Difference between revisions of "MRPG Facet List OLD"

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(Sword)
(Activated Abilities)
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*'''Silence:''' You gain access to the Silence ability. '''Take:''' 3
 
*'''Silence:''' You gain access to the Silence ability. '''Take:''' 3
 
*'''Brutish Stomp:''' You gain access to the Brutish Stomp ability. '''Take:''' 4
 
*'''Brutish Stomp:''' You gain access to the Brutish Stomp ability. '''Take:''' 4
 +
*'''Shield Bash:''' You gain access to the Shield Bash ability. '''Take:''' 1
  
  

Revision as of 23:00, 25 April 2016

NOTE: The entire facet system is up for review, oh lordy-loo...

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 perquisite.

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. Facets can be traded by visiting an in-game trainer. Ask your GM about trainers in your area.

For the sake of clarity, everything will be divided into 3 groups: General, Sword, and Sorcery.

General

General facets can be taken by anyone, any class, any race(theoretically). There are some restrictions based on proficiency, but in general these should be available to anyone.

Stat Increase 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(for a total of 3).
      • Improved <stat> Mark III: Increase unbuffed <stat> by 3 points(for a total of 6).

This chain can only be taken once.

Fortitude Chain

  • Fortitude: Gain 10 additional hit points +1 per level.
    • Impressive Fortitude: Gain 10 Additional hit points +1 per level.
      • Exceptional Fortitude: Gain 10 Additional hit points +1 per level.
        • Outstanding Fortitude: Gain 20 Additional hit points +1 per level. Requires: Rank 2.
          • Unbelievable Fortitude: Gain 10 Additional hit points +1 per level.
            • Ok, You've Got Way Too Much Fortitude:' Gain 10 Additional hit points +1 per level.

Dice Facets

These are facets that effect how you roll dice, how many points you get, and when or how you re-roll.

Spare Fingered Fist

  • When rolling attack, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Fist: When rolling attack, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

Spare Fingered Palm

  • When rolling to cast a spell, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Palm: When rolling to cast a spell, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

Spare Fingered Hand

  • When rolling outside of combat, automatically add point to your roll(if you rolled 3 points, add 1). Requires: Rank 1.
    • Spare Handed Hand: When rolling outside of combat, you may count any 12s you roll as 1 point before re-rolling them(if you roll a second 12, you may count it as well). Requires: Rank 3.

The Spare Hand

  • Requires One Of: Spare Handed Hand:, Spare Handed Palm:, or Spare Handed Fist:. Your Spare Hand facets now apply to any roll you make(this includes counting 12s and re-rolling them). Instead of adding 1 point to the roll, you now add 1xRank points.

Critical Chain Only used to affect whether or not you make a Critical hit.

  • Critical Minus One: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit. Requires: Rank 1.
    • Critical Minus Two: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit(for a total of 2). Requires: Rank 1.
      • Critical Minus Three: Each time you take this Facet, you may add or subtract 1 point from your roll to make it a critical hit(for a total of 3). Requires: Rank 1.

Prodigy Facets

The Prodigy facets stack with other level-reducing items or abilities.

  • Jeweler's Prodigy I: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
    • Jeweler's Prodigy II: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
      • Jeweler's Prodigy III: The minimum level requirements for rings, pendants, trinkets, and earrings are reduced by 1.
  • Armorer's Prodigy I: The minimum level requirements for any armor piece is reduced by 1.
    • Armorer's Prodigy II: The minimum level requirements for any armor piece is reduced by 1.
      • Armorer's Prodigy III: The minimum level requirements for any armor piece is reduced by 1.
  • Sword Smith's Prodigy I: The minimum level requirements for all weapons are reduced by 1.
    • Sword Smith's Prodigy II: The minimum level requirements for all weapons are reduced by 1.
      • Sword Smith's Prodigy III: The minimum level requirements for all weapons are reduced by 1.

Dilettante Facets

The Dilettante Chain is designed to allow mages to take up a weapon without having to give up a magic proficiency. It would also allow any class to take on a weapon that is outside their class. Players MAY take a dilettante line for a weapon for which they already have proficiency, but the skill does not stack. In this case, the points from dilettante are used when rolling the attack.

  • Dilettante of the Sword I: Choose a specific weapon sub-type. You gain proficiency with that weapon. Your skill is considered equal to your level.
    • Dilettante of the Sword II: Your Dilettante of the Sword facet now grants an additional +5 to skill with your chosen weapon. Requires: Rank 1
      • Dilettante of the Sword III: Your Dilettante of the Sword facet now grants an additional +10(for a total of +15 to skill with your chosen weapon. Requires: Rank 2

(The Dilettante Chain does not stack with items or spells that grant proficiency points).

