player uses a weapon from that proficiency. Cost: 1 point
    • Type Focus: Focuses on a type such as swords, axes, etc. Grants an additional +1 per-level bonus to the weapon proficiency as well as adding +1 per-level to Mortal Damage, whenever the player uses a weapon of that type. Cost: 2 points.
      • Subtype' Focus: Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice. Cost: 5 points.

These chains require that you have the proficiency in order to take them.

Chains do not stack, hence there is no point in taking multiple instances of a single facet in this case. Players may take multiple different chains.

Magic Focus Facets

Each magic proficiency has a three-tiered focus chain similar to the weapon chain. However, since individual spells within a proficiency are not sub-divided beyond the proficiency, the focus only enhances your ability for each spell.

  • Focus Of Type: You gain a +8 bonus to Proficiency, as well as an additional +1 per level. Cost: 2 points
    • Greater Focus Of Type: You gain a +5 bonus to Base SV, as well as an additional +1 for each level. Cost: 3 points
      • Total Focus of Type: When calculating Base SV, you multiply your proficiency by 3 instead of 2. Cost: 8 points

These focus facet chains are exclusive, meaning you may only take 1 chain.

General Facets

Facets that can be taken by anyone for any reason and do stuff.

Fortitude Chain:

  • Fortitude: Gain 10 additional hit points +1 per level. Cost: 1 point
    • Impressive Fortitude: Gain 10 Additional hit points +1 per level. Cost: 3 points.
      • Exceptional Fortitude: Gain 10 Additional hit points +1 per level. Cost: 5 points.
        • Outstanding Fortitude: Gain 20 Additional hit points +1 per level. Cost: 8 points.
          • Unbelievable Fortitude: Gain 10 Additional hit points +1 per level. Cost: 11 points.
            • Ok, You've Got Way Too Much Fortitude:' Gain 10 Additional hit points +1 per level. Cost: 13 points.

Cognition Chain:

  • Cognition: Gain 10 additional mana points +1 per level. Cost: 1 point
    • Impressive Cognition: Gain 10 Additional mana points +1 per level. Cost: 3 points.
      • Exceptional Cognition: Gain 10 Additional mana points +1 per level. Cost: 5 points.

Recovery Chains:

  • Enhanced Recovery: Hit Points: Add +1 to HP regeneration(If a character would gain back 5 HP, they instead gain 6). Cost: 3 points
    • Exceptional Recovery: Hit Points: Add +2(for a total of +3) to HP regeneration(If a character would gain back 5 HP, they instead gain 6). Cost: 6 points


  • Enhanced Recovery: Mana Points: Add +1 to MP regeneration(If a character would gain back 5 MP, they instead gain 6).
    • Exceptional Recovery: Hit Points: Add +2(for a total of +3) to MP regeneration(If a character would gain back 5 MP, they instead gain 6). Cost: 6 points
  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.

Role-Based Facets

A subset of general facets, can still be taken by anyone but sorted by class-types(sword, sorcery, hybrid, etc).

Sword Facets

(Note: The use of the term 'sword' in this section denotes any weapon, not specifically swords.)

Mastery Chain(11 Points):

  • Weapon Mastery: You are a devote practitioner of of the blade, a skilled student of the bow, and you hit things with blunt objects. You gain +1 per-level bonus whenever you wield a weapon-type you are proficient in. Cost: 3 points
    • Master of the Hand: You are the master of any weapon around which you can wrap your fingers. This facet allows you to use the Martial Weapon Proficiency to wield any weapon. Cost: 8 points

Melee Dual-Wielding Chain(24 Points):

  • Oversized Weapons: You may wield a single 2-handed melee main-hand weapon as though it were 1-handed weapon. Cost: 8 points
    • Dual-Oversized Weapons: You may wield an additional 2-handed melee weapon as though it were 1-handed weapon. Cost: 3 points
      • Juggernaut Weapons: If you meet the strength, and proficiency requirements for both weapons, you may use buffed stats and modifiers where applicable. Cost: 5 points
        • Punishment:' There is no damage-penalty for using dual 2-handed weapons. Cost: 8 points.

Sorcery Facets

Recitation Chain(6 Points):

  • Recitation: you may memorize 1 additional spell. Cost: 2 points
    • Improved Recitation: you may memorize a second additional spell. Cost: 4 points.
  • Expedient Read: You may cast slow-cast spells from your spellbook as though they were memorized. Cost: 5 points
  • Expedient Weave: You may cast weave spells from your spellbook as though they were memorized. Cost: 5 points
  • Two-Handed Casting: You may equip a second spellbook to your off-hand.

Casting Focus Chain(11 Points:

  • Casting Focus: You automatically ignore one interrupt when casting a slow-cast spell. This works against contact from an Anti-Magic Aura, but not against spells or effects that specifically state they interrupt spell casting. Cost: 1 point
    • Greater Casting Focus: You automatically ignore a second interrupt. Cost: 3 points
      • Exceptional Casting Focus: You automatically ignore a third interrupt. Cost: 5 points

Skill Facets

These are facets relating specifically to various skills.

  • Gentle Healer: If you have 10 points or more in the unbuffed Medicine Skill, you may add Medicine x Medicine Modifier to any healing spell you cast. Cost: 2 points
    • Forceful Healer: If you have 10 points or more in the unbuffed Medicine Skill, you may add (Medicine x Medicine Modifier) x 2 to any healing spell you cast. Cost: 5 points
  • Mechanical Training: You may use your Intelligence Modifier instead of your Tinker Modifier when picking locks. Cost: 2 points.
    • Mechanist: You may use your Intelligence for in place of your Tinker skill for picking locks. Cost: 8 points

Skill Improvement Chain

This facet chain applies to MRPG Skills, assume 1 chain for each skill:

  • Improved <skill> Mark I: adds 1 point to <skill> Cost: 1 point
    • Improved <skill> Mark II: adds 1 point to <skill> Cost: 1 point
      • Improved <skill> Mark III: adds 1 point to <skill> Cost: 1 point
        • Improved <skill> Mark IV: adds 1 point to <skill> Cost: 1 point
          • Improved <skill> Mark V: adds 1 point to <skill> Cost: 1 point

Facet Notes

These are facets that need to be made when the facet system is eventually developed:


  • Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.
  • Two facets for earning extra spell memorization-slots.
  • A facet to allow slow-cast spells to be cast as quickly from the spellbook as if they were memorized.
  • A facet allowing weave spells to be cast from the spellbook as fast as though they were memorized.
  • A facet to make spellbooks treated as 1-handed weapons
  • A facet to allow equiping a second spellbook to the off-hand
  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.
  • A facet-chain to allow a character to ignore up to three interrupt-events when casting a spell. This works on anti-magic auras but not on spells that directly specify that they interrupt slow-casts.

See Also