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Post by Zyraen on Feb 22, 2024 21:15:49 GMT 8
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Post by Zyraen on Feb 22, 2024 21:30:25 GMT 8
Following will be accounted for in Excel Sheets, if they are used by you.
Preamble
Expertise is a level-based modifier, which applies to attack rolls, damage rolls, AC and Fortitude Reflex Will.
Note that Fortitude Reflex and Will are defenses, and attacks made against them (typically known as spells in other games, and implement attacks in this game) are penalised by cover, concealment etc based on if the attacks are melee/ranged/area/blast/burst, ie same as all other attacks.
The Expertise values are as follows Levels 01-03 : Expertise 1 Levels 04-07 : Expertise 2 Levels 08-10 : Expertise 3 Levels 11-13 : Expertise 4 Levels 14-17 : Expertise 5 Levels 18-20 : Expertise 6 Levels 21-23 : Expertise 7 Levels 24-27 : Expertise 8 Levels 28-30 : Expertise 9
Saving Throws are simply a d20 roll, with 10+ being a success. They are usually modified by feats and items, but some (usually enemy) abilities may also apply a penalty to saving throws.
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Post by Zyraen on Feb 22, 2024 21:31:35 GMT 8
CHARACTER CREATION STEPS
A) CHOOSE AN ARRAY 5, 3, 0 / HP 25, WP 5 5, 2, 1 / HP 30, WP 6 4, 4, 1 / HP 25, WP 5 4, 3, 2 / HP 30, WP 6 3, 3, 3 / HP 35, WP 7 Assign the 3 numbers on the left to the following 3 Traits : Physique (Str+Con), Finesse (Dex+Int), Influence (Wis+Cha)
B) STATS Assign your points in each Trait among the following pairs. Str+Con, Dex+Int, Wis+Cha Eg. Finesse 4 can be Dex1 Int3, Dex4 Int0, etc Due to most combat effects being based off Traits and not Stats, you have slightly more flexibility in being well-rounded.
C) SKILLS Choose from 5 of the following Skills, you get +5 in those chosen.
Str: Athletics Con: Endurance Dex: Acrobatics, Stealth, Thievery Int: Arcana, History, Religion Wis: Heal, Insight, Nature, Perception Cha: Bluff, Diplomacy, Intimidate, Streetwise
Notes - Nature covers survival and navigation - Streetwise covers gathering info from a crowd, blending into a crowd, adopting local mannerisms, assimilating into an organisation without formal status, etc
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Post by Zyraen on Feb 22, 2024 21:36:32 GMT 8
D) ARMOR PROFICIENCY
Choose from heavy armor plus shield (speed reduced to 5 but AC not dependent on Sec Trait) or light armor/unarmored (AC dependent on Sec Trait).
Light and unarmored are functionally the same values, just that unarmored does not lend itself well to improved armor feats, and thus also face-tanking. They can still function relatively effectively as back-line Tanks.
E) WPN/IMP PROFICIENCY
All chars can use Basic weapons, being adventurers. Choose one of below Implement: Choose +1 vs Fort Reflex or Will. You cannot choose this if you chose Heavy Armor in the previous step. Military Weapon Proficiency: Gain proficiency in All Military weapons Exotic Weapon Proficiency: gain proficiency in one Non-Precise Exotic weapon (as per note on Oversized, this is the primary way to get a 2d6 brutal1 weapon) Unarmed Combat Proficiency: self-explanatory
Aside Notes: above D and E are generally implemented as feats.
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Post by Zyraen on Feb 22, 2024 21:37:37 GMT 8
F) ROLES AND FEATS : CHOOSE TWO STARTING FEATS
At least One must be a Role Feat, recommend to look at Starter Feats.pdf ( link in the first post of this thread )
Your Role feat(s) unlock the Roles for your character (see below)
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ROLES - Characters can have up to 3 roles - Healer, Slayer Tank. - To gain access to a role, you must have at least one feat from that role. Note that unlike other feats, Role feats generally confer no benefits if not in that role. - A character can be in only one role at one time. The character decides his role at the **start of each of his turns**. Before the start of his first turn in combat, a character usually defaults to his usual role (typically Slayer if the character has that role). - An unconscious character is not in any role - Remarks: Slayer is probably the only mandatory role for every party (at higher levels). I once theorised that Healers were necessary, but recent developments have led me to conclude they are not indispensable.
