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((Hey! So I was writing up some more rules like I did with the Quick Draw competition and I wrote these ones for a potentially new and interesting way of going about roleplay events. I've been using the combat system for a while now and it's served me pretty well so I thought I'd make some new features to give players more choice in what they do. Rules like these are best used in small groups but I'd like to know what other people think about them and if they maybe even want to use them at some point! Basically I made like... preset classes and gave them each certain traits. The idea is that the different players can choose a class or archetype based on how their character is. If you don't think your character fits any of the 4 I've made so far, just say and I can make more.))

Nickelbolt Archetypes
In order for a player without the brutality archetype to attack, they have to roll over 50 to hit , over 80 to hit 2, over 90 to hit 3, over 95 to hit 4 and 99-100 to perform a special attack. Players who choose to not specialise will receive a 40% bonus to all actions performed by the other archetypes.

Brutality
A player using the brutality archetype will be considered a fierce warrior capable of striking fear into the hearts of their enemies. Not only will these warriors receive a significant attack bonus in combat, but they will also be able to initiate combat with a surprise or rush attack.

When a player has the combat archetype, they need to roll over 35 to hit, over 70 to hit 2, over 80 to hit 3, over 90 to hit 4, over 95 to perform a special attack and 99-100 to perform an execution.

Unique Abilities:
Execution,
Higher hit and crit chance,
Surprise (commence combat with a crippling attack)

Brutality reliant skills:
Breaking and Entering (force open doors and containers using might alone)
Terrifying Presence (Effect varies depending on current situation)

Archetype Traits:

+80% Brutality, +50% health points
-80% Finesse, -80% Diplomacy, -100% Magic, -80% Dominion, -60% Technology.


Finesse

Players with the finesse archetype are usually master rogues, spies or rangers. They have the ability to pick locks, detect traps, pick pocket opponents and also disarm opponents during combat. They use standard combat rules but can only do a maximum of 3 damage per attack unless they succeed a special attack roll.

Unique Abilities:
Pick pocket
Disarm (Can be resisted)
Dodge (30%)

Finesse Reliant Skills:
Pick Lock
Detect Traps
Sneak

Archetype Traits:
+80% Finesse
-80% Brutality, -80% Diplomacy, -100% Magic, -80% Dominion, -60% Technology.

Diplomacy
A diplomat has experience in resolving issues peacefully through discussion and persuasion. They are not as experienced in combat so they are less durable in a fight, the reason being they have the ability to potentially avoid fights all together. All diplomat abilities have a chance of being ineffective against the strong willed. They will also require some convincing RP dialogue.

Unique Abilities

The Voice of Reason: (The ability to cause even the most tenacious and vicious opponents to stand down when near death. Can be resisted.)
The Voice of Judgement: (You can cause the most noble, kind hearted denizens of Azeroth to fling themselves into the fray, attacking others and potentially causing great harm to themselves. Can be resisted.)
Masquerade: (The diplomat assumes the identity of another, E.g a guard or delivery man.)

Diplomacy Reliant Skills:

Persuasion
Bluff
Seduce
Calm (only effective on non sentient creatures)
Invoke Rage (only effective on non sentient creatures, can turn others against each other)

Archetype Traits:
+80% Diplomacy, -50% health points
-80% Brutality, -80% Finesse, -100% Magic, -80% Dominion, -60% Technology.

Magic
Many of Azeroth’s inhabitants have mastered the arts of magic, and for such a reason they are not restricted by the same rules as the other three archetypes. Practically every spell available to your character will be available in a roleplaying scenario. There may be some restrictions to stop magicians from becoming over powered.

Using a spell is different to just rolling a dice to see if you fail or succeed as it would be for standard combat. A magician screwing up a powerful spell can easily cause damage to themselves or even their allies. Every combat spell has a chance of being resisted and every spell must pass an effect roll.

Roll 1-15: Backfire
Roll 16-29 Failure
Roll 30-90: Success
Roll 90-100: Critical Success

Spells are fairly varied and flexible so it is up to the GM to decide what should be allowed and what spell effects should occur under certain rolls and conditions. For example, if a warlock wishes to deploy a curse upon an enemy, they must make an effect roll. If they roll over 35 then their spell will afflict the enemy. The enemy can then take damage or receive penalties for the next few following rounds while the curse is in effect. They can make a resistance check when the curse is first cast and then another each turn they are affected by it. The resistance roll should be above the curse’s initial roll. If the warlock cast the curse with a dice roll of 55 and the enemy rolls a 60, they will resist the magic. Certain monsters may often have a penalty to their magic resistance to make the scenario’s fairer for magic casters.

Magic archetype users do not have a section for unique abilities and reliant skills as every one of their diverse spells go into these sections.

Healing Spells

Healing in the heat of battle is risky and so they have their own simple rolls

Roll 1-50: Backfire
Roll 50-100: Success

The backfire of a heal can be decided by the GM. A dice roll can decide how much health is healed if it is successful. Usually it will be 1-6 dice.

Archetype Traits:
+70% Magic
-80% Brutality, -80% Diplomacy, --80% Finesse, -80% Dominion, -60% Technology

[ Last edited by Ridrick on Sat Nov 10, 2012 11:44 pm, edited 3 times in total. ]


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Avid adventurer
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Sub Types

Shifter


A shifter can transform into alternate forms to boost their rolls in certain areas. Shifter examples include druids, warlocks, demon hunters, worgen and perhaps others as well. A shifter can jump between different archetypes with a penalty to their rolls. Even if they have a brutality form, they will not be as powerful as a character using the brutality archetype would be.

In Brutality form; E.G Bear form


+55% Brutality
-80% Finesse, -80% Diplomacy, -100% Magic.

