Category:Game System (1.31.99.:2-897)

From Harthorns-Reverie
Revision as of 19:53, 11 July 2022 by DHarth (talk | contribs)

Character Types, Base, Expanded, Sheet

Character Types

In Clunkey Stories there are four character types a player can decide to create;

Main Character;

Similar to all of these, the name is pretty self explanatory. These are the focus characters which have all the limelight, the viewpoint stars.

Secondary Character;

Similar to companions, secondary characters show up once every few sessions and provide a type of support for various things ranging from combat to plot.

Background Character;

Characters who show up once in a blue moon, while they rarely add any form of support, background characters are what bring life into the setting, you can never have too many of them. Rarely do they manage to do much of anything combat or plot wise, but damn it will they give you conversation.

Extra;

Only want to play the character once? Have a singular scene and never return? Extras are your characters. They offer nothing to plot, however can enter combat as a very expendable unit.

Base

Speech

There are three types of speech; normal, text, and thought. Each are expressed differently.

--Normal: expressed through quotes; "No, I did that."

--Thought: expressed through braces; {No, I did that.}

--Text: expressed through brackets; [No, I did that.]

Lvl & XP

Level: Experience:
Your level of experience.

500 experience = 1 level.

The amount of experience you've gathered through your adventure.
Experience: Reward:
5xp 1 Proficiency point
30xp 1 Skill point
125xp 1 Attribute point.

Combat; Basic

Pre-Stage: Setup
Gain Bonus depending on action pre-confrontation
Sneak/Run
You might get a hit in before initiatives
Stage 1: Initiative
After all participants have been decided, everyone roll Initiative, and go in order from highest to lowest.
Stage 2: Actions
At the start of your turn, look at your Action Points. This is how many actions you have for the entire scene. Check the table below for the list of what it can be used for.


Once you run out of actions, you must use the common stunt 'Rest', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt 'Action Momentum', which can be found in the Momentum section.

Cost Action
1 Actions M.A.Defense Stats
2 Actions General Stats

M.A.Offense Stats Grapple Stats Planet Piloting

3 Actions Melee

Ancient Space Piloting

4 Actions Modern

Troop Command Cybernetic Use

5 Actions Shin.Stats

-Aaryn, Wuyfreg, Hoan, Dlua

8 Actions Stunts
Stage 3: Reaction
Once an action has been done, this is the target's turn to react, typically in a defense way.
Stage 4: Effects
If the target's reaction isn't good enough, you deal whatever effects, like damage.
Stage 5: Totals
The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn.

Momentum

The constantly changing emotion of combat is represented by the stat MOMENTUM, it offers a variety of effects, including when Signatures, Finishers, and Last Fights are available to characters. This isn't the only use of momentum however, as it allows for Action Momentum, and Full Throttle as well as a handful of other actions. Gained when successfully preforming an action in combat, and lost when failing an action, Momentum is on a scale of -10 to +10, with each offering unique momentum used actions.

Unlocks Action
+10 Finisher; An incredibly difficult maneuver to pull off, and only available when you're at the peak of your momentum, a finisher allows you to instantly finish an opponent off, no matter how much consciousness they have left.
+8 Signature; Once you're in the lead, you may use a Signature, a flashy stunt that grows your following more than it harms a target.
+5 N/A
+3 N/A
+1 Momentum Boost; For every 1 momentum give a +10 to your next roll. Each boost costs 5 action points.


Action Momentum; You're able to trade in all of your momentum for an equal amount of Actions,

-3 N/A
-5 N/A
-8 Last Fight; You may preform a Last Fight stunt in an attempt to turn the tide of the battle.
-10 Full Release/Emancipation; If below your Consciousness, you may preform a Full Release/Emancipation, a unique Momentum only stunt which gives your stats (including phy.damage) a major boost(+200) for five turns before you pass out, and gain a "Restrained Emancipation" negative effect, which places your character in a catatonic state for an unspecified amount of time.

Common Stunts

Name Description Cost
Breath Sacrifice an Action and a turn to regain 5 Stamina Turn

Action

Meditate Sacrifice an Action and a turn to regain 5 Shin.Pool Turn

Action

Rest Sacrifice a turn to regain 5 Actions Turn
Parry N/A N/A
Encroaching Strike Roll before attacking while in stealth. If you are not seen and get a free hit, the damage done is x2. 3 Action

2 Stamina

Tough It Out Roll Toleration instead of defense.