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HEALER A Healer has two uses of SM Heal (below). A Healer adds his Pri Trait to the amount of healing restored, plus that from other feats which boost the HP regained. If a character uses an ability with the Healing keyword but is not in the healer role, the one who spends the Reserve only gains THP equal to his Reserve Value, with no bonuses (including from the ability itself). For avoidance of doubt, note that the Rally action does not have the Healing keyword (see end of this post)
SM) HEAL (Healer) Swift Burst 5 (Self or 1 Ally) Effect (Healing): Target spends a Reserve and regains extra 1d6 HP at levels 6,11,16,21,26. Special: This ability is usable twice per encounter. Once you use up your last Heal, you can no longer switch roles and remain in Healer role until you rest.
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SLAYER A Slayer deals extra Slayer Damage when hitting with an attack roll and dealing damage. This damage is equal to their Sec Trait, and is increased by +2 at Level 5, and +3 more at Levels 15 and 25. Slayer Damage is applied once per action, to one creature that is hit. Slayer Damage may only be applied with melee or ranged abilities that make no more than 2 attack rolls, and also area, blast, burst and wall abilities that occupy no more than 9 squares (unless feats allow otherwise).
For new players, it is not recommended to take the optional Slayer feature, which is Quarry.
Those interested and/or fans of Rangers and Warlocks (or similar) from D&D 4E/5E, please feel free to PM me about Quarry. Included Quarry below. Note the buff in bold from past UB versions.
When you first gain the Slayer role, decide if you wish to gain the Quarry CM or not. If you choose to gain it, you can only deal Slayer damage to your Quarry. You may not change this choice without GM permission.
CM) QUARRY (Slayer) Swift, Burst Sight (1 foe) Effect: The nearest enemy you can see becomes your quarry until end of encounter or until you use this ability on another creature. If you switch roles, your Quarry ends. Special: If you switch from Tank to Slayer role, you may turn one of your Marks into your Quarry. Having the Quarry feature increases your Slayer damage by 1, +1 at L11 and L21.
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TANK ( This is probably the most complicated role, and is meant to protect party members. New players are encouraged to avoid. )
A Tank generates THP equal to his Pri Trait at the start of his turn, also known as Tank Resistance. If you switch out of Tank role while you have THP, deduct your Tank Resistance from your THP. For avoidance of doubt, you only generate THP at the start of your first turn in combat.
When you first gain the Tank Role, you gain the Tank CM Mark, and one other Tank CM from below. CM means Common Move. For abilities where it is indicated "max speed", it means your movement may not exceed your speed. Since "slow" etc effects affect your speed, they will cap the movement that comes about.
CM) MARK (Tank) Free Special (see below) Effect: When you end your turn, you mark any number of enemies adjacent to you, or one target within Blast5. The mark remains until ENT, or until you fall unconscious. Marks from multiple characters do not stack, and the latest mark overrides the previous. When an adjacent creature that is marked by you shifts, you can make an OA against that creature. Creatures disobey your mark when they make an attack that does not include you, and they take -3 mark penalty to attack roles when disobeying your mark, in addition to other effects (see below)
CM) ASSAULT (Tank) Interrupt or OA Personal Trigger: A creature disobeys your mark. Effect: You make a melee basic attack against the disobeying creature. If you used an interrupt, you may first shift half Pri Trait squares (max speed) adjacent to the disobeying creature.
