MRPG Facet List OLD

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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 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

These are facets which specifically affect the stats of the game.

There will be chains allowing to increase unbuffed stats, as well as chains allowing you to use your buffed-stat. Each chain will be specific to a stat(in otherwords a chain might allow you to use your buffed Speed Stat for all calculations) These chains also affect the modifiers.

Finally, a set of chains that allow a character to use different stats in place of others(such as using your speed stat to attack instead of strength).

Stat facets will include a dependency list as well.

Proficiency Facets

These are the facets related to proficiencies:

Weapon Focus Facet Chains

Weapon proficiencies are:

  • Bladed
  • Blunt
  • Ranged
  • Martial

Each weapon proficiency has a number of supertype, type, and subtype.

  • 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.
  • 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 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.

  • A facet-chain to allow players with a high medicine 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.


Old Stuff

Availability

Facets are not class-specific, but rather are based on proficiencies, if you do not have a given proficiency you cannot learn the facet. This is similar to spells, once you take the proficiency, you gain access to the spells.


Proficiency Focus Facets

Each proficiency has a focus-facet as the first in a facet-chain.

Sample Weapon Facet-Chain:

CostNameDescription
1Weapon Focus: BladedGrants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon.
3Weapon Focus: SwordsGrants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage.
10Weapon Focus: Bastard SwordsGrants 1 additional attack dice

Each weapon sub-type(and there are a lot of them) will have basically an identical chain substituting the different weapon-types.

Facet Notes

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 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 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.
  • 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