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Mechanics, or Why You're Awesome

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Mechanics, or Why You're Awesome Empty Mechanics, or Why You're Awesome

Post  Mister Lamp Sun Dec 09, 2012 8:47 pm

Primary Statistics:
Statistics:

Ability Cost:

Size
Size:


Last edited by Mister Lamp on Sat Apr 06, 2013 5:26 pm; edited 14 times in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty Combat, or How Jon Kills Things

Post  Mister Lamp Sun Dec 09, 2012 8:48 pm

Combat
Combat:
Weapons
Weapons:
Armor
Armor:


Last edited by Mister Lamp on Sat Apr 06, 2013 5:34 pm; edited 6 times in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty reserved for social combat

Post  Mister Lamp Sun Dec 09, 2012 8:48 pm

reserved


Last edited by Mister Lamp on Sun Dec 09, 2012 8:49 pm; edited 1 time in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty Virtues, or What Makes You Special

Post  Mister Lamp Sun Dec 09, 2012 8:49 pm

Virtues are an optional way to customize your character, and come in 3 varieties. +1 virtues, +0 virtues, and -1 Flaws.
A character can have, at most, 1 of each type, and they cannot have a +1 without a -1.
You may take a -1 flaw without a virtue, in which case you gain 2 points to spend on stats.

A note on names/descriptions: The names assigned to these virtues are just what seems cool to me, feel free to change the name and/or descriptive text to fit your character, as long as the mechanical benefit remains the same.

+0 Virtues
+0 Virtues:
+1 Virtues
+1 Virtues:
-1 Flaws
-1 Flaws:


Last edited by Mister Lamp on Sat Apr 06, 2013 5:15 pm; edited 18 times in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty Beliefs, or Your Comfort through the Nights in Hell

Post  Mister Lamp Sun Dec 09, 2012 8:49 pm

Every Hunter has some belief system, even when it is the lack there of. Belief systems are often mostly based on where you were raised, but it is possible that it changed later in life. In THG, all belief systems are true, and the deities of any system can have an impact on the world. However, deities other than the prime deity of a pantheon can only affect the world with their normal Magic Might score or (Number of believers/100 sq. miles) of the country they are in. So minor pagan deities vary rarely impact the world outside of their home countries, and some are unable to function at all. The gods of grecoroman mythology, with their followings being basically nonexistent are no longer able to directly affect the world, although they and the gods of other dead religions can be contacted by those with the knowhow.

beliefs:


Last edited by Mister Lamp on Sun Mar 17, 2013 8:55 pm; edited 1 time in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty Magic, or How to survive against the Hordes

Post  Mister Lamp Sun Dec 09, 2012 8:49 pm

Every creature has a Magical Might score. For most, like normal humans, as well as most animals, the score is 0, denoting a complete lack of ability to deal in Spells and other Supernatural Abilities. The average Hunter has a Magic Might score of 3, with some legendary Hunters reaching up towards Deity level. Fae creatures average Magic Might 5, ghosts have a score equal to their score in life + 1, and demons vary in scores, usually between 2 and 6.

Magic use:
Every creature with a Magic Might score has a Magicka Pool of 10 x their Magic Might score. Each use of a Spell or activated Supernatural Ability reduces the pool by a certain amount, which differs between different abilities, as well as reducing your effective Magic Might score by 1, your Might score returns to normal after 1 minute per spell level, and you may refill your pool twice per day, as long as you are outside of combat for 6 minutes. Sustained Supernatural Abilities instead reduce the size of your pool for as long as they remain active.

Spells and Info:
Supernatural Abilities
Supernatural Abilities:


Last edited by Mister Lamp on Sat Apr 06, 2013 5:17 pm; edited 18 times in total
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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Mechanics, or Why You're Awesome Empty reserved just in case

Post  Mister Lamp Sun Dec 09, 2012 8:50 pm


Shatashi's idea list.
Spoiler:


Sinol's idea list.
Spoiler:
Mister Lamp
Mister Lamp

Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard

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