Wednesday, March 5, 2014

MonBuilder March 3 - Hero Traits and Skills

Equipment Traits – A character can have as many of these as they want, each slot holds one piece of gear. As the character levels up, the power/effect of the item also increases.
Armor: A suit of armor that reduces non-magical damage a character takes (add to toughness) 1-5
Shield: A hand held shield that has a chance of absorbing an attack, negating damage. 10% - 50%
Melee Weapon: A hand held weapon that can strike targets 1 or 2 spaces away. At each level (1-5) a weapon gains a new bonus chosen by the player.
Ranged Weapon: Like a melee weapon but can effect targets in and beyond melee range.
Magic: A character has access to a school of magic that includes 5 spells, one unlocked at each character level (1-5). Can be taken 2 times, once for 2 different schools of magic.

Vehicle: The character has a mount or vehicle they are responsible for like a horse, dragon, chariot, etc. This mount cannot always accompany the character but they never lose control or command of it and it can be disabled but not destroyed.
Companion: The character has a pet or sidekick with 2 slots to attribute Augments and/or Traits. The companion may not always be able to follow the character but they never lose control of them. The companion acts on the player’s turn and may be disabled or captured but not killed.
Kit: A character has a kit of special tools. By spending Energy they can use the kit to create a specific effect once per turn. Similar to casting some spells but the effects do not improve as the character grows.
[Tool Kit: Craft or Repair an object, Potion Kit: Heal or Buff an Ally]

Weapon Bonuses
With a Weapon Trait a character is assumed to always have a chosen weapon available, even if they can’t make attacks with it at the time. As the character levels up, their weapons get stronger. At each level the weapons gains a choice of effects, improving their strength.
Increase Damage: All weapons deal a minimum of 1 damage. Melee weapons add the wielders Strength to the attack. This bonus increases the damage by +1
Increase Threat: All attacks critical on a roll of 10, dealing double damage. This bonus increases the chance of getting a critical by +1, allowing an attack to critical at a lower roll (maximum of a roll of 5)
Dual Wield: Carry a pair of weapons, one in each hand, adds an additional attack. Can be taken only once
Reach: Adds 1 space to weapons range.
Special Effect: Includes any kind of effect like elemental damage, bind, explosions, blinding, poisoning

Skills
Heros have Skills that improve their chances of successfully completing a particular action. Skills take up a slot in the same way traits do.
Normally a character has a 50/50 chance of succeeding at an attack or activity but as the difficulty of that action increases, so does their chances decrease. (Using a d10, 1 being failure, 10 being success, normally needing a 6+ to complete a task or hit a target) Each skill gives +5 / +50% to completing that action unless noted otherwise.

Unarmed: Attacking without a weapon or with fist types weapons
Melee: Attacking with a melee weapon
Ranged: Attacking with a ranged weapon
Thrown: Attacking with consumable ranged weapons like Shurikens or explosives.
Armor: A suit of armor increases the wearers defense while reducing their speed and raising the difficulty of all actions. The Armor Skill negates those penalties.
Shield: Carrying a shield increases the character’s defensive abilities in exchange for fewer offensive options. The shield skill allows a character to attack with the shield (Damage = Strength)
Ride: Increases the chance of completing all non-combat actions while riding a mount or vehicle
Cavalry: Increases the chance of completing all combat actions while riding on a mount or vehicle
Casting: Increases the chance of successfully casting a spell
Crafting: Increases the chance of creating or repairing an object.
Gathering: Increases the chance of obtaining the desired items and materials from nature, shops, libraries, etc.

Stealth: Decreases the chance of being detected while crawling, flanking, stealing or any sneaky action where they have not been detected by an enemy yet.

Expect a good amount of modification and expansion on these when Combat, Movement and Actions are released.

Tuesday, March 4, 2014

MonBuilder March 2 - Statlines

Statlnes
Life / Energy . Strength / Toughness . Mind / Will . Speed / Size

Monster Base Statlines
All monsters have stat lines that are based on their size then modified by their particular abilities. Player monsters start at Medium size and can be upgraded to Huge, increasing all their stats (Or start as small if a Slime, upgradable to Large). Their stats can be further modified by augments.

