BarrageAndBulwark

Introduction

This Alt is specifically for dice rolling games. The setting is Negotioable. Perhaps you want a classical Fantasy, perhaps you want something more modern or Futuristic. Whatever the setting I would love to test out this system with people.

Status

Online: I am about, not really doing anything.Happy to discuss something though probably won't start anything.

Open: Actively looking to discuss and set up scenes. Though might not be able to start anything.

LFRP: Actively looking to setup and start something.

Away: Probably asleep or away from keyboard.

DND: Probably overloaded with plays. Do Not Disturb.

Rules

Stats

Health Stats:

Physical Health: Determines how Physically Sturdy you are and how well you handle Physical attacks. To determine your Physical Health, add (Might+Skill+Level)

Mental Health: Determines how Mentall Sturdy you are and how well you handle Mental attacks. To determine your Mental Health, add (Charm+Intellect+Level)

Stats:

Might: Might Determines how strong you are. Also determines how much money you get from doing Industry work.

Skill: Skill Determines on how accurate you are with your physical Movements. Also determines how much money you get from doing Finery work

Charm: Charm Determines how Charismatic you are. Also determines how much money you get from doing Cultural work

Intellect: Intellect Determines how Good you are when it comes to book reading and Application of Knowledge.Also determines How much money you can get from doing Academic Work.

Creating a Character: Everyone Starts with a Might:1 Skill:1 Charm:1 Intellect:1.For every level you have will have up to six points to spend on your stats. So a level 3 will have a total of 18 points to spend on their stats.

Once you have picked your level you distribute your points between your four stats mentioned above. Example Starting with a level 1 i have six points to spend and so i spend them like this. 2,2,4,2.

Once your stat points have been alocated. you Get your choice of equipment. Depending on the level of the equipment will determine it's bonus in relation to it's level. with level 1 being the minimum and a level 6 being the maximum.
Weapon: improves Might in Physical fights
Armor : Improves Skill in Physical fights
Fancy Clothes: improves Charisma in Mental fights
Talisman : Improves Intellect in Mental fights

seeing that my might is a little low. I decide to pick up a level 1 weapon which gives me a +1 in might during physical fights.

Once you have picked your equipment you must pick your magic(For those that don't use magic we can use an alternative like a talent or upgrade that your character has.) There are two types of "Magic". Incantations and Spells. Incantations Give you a stat bonus for a certain amount of turns. While spells reduce your opponents stat for a certain amount of turns. Each magic starts off with a 1 in the bonus/debuff and 1 in turns that it lasts. for each level of the magic you can put it into the Bonus/debuf section or the turns section you then have pick the stat that you want it to effect. The amount of spells you can carry on your person is determined purely on you level. A level 1 person can only carry 1 a level 6 can carry six.

Combat Actions

Physical Combat Actions

All out Attack: Can only be performed during a Physical fight.Doubles the Winners difference.
Offensive: Might Defensive:Might. Damage type: Physical Damage.

Physical Attack: Can only be performed during a Physical fight.
Offensive: Might Defensive:Skill. Damage type: Physical Damage.

Calm the Situation: Can only be performed during a Physical fight. If both parties want to swap then it is done automatically unless the arena effect is locked.
Offensive: Charm Defensive:Intellect. Damage type: Mental Swap

Defensive Stance: Can only be performed during a Physical fight. Using your skills you Focus on avoiding attacks. Add +1 to your Skill. Rolling more than your opponent will not implement damage to them.
Offensive: Skill Defensive:Skill. Damage type: Physical Retreat

Dirty Tricks: Can only be Performed during a Physical Fight. Using your wit and clear mind you try to gain the edge over your opponent.
Offensive: Skill Defensive:Might. Damage type: Gaining Arena Bonus

Mental Combat Actions

Flirt : Can only be performed during a Mental fight. Doubles the Winners difference.
Offensive: Charm Defensive:Charm. Damage type: Mental Damage

Mental Attack: Can only be performed during a Mental fight.
Damage. Offensive: Charm Defensive:Intellect. Damage type: Mental Damage.

