Questfire Game Mechanics

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Contents

Introduction

Questfire is a fantasy campaign setting based upon a conglomeration of Dragon Quest and Breath of Fire elements. The setting also draws heavily upon the Rifts Megaverse, D&D, Anime and many other settings, particularly in the various ways Dragons and other important monsters and entities are handled. Questfire itself makes use of a very simple percentile-based d100 (2d10 to simulate) rolling system as will be detailed in the mechanics system below.

Game Mechanics

Experience

Experience is gained for defeating monsters in combat and as a reward for completing certain types of Quests and other activities.

Level

Whenever a character gains a sufficient amount of Experience they will increase in Level. Leveling up a character confers various benefits, such as improved Character Statistics, additional Hitpoints and Mana and other benefits. When a new Level is gained, the character's Experience point total is reset save for any overflow Experience beyond what was needed to Level, which is added to the new Experience total.

Example: If a Level 1 character gained 45 Experience, they would reach Level 2. Their Experience would be set to 0+5 as they had gained 5 more Experience than required to reach Level 2.

Leveling Formula

Experience Needed for next Level = (Next Level)^2 x 10

Example: Gaining Level 2 would require 40 Experience. Gaining level 3 would require 90 Experience. Gaining level 10 (when level 9) would require 1000 Experience.

Hitpoints

Hitpoints are utilized to determine how much physical damage a character can take before they die. All damage that a character sustains after all defenses is removed from their current hitpoints. When this number reaches 0 they are killed.

Gaining Hitpoints

When a character gains a Level they receive additional new Hitpoints equal to their new Level plus their Vitality score.

Mana

Mana is utilized by characters to cast spells. Spells cannot be cast if a character has insufficient Mana.

Gaining Mana

When a character gains a Level they receive additional new Mana equal to their new Level plus their Intelligence score.

Defense

A character's Defense determines how much damage is negated when they are struck by a physical attack in combat. If a character was about to be struck by an attack that would deal 20 damage and they had a Defense of 10 they would only loose 10 Hitpoints.

Base Defense

The basic Defense of any character is a factor of their Level and their Vitality. Prior to contributions from Armor or other sources, the base Defense of a character is determined by the following formula.

Base Defense = Level + 1/2 Vitality

Resistance

A character's Resistance determines how much damage is negated when they are struck by a damaging spell effect. If the character was about to be struck by a spell that would deal 20 damage and they had a Resistance of 10 they would only loose 10 Hitpoints.

Base Resistance

The basic Resistance of any character is a factor of their Level and their Luck. Prior to contributions from other sources, the base Resistance of a character is determined by the following formula.

Base Resistance = (Level - 1) + 1/4 Luck

Character Statistics

A Character's Statistics determine how generally capable they are at overcoming various challenges. Every time a character gains a Level they receive a number of points to distribute to their Statistics equal to their New Level. A number of bonus points may be awarded equal to the results of a Luck test as well.

For example when a character reaches Level 2 they have 2 points to distribute to their statistics before the results of any Luck roll. When they reach Level 10 they gain 10 more points to distribute.

Weapon Skill

Weapon Skill is the percent chance the character has of successfully striking an enemy with a utilized weapon. In a test against Weapon Skill you must roll equal too or less than the numeric value of the character's Weapon Skill. When using a weapon or other attack that may hit multiple opponents, a test against Weapon Skill is required for each potential hit that may be made.

For example if the character had a Weapon Skill of 45 and they rolled a 51 on their test against their Weapon Skill, the attack would miss.

Agility

Agility represents how good the character is at dodging attacks. When a character may be potentially hit by an incoming attack, they make an immediate test against their Agility to see if the attack will actually hit them.

For example if a character was about to be hit and had an Agility of 45 and rolled a 37 on their Agility test, they would not be struck by the blow.

Strength

Weapons alone do not determine how much damage is inflicted in physical combat. When an enemy is successfully struck in combat as determined by their Weapon Skill, a test is made against the Strength of the attacking character. The numeric damage that will be inflicted, prior to weapon or equipment or other contributions, is determined by a roll against the character's strength score.

