Dacutter Island but RPG System
6 years ago
I need to figure out a good template for both species in general and characters individually.
With a species, you can get a general feel for what a type of character will be good or bad at , especially with minor characters that show up only once or twice in an encounter.
With a character, you can see how they differ from their usual species and get a feel for how they'll act or progress, since they either focus on their best stats or a specific class that they have the most stats in.
So then... What should I do though?
I am basing this off of a RPG mod to a rather obscure tool that I've used to RP with a single friend, and it was made to be rather simple, with a system based on dice rolls and low-number outcomes.
I'm probably going to take this system and add more stats and make some numbers a little bit bigger though. And I do have a few more things I kind of want to build off of as well...
Some types of stats are going to be divided up by Class. The First stat is the most important, as it is the building block for that Class. I think a lot of the stats after that will have their number bolstered by the first one.
For example, a character who has a Warrior Build and has a Slashing Weapon when they fight will use their Strength with their Slash.
So if their Strength is just 2 but their Slash is 5, that'll come out to 7 damage to their target. If the target could not defend or dodge, that would be a rather hefty amount of damage taken.
This is my Template so far:
(General- Describes the fundamentals that the character / species has.)
Health:x Senses (or Perception):x Agility (or Speed):x Resources (The ability to gain/have Resources and Wealth.):x
(Special- Describes traits unique to Dacutter Island. (Some of these are more particular to Dogrypuffs.))
Willpower (the "Don't Die or Get Corrupted" stat.):x Weight:x Flight:x Belly Capacity (Dragons are great at packing it away like it's nothing.):x Eating Capability (How much or how fast can they shove down their gullets?):x Hunger (How soon will they want their next meal?):x
(Warrior- What kind of a fighter are they, and how good are they at killing, or at least not dying?)
Strength:x Defense:x Unarmed:x Smash:x Slash:x Pierce:x Shoot:x Ammo Capacity:x
(Wizard- What can they learn, what do they have, what do they cast, and how well do they resist other Wizards?)
Magic:x Aptitude (This stat describes if a character can learn any Magic at all, or if they already have some, how much more they can learn):x Magic Capacity:x Special Defense:x Element:x Super Power:x
(Rogue- How well can they subvert the law?)
Savvyness (Or applied knowledge on how to weasel their way into getting what they want.):x Steal (The subject's ability to Take something from those who wish to keep it. The higher this is, the less likely their fingers are to trip the subject's senses as they remove the item from their pocket, or even more audaciously, grasp.):x Sneak:x Heist (A plan to bust into a place, acquire what they need, and get out, all done as fast as possible.):x Deceive (Lies! Or disguises. Can they pull the wool over other's eyes?):x Elusiveness (Can they cover their own tracks?):x
(Technician- How good of an Artisan are they? What is their Technology, and how much control do they have over it?)
Wits (Can they think on their feet?):x Study (Long term Wits, in essence.):x Tech Level (If it's low, expect Caveman tools. If it's high, expect Neural-Assisted Replicators. Anything inbetween is probably Modern.):x Crafting:x Driving:x Investigate:x Hacking (Better in a world with more Computers.):x
(Socialite- How do they interact with Society? Do they do it well?)
Charisma (How do other characters perceive them? How popular are they?):x Empathy (How well do they receive emotional input? Do they really "get" you?):x Connections (Social engineering! Or sometimes, just the ability to pull out your cellphone and speed-dial someone.):x Rapport (Cheer them up! Higher levels means the subject can rally a person in power or influence a group.):x Insult (Put them down! Higher levels means the subject can intimidate their target or control them with fear.):x
That is what my current template is. Some ideas are probably going to get added to this over time, and maybe I'll shy away from others. It really all depends...
Some of the other non-essential stats will either boost each-other or be used in different types of Attack/Defend scenarios. Strength can be used for Physical tests.
If Strength was combined with Wits for a Pierce attack using a Pickaxe, it could cause a Critical Hit to a Golem, Robot, or Armored Enemy.
A bad rogue will be caught very easily. A good rogue will be the bane of the more honest characters who don't have certain good Technician or Socialite stats, or just good Sensing in general. Not sure how a Rogue against Rogue would go, I guess it depends which one has the better resisting stats. They may need to be re-balanced so that they don't screw everyone over. A good enough Socialite might also be able to screw over other characters.