Tiny:      All 1
Small:    All 2
Medium: All 3
Large:    All 4
Huge:    All 5

Hero Statlines
A hero character’s stats are predefined based on their race but can be modified by Traits

Pixie           1/4 1/1 4/4 2/2
Halfling       2/3 2/2 3/3 2/2
Nekomata   3/2 3/3 2/2 2/2

Dwarf          4/2 4/4 2/2 3/3
Human        3/3 3/3 3/3 3/3
Elf              2/4 2/2 4/4 3/3

Troll           3/4 3/3 4/4 4/4
Orc            4/3 4/4 3/3 4/4
Giant         5/2 5/5 2/2 4/4

These numbers are what you use to derive the values of your Hero or Monster character. How these numbers get used will be coming in the Combat / Actions update.

Grapple: Strength + Size + Augments/Traits + Spell
Attack: Strength + Augments/Traits + Weapon + Spell
Defense: Toughness + Augments/Traits + Armor/Shield + Spell


Monday, March 3, 2014

MonBuilder March Update - Monster Augments

Monster Augments
This is how you build your monster. Some names and numbers are subject to change. Most augments come in two levels which either double their effect or add an additional effect (marked as 1x or 2x). Below is a list of augments along with their related stats and effects. This information is sufficient to flesh out a monster character concept in function and appearance. 

 A Monster character starts with 4 augment slots, these are recommended for limbs and similar augments that define the creature's overall appearance and movement. At each level (2-5) the character gets 2 more slots for augments, finally totaling in 12 augments. 

Most of the Augment labels are made ambiguous deliberately. The actual appearance and arrangement of limbs and features is entirely up to the player.

Life: Amount of damage a creature can take before being incapacitated or dying.
2x Boost Life: Life +2 / +5
Energy: Used to make special attacks, grapple and cast spells.
2x Boost Energy: Energy +2 / +5
Strength: How much normal melee damage a creature can deal, grapple strength, lifting and push/pull ability
2x Boost Strength: Strength +2 / +5
Toughness: Reduces the amount of non-magical damage a creature takes in a single attack
2x Boost Toughness: +2 / +5
Mind: Power of some special and magical attacks
2x Boost Mind: Mind +2 / +5
Will: Resistance to some special and magical effects
2x Boost Will: Will +2 / +5
Speed: Indicates walking speed or a normal movement. Crawling is half that value, running is twice that value or two moves, movement attacks are 1.5x that.
2x Boost Speed: Speed +1 / +2
Size: Relative physical size of a creature, impacts their overall stats to varying degrees all monster characters start as small or medium
2x Boost Size: Increase size which increases Life, Strength, Toughness and Speed by +1 / +2
Tiny -> Small -> Medium -> Large -> Huge

1x Extra Head/s: Creature has multiple heads (exact number doesn’t matter) making them immune to Critical Hits.
1x Extra Eyes: Creature has more than two eyes (exact number doesn’t matter) making them immune to sneak attacks
1x Breathing: Creature can breath in abnormal environments like liquid or noxious gasses
1x Transformation: Gives the creature a humanoid disguise. Combat actions forcibly break the disguise. (Must be taken during creature creation)
2x Monster Magic: Creature has access to its choice of 5 / 10 spells. A character can take the spells at any time, but once the choice is made it's permanent and the level of the spell cannot exceed the level of the character.
1x Slime Body: Creature’s body is a small amorphous mass with a solid core, its only limbs are tentacles and it can only crawl. Has the benefit of Sticky feet, Transformation, Breathing. It’s tentacle melee and grapple attacks are ranged attacks with range equal to half the creature’s speed. (Must be taken during creature creation)
2x Monster Pheromones: Boosts Ero value +1 / +3

Movement Augments
2x Flight: Creature has the ability to hover and move through the air at crawl speed / Allows a creature to fly at normal speed (otherwise not at all), bypassing terrain. Adds special Wing Attacks
1x Fins: Allows a creature to move through liquid at normal speed (otherwise at crawl/half speed). Adds special Fin Attacks
1x Scoops: Allows a creature to move through solid masses at half speed (otherwise not at all). Adds special Burrow Attacks.
1x Sticky Feet: Allows a creature to move along vertical surfaces or ceilings at normal speed (otherwise not at all). Surfaces and structures must be able to support the creature’s weight or it will collapse.