If pass; /2 damage If fail; x2 damage

5 Action

2 Stamina

Action Momentum Trade a number of momentum for that many Actions Momentum
Momentum Boost Trade a number of momentum for a +10 to your next roll Momentum

Crits

Green Blue Red
When you achieve a crit success, you gain 3 Momentum. You're also given the choice to force the opposer to re-roll their roll. On top of these two, the action you critted takes only half (floored) the Actions it usually would, if it only took 1, then it costed nothing. When you achieve crits of both ends, you have the choice between the following rewards;

1; Reroll your initiative to get a new place in the turn-order.

2; Regain the actions used for this crit. 3; +2 Momentum.

When you achieve a crit failure, you lose 3 Momentum, and whatever action that gave you this crit costs x2 the amount of Actions it usually does. If you don't have enough Actions to take away, the difference is taken away from Momentum/Sanity.

Grapples

Offense Defense
Roll Strike to grab, If success;

doesn't deal damage, but you're now in a hold.

doesn't deal damage, but you're now in a hold.
Roll Dodge
Roll Toss, if success;
deal phy.damage + Grapple Stun effect.
Use common stunt to 'tought it out' to try and defend;
half damage, no stun.
Roll escape to get out of a hold.
Can only roll on your turn. If success; you escape.
Roll Hold against escape.
If success; they don't get out.
Trade your turn during the hold for a common 'trade turn' stunt.
Roll Push to choke.
If success, deal phy.damage + floored/2
Roll physical toleration against push.
If success, you take floored/3 damage.

Damage

Roll

Both Bases roll a d5.

Both Melees roll a d10, while adding your physical damage to the roll.

Both Ranged roll a d80. All Eaftousia roll 3d20!>20d2, while adding your shin. damage to the roll.

Type

Immediate Damage:

Type: Category:
Body Physical
Blunt Physical
Blade Physical
Gun Physical
Snoe Shin
Eaftousia Shin
Hoian Shin
Echoes Shin

Gradual Damage:

Type: Category:
Fire Element
Electric Element
Wuyfreg N/A

.

Inventory

Points

Available carry weight.

Weight being carried. How much is carried.

Currency: There are many forms of currency.

Weapon

Primary weapons are held with two hands and are much more difficult to hide. Secondary weapons are usually held with a single hand and can be concealed somewhere on your character.

Apparel

When damage is dealt to you, if you have armor, you may roll it to see how much damage the armor absorbs. What it rolls is how much of the damage it can absorb, lowering it's condition by that number. If it's number is less than the damage, it can only absorb that much of the damage, with the rest being dealt to you.

Upper Armour Lower Armour Additional Armour
Upper Cybernetics Lower Cybernetics Additional Cybernetics

Equipment

The clothes your character is currently wearing. Containers weigh nothing, their weight is instead determined by the items inside of it. This goes for the "Count" as well, instead of placing how many Containers you have, this is meant as "How many items is this containers carrying"? Items are random loot that aren't resting in any form of container, and are therefore loosely resting somewhere on your character.

Charisma, Scholars, & Intuition

When rolling charisma, a character can roll Mental Toleration in opposition, however generally this doesn't happen and the charisma roll is just taken with whatever degree of success it has. This however has it's limits in terms of how the target would react with major characters not likely to break too much out of themselves. If Act is the charisma stat rolled, then the opposing roll is instead a Perception.

[CHARM/INTIMIDATE]>[RP]/[Mental Tol.]>[MENTAL WINS TIES]

[ACT]>[PERCEPTION]>[PERCEPTION WINS TIES]

Typically, you're allowed to roll any of the scholarly stats as you see fit, with them offering various situational advantages depending on how, when, and why they're used. Knowledge is used to recall something, Learn is used to learn something, and Intuition is used for immediate thoughts. I can currently think of nothing that would be an 'opposing roll' for any of these, it's just either you succeed or you don't.

Degree Effect
1; You pass your check but that's it, you'll have to make another check for any more knowledge than what you immediately got.
3; ?remembering?


When learning something, you gain a specific knowledge of what you're learning. Write it down in Bio.

?realizing?

5; ?remembering?


?learning?

?realizing?

Statistics

While not typical, statistics play a handful of key roles in this setting, while helping keep track of a player's actions, they also help track a player's experience earned.

They are used in some of the minor systems in the game.;

Reputation: With a minor reputation system, one's fame, infamy, and notability play a role in their character's overall reputation and a person's reaction when meeting them.