I feel like Resources could be a Rogue classed trait, but at the same time too much Savvyness could easily allow them to pull crafting ingredients or money out of their hat like a magician and if they combined it with Deceive, they'd basically be buying things with Counterfeit money. It'd be easier to have the stats Not be combined to overrule that potential cheat, so that way the individual skills used for an action can be judged differently.
In that example case, if they used their Resource skill to pull out Counterfeit Money, then they can't roll Savvyness with their Deceive roll because the deception of the Counterfeit Money is based entirely on the quality of the Resource stat they used. Now they're rolling against the merchant's anti-Deceive stats. They could use their Wits, they could Investigate the money, and they could use Empathy to judge the rogue. The Purchase is unsuccessful if the merchant successfully sees through their scheme.
Even if the Purchase is successful, then they're rolling Elusiveness against Investigate later, and are hoping that their Agility is good enough to outspeed the pursuers that will be sent after them if that fails.
So it's quite an intricate, complex system, depending on what scenarios you'd use it for.
Dogryme in particular would have a good blend of Warrior, Wizard, and Technician stats, but not do too great with any Rogue or Socialite stats except for a 1 in Stealing (Expect him to combine it with strength and act as a Bandit, with hideously low Elusiveness.) or a pretty good Insult stat. (He'll fight ye like a scottish boar all hopped up on jalapenos!) But if a character as good at stealing as Sly Cooper comes his way, he might lose a lot of cool stuff to him and not realize it until way later. And a good socialite might wrap him around their finger and not let go. The Dogryme Mercs are all built around covering the bases that he alone can't. Agryss is mostly Warrior with a bit of good Technician and Socialite due to Orcas being smart. Runa would be a Wizard Socialite with a bit of Deceive due to her mom being a Performer. El Quarguell is mostly Rogue with not great strength but a high Shooting stat, enough Technician to craft the team's guns and help Dogryme with repairs, and a bit of Socialite to get to know people and put on an act.
I know this journal is a bit long but this is something I really want to put together and see how it works, and tweak it as I go and eventually make bios for all my characters and monsters.
With a species, you can get a general feel for what a type of character will be good or bad at , especially with minor characters that show up only once or twice in an encounter.
With a character, you can see how they differ from their usual species and get a feel for how they'll act or progress, since they either focus on their best stats or a specific class that they have the most stats in.
So then... What should I do though?
I am basing this off of a RPG mod to a rather obscure tool that I've used to RP with a single friend, and it was made to be rather simple, with a system based on dice rolls and low-number outcomes.
I'm probably going to take this system and add more stats and make some numbers a little bit bigger though. And I do have a few more things I kind of want to build off of as well...
Some types of stats are going to be divided up by Class. The First stat is the most important, as it is the building block for that Class. I think a lot of the stats after that will have their number bolstered by the first one.
For example, a character who has a Warrior Build and has a Slashing Weapon when they fight will use their Strength with their Slash.
So if their Strength is just 2 but their Slash is 5, that'll come out to 7 damage to their target. If the target could not defend or dodge, that would be a rather hefty amount of damage taken.
This is my Template so far:
(General- Describes the fundamentals that the character / species has.)
Health:x Senses (or Perception):x Agility (or Speed):x Resources (The ability to gain/have Resources and Wealth.):x
(Special- Describes traits unique to Dacutter Island. (Some of these are more particular to Dogrypuffs.))
Willpower (the "Don't Die or Get Corrupted" stat.):x Weight:x Flight:x Belly Capacity (Dragons are great at packing it away like it's nothing.):x Eating Capability (How much or how fast can they shove down their gullets?):x Hunger (How soon will they want their next meal?):x
(Warrior- What kind of a fighter are they, and how good are they at killing, or at least not dying?)
Strength:x Defense:x Unarmed:x Smash:x Slash:x Pierce:x Shoot:x Ammo Capacity:x
(Wizard- What can they learn, what do they have, what do they cast, and how well do they resist other Wizards?)
Magic:x Aptitude (This stat describes if a character can learn any Magic at all, or if they already have some, how much more they can learn):x Magic Capacity:x Special Defense:x Element:x Super Power:x
(Rogue- How well can they subvert the law?)