Attack Augments
Headbutt: A weak attack to an enemy who has been grappled. 1dmg
1x Horns: Boosts the damage of a headbutt to half the creature’s Strength
Bite: A very weak attack to a grappled enemy: 1dmg to enemies for each size smaller they are than the creature
1x Fangs: adds a poison effect to the bite attack, effect works even if the bite does no damage.
[Leech Life, Leech Energy, Paralyze]
1x Tongue: Adds a prehensile tongue that boosts grapple by +2
2x Tentacles: Boosts grapple value by +1 / +3
2x Extra Arms: Adds +1 / +2 attacks 
1x Claws: Boosts the damage of normal melee attacks by +2
1x Gullet: Allows a creature to swallow an enemy or objects at least 2 sizes smaller than itself and hold them for later retrieval.
1x Tail: Allows a Tail Whip attack and boosts Grapple by +2
1x Stinger: Adds a poison effects to normal attacks
[Drain Strength, Drain Toughness, Drain Mind, Drain Will, Slow]
2x Breath Weapon: A ranged special attack that originates from in or on the body. Base damage is half Strength +1 for size level and -1 for each space away from the target / creature gains an additional effect to the attack.
[Double Damage on hit, Fire, Ice, Acid, Lightning, Pin]

Normal attacks use the creatures Strength. A creature can normally make 1 attack per turn
Punch: Normal melee attack made with arms
Whip: Normal melee attack made with a tail
Buffet: Normal melee attack made with wings, in the air
Thrash: Normal melee attack made with fins, in the water
Smash: Normal melee attack made with scoops, under the ground

Special attacks use the creature’s energy points to cause boosted damage or special effects
Slam: Special attack made with arms
Swoop: Special attack made with wings, in the air
Wave: Special attack made with fins, in the water
Tunnel: Special attack made with scoops, under the ground

Grapple attacks do no damage but initiate a grapple
Grab: Grapple attack made with arms
Wind: Grapple attack made with tail
Snatch: Grapple attack made with wings, in the air
Dive: Grapple attack made with fins, in the water
Pit: Grapple attack made with scoops, under the ground


Body Slam: Deals bonus damage based on how much smaller a target is than the attacker. (Strength +50% per size level difference)

Friday, February 7, 2014

Monster Builder - Feb 2 [Fantasy Jobs]

Common
Peasant, Craftsman (Blacksmith, Tailor, Woodsmith, Cobbler), Cook, Farmer/Rancher, Host/Hostess, Student/Teacher, Miner/Woodsman, Hunter, Sailor/Fisherman, Smuggler, Fence, Prostitute, Slave

Uncommon
Butler/Maid, Doctor/Nurse, Priest/Nun, Shaman/Priestess, Librarian/Scholar, Musician/Dancer, Bounty Hunter, Scryer, Astronomer, Farseer, Executioner, Undertaker/Gravedigger, Inquisitor/Exorcist, Duelist/Prize Fighter

Rare
King/Queen, Prince/Princess, royalty/nobles, Merchant, Alchemist

Military
Watchman, Guardsman, Royal Guard, Bronze Knight, Silver Knight, Gold Knight, Platinum Knight, White Knight, Black Knight, Mercenary

Adventurer
Archer, Fighter, Warrior, Barbarian/Amazon, Martial Artist, Paladin, Soldier, Knight, Spy, Assassin, Ninja, Ronin, Thief, Rogue, Bandit, Ranger, Beast Master, Samurai
Sorcerer, Wizard, Witch, Warlock, Summoner, Cleric, Druid, Bard, Necromancer

This is an exhaustive list of job names for the fantasy setting. Since many names can overlap when identifying distinct professions the sum total of possible labels can create an exhaustive list. The final refined lists and definitions of Hero and NPC jobs will be usable at a glance, but since the fantasy setting has the most distinct job options compared to the Modern and Sci-Fi settings, now is a good time to gather up as many names and labels as possible.

So folks, let's see what ya'll can add to this. We're looking for a fine balance here. We don't need 10 different names for cook or chef in 10 different languages and we don't really need levels of things like nobles or students. I fully expect some overlap, but if anyone can find anything that i missed, your contributions would be MUCH appreciated.

Later I'll post a detailed list for Hero player characters.

Tuesday, January 14, 2014

MONSTER BUILDER January

Promo Characters

With input from fans I'm going to put together a set of example characters to use for explanations, demonstration and promotion.