Skill Facets

These are facets relating specifically to various skills.

  • Improved <skill> Mark I: adds 1 point to <skill>
    • Improved <skill> Mark II: adds 1 point to <skill>
      • Improved <skill> Mark III: adds 1 point to <skill>
        • Improved <skill> Mark IV: adds 1 point to <skill>
          • Improved <skill> Mark V: adds 1 point to <skill>
  • Mechanical Training: You may use your Intelligence Modifier instead of your Tinker Modifier when picking locks. Requires: Tinker 5
    • Mechanist: You may use your Intelligence in place of your Tinker skill for picking locks. Requires: Rank 1

Healing Facets

These Facets change the way healing effects act on you, and how your healing efforts act on others.

  • Gentle Healer: Healing spell and effects(all of them) provide an additional 5% healing.
  • Heavy Drinker Mark I: Restorative potions provide an extra 10% healing to you.
    • Heavy Drinker Mark II: Restorative potions provide an extra 10% healing to you(For a total of 20%).
      • Heavy Drinker Mark III: Restorative potions provide an extra 10% healing to you(For a total of 30%).
  • Life Drinker Mark I: 5% Healing Amplification.
    • Life Drinker Mark II: 5% Healing Amplification(For 10% Total).
      • Life Drinker Mark III: 5% Healing Amplification(For 15% Total).
        • Life Drinker Mark IV: 5% Healing Amplification(For 20% Total).
          • Life Drinker Mark V: 5% Healing Amplification(For 25% Total).
  • Life Shaper I: Healing spells you cast are amplified by 10%.
    • Life Shaper II: Healing spells you cast are amplified by 10%(20% Total).
      • Life Shaper III: Healing spells you cast are amplified by 10%(30% Total).

Activated Abilities

These are activated abilities that can be unlocked through Facets. These work a little bit differently than normal facets; some are granted by class, others must be unlocked. If you do not have it by class, you must "take" the facet a given number of times before it becomes available.

  • Blind: You gain access to the Blind ability. Take: 1
  • Poison: You gain access to the Poison ability. Take: 1
  • Disarm: You gain access to the Disarm ability. Take: 1
  • Injure: You gain access to the Injure ability. Take: 1
  • Knockdown: You gain access to the Knockdown ability. Take: 2
  • Power Attack: You gain access to the Power Attack ability. Take: 2
  • Multi-Shot: You gain access to the Multi-Shot ability. Take: 2
  • Potion Weapon: You gain access to the Potion Weapon ability. Take: 2
  • Quiet: You gain access to the Quiet ability. Take: 3
  • Silence: You gain access to the Silence ability. Take: 3
  • Brutish Stomp: You gain access to the Brutish Stomp ability. Take: 4
  • Shield Bash: You gain access to the Shield Bash ability. Take: 1


Spell-Like Abilities

This section will include a series of facet-chains that unlock activated abilities that cast certain spells. These can be taken by anyone.

Sword

Any facet that references a specific proficiency requires that you have the proficiency in order to take. 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.

Weapon Focus (See: Weapons for specific supertypes, types, and subtypes.)

  • Supertype Focus: Focuses on a specific weapon proficiency, granting a +1 to attack bonus so that proficiency when a weapon of that type is being wielded.
    • Type Focus: Focuses on a basic weapon type such as swords, axes, etc. Grants an additional +1 bonus to AV when a weapon of that type is being used.
      • Subtype Focus: Focuses on a specific named weapon subtype such as Bastard Sword for swords. Grants 1 additional attack dice and 1 additional damage dice per 3 points in that proficiency.

Large Weapons

  • Large Weapons: for the purposes of a weapon-use strength check, add +3 to your strength.
    • Large Weapons II: for the purposes of a weapon-use strength check, add an additional +2(for a total of 5) to your strength.

Iron

  • Iron-Head Defender I: With this facet, your Base DV cannot be reduced to less than AC / 10.
    • Iron-Head Defender II: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level. Requires: Rank 1
      • Iron-Head Defender III: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level + Armor Proficiency. Requires: Rank 2
        • Iron-Head Defender IV: With this facet, your Base DV cannot be reduced to less than (AC / 10) + Level + Armor Proficiency, you also receive a 4 bonus defense dice.
        • Iron-Face: When struck in combat, your DV is not reduced. Requires: Rank 3

Mastery

  • 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.
    • Master of the Hand: You are the master of any weapon around which you can wrap your fingers. CHOOSE ONE: This facet allows you to use the Martial Weapon Proficiency to wield any weapon. If you only have Martial Weapon Proficiency you may wield any weapon.