CM) BODYGUARD (Tank) Interrupt or OA Personal Trigger: A creature disobeys your mark and hits your ally. Effect: If the triggering ally is adjacent to you, you become the target of the triggering attack instead of your ally. The attack is not rerolled, and the penalties from the mark still applies. If you used an interrupt, you may first shift half Pri squares (max speed) adjacent to the triggering ally. Special: You may not use this ability more than once per turn.
CM) DISRUPTION (Tank) Interrupt Ranged 10 (Triggering Creature) Trigger: A creature disobeys your mark and hits your ally. Effect: You make a ranged basic attack against the triggering creature. Hit: The attack never deals damage, but the triggering attack roll takes a penalty equal to your Sec + 2. Special: This attack never provokes OAs and cannot be substituted through other means. You may not use this ability more than once per turn.
CM) PROTECTION (Tank) Interrupt or OA Burst 5 (Triggering Ally) Trigger: A creature disobeys your mark and deals damage to your ally. Effect: You reduce the damage dealt to your ally by Sec + 5. This increases by 5 at levels 11, 21. Special: You may not use this ability more than once per turn.
CM) RETRIBUTION (Tank) Interrupt or OA Burst 10 (Triggering Enemy) Trigger: A creature disobeys your mark. Effect: Target takes damage equal to your Pri + 3. This increases by 3 at levels 11, 21. Special: When you first gain this ability, choose from acid, cold, fire, lightning, necrotic, poison, psychic, radiant. The damage dealt is of this type. You may not use this ability more than once per turn.
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Tank Feat Change "Punishing Speed" in the Full Feat List, text to be changed to : Alter all the "half Pri Trait" shifting in Tank CMs to be "Pri Trait", ie the Tank being able to shift typically 5-6 squares as part of an interrupt. It will also allow the Tank to move half Sec squares (max speed) as a free action when a Marked creature willingly moves away.
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Post by Zyraen on Feb 22, 2024 21:55:44 GMT 8
Remarks: Before this step, since Races are in play, do choose your Race and Race/Background/Campaign bonuses unboundgames.proboards.com/thread/561/racial-background-campaign-bonusesG) SPENDING UPGRADE POINTS Starting Level : 2 You have 13 UP (6 UP x 2 Levels + 1) to spend. 2 UP: Gain 5 HP to max and current HP. It is recommended to to purchase *Min* 5 HP per two levels (this minimises the chance of being instantly killed by high damage rolls, ie going from conscious with single digit HP straight to dead due to hitting negative half of your max HP) There is a HP cap but it generally shouldn't come into play. 2 UP: Gain 5 skill points to assign into skills (max +7 in a skill, 7th point costs double) 2 UP: Gain Prowess (ie +3) in a skill (stacks with the +7 for an absolute max of +10, before magic items etc) 2 UP: Gain a feat (max 7 feats gained this way). At L11 and L21, gain a free feat and the cap on purchased increases by 7 each (to a total max of 4 free feats and 21 feats purchased) 4 UP: Gain +1 to a Trait. Caps at 4+1 per 5 levels (round up), ie Cap is 5 at L1, 6 at L6, 7 at L11, etc. The UP Cost gradually increases, Trait7-8 costs 6 UP each, then 8 UP for Trait9 and 10 UP for Trait10 3 UP: Gain a Rank1 or Rank2 Signature Attack (SA) / Signature Move (SM) ability. 6 UP: learn a Rank3 or Rank4 Signature Attack (SA) / Signature Move (SM) ability. Note to gain a Rank2 you need a corresponding Rank1 of the same type and source (ie from same jutsu tree). Same for Rank3 and Rank4.
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Post by Zyraen on Feb 28, 2024 20:52:05 GMT 8
Custom/Try-Out Feat ( But this has been tried out before, it is just that Feats Full have yet to be updated... )
Timely Guidance (Healer) When an ally within Sec squares misses with an attack roll, you may use an interrupt to expend a Signature ability in order to grant the triggering roll Sec ability bonus. The minimum rank of the expended Signature is 1 less than the triggering ability's rank. You must be able to see the ally, and the ally must be able to hear you.
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