Savvyness (Or applied knowledge on how to weasel their way into getting what they want.):x Steal (The subject's ability to Take something from those who wish to keep it. The higher this is, the less likely their fingers are to trip the subject's senses as they remove the item from their pocket, or even more audaciously, grasp.):x Sneak:x Heist (A plan to bust into a place, acquire what they need, and get out, all done as fast as possible.):x Deceive (Lies! Or disguises. Can they pull the wool over other's eyes?):x Elusiveness (Can they cover their own tracks?):x
(Technician- How good of an Artisan are they? What is their Technology, and how much control do they have over it?)
Wits (Can they think on their feet?):x Study (Long term Wits, in essence.):x Tech Level (If it's low, expect Caveman tools. If it's high, expect Neural-Assisted Replicators. Anything inbetween is probably Modern.):x Crafting:x Driving:x Investigate:x Hacking (Better in a world with more Computers.):x
(Socialite- How do they interact with Society? Do they do it well?)
Charisma (How do other characters perceive them? How popular are they?):x Empathy (How well do they receive emotional input? Do they really "get" you?):x Connections (Social engineering! Or sometimes, just the ability to pull out your cellphone and speed-dial someone.):x Rapport (Cheer them up! Higher levels means the subject can rally a person in power or influence a group.):x Insult (Put them down! Higher levels means the subject can intimidate their target or control them with fear.):x
That is what my current template is. Some ideas are probably going to get added to this over time, and maybe I'll shy away from others. It really all depends...
Some of the other non-essential stats will either boost each-other or be used in different types of Attack/Defend scenarios. Strength can be used for Physical tests.
If Strength was combined with Wits for a Pierce attack using a Pickaxe, it could cause a Critical Hit to a Golem, Robot, or Armored Enemy.
A bad rogue will be caught very easily. A good rogue will be the bane of the more honest characters who don't have certain good Technician or Socialite stats, or just good Sensing in general. Not sure how a Rogue against Rogue would go, I guess it depends which one has the better resisting stats. They may need to be re-balanced so that they don't screw everyone over. A good enough Socialite might also be able to screw over other characters.
I feel like Resources could be a Rogue classed trait, but at the same time too much Savvyness could easily allow them to pull crafting ingredients or money out of their hat like a magician and if they combined it with Deceive, they'd basically be buying things with Counterfeit money. It'd be easier to have the stats Not be combined to overrule that potential cheat, so that way the individual skills used for an action can be judged differently.
In that example case, if they used their Resource skill to pull out Counterfeit Money, then they can't roll Savvyness with their Deceive roll because the deception of the Counterfeit Money is based entirely on the quality of the Resource stat they used. Now they're rolling against the merchant's anti-Deceive stats. They could use their Wits, they could Investigate the money, and they could use Empathy to judge the rogue. The Purchase is unsuccessful if the merchant successfully sees through their scheme.
Even if the Purchase is successful, then they're rolling Elusiveness against Investigate later, and are hoping that their Agility is good enough to outspeed the pursuers that will be sent after them if that fails.
So it's quite an intricate, complex system, depending on what scenarios you'd use it for.
Dogryme in particular would have a good blend of Warrior, Wizard, and Technician stats, but not do too great with any Rogue or Socialite stats except for a 1 in Stealing (Expect him to combine it with strength and act as a Bandit, with hideously low Elusiveness.) or a pretty good Insult stat. (He'll fight ye like a scottish boar all hopped up on jalapenos!) But if a character as good at stealing as Sly Cooper comes his way, he might lose a lot of cool stuff to him and not realize it until way later. And a good socialite might wrap him around their finger and not let go. The Dogryme Mercs are all built around covering the bases that he alone can't. Agryss is mostly Warrior with a bit of good Technician and Socialite due to Orcas being smart. Runa would be a Wizard Socialite with a bit of Deceive due to her mom being a Performer. El Quarguell is mostly Rogue with not great strength but a high Shooting stat, enough Technician to craft the team's guns and help Dogryme with repairs, and a bit of Socialite to get to know people and put on an act.
I know this journal is a bit long but this is something I really want to put together and see how it works, and tweak it as I go and eventually make bios for all my characters and monsters.