Agress Situation: Can only be performed during a Mental fight. If both parties want to swap then it is done automatically unless the arena effect is locked.
Offensive: Might Defensive:Skill. Damage type: Physical Swap

Meditation: Can only be performed during a Mental fight. Using your Intellect you Focus on Putting up emotional defenses to avoid Rhetoric. Add +1 to your intellect.Rolling more than your opponent will not implement damage to them.
Offensive: Intellect Defensive:Intellect. Damage type: Retreat

Gaining The Edge: Can only be Performed during a Mental Fight. Using your wit and clear mind you try to gain the edge over your opponent.
Offensive: Intellect Defensive:Charm. Damage type: Gaining Arena Bonus

Battle setup:

  1. Magic Phase: The will determine whether Players want to use their Incantations or Spells.
  2. Action Phase: Players will pick their actions and determine the rolls that they get.
  3. Roll Phase: Players will Roll their Dice based on their actions.
  4. Resolve Phase: Determine where Damage Goes and determine who won the round and it’s effects whether someone has lost, swapped combat types and Retreats.
  5. Write Phase: The winner of that round Writes what happens with the loser then reacting to the actions posted. If the actions from the resolved phase didn’t end combat Start a new round

Example: In Physical Fight two opponents are starting a new round. None of them are using spells or potions. Player 1 wants to do an All Out Attack His Might is 4 VS Might of 2 This giving them a roll of D12.while Player 2 Wants to Calm The Situation His Charm is 5 VS an Intellect of 4 This giving them a roll of d10. With that then set up they both roll their dice. Player 1 gets a 6 while Player 2 gets a 10. Since player 2 won that round by rolling higher. Due to the All Out Attack the winners difference is doubled So Players 4 difference turns to an 8. Since Calming The Situation Doesn’t do damage to the player The difference is subtracted from the Swap Bar. Then once the posts are done It is time to restart the process again.

Damage Chart: The way that the Damage Chart works is that with your action. You use your Offensive Stat and then compare it to your opponents Defensive stat. Depending on the difference will determine the roll you get with that action.

Arena Effect

  1. Calm Atmosphere: Swapping to a Mental Combat Requires half the needed points and swapping to a Physical Combat Requires double the amount of points.
  2. Aggressive Atmosphere: Swapping to a Physical Combat Requires Half the Needed Points and swapping to a Mental Combat Requires Double of the amount of points.
  3. Locked: Can’t swap to a different Combat stance
  4. Deadly Violence prohibited: Benefits of weapons and armor are negated.
  5. No Peacocking: Benefits of Talismans and Fine Clothes are negated.
  6. No Prayers: You cannot use Incantations.
  7. Anti Magic: Cannot use Spells.
  8. None

Arena Bonus

  1. Follow my lead: Only the person who has this bonus can swap between Combat types
  2. Extra Juice: The person with the Arena Bonus get +Level to Stat Depending on d4
  3. The PowerHouse: Allows player to use Might as Charm in Mental Fights and Charm as Might in Physical fights.
  4. Intellectual Finesse: Allows player to use Skill as Intellect in Mental Fights and Intellect as Skill in Physical fights.
  5. Switcheroo: On your actions youcan swap your offensive stat with defensive stat and vice versa.
  6. None

Swap Bar: add the level of both players and divide it by two rounding down to get the amount of D4s to roll. Once the swap bar reaches 0 roll a the amount of D4s again as they swap from combat types
Escape Bar: Works the same way as the swap bar. However when it reaches 0 the battle ends and the person attempting to escape runs away.

Rules

Stats

Health Stats:

Vigor: Determines how Physically Sturdy you are and how well you handle Physical attacks. To determine your Physical Health, add (Might+Skill+Level)

Willpower: Determines how Mentall Sturdy you are and how well you handle Mental attacks. To determine your Mental Health, add (Charm+Intellect+Level)

Stats:

Might: Determines the effectiveness of your Might based actions. Also determines the maximum quality of equipment that you can equip.

Skill: Determines the effectiveness of your Skill based actions. Also determines the total amount of Conditional boosts.

Charm: Determines the effectiveness of your Charm based actions. Also determines the total amount of Conditional Hinderances.

Intellect: Determines the effectiveness of your Intellect based actions. Also determines the total amount of Spell/magic Slots.

Creating a Character: Everyone Starts with a Might:1 Skill:1 Charm:1 Intellect:1.For every level you have will have up to six points to spend on your stats. So a level 3 will have a total of 18 points to spend on their stats.

Once you have picked your level you distribute your points between your four stats mentioned above. Example Starting with a level 1 i have six points to spend and so i spend them like this. 2,2,4,2.

Once your stat points have been alocated. you Get your choice of equipment. Depending on the level of the equipment will determine it's bonus in relation to it's level. with level 1 being the minimum and a level 6 being the maximum.
Weapon: Allows you to reroll Might dice equal to your equipment level
Armor : Allows you to reroll Skill dice equal to your equipment level
Fancy Clothes: Allows you to reroll Charm dice equal to your equipment level
Talisman : Allows you to reroll Intellect dice equal to your equipment level

Once you have selected your starting equipment. If you have The needed Skill or Charm for it. You can create a Conditional Boost Or Conditional Hinderance. These act like perks that activate when certain requirments are met in an Encounter. Speak to your DM on what conditionals you would like to add to your character.