In Finesse form; E.G Cat form

+55% Finesse
-80% Brutality, -80% Diplomacy, -100% Magic.

In Diplomacy form; E.G Default form, deceiving form

55% Diplomacy
-80% Brutality, -80% Finesse, -100% Magic

In Magic form; E.G Moonkin

Roll 1-19: Backfire
Roll 20-45 Failure
Roll 46-95: Success
Roll 96-100: Critical Success

Healing:

1-60: Backfire
61-100: Success

Additionally, shifting between forms too frequently will start to cause fatigue. Every shift following the third in a single event will reduce combat and skill rolls by 5%, stacking up until you are unable to act any further.

Spellsword

A spell sword is someone who uses physical combat that seamlessly blends with magical abilities. Examples of a spellsword include paladins, death knights, shamans and others. You can of course remain a brutality archetype and still use magic in combat if you’d prefer, but they will count as normal attack rolls and will usually do only damage. A successful magic attack or ability can change the way the fight works. If you were a magic shaman, for example, you could summon a wall to block the path of your opponents, stopping them from using ranged attacks.

Archetype Traits
60% Brutality, 60% magic
-100% Finesse -100% diplomacy

Spell sword magic
Roll 1-15: Backfire
Roll 16-40 Failure
Roll 41-95: Success
Roll 96-100: Critical Success

Similarly to shifters, spellswords gain the abilities from the active archetype(s). For the sake of balance, spellswords cannot heal during combat.

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Introducing two shiny new archetypes! If none of them fit your character and you can think of another, please comment so I can keep expanding.

Technology

Gadgetry and Alchemy are popular amongst the heroes of Azeroth, and for some, it is the core of their abilities. When a character doesn’t use their strength, dexterity, magic or voice to aid themselves, they usually rely on an assortment of homemade devices or potions to do it. Those with the technology archetype will normally be engineers, alchemists, cyber warriors, etc etc.

As with magic however, technology has a chance of not only failing, but also backfiring and causing unwanted and occasionally devastating effects. Technology type characters will be able to perform actions upon the environment which other types may struggle with. The standard roll requirements for normal technology abilities are:

Roll 1-15: Backfire
Roll 16-29 Failure
Roll 30-90: Success
Roll 90-100: Critical Success

Unique Abilities:
Hack: (The technology hero can manually take over enemy computers, AI and vehicles with a successful roll)
Breach: (A skill used to access locked areas using either gadgets or acid)
Analyse: (The hero uses their devices or knowledge in anatomy to identify weak points on a living, undead, or mechanical opponent.)

Technology Reliant Skills:
Repair
Identify
Modify
Brew
Build
Utilize

Archetype Traits:
+70% Technology
-80% Brutality, -80% Diplomacy, -80% Finesse -100% Magic, -80% Dominion.

Dominion

The dominion archetype is used by those who excel in tackling situations through the means of manipulation. Heroes with the dominion type will construct undead minions to fight for them, use packs of vicious animals and command enthralled slaves. Examples of those who might fall into this category are: Demonologists, beast masters, necromancers etc.

Dominion heroes have the opportunity to nullify the damage inflicted upon themselves and pass it on to one of their minions. While this is useful, should too many of their minions die, they will find themselves almost defenceless, with less health than the other archetypes and less direct damage. Their minions however, depending on their size and how successfully they were summoned or created, can be even more powerful than the brutality archetype. Dominion heroes will have an opportunity during quiet stages of an event to replenish a dominion point. These dominion points can be spent to create, summon, or bolster your minions.

During Rest: 1-49 = no points replenished
During Rest: 50-90 = 1 point replenished
During Rest: 90-100 = 2 points replenished.

Dominion types use the same combat rules, but their direct damage is reduced by 50%. They are better off using their minions to fight for them at full damage.

Unique Abilities:
Summon: (The hero can create or call in a new ally at the expense of 1 point. A 1-100 roll determines the strength of the minion)
Advanced summon: (The hero can call in a more powerful minion, at the cost of 2 or more points. Each point increases the dice’s range, meaning 2 points spent will have the dice roll 1-200, while 3 points spent will have it roll 1-300. As with before, the higher the number, the more powerful the minion.)
Bolster: (The dominion type hero can expend a point to increase the strength of one of his minions by one dice roll.)
Mind Control: (An experienced dominion type hero can take control of an enemy with a point spent and a successful competitive roll to use them as their new minion. This will probably not work if you’re a hunter)
Tame: (Take control of a hostile beast and have it become your new minion at the cost of a point and competitive roll. This WILL work if you’re a hunter)

Dominion Reliant Abilities:
Distraction
Command

Archetype Traits:
+80% Dominion, -50% Health, -50% Direct Damage
-80% Brutality, -80% Diplomacy, -80% Finesse -100% Magic, -60% Technology

Minion Strength

Minions “level up” for every multiple of 75 they reach. They start at level 1 with a small amount of health and less damage than default, but when the dice bolsters them, it adds to their total exp. If the dice rolled 88, they’d level up, gaining more health and doing more damage. They’ll level up again when reaching 150. If 88 had been rolled before, then the dice would need 62 or over to level him up again. Alternatively, two points could be spent on two separate rolls, which could be 33 and 46, bringing the combined total up to 167, 17 over 150, resulting in level three. The amount the strength rises would of course have to depend on the event in question.

1-74 – level one
75-149 –level two
150 -224- level three
225- 299 – level four
300-374 – level five
375 – level six

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All I can say is...woa. You've really put some thought in this.
Broken dreams I’ll follow mine to the end of my borrowed time.
I’ve been walking down this road too long got my bags packed and I hit the door.
Then I make a stop at the liquor store cause my will is weak but my whiskey is strong.
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