Fantasy - Modern - Sci-Fi
For right now, I'm focusing on Fantasy as that is the origin and largest section for elements and expanded mechanics.

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Character Stats

Life: Health, HP, how many points of damage a character can sustain before they pass out or die.
Energy: Spirit, MP, how many points a character has to use on special attacks, actions, abilities, magic spells, etc. Also part of ero-battles
Strength: Power, how strong a character is, impacting their ability to manipulate heavy objects and deal melee damage.
Toughness: Durability, how difficult a character is to damage without the use of armor. Alternatively, how nimble a character may be at dodging damage.
Mind: Power, mental or spiritual strength used with some special actions and spells. Spell damage and/or duration
Will: Focus, mental or spiritual ability to resist psychic or magical effects or resist high stress. Used in some spells
Speed: movement, how many spaces on a grid a character can move in one turn and the methods of movement they have available, like flying or swimming

Size: physical bulk, height and/or weight. Tiny (fairy or rodent), Small (domestic dog or cat), Medium (most player races, dwarf, elf, human, etc), Large (giants, elephants), Huge (full grown dragons, whales)

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Fantasy Races
Halflings - Small size penalizing physical stats (life, strength, toughness, speed), can easily fit into spaces that medium sized characters can't. Bonus to avoiding attacks and being spotted
Pixies - Small size penalizing physical stats, their frail form penalizes physical stats further and their magical nature gives a bonus to magical stats
Nekomata - Small size with a penalty to magical stats.

Human - Average / medium / unmodified stats
Elves - Penalty to physical abilities (Life, strength, toughness), bonus to magical abilities (Energy, mind, will)
Dwarves - Penalty to magical stats (energy, mind, will), Bonus to physical stats (life, strength, toughness)

Giant - Large size with bonus to physical stats (life, strength, toughness, speed), can't fit inside most structures built for medium sized characters. Penalty to avoiding attacks and being spotted. Bonus to physical stats, penalty to magical stats
Orc - Large size with bonus to physical stats, has trouble fitting into some medium sized structures and using medium sized equipment
Troll - Large size with bonus to magical stats

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Fantasy Hero Jobs

Commoner
Peasant, Butcher, Baker, Farmer, Rancher, Potter, Painter, Tailor, Clothier, etc
No value in game terms, no useful training or combat skills. Most common NPCs

Elite
Librarian, Merchant, Noble, Royal
Has access to wealth and/or power. Can provide useful services to characters in-game

Specialists
Student/Teacher, Butler/Maid, Host/Waitress, Priest/Nun, Doctor/Nurse, Dancer/Musician
Has some special training or connections to useful people or places that can be used in game.

Adventurers
Strength - Warrior, Fighter, Samurai, Ronin, Archer, Ranger, Knight, Barbarian
Toughness - Paladin, Ninja, Thief, Guardsman, Amazon, Rogue
Mind - Wizard, Sorcerer, Illusionist, Alchemist
Will - Cleric, Druid, Summoner, Bard
Have special abilities usable in Combat, may include special connections or access.

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Fantasy Beasts
This is a working list, creating a totally exhaustive critter list is not going to be a priority in MonBuilder. Rather a number of favorite or most appropriate entries will be selected and detailed. There is no end of sources of inspiration for creatures and it will be up to the players to devise them at length.

Plants
Alarune, Roper, Treant, Dryad, Nymph, Mandrake
Eternals
Angel, Devil, Demon, Oni, Imp, Djinn, Genie
Undead
Mummy, Dullahan, Ghost, Skeleton, Vampire, Zombie, Lich
Giant Bugs
Arachne, Jurogumo, Giant Snail, Giant Slug, King Hornet, Queen Bee, Scorpina
Water
Echidna, Scylla, Merfolk, Kappa
Air
Harpy, Siren, Tengu, Fairy
Constructs
Golem, Gargoyle, Mimic, Pot Monster
Elementals
Titans, Yukionna, Efreet
Humanoid
Cyclops, Giant, Goblin, Kobold
Animal
Sphinx, Centaur, Nightmare, Cockatrice, Lamia, Medusa, Kitsune, Lizardman, Holstaur, Minotaur, Tanuki, Vorpal Bunny, Werewolf
Slime
Ooze, Pudding, Slime