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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'''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.
  
 
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.
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****This should be self explanatory by now
 
****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.
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Race, class, and rank requirements apply. Characters must choose a facet at the time they level.
  
 
==Stat Facets==
 
==Stat Facets==
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Each chain allows you to increase an unbuffed [[MRPG Stats|Stat]] by up to 6.
 
Each chain allows you to increase an unbuffed [[MRPG Stats|Stat]] by up to 6.
  
*'''Improved <stat> Mark I:''' Increase unbuffed <stat> by 1 point. '''Cost:''' 1 point
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*'''Improved <stat> Mark I:''' Increase unbuffed <stat> by 1 point.
**'''Improved <stat> Mark II:''' Increase unbuffed <stat> by 2 point. '''Cost:''' 3 point
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**'''Improved <stat> Mark II:''' Increase unbuffed <stat> by 2 point.
***'''Improved <stat> Mark III:''' Increase unbuffed <stat> by 3 points. '''Cost:''' 5 point
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***'''Improved <stat> Mark III:''' Increase unbuffed <stat> by 3 points.
  
Characters may only have 1 stat improvement chain.
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Characters may only take this facet 3 times.
  
 
==Proficiency Facets==
 
==Proficiency Facets==
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See: [[MRPG Weapons|Weapons]] for specific supertypes, types, and subtypes.
 
See: [[MRPG Weapons|Weapons]] for specific supertypes, types, and subtypes.
  
Weapon Focus(8 Points):
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Weapon Focus:
*'''''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
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*'''''Supertype'' Focus:''' Focuses on a specific weapon proficiency, granting a +1 per-level bonus whenever the player uses a weapon from that proficiency.
**'''''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.
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**'''''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.  
***'''''Subtype''' Focus:''' Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice. '''Cost:''' 5 points.
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***'''''Subtype''' Focus:''' Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice. Rank I.
  
 
These chains require that you have the proficiency in order to take them.
 
These chains require that you have the proficiency in order to take them.

Revision as of 02:38, 26 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.

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

Race, class, and rank requirements apply. Characters must choose a facet at the time they level.

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

Characters may only take this facet 3 times.

Proficiency Facets

These are the facets related to proficiencies:

Weapon Focus Facet Chains

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

Weapon Focus:

  • Supertype Focus: Focuses on a specific weapon proficiency, granting a +1 per-level bonus whenever the player uses a weapon from that proficiency.
    • 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.
      • Subtype' Focus: Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice. Rank I.

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