Vortex Wars RPG 3 - (Patch 3.0.0.2) [Now recruiting]

The Vortex Wars Role Playing Game Version 3.0.0.2
Current players:
Okey dokey, here we are with the third version of the Vortex Wars RPG! Before we get started, I'd like to point out the largest change this time around: This version of the game is dice based, rather than just being all numbers. You'll roll to determine success on various sorts of things, such as the results and damage of an attack. How will I prevent players from faking dice rolls, you ask? The answer is simple: with the invisible castle dice roller. Linky.Whenever a dice roll is made, the roller's username must be in the name field of the roll so I can verify it, otherwise the roll will not be valid. Now then. onto the actual system.
There have been a few more statistics added this time around, so I'll go ahead and go through everything.
HP: You Hit Points, or health. Basically determines how many hits your character can take before going down. Can be restored by resting, potions, and spells.
SP: Your Special Points. Depending on your class(es) this could be mana, ki, or just pure awesomeness, but for the sake of simplicity, it all runs off the same thing. Used to power special abilities, and restored by resting or by potions.
Attack: Depending on your class(es) and weaponry, you'll have a number of attacks you can do over the course of a turn. These attacks are formatted like this: Sword: Melee +12 (2d6) [1] Here's how it breaks down: First and foremost is the weapon name, of course. Next is the attack style, (out of melee, ranged, and magic, which will be explained later) and then the attack bonus. Attacks are resolved as a roll of 1d100+bonus against the target's relevant defense. If it's equal to it or higher, you hit. If it's less, you miss. On a hit, you deal the amount of damage in parentheses, plus relevant bonuses for you and minus any damage reduction the target might have. Finally in brackets is the attacks type. You can make any number of attacks in a round, so long as none of them share the same attack type.
Also certain attack rolls have certain effects, regardless of other modifiers.
01 = Critical failure (The attack automatically hits, except against you. Roll for damage and apply your relevant defenses against it.)
02-05 = Automatic Miss
96-99 = Automatic Hit
100 = Critical Hit (Inflicts double damage)
Unarmed attacks deal 1d6 Melee damage.
Defense: You have four different defenses used to protect from incoming attacks, Melee, Ranged, Magic, and Special. The base defenses are based on your race, and modified by your classes and gear to protect you from various attacks and effects. They will be formated in the above order like this: 25/42/37/18. In the beginning, you'll be vulnerable to taking hits, but this may change as you progress.
Null: (I decided to keep the name) This will mainly be granted in small amounts by armor, and works against the listed type(s) of damage. Whenever you take damage of the listed type, reduce it by the amount of damage reduction you possess for that type, to a mimimum of 0.
Okay, time for basic character info: You start out as a level 0 character, with a whopping 100 shards to your name. (Denoted as {s} ) Your base HP, SP, defenses, and so forth are determined by your race, from which you add your class bonuses. You have 5 inventory spaces to begin, which are used to hold anything not equipped. Items do not stack in your inventory, even if they are of the same type. So while you can list Health Potion x 3 on your sheet for simplicity, it still takes up 3 inventory spots. As for equipment, you have a bunch of different slots with which to equip stuff to.
Gear Slots: Head, Neck, Body, Legs, Feet, Hands, Ring 1, and Ring 2.
Actions: turns last from midnight to midnight Pacific Standard Time. If you miss a turn, it's gone, and you can't get it back. If you're in combat and you miss a turn, the enemy monsters will still attack you. Over the course of a single turn, you can:
- Use all of your attacks against an enemy monster
- If in town, shop, reincarnate (to change your race), and rest, fully restoring your HP and SP at the cost of 10 {s}. If you cannot pay, this takes an additional day to work off the debt.
- Wander the surrounding area, potentially finding loot or a random encounter.
- Walk from one town to another. Note that the second town will only be accessible once the first dungeon is cleared.
- Other actions that are location dependent.
Damage Types: There are 5 damage types in VW RPG: Melee, Ranged, Magic, Special, and True. Each of the first three corresponds to your different types of attacks, and Special damage is generally from status effects like posion. True damage is special in that it can't be reduced by null unless the null specifically says it does, and most forms of defenses don't work against it, and it's often self-inflicted to pay for certain powerful abilities. Luckily, outside of bosses, it's generally very rare.
Level up table: Note that levels 10+ will be made when a character reaches at least 7.
Races:
Classes - You get one at level one, five, and every five afterwards. Each class generally has static bonuses and one or more unique special abilities. All bonuses and abilities from classes stack. Ability cooldowns begin ticking the turn after they are used.
Warrior - No Requirements
Ranger - No Requirements
Mage - No requirements
Striker - No requirements
Guardian - No Requirements
Onion Knight - Level 1 Only
Perks - Each character gets a perk at every odd level. Some perks give passive benefits, while others give active abilities. Unless otherwise specified, you can't take the same perk more than once. You can only take one [Iconic] perk, plus an additional one at 10th level and every 10 thereafter.
Equipment - Items with activated abilites are 'locked' to you while on cooldown, and cannot be unequipped until the cooldown expires.
On Item Rarity and Monster Difficulty - The rarity of any individual piece of equipment is determined by the color of the name, rated from black to blue. The relative difficulty of a monster is also determined on this same scale.
