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Philemonite
2014-11-30, 08:32 AM
This is a system designed as a tribute to Wizardry series. Although original Wizardry was heavily inspired by D&D, it later evolved into something different. Starting from VI, Wizardry replaced the standard spell slot system with multiple mana pools, one for each realm (Fire/Water/Air/Earth/Divine/Mental) and implemented "improve through use" skill system. This is the aspect of the game I will try to emulate.
For those of you who have never heard of Wizardry (shame on you) it is RPG series dating back to 1981. Now largely forgotten (except in Japan) Wizardry served as inspiration for series such as Dragon Quest, Final Fantasy and Might and Magic.
Wizardry 8, last game in the series, still looks pretty well in spite of the fact that was released 2001. Especially because it features full voice acting for every spoken word of dialog.

This system is based on my Generica. It is based on 3d6, instead of D20. When performing an attack you roll 3d6, add the appropriate attacks value and compare it to the enemy evasion. If it is equal or higher you hit and the effect is carried out. If it is lower you miss.

This game uses 7 core attributes, as seen in Wizardry 8. One big difference is that this attributes are static, they are determined at level 1 and remain the same thorough the game. They determine you accuracy and evasion values and affect the chance of skill improvement (more on that later).

Strength-Determines your Fortitude Attack. It affects the damage you deal with most close and extended weapons and Two-Handed Weapon Style.
Vitality-Determines your HP and Fortitude Defense. It affects your physical resistance (Slash/Crush/Pierce) and Shield Style.
Intelligence-Determines your Willpower Attack. It affects the damage you deal with Wands and elemental spells. It also affects Wizardry spells.
Piety-Determines your Willpower Defense. It affects your elemental and divine resistance, power of divine spells and Divinity spells.
Dexterity-Determines your Reflex Attack. It affects the damage you deal with most ranged weapons and daggers, power of your Alchemy spells and Dual Weapon/Launched Style.
Speed-Determines Initiative and Reflex Defense. It affects Single Weapon Style.
Senses-Determines your Clarity Defense. It affects the amount of damage you deal with Martial Arts/Modern Weapon, mental power, mental defense and Psonic spells.

Every attribute starts at 10 and you are given 20 points to distribute. Maximum amount of points you can put in a single attribute is 5. After that you apply racial modifiers.

Initiative

Initiative is based on Speed attribute. Every round you gain 12+Speed Initiative Points. A standard action costs you 40 IP. Some actions have different IP cost.

Skill Improvement

Skill improvement is relatively easy. Every time you use a skill during an encounter you put a counter on it. After the encounter is over you roll 3d6 add the appropriate attribute, the number of times the skill is used and your level and subtract 20. If the result is equal or higher then the current rank you add +1 to that skill.

3d6+Attribute+Usage+Level
DC-20+Current Rank

Your starting rank is equal to the appropriate attribute.

Upgrading weapon skills boosts the damage you inflict and gives you access to special attacks.
Upgrading magic schools/realms boosts the effect of your spells and gives you access to higher level spells.
Upgrading resistance skills reduces the damage you receive.
Upgrading Style skills boosts the bonus you get when using that style.
Every 5 points in weapon skill gives you a +1 attack bonus.
Every 5 points in magic school give you +1 attack bonus.
Every 5 points in a resistance skill gives you +1 defense bonus.

Weapon Skills

-Axe-Strength
-Sword-Strength
-Polearm-Strength
-Staff-Strength
-Mace-Strength
-Dagger-Dexterity
-Bow-Dexterity
-Thrown-Dexterity
-Sling-Dexterity
-Martial Arts-Senses
-Modern Weapon-Senses
-Wand-Intelligence

Magic Skills

-Wizardry-Intelligence
-Divinity-Piety
-Alchemy-Dexterity
-Psonics-Senses
-Fire-Intelligence
-Water-Intelligence
-Air-Intelligence
-Earth-Intelligence
-Divine-Piety
-Mental-Senses

Resistance Skills

-Slash-Vitality
-Crush-Vitality
-Pierce-Vitality
-Fire-Piety
-Water-Piety
-Air-Piety
-Earth-Piety
-Divine-Piety
-Mental-Senses

Style Skills

-Two-Handed-Damage Bonus-Strength
-Dual Weapon-Attack Bonus-Dexterity
-Shield-Resistance Bonus-Vitality
-Singe Weapon-Defense Bonus-Speed
-Launched-Damage Bonus-Dexterity

This is the base concept.

To do list

-Special Attacks/Spells
-Professions(classes)
-Profession specific skills
-Items
-Bestiary

Philemonite
2014-11-30, 08:34 AM
Professions

Fighter
Lord
Valkyrie
Samurai
Ranger
Rogue
Gadgeteer
Priest
Ninja
Monk
Bard
Alchemist
Bishop
Mage
Psionic