These reactions offer unique and various events through out the story.

Reliability: This isn't actually a minor system, this is just the ratio of completed and failed opportunities you have going.
Hard: Tied to the reputation system, there is another minor system with the stat; HARD. Similarly to the reputation system, this mainly affects your charisma proficiencies, however can also have an effect on battles, with some stunts and events taking the HARD stat into account.
Crime: Another minor system is the CRIME system, with there being two parts to it. The negative, or red, and the positive, or blue.

Red; Morally bad actions go towards the Red CRIMES, which -Criminals

(kills)

Blue; Morally good actions go towards the Blue CRIMES, which -Cops

Deaths: Death is a major part of life. It is very important that you record how many times you've died.

.

Stealth

When your stealth stats are opposed by a perception stat, the defender must roll first to see if they succeed in their stealth. If so, the opposer rolls their perception, if higher, they win. If the rolls are tied, the win goes to the defender.

[Stealth roll]>[Perception roll]>[STEALTH WINS TIES].

When in stealth, sneak is rolled instead of an attack, with the opponent rolling perception instead of defense. If the opposer sees the attacker, the attacker rolls attack instead, and combat continues like normal.

[Sneak]>[Perception]>[Damage]/[Attack]>[Defense]>[Damage].

When a successful stealth attack is done, the bonus to your damage is +1 for every 5 points over the perception you got.

[Stealth roll:25]>[Perception roll:10]>[Damage:Base+3].

Traits

Passives:

Type Name Description
Gameplay Rockly You no longer require a toleration roll to keep going after hitting your consciousness.
Gameplay Jinxed When achieving a green crit in combat, the target explodes. When achieving a red crit in combat, your weapon explodes. When achieving a blue crit, an explosion will occur somewhere near you, however won't effect you.
Gameplay Curious Constellations The stars are full of odd and random events, always come prepared for any event, some are weirder than others.
Gameplay Fast Shot Always fire the first shot in combat. On top of this, every shot you fire after seems to fire twice, however all of your ranged rolls suffer a -20
Bonus Small Frame +15 to Dodge and Escape rolls, however characters can't be more than a foot taller than race's lowest average height.
Bonus Hurtful Shadow When dealing damage after a successful stealth attack, the bonus is a +5 for every 10 over the opposing roll instead of the base +1 for every 5 over.
Bonus Four Eyes +15 to all perception and stealth rolls when eyewear is worn, -15 when it isn't.
Bonus Above Average Gain 10 additional memory slots. x15 to all scholar rolls.
Bonus Solar Powered +15 to all physical and combat rolls while a sun is touching your character, if not, they receive a -15 to all physical & non-physical rolls.
Bonus Luno Born The 'Dark' environmental effect is ignored, however the effects of the 'Bright' environmental effect is doubled. As well as this, all stealth and perception rolls gain a +15 while in a 'Dark' area, however suffer a -15 while in a 'Bright' area.
Bonus Good Natured +15 to all Charm rolls, -15 to all Intimidate rolls.
Bonus Antagonistic +15 to all Intimidate rolls, -15 to all Charm rolls.
Bonus Fast Metabolism Breath, Meditate, and Rest give 10 points instead of 5. Can't be taken by a Endomorph body type.
Bonus Chem Reliant Chem's effects are doubled and all physical rolls gain a +15 while using a chem, however if more than an average week goes by since you've used a chem, you suffer a /3 to all physical rolls and a /4 to all non-physical rolls.
Bonus Chem Resistant Chances to get addicted to Chems is halved, but so are their effects.
Bonus Heavy Handed x2 unarmed damage, however you gain a -15 to all weapon rolls.
Bonus Trigger Discipline Ranged weapons costs x10 their norm. actions, however deal x2 damage.
Bonus Kamikaze Once your health drops below your consciousness, all rolls are doubled, but so is damage received.
Bonus Claustrophobic +15 to all rolls when outside (includes star stations), -15 to all rolls when inside (includes star ships).
Bonus One Hander +15 to all rolls using one hand, however -15 to all rolls using two hands.
Bonus Double Handed +15 to all rolls using two hands, however -15 to all rolls using one hand.
Bonus Sex Appeal +15 to all rolls against the opposite sex, -15 to all rolls against the same sex. (Certain characters may have opposite effect, depending on their own sexual orientation)
Bonus Hoarder +25 lbs to carry weight, but -15 to all non-physical rolls if the carried weight drops below 70.
Bonus Built to Destroy +15 to environmental damage, however -15 to negotiations.

