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.

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

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.


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.

Cognition Chain:

  • Cognition: Gain 10 additional mana points +1 per level.
    • Impressive Cognition: Gain 10 Additional mana points +1 per level.
      • Exceptional Cognition: Gain 10 Additional mana points +1 per level.
        • Outstanding Cognition: Gain 20 Additional mana points +1 per level. Requires: Rank 2.
          • Unbelievable Cognition: Gain 10 Additional mana points +1 per level.

Recovery Chains:

  • Enhanced Recovery: Hit Points: Add +1 to HP regeneration(If a character would gain back 5 HP, they instead gain 6). Requires: Rank 2.
    • 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 8). Requires: Rank 3.


  • Enhanced Recovery: Mana Points: Add +1 to MP regeneration(If a character would gain back 5 MP, they instead gain 6). Requires: Rank 2.
    • 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 8). Requires: Rank 3.
  • Critical Minus One: Each time you take this Facet, your Critical Threshold is lowered by 1. Requires: Rank 1.
    • Critical Minus Two: Each time you take this Facet, your Critical Threshold is lowered by 1(for a total of 2). Requires: Rank 1.
      • Critical Minus Three: Each time you take this Facet, your Critical Threshold is lowered by 1(for a total of 3). Requires: Rank 1.

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 of the Sword I: Choose a specific weapon sub-type. You gain proficiency with that weapon. Your skill is considered equal to your level. This facet does not stack with skill from proficiency.
    • 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.

  • 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.
  • Poison: You gain access to the Poison ability.
  • Knockdown: You gain access to the Knockdown ability.
  • Disarm: You gain access to the Disarm ability.
  • Injure: You gain access to the Injure ability.
  • Power Attack: You gain access to the Power Attack ability.
  • Multi-Shot: You gain access to the Multi-Shot ability.
  • Quiet: You gain access to the Quiet ability.
  • Silence: You gain access to the Silence ability.
  • Brutish Stomp: You gain access to the Brutish Stomp ability.


Sword

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.

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
  • Iron-Head Defender I: With this facet, your Base DV cannot be reduced to less than your AC.
    • Iron-Head Defender II: With this facet, your Base DV cannot be reduced to less than your AC + Level.
      • Iron-Head Defender III: With this facet, your Base DV cannot be reduced to less than your AC + Level + Level. Requires: Rank 1
        • Iron-Head Defender IV: With this facet, your Base DV cannot be reduced to less than your AC + Level + Level, you also recieve a bonus of 40 +(Rank * 20) Base DV. Requires: Rank 2
        • Iron-Face: When struck in combat, your DV is not reduced. Requires: Rank 3


  • 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. This facet allows you to use the Martial Weapon Proficiency to wield any weapon. 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. 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

Dual Wielding

  • 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-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 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 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.

Recitation Chain(6 Points):

  • 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 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.
      • 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.
  • 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. 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.


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.
  • 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