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[personal profile] james_davis_nicoll
Alarmed by the frequency of magic-related calamities, five anonymous benefactors funded the Walman Hanton School of Mana Research. Its mandate: to seek out and deal with "burners", magical trouble-makers, and to document and where possible neutralize the sorcerous version of superfund sites.

The first Walman Hanton vigiles team was selected on the basis of their superlative magical skills. Their replacements were chosen for their demonstrated talent for surviving magical calamities.



(At some point, I should stat out Team One)

HK5 is the last remaining member of an elite robot sniper team. Most robots never develop a sense of "I". HK5 did. Whether this figured into their survival is unclear, although personhood did ensure HK5 did not submit to decommissioning. Currently HK is a sharpshooter and a tinkerer (focusing on cool ammo).

Kai Vargus is a rabble-rouser from the Lees (the slums). Kai is the only survivor of a group used as experimental subjects by a burner. Currently, Kai is a Loremaster, an Orator, and a Sharpshooter. For reasons related to the experiment, Kai can also hurl bolts of pure light.

Tanuk Ulgon is a Studium General student (although currently on hiatus). Tanuk is the sole survivor of a courageous expedition to see what happens if researchers try to haul creatures of great power out of the deep. Currently, Tanuk is a tinkerer (gadgets and alchemy) and a mutant who can turn his hands into weapons.

Yuki did not survive being run over by Truck-kun. Currently, she is an adorable-looking tanuki (raccoon dog). Currently, she is a guardian, a weaponmaster, and a symbolist. Basically, the party tank, whose job it is to protect the more fragile PCs.

Yes, there's overlap in character classes but the PCs have chosen different specializations in those classes and have different mixes of classes.

Stats are Dexterity (Dex), Insight (Ins), Might (Mig), and Willpower (Wlp). The number represents the die type associated with the stat, checks being of the form Stat + Stat + modifiers. 10 is high, 8 average, and 6 low.

Figured stats are Initiative (Init), Hit Points (HP), Mind Points (MP), Defence (Def), and Magical Defence (M Def). Those numbers are flat numbers, not die types. Init is a die modifier, HP and MP pools that decrease due to damage or magic use (respectively), and both Defence and Magic Defence are target numbers to be matched or exceeded with a two die roll.

Low initiative matters less than you'd expect in this game.

	HK5            Kai Vargus	     Tanuk	     Yuki
Dex	10	           6	              6	              8
Ins	10	          10	             10	              8
Mig	 6	           6	              8	             10
Wlp	 6	          10	              8	              6
Init	 0                 0	              0	             -3
HP      40	          45	             50	             65
MP	35	          73	             45	             35
Def	11	           7	              7              15
M Def	11	          11	             10	             12
				
Classes		         Loremaster 3	    Mutant 2        Guardian 3
	Sharpshooter     Sharpshooter 1                     Symbolist 1
	Tinkerer	 Orator 1	    Tinkerer 3	    Weaponmaster 1



Weapon use requires a stat-based skill check, the target number being either defence (for mundane weapons) or magical defence (for magical attacks). Damage is the high roll (HR) plus a modifier.

As far as I can tell, preferred weapons are:

HK5: Sniper rifle DEX+INS+1, HR+8 physical or fire or ice or bolt

Kai: Pistol (DEX or INS)+INS+1, HR+8 physical
     Lux INS+WLP, HR+15 light, cost 10 MP per target

Tanuk: Akromorphosis Dex+Mig+2, HR + 10 physical
       Akromorphosis Dex+Ins+2, HR + 10 physical

Yuki: Shields Mig+Mig, HR+5 physical
      Counter-attack, MIG+MIG, 5 physical



Yeah, they do lean ranged. Yuki will likely connect in HTH but her damage isn't great. Tanuk on the other hand will do more damage per HTH hit (I think) but with 1d6+1d8 will not connect as often as they do in ranged combat.

Not that mattered in the only scuffle so far, a random encounter which a small gang of would-be car-jackers armed with knives confronted Yuki, unaware that she is next to impossible to hit, or that her heavily armed friends could see what was going on from a window overhead.

The purpose in collecting the stats in one place is for me, the GM, to better understand the abilities of the group as a whole. It just now occurs to me I should add the common checks to my documents.

   
Situation        Suggested Check   HK5       Kai     Tanuk     Yuki

Avoid trap       【DEX + INS】     10+10     6+10     6+10       8+8
Investigate      【INS + INS】     10+10    10+10    10+10       8+8
Hard work        【MIG + MIG】       6+6      6+6      8+8     10+10
Intimidate       【MIG + WLP】       6+6     6+10      8+8      10+6
Make/repair      【DEX + INS】     10+10     6+10     6+10       8+8       
Move gracefully  【DEX + WLP】      10+6     6+10      6+8       8+6
Outwit in combat 【DEX + INS】     10+10     6+10     6+10       8+8
Persuade         【INS + WLP】      10+6    10+10     10+8       8+6
Question         【INS + WLP】      10+6    10+10     10+8       8+6
Remember         【INS + INS】     10+10    10+10    10+10       8+8
Resist pain      【MIG + WLP】       6+6     6+10      8+8      10+6
Sneak            【DEX + DEX】     10+10      6+6      6+6       8+8


Or to put in terms of average rolls

   
Situation         HK5     Kai     Tanuk    Yuki

Avoid trap        11       9        9       9
Investigate       11      11       11       9
Hard work          7       7        9      11
Intimidate         7       9        9       9
Make/repair       11       9        9       9       
Move gracefully    9       9        8       8
Outwit in combat  11       9        9       9
Persuade           9      11       10       8
Question          11      11       10       8
Remember          11      11       11       9
Resist pain        7       9        9       9
Sneak             11       7        7       7

Where easy = 7, average = 10, hard = 13, and very hard = 16. Character classes provide requisites and benefits, of course.

Average rolls and maximum rolls don't tell the whole story. Players get opportunities if they roll doubles, as long as the doubled number is six plus. d6 + d10 and d8 + d8 might have the same maximum and the same average but there are 60 possible results from d6 + d10, of which only 6,6 provides opportunity. That is a 1.7% chance. There are 64 possible outcomes from d8 + d8 and of those, 6+6, 7+7, and 8+8 provide opportunity. That's 4.6%.

d6 + d6: 36 outcomes, 1 opportunity: 2.7%
d6 + d8: 48 outcomes, 1 opportunity: 2.1%
d6 + d10: 60 outcomes, 1 opportunity: 1.7%
d8 + d8: 64 outcomes, 3 opportunities: 4.6%
d8 + d10: 80 outcomes, 3 opportunities: 3.8%
d10 + d10: 100 outcomes, 5 opportunities: 5.0%

Date: 2025-05-16 09:06 pm (UTC)
riderius: Moon with plasma lines (Default)
From: [personal profile] riderius
Ahhh! The opportunities on doubles explain why those numbers were different! And looks like a refined form of an interesting mechanic for allowing long-tailed distributions of results I have seen before. Cool 8-)

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