Philemonite
2014-09-08, 06:10 AM
This is the second (and hopefully improved) version of persona tabletop game. It is based on my Generica system, a system designed to emulate video games. Since BioWare made a video game based on tabletop game, why not a tabletop based on a video game? Generica doesn't have rules for adventuring and social interactions, it is assumed that will be doe through RP.
Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:
Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.
You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.
Physical Power represents the amount of damage you inflict with physical attacks. It is based on Strength and your primary attribute.
Magical Power represents the amount of damage you inflict with magical attacks. It is based on Intelligence and your primary attribute.
PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level
PP-Strength+Primary Attribute+Base+1/2 level
MP-intelligence+Primary Attribute+Base+1/2 level
When creating a character you use a point buy system to generate your attributes. Your attributes range from 4 to 10 and you have 25 points to distribute using the following "chart":
4-0
5-1
6-2
7-4
8-6
9-9
10-12
When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage add your Physical/Magical Power and subtract target's Physical/Magical Defense.
Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion
Character's HP are calculated from characters level and Vitality:
HP=20+Vitality*2+Level*3
This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Every round each one of your personas gains a certain amount of SP that can be spend on one that persona's skills. The base SP recovery is 1.5 per round, but there are ways to increase that.
At the start of combat, all of your persona's receive triple SP and you gain double initiative.
Each character starts with 3 personas. Every persona starts with 2 unlocked skill trees. At level 7 and 14 the character gains another persona. Every time your character establishes a link with another character you can unlock an additional skill tree for one of your characters.
Personas start with the basic skill of their unlocked skills. By using skills of a particular type your persona gains EXP and unlocks more powerful skills. Each time you use a skill you gain 10EXP of appropriate type.
Each persona can equip up to 3 skills. Once your rank in a particular skill tree reaches 4 you gain an additional slot that can only be used for the skill of that particular tree. Mastering a skill tree (rank 8) gives you another skill slot.
Every character starts with a weakness to one damage type. Each persona has one weakness and one strength. If two of your personas have the same strength it is changed to immunity. of a third persona has the same strength it is changed to Drain.
When using a skill that a target is weak against your final damage is multiplied by 1.5 and you get +10IP.
When using a skill that a target is strong against your final damage is multiplied by 0.5 and you get -10IP.
When using a skill that a target is immune to your damage is nullified and you get -20IP.
When using a skill that a target drains your final damage is switched to healing and you get -30IP.
Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:
Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.
You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.
Physical Power represents the amount of damage you inflict with physical attacks. It is based on Strength and your primary attribute.
Magical Power represents the amount of damage you inflict with magical attacks. It is based on Intelligence and your primary attribute.
PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level
PP-Strength+Primary Attribute+Base+1/2 level
MP-intelligence+Primary Attribute+Base+1/2 level
When creating a character you use a point buy system to generate your attributes. Your attributes range from 4 to 10 and you have 25 points to distribute using the following "chart":
4-0
5-1
6-2
7-4
8-6
9-9
10-12
When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage add your Physical/Magical Power and subtract target's Physical/Magical Defense.
Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion
Character's HP are calculated from characters level and Vitality:
HP=20+Vitality*2+Level*3
This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Every round each one of your personas gains a certain amount of SP that can be spend on one that persona's skills. The base SP recovery is 1.5 per round, but there are ways to increase that.
At the start of combat, all of your persona's receive triple SP and you gain double initiative.
Each character starts with 3 personas. Every persona starts with 2 unlocked skill trees. At level 7 and 14 the character gains another persona. Every time your character establishes a link with another character you can unlock an additional skill tree for one of your characters.
Personas start with the basic skill of their unlocked skills. By using skills of a particular type your persona gains EXP and unlocks more powerful skills. Each time you use a skill you gain 10EXP of appropriate type.
Each persona can equip up to 3 skills. Once your rank in a particular skill tree reaches 4 you gain an additional slot that can only be used for the skill of that particular tree. Mastering a skill tree (rank 8) gives you another skill slot.
Every character starts with a weakness to one damage type. Each persona has one weakness and one strength. If two of your personas have the same strength it is changed to immunity. of a third persona has the same strength it is changed to Drain.
When using a skill that a target is weak against your final damage is multiplied by 1.5 and you get +10IP.
When using a skill that a target is strong against your final damage is multiplied by 0.5 and you get -10IP.
When using a skill that a target is immune to your damage is nullified and you get -20IP.
When using a skill that a target drains your final damage is switched to healing and you get -30IP.