OR: Pick one proficiency(can be martial). This facet allows you to add your martial proficiency to that proficiency. Requires: Rank 1

Dire Fighter

  • Dire Fighter <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.
    • 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.
      • 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.

Dual Wielding

Hand-and-a-Half

  • Hand-and-a-Half Training: When you attempt to use a second weapon, you can ignore up to 1 point of the strength requirement per weapon-size(1 for small, 2 for medium, 3 for large, 4 for very large).
    • Hand-and-a-Half Mastery: If your hand-and-a-Half training would allow you to equip a weapon based on strength alone, you may ignore the minimum level requirement for that weapon if you also have Master of the Hand and Subtype Focus facets.

Off-Hand

  • Off-Hander: This facet reduces the off-hand weapon damage penalty to 25%. This only applies to weapons that were originally 1-handers.
    • Back Hand: This facet removes the off-hand damage penalty. This only applies to weapons that were originally 1-handers.

Oversized

  • Oversized Weapons: You may wield a single 2-handed melee main-hand weapon as though it were 1-handed weapon with a 50% reduction in final damage.
    • Dual-Oversized Weapons: You may wield an additional 2-handed melee weapon as though it were 1-handed weapon.
      • Juggernaut Weapons: The damage penalty for wielding 2-handed weapons as 1-handed is reduced to 25%.
        • Punishment: There is no damage-penalty for using dual 2-handed weapons.

Sorcery

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

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

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

Recitation Chain

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

Mage Dual Wielding

  • Mage Ambidexterity: You may equip a staff to your main hand and a spellbook to your off-hand. If you do this, you may not melee attack with either.
    • 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. Requires: Base Bludgeon 12
      • Staff Slinger: you may equip two staves(one in each hand) or two spellbooks or any combination of spellbook and staff and melee attack with them with a 50% damage penalty.
        • Wrath of the White Wizard: If you posses the Dilettante for Long Swords or Bastard Swords, you may equip a sword to your mainhand and a staff to your off-hand. In combat you use Bludgeon + Highest Magic Proficiency + any points from Dilettante when making melee attacks. You do not take any damage penalty. Requires: Rank 3

Interupts

  • 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.
    • Greater Casting Focus: You automatically ignore a second interrupt.
      • Exceptional Casting Focus: You automatically ignore a third interrupt.

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.
    • Greater Focus Of <damage type>: Your <type> spells deal 20% more damage.
      • Superior Focus Of <damage type>: Your <type> spells deal 30% more damage.
        • Intense Focus Of <damage type>: Your <type> spells deal 40% more damage.

This chain is not exclusive, players may select multiple chains.

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 AV.
    • Greater Focus Of <magic type>: Your <type> spells creates 20% more AV.
      • Superior Focus Of <magic type>: Your <type> spells creates 30% more AV.
        • Intense Focus Of <magic type>: Your <type> spells creates 40% more AV.

Activated Abilities

These are mage-specific activated abilities that are unlocked through facets.

  • Force: Activate this ability. Your next spell cannot be interrupted and automatically succeeds in hitting your target.

Will Facets

Designed to work with the Will system covered under spellcasting.

  • Magic Proficiency, <type>: adds 1 bonus point to Will when casting spells from the <type> school.
    • Magic Proficiency, <type> Mastery: adds 2 additional bonus points to Will when casting spells from the <type> school(for a total of 3).
  • Master of Magic: Your base Will score is increased by 3 + 3 per rank. This facet is only available to pure-sorcery classes(Endo-Mage, Exo-Mage, and Auromancer).

Focus Facets

These facets work specifically with Focuses that have the same name.

  • Slight of Hand: Adds 1d4 bonus dice when rolling Will.
    • Slight of Hand, Enhanced: Adds 1d4 bonus dice when rolling Will.
    • Slight of Hand, Improved: Adds an additiononal 1d4 bonus dice when rolling Will(for a total of 2d4).
      • Slight of Hand, Expanded: Adds an additiononal 1d4 bonus dice when rolling Will(for a total of 3d4).
        • Slight of Hand, Mastered: Adds an additiononal 1d4 bonus dice when rolling Will(for a total of 4d4).

Facet Notes

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

  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.

See Also