Current players:
Spoiler: show
Okey dokey, here we are with the third version of the Vortex Wars RPG! Before we get started, I'd like to point out the largest change this time around: This version of the game is dice based, rather than just being all numbers. You'll roll to determine success on various sorts of things, such as the results and damage of an attack. How will I prevent players from faking dice rolls, you ask? The answer is simple: with the invisible castle dice roller. Linky.Whenever a dice roll is made, the roller's username must be in the name field of the roll so I can verify it, otherwise the roll will not be valid. Now then. onto the actual system.
There have been a few more statistics added this time around, so I'll go ahead and go through everything.
HP: You Hit Points, or health. Basically determines how many hits your character can take before going down. Can be restored by resting, potions, and spells.
SP: Your Special Points. Depending on your class(es) this could be mana, ki, or just pure awesomeness, but for the sake of simplicity, it all runs off the same thing. Used to power special abilities, and restored by resting or by potions.
Attack: Depending on your class(es) and weaponry, you'll have a number of attacks you can do over the course of a turn. These attacks are formatted like this: Sword: Melee +12 (2d6) [1] Here's how it breaks down: First and foremost is the weapon name, of course. Next is the attack style, (out of melee, ranged, and magic, which will be explained later) and then the attack bonus. Attacks are resolved as a roll of 1d100+bonus against the target's relevant defense. If it's equal to it or higher, you hit. If it's less, you miss. On a hit, you deal the amount of damage in parentheses, plus relevant bonuses for you and minus any damage reduction the target might have. Finally in brackets is the attacks type. You can make any number of attacks in a round, so long as none of them share the same attack type.
Also certain attack rolls have certain effects, regardless of other modifiers.
01 = Critical failure (The attack automatically hits, except against you. Roll for damage and apply your relevant defenses against it.)
02-05 = Automatic Miss
96-99 = Automatic Hit
100 = Critical Hit (Inflicts double damage)
Unarmed attacks deal 1d6 Melee damage.
Defense: You have four different defenses used to protect from incoming attacks, Melee, Ranged, Magic, and Special. The base defenses are based on your race, and modified by your classes and gear to protect you from various attacks and effects. They will be formated in the above order like this: 25/42/37/18. In the beginning, you'll be vulnerable to taking hits, but this may change as you progress.
Null: (I decided to keep the name) This will mainly be granted in small amounts by armor, and works against the listed type(s) of damage. Whenever you take damage of the listed type, reduce it by the amount of damage reduction you possess for that type, to a mimimum of 0.
Okay, time for basic character info: You start out as a level 0 character, with a whopping 100 shards to your name. (Denoted as {s} ) Your base HP, SP, defenses, and so forth are determined by your race, from which you add your class bonuses. You have 5 inventory spaces to begin, which are used to hold anything not equipped. Items do not stack in your inventory, even if they are of the same type. So while you can list Health Potion x 3 on your sheet for simplicity, it still takes up 3 inventory spots. As for equipment, you have a bunch of different slots with which to equip stuff to.
Gear Slots: Head, Neck, Body, Legs, Feet, Hands, Ring 1, and Ring 2.
Actions: turns last from midnight to midnight Pacific Standard Time. If you miss a turn, it's gone, and you can't get it back. If you're in combat and you miss a turn, the enemy monsters will still attack you. Over the course of a single turn, you can:
- Use all of your attacks against an enemy monster
- If in town, shop, reincarnate (to change your race), and rest, fully restoring your HP and SP at the cost of 10 {s}. If you cannot pay, this takes an additional day to work off the debt.
- Wander the surrounding area, potentially finding loot or a random encounter.
- Walk from one town to another. Note that the second town will only be accessible once the first dungeon is cleared.
- Other actions that are location dependent.
Damage Types: There are 5 damage types in VW RPG: Melee, Ranged, Magic, Special, and True. Each of the first three corresponds to your different types of attacks, and Special damage is generally from status effects like posion. True damage is special in that it can't be reduced by null unless the null specifically says it does, and most forms of defenses don't work against it, and it's often self-inflicted to pay for certain powerful abilities. Luckily, outside of bosses, it's generally very rare.
Level up table: Note that levels 10+ will be made when a character reaches at least 7.
Spoiler: show
Races:
Spoiler: show
Classes - You get one at level one, five, and every five afterwards. Each class generally has static bonuses and one or more unique special abilities. All bonuses and abilities from classes stack. Ability cooldowns begin ticking the turn after they are used.
Warrior - No Requirements
Spoiler: show
Ranger - No Requirements
Spoiler: show
Mage - No requirements
Spoiler: show
Striker - No requirements
Spoiler: show
Guardian - No Requirements
Spoiler: show
Onion Knight - Level 1 Only
Spoiler: show
Perks - Each character gets a perk at every odd level. Some perks give passive benefits, while others give active abilities. Unless otherwise specified, you can't take the same perk more than once. You can only take one [Iconic] perk, plus an additional one at 10th level and every 10 thereafter.
Spoiler: show
Equipment - Items with activated abilites are 'locked' to you while on cooldown, and cannot be unequipped until the cooldown expires.
Spoiler: show
On Item Rarity and Monster Difficulty - The rarity of any individual piece of equipment is determined by the color of the name, rated from black to blue. The relative difficulty of a monster is also determined on this same scale.
Spoiler: show