Once you have picked your equipment(And Conditional Boost and Conditional Hinderance if applicable). you must pick your magic(For those that don't use magic we can use an alternative like a talent or upgrade that your character has.) There are two types of "Magic". Incantations and Spells. Incantations Give you a stat bonus for a certain amount of turns. While spells reduce your opponents stat for a certain amount of turns. Each magic starts off with a 1 in the bonus/debuff and 1 in turns that it lasts. for each level of the magic you can put it into the Bonus/debuf section or the turns section you then have pick the stat that you want it to effect.

Stat Actions

Might

Defensive Stat: Skill

Type: Physical Action

Does damage to vigor based off of the difference of the opposing roll of your opponents die.

Skill

Defensive Stat: Might

Type: Physical Action

Gives you Initiative. Also disables any mental actions from being used by your opponent for the next turn.

Charm

Defensive Stat: Intellect

Type: Mental Action

Does damage to Willpower based off of the difference of the opposing roll of your opponents die.

Intellect

Defensive Stat: Charm

Type: Mental Action

Gives you Initiative. Also disables any physiscal actions from being used by your opponent for the next turn.

Battle setup:

  1. Magic Phase: The will determine whether Players want to use their Incantations or Spells.
  2. Stat Phase: Players will pick the two stats that they want to use.
  3. Effect Phase: Choose the effect between the two stats.
  4. Roll Phase: Players will Roll their Dice based on their stats.
  5. Resolve Phase: Determine where Damage Goes and determine who won the round and it’s effects whether someone has lost, swapped combat types and Retreats.
  6. Write Phase: The winner of that round Writes what happens with the loser then reacting to the actions posted. If the actions from the resolved phase didn’t end combat Start a new round

Damage Chart: The way that the Damage Chart works is that with your action. You use your Offensive Stat and then compare it to your opponents Defensive stat. Depending on the difference will determine the roll you get with that action.

Arena Effect

The way to determine arena effects is as follows. Roll D4 to determine the Advantaged stat with 1:Might, 2:Skill, 3:Charm and 4:intellect. Then roll a D4 to determine the Disadvantage stat in the same way. If both the boosted die and null die are the same they cancel each other out. If the offensive Stat in an action is the Advantage stat. The player gets to roll two dice of the same type and choose the highest result. With a disadvantage stat you do the same however choose the lowest roll.

Victory Types

Knocked Out:You beat up your opponent. You Reduced your opponents Vigor to 0.

Overpower Pressence: You Charmed your opponents socks or intimidated them into submission. You reduced your opponents Willpower to 0.

Run out the clock:Your plan went according to plan and have outsmarted or outmaneuvered your foe. You ran out the clock on the encounter and had the innitiative at the end of it.

Victory table

After winning an encounter you will roll one of the following tables to determine what you gain out of it

Knockout Victory: If you reduce your opponents Physical health to 0. Roll a D6. 4 or higher you gain Resources, 3 to 2 you gain reputation, 1 you will gain Intel.

Charmed Victory: If you reduce your opponents Mental health to 0. Roll a D6. 4 or higher you gain Reputation, 3 to 2 you gain Intell, 1 you will gain Resources.

Get away VIctory: If you reach the target points in a chase or indirect encounter. Roll a D6. 4 or higher you gain Intel, 3 to 2 you gain resources, 1 you gain reputation.

Stats

Might:1 Skill:1 Charm:1 Intellect:1 Points To Spend:

Starting Equipment

Starting Magic/Technique





Offensive Stats


Defensive Stats



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Roleplay Preferences (Click here for explanation)

As Pred

Being PredBeing Prey Always/Love
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Never/Dislike
Soft Vore Always/Love
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Never/Dislike
Hard Vore Always/Love
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Never/Dislike
Sex Always/Love
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Never/Dislike
Disposal Always/Love
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Never/Dislike
Willing Always/Love
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Never/Dislike
Unwilling Always/Love
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Never/Dislike
Micro/Macro Always/Love
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Never/Dislike
Same Size Always/Love
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Never/Dislike
Male Partner Always/Love
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Never/Dislike
Female Partner Always/Love
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Never/Dislike
Herm Partner Always/Love
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Never/Dislike
Human Partner Always/Love
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Never/Dislike
Demi Partner Always/Love
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Never/Dislike
Fur Partner Always/Love
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Never/Dislike
Scaly Partner Always/Love
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Never/Dislike
Feathered Partner Always/Love
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Never/Dislike
Underage Character Always/Love
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Never/Dislike
Multi-Session Always/Love
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Never/Dislike
Grab and Gulp Always/Love
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Never/Dislike
Vore game Always/Love
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Never/Dislike
Whisper Always/Love
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Never/Dislike
Private Always/Love
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Never/Dislike