Philemonite
2014-11-30, 08:35 AM
Special Attacks

Slash
Fortitude, 40IP
Range-Close
Target-1 enemy
[W]+Axe Slash Damage
Cleave
Fortitude-1, 40IP
Range-Close
Target-1 enemy
[W]+1.5*Axe Slash Damage
Wide Slash
Fortitude-2, 40IP
Range-Close
Target-adjacent enemies
[W]+0.5*Axe Slash Damage
Cripple Slash
Fortitude-2, 50IP
Range-Close
Target-1 enemy
[W]+1.5*Axe Slash Damage
Hit: Fortitude Defense Penalty(Axe/5)
Blood Slash
Fortitude-2, 50IP
Range-Close
Target-1 enemy
[W]+1.5*Axe Slash Damage
Hit: Bleed (Axe/4)
Double Slash
Fortitude-1, 60IP
Range-Close
Target-1 enemy, two attacks
[W]+0.5*Axe Slash Damage
Devastate
Fortitude-2, 60IP
Range-Close
Target-1 enemy
[W]+3*Axe Slash Damage
Slash
Fortitude, 40IP
Range-Close
Target-1 enemy
[W]+Sword Slash Damage
Power Slash
Fortitude, 50IP
Range-Close
Target-1 enemy
[W]+1.5*Sword Slash Damage
Wide Slash
Fortitude-2, 40IP
Range-Close
Target-adjacent enemies
[W]+0.5*Sword Slash Damage
Quick Slash
Fortitude, 30IP
Range-Close
Target-1 enemy
[W]+0.5*Sword Slash Damage
Double Slash
Fortitude-1, 60IP
Range-Close
Target-1 enemy, two attacks
[W]+0.5*Sword Slash Damage
Blood Slash
Fortitude-2, 50IP
Range-Close
Target-1 enemy
[W]+1.5*Sword Slash Damage
Hit: Bleed (Sword/4)
Mighty Slash
Fortitude-1, 60IP
Range-Close
Target-1 enemy
2[W]+Sword Slash Damage
Stab
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
Lacerate
Fortitude, 50IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
Hit: Bleed(Polearm/4)
Focused Stab
Fortitude+2, 50IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
???
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
???
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
???
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
???
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Polearm Pierce Damage
Strike
Fortitude, 40IP
Range-Extended
Target-1 enemy
[W]+Staff Crushing Damage
Double Strike
Fortitude, 60IP
Range-Extended
Target-2 enemies
[W]+0.5*Staff Crush Damage
Dizzy Strike
Fortitude, 50IP
Range-Extended
Target-1 enemy
[W]+Staff Crushing Damage
Hit: 10IP Damage
Strike
Fortitude, 40IP
Range-Close
Target-1 enemy
[W]+Mace Crushing Damage
Bludgeon
Fortitude, 50IP
Range-Close
Target-1 enemy
[W]+Mace Crush Damage
Hit: 10IP Damage
Stab
Reflex, 40IP
Range-Close
Target-1 enemy
[W]+Dagger Pierce Damage
Swift Stab
Reflex, 25IP
Range-Close
Target-1 enemy
[W]+0.5*Dagger Pierce Damage
Launch
Reflex, 40IP
Range-Long
Target-1 enemy
[W]+Bow Pierce Damage
Throw
Reflex, 40IP
Range-Short
Target-1 enemy
[W]+Thrown Pierce Damage
Launch
Reflex, 40IP
Range-Medium
Target-1 enemy
[W]+Sling Pierce Damage
Punch
Reflex, 40IP
Range-Close
Target-1 enemy
[W]+Martial Arts Crush Damage
Shoot
Reflex, 40IP
Range-Medium
Target-1 enemy
[W]+Modern Crush Damage
Penetration
Reflex-1, 40IP
Range-Medium
Target-1 enemy
[W]+Modern Crush Damage, Negates 0.5*Modern defense
Blast?
Willpower, 40IP
Range-Medium
Target-1 enemy
[W]+Wand ??? Damage

Philemonite
2014-11-30, 08:36 AM
Spells

-Wizardry
-Divinity
-Alchemy
-Psonics

Philemonite
2014-11-30, 08:37 AM
Weapons and Equipment

Philemonite
2014-11-30, 08:38 AM
And one more for all the enemies...

steelsmiter
2014-12-24, 10:29 AM
I didn't see this before. I wanna play a Mook Psionic! just kidding, I always go for Dwarf tanky characters, or rogues. I look forward to seeing what you come up with.

Philemonite
2014-12-24, 11:20 AM
Mook is the best race for Psionic, but I still love my Rawulf Priest.:smallwink:
What do you think of special attacks? I know it's different from Wizardry, but it gives weapon using classes some versatility, making them fun to play.

steelsmiter
2014-12-24, 12:26 PM
Mook is the best race for Psionic, but I still love my Rawulf Priest.:smallwink:
What do you think of special attacks? I know it's different from Wizardry, but it gives weapon using classes some versatility, making them fun to play.
:biggrin:
I don't know a thumbs up emoticon, but seriously in W8, melee types were useless for anything except dying early on. I had a rogue, a priest, and 3 psions to take care of that ant farm outside Sorpigal. Totally down for Special Attacks.

Philemonite
2014-12-24, 12:34 PM
:biggrin:
I don't know a thumbs up emoticon, but seriously in W8, melee types were useless for anything except dying early on. I had a rogue, a priest, and 3 psions to take care of that ant farm outside Sorpigal. Totally down for Special Attacks.

I think :cool: would fit better.:smallbiggrin:

Since they don't cost any SP, I made them bonus/penalty kinda thing. Trading accuracy for damage, speed for extra effect, damage for speed...
They don't get as many options as casting classes, but they always have some options.