Difference between revisions of "MRPG Facet List OLD"

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'''NOTE:''' After careful consideration I have decided to heavily revise the Facet System. No longer will there be "facet points" but instead players will receive 1 new facet per level. I will be heavily tweaking the existing facets, as well as adding minimum level requirements to some.
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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 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.
  

Revision as of 17:09, 23 September 2013

NOTE: After careful consideration I have decided to heavily revise the Facet System. No longer will there be "facet points" but instead players will receive 1 new facet per level. I will be heavily tweaking the existing facets, as well as adding minimum level requirements to some.

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.

Large Weapons(4 points)

  • Large Weapons: for the purposes of a weapon-use strength check, add +3 to your strength. Cost: 2 Points
    • Large Weapons II: for the purposes of a weapon-use strength check, add an additional +2 to your strength. Cost: 2 Points

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
  • Critical Minus: Each time you take this Facet, your Critical Threshold is lowered by 1. This Facet can be taken up to 3 times. Cost: 2 points
  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.

Minimum Level Reducers

These facets can be taken multiple times and stack with other minimum level-reducing

  • Jewelry: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1. Cost: 3 points.
  • Armor: The minimum level requirements for any armor piece is reduced by 1. Cost: 3 points.
  • Jewelry: The minimum level requirements for all weapons are reduced by 1. Cost: 3 points.

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.)

  • Stalwart Defender: With this facet, your Base DV cannot be reduced to less than your AC. Cost:

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 to base AV 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.


Dire Fighter

  • Dire Figher <damage effect>: At the time you take this facet, choose on damage reduction-type(excluding Genisis). All of your attacks gain the Dire-effect of that type for 10% plus 10% per rank. Cost: 2 points. (This facet can only be taken once).


Improvised Weapons chain:

  • Improvised Weapons: You may use any item you can reasonably hold as a weapon . Its damage is at the GM's discretion and you must use the Unarmed proficiency. Cost: 3 points
    • Improved Improvised Weapons: You may use any item you can reasonably hold as a weapon. Damage is at the GM's discretion and you may use the Martial Weapon proficiency. Cost: 2 points
      • Improvised Weapon Mastery: You may use any item you can reasonably hold as a weapon. Damage is at the GM's discretion and you may use any proficiency you choose. Cost: 1 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. Cost: 3 points
  • Combat Casting: If you are holding a staff 1-handed, you may now melee attack with it or your off-hand item. However, you still suffer a 50% penalty to damage.

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
Spell Damage

This focus chain exists for each of 6 different magical damage types: Positive, Negative, Earth, Fire, Wind, and Water.

  • Focus Of <damage type>: Your <type> spells deal 10% more damage. Cost: 1 point.
    • Greater Focus Of <damage type>: Your <type> spells deal 20% more damage. Cost: 1 point.
      • Superior Focus Of <damage type>: Your <type> spells deal 30% more damage. Cost: 1 point.
        • Intense Focus Of <damage type>: Your <type> spells deal 40% more damage. Cost: 1 point.
Spell Success

This focus chain exists for each of the 11 different magic types: Earth, Fire, Wind, Water, Light, Dark, Mind, Life, Death, Change, and Holy.

  • Focus Of <magic type>: Your <type> spells creates 10% more SV. Cost: 3 point.
    • Greater Focus Of <magic type>: Your <type> spells creates 20% more SV. Cost: 2 point.
      • Superior Focus Of <magic type>: Your <type> spells creates 30% more SV. Cost: 2 point.
        • Intense Focus Of <magic type>: Your <type> spells creates 40% more SV. Cost: 5 point.

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

Activated Abilities

These are activated abilities that can be unlocked through Facets.

  • Blind: You gain access to the Blind ability. Cost: 3 Points
  • Poison: You gain access to the Poison ability. Cost: 4 Points
  • Knockdown: You gain access to the Knockdown ability. Cost: 2 Points
  • Disarm: You gain access to the Disarm ability. Cost: 4 Points
  • Injure: You gain access to the Injure ability. Cost: 4 Points
  • Power Attack: You gain access to the Power Attack ability. Cost: 4 Points
  • Multi-Shot: You gain access to the Multi-Shot ability. Cost: 4 Points
  • Quiet: You gain access to the Quiet ability. Cost: 5 Points
  • Silence: You gain access to the Silence ability. Cost: 8 Points
  • Brutish Stomp: You gain access to the Brutish Stomp ability. Cost: 4 points

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