For example if a character has a Strength of 25 and rolled a 10 on their test against Strength, 15 potential damage would be inflicted against the enemy.

Vitality

Vitality is a character statistic that serves a threefold purpose. First off Vitality is a stat that may be tested against to resit the effects of various physical-based spells and effects, such as those of Poison or Disease. Second the Vitality of a character is used to determine their Hitpoints whenever they gain a level. Finally Vitality is factored into the base Defense of any character to help determine how much damage they can negate before Armor and other effects.

Intelligence

Intelligence is a Character Statistic that serves a threefold purpose. First off a test against the Intelligence of a character is added into the damage of any Spell the character casts. For example if a character had an Intelligence of 25 and rolled a 10 they would deal an additional 15 points of damage with a Spell.

Second the Intelligence score of a character is utilized to determine how much additional Mana is gained per level. Finally a test against Intelligence may be made to resist the effects of specific types of Spells that affect the mind such as Illusions or Confusion.

Luck

Luck determines how Lucky a character is as well as to determine the chance of a Critical Hit in combat. Tests against Luck are also utilized to determine how many bonus points a Character received when they gain a new Level. Finally Luck is also utilized to help determine the base Resistance of any character versus Magic.

Character Class

The Class of any Character determines several important aspects. First off the starting Character Statistics are determined by their Class as well as other important features such as proficiency with Weapons, Armor and Magic.

?

Weapon Skill:
Agility:
Strength:
Vitality:
Intelligence:
Luck:
Weapons:
Armor:
Magic:

Warrior

Weapon Skill: 20
Agility: 5
Strength: 15
Vitality: 10
Intelligence: 5
Luck: 5
Weapons: All
Armor: All
Magic: None

Rogue

Weapon Skill: 15
Agility: 20
Strength: 10
Vitality: 5
Intelligence: 5
Luck: 5
Weapons: All
Armor: Cloth, Leather
Magic: None

Priest

Weapon Skill: 20
Agility: 5
Strength: 10
Vitality: 10
Intelligence: 10
Luck: 5
Weapons: Dagger, Mace, Staff
Armor: Cloth, Leather
Magic: Divine

Magus

Weapon Skill: 5
Agility: 5
Strength: 5
Vitality: 5
Intelligence: 35
Luck: 5
Weapons: Dagger, Staff, Wand
Armor: Cloth
Magic: Arcane

Character Race

Other than pure visual aesthetics and personal preferences, the choice of a Character's Race adds modifiers to their starting Statistics as determined by their Class. Each Race has several pre-determined changes to starting Statistics as well as a variable number of Bonus points which the player can assign as they wish to any Statistic of their choice.

?

Weapon Skill:
Agility:
Strength:
Vitality:
Intelligence:
Luck:
Bonus:

Dwarf

Dwarves are a hardy folk who live underground and in mountainous regions. They are tough and strong folk, used to hard labor. While not generally well thought of for their appearance, the skill of Dwarven craftsmen is considered to be some of the best in all the world.
Weapon Skill: +15
Agility: +5
Strength: +10
Vitality: +15
Intelligence: +5
Luck: +5
Bonus: +5

Elf

Elves are fair and beautiful humanoids. While legends and stories tend to suggest they only live in deep forests, they do in fact have many beautiful cities even though they are loves of nature.
Weapon Skill: +15
Agility: +15
Strength: +5
Vitality: +5
Intelligence: +10
Luck: +5
Bonus: +5

Human

Weapon Skill: +5
Agility: +5
Strength: +5
Vitality: +5
Intelligence: +5
Luck: +5
Bonus: +30

Naga

Naga are a race of humanoids said to be descendant from Dragons long ago. Naga are hairless and their bodies are covered by fine scales, which are much more pronounced on the males of the species. Naga are known to be excellent practitioners of Magic. Naga women are often considered to be quite beautiful even by other races.
Weapon Skill: +5
Agility: +15
Strength: +5
Vitality: +5
Intelligence: +20
Luck: +5
Bonus: +5

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