.

Expanded

Academic System

Recognition System

'Puters System

CRIME System

CYIN

HARD System

Reputation System

Sheet

Background

Traits

Echelon

Aspects

Stats

Attributes

Status
General
Shinmanaokimagi

Skills

Proficiencies

Effects

Immediate Damage;

Gradual Damage;

non-Lethal Damage;

Environmental; Blind, Hot, Cold, Freeze, Soaked, Burned, Electrocuted, Infected (Sickly)

Inflicted; Stunned, Bleeding, Over Encumbered, Unconscious

Type Name Effect(s)
Environmental

Element

Bright Must roll a perception roll before doing anything, else suffer a -50 to the roll.
Environmental

Element

Dark Must roll a perception roll before doing anything, else suffer a -50 to the roll.
Environmental

Element

Cold -50 to all physical rolls.

If one stays in a cold environment for more than four days, they will die.

Environmental

Element

Hot -50 to all physical rolls.

If one stays in a hot environment for more than four days, they will die.

Physical Sleep Deprived If no sleep is gained;
02 days without -25 to all rolls.
04 days without -50 to all rolls.
06 days without -75 to all rolls, halicinations.
08 days without -100 to all rolls, lose of sanity
10 days without Death.
Environmental

Element

Submerged -50 to all physical rolls.
Physical Over Incumbered Characters who are carrying too much will have to roll a strength, if they get over their incumbrence difference, this effect is passed this turn, if they don't, the difference of the roll is applied as a negative to all physical rolls, x5.

(1 over=-5, 5 over=-25, 10 over=-50, 20 over=-70)

Physical Non-Dom. Hand When using your non-dominate hand for any reason aside from items considered 'basic tool's, your roll is has a /2.
Physical

Immediate

Bruise Applied by blunt weapons.
Physical

Gradual

Bleed When bleeding, the user takes a fifth of the original damage received every round until they either stop the bleeding or pass out.

Applied by bladed and most ranged weapons.

Physical

Gradual

Suffocate Unable to breath.

Humans have five rounds before death.

Physical

Mental

Element

Gradual

Burn
Physical

Mental

Shin Element Immediate

Stun

Electric

When stunned, the target has to roll either a Physical or Mental toleration vs the attack, if they get above, the stun doesn't work, if they don't, they are stunned until they do or until the effect wears off.

Varies.

Physical

Immediate

Broken Bone Broke a bone, causing an inability to use it's attached limb or taking twice the damage on that limb if damaged.

Lasts only a month.

Physical

Immediate

Maim You lose a limb.

Lasts forever.

Physical

Immediate

Unconscious Once you hit your conscious level, you must roll either Physical or Mental toleration in order to stay awake. The role has to get above the attack.
Shin

Immediate

Gradual

Wuyfreg .
Shin

Immediate

Gradual

Aaryn .

Positive

Negative

Trauma

Stunts

CYIN

Inventory

Pnemaology

Needs

Vim

Hunger

100%: Burst;

75%: Stuffed;

50%: Full;

25%: Satisfied;

0%: Not Hungry;

-25%: Peckish;

-50%: Hungry

-75%: Famished;

-90%: Ravenous; -100%: Starved;

Thirst

100%: Drowned;

75%: Flooding;

50%: Full;

25%: Satisfied;

0%: Content;

-25%: Dry; Nothing

-50%: Thirsty; Dizziness

-75%: Mild Dehydration; Fainting

-90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death

Temperature

100%: Boiled;

90%: Heatstroke;

75%: Hotter;

50%: Hot;

25%: Warm;

0%: Perfect;

-25%: Chilly;

-50%: Cold;

-75%: Colder;

-90%: Frost Bite; -100%: Frozen;

Vitiation

Bio Tissue
Infection

0%: Sterile;

Completely clean, with almost no trace of infection.

25%: Tainted;

50%: Contaminated;

75%: Vitiated;

90%: Infected;

After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned;

Once you've reached 100% infection, you've turned.

Corruption

Vivacity

Sanity

100%: Psychopath;

90%: Psychosis;

75%: Disconnected;

50%: Disturbed;

25%: Warm;

0%: Sane;

-25%: Cold;

-50%: Disturbed;

-75%: Disconnected;

-90%: Psychosis; -100%: Sociopath;

Hollowed
Degradation