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*Pathfinder & Starfinder
FINAL FANTASY....Myrkr Foe 5/20,new finished system attached
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<blockquote data-quote="Felikeries" data-source="post: 1449426" data-attributes="member: 15359"><p><strong>'various repricussions for unmerrited examples'</strong></p><p></p><p>personally the 'comiserite' to RPG styles doesn't include regular grammar</p><p>or else after evey 'typsetter' type use from a keyboard the interplay if</p><p>applied might micombobulate all the material,the densified text concerning the</p><p>'monsters' should be that way,no wild spacing,becasue it's a 'noter'</p><p></p><p>the system document applies all the information necessary to delve into</p><p>this system,with the exception of some minor stuff that anybody who plays</p><p>rpg could see as an alacritive element,though i assumed there might be questions that's why i have said this</p><p></p><p></p><p>for example:Extricater 'that er...yes'~what will spell dmg for machine abilites do to partial and 1/2 machines....that's what is coined for campaign to campaign</p><p></p><p>Celestien:'that ien...yes'~what durration will her summons be,obviously with minutes,as so 2.25 and 4 simsecs represent turns,and 20 simsecs a minute,so</p><p>1 minute is 5 player turns,if they each make an extra action,the fighting on the enemies side may usually apply to several more simsec durrations so</p><p>to be fair 2d4 minutes,2d8 minutes,3d6 minutes,then say levels are opted for</p><p>lvl # versus a die score or/- that dies score ex:1d20-lvl10,+1d4 next 4 lvls thus at say level 17 1d20+4d4-10(-11,-12,-13 etc) returns to a new 'leveler' </p><p>3d10 -17 (1d4 every 4 levels,4d4 at most) as a retainer for higher level exchange -1d4 from 17 may occur if win the 'to summon' roll by 10 </p><p>(note though actuall time adds 1/4 ss. every simple attack so after 4 that's 1 more simsec,which in some cases needs to be denoted by GM or player for the likes of summons or ss. duration effects)</p><p></p><p>Campaign:in which the scores that are greater than players finally have an effect for 'combat' uses,certain 'labrynths' for example,my fealing is that it should still be a minimal extra for 'enemies' so...maybe +1d10 any traite rolled by GM or player compounds as to the # rolled = more than a player traite makes the ability to use this for extra defense roll# aloted original more than player number of times of rolled divider,and attack extra the same way,this however can be applied as to 'cause for greater concern' times for the players,because their own extra's still apply to any othetr traite and this is a favorable 'grip of agony' type situation thus</p><p></p><p></p><p>move dc : allows players after a 20M attack to make a move away,this makes player away from combat front,and if there are still more than (2 or 3 a player,usually 2)at the front the beast will move to attack moved player,whos had a chance to 'recover' etc,this allows any player who has a range of the moved player 'ft.' attack,or coverage for those the player was fighting(killed 1 thus another still fights 2,but in this case 3 on 1 allowed)now +5 attack occurs,helping the moved character,any # of party may move to help the moved player however thus '2 or 3 on 1' must still apply</p><p></p><p></p><p></p><p>Special Spells</p><p>These may be obtained at –50 hp for each learned 1d5/c. 5 lvls known 1d10/c.</p><p></p><p>Treatchery Thiote</p><p>When caster makes 4 spells from same lvl won sequentially +6d10 dmg next 1d4 casts</p><p>(-10 hp,bp must be more than any one foe)</p><p></p><p>Weaves of Elitarde</p><p>1d6 spell damages at party (100 dmg at most) will be done to each different foe’s next cast</p><p>(- hipiffany for that week,-25 hp 1st ,-15 every after,no summoning durring)</p><p>Fetch of Olianzer</p><p>Any spell that does the same exact dmg roll by enemy as next 4 by caster for 10 casts 100 dmg</p><p>(-5 any 4 traites,players using same spell for # may make two attack attempts 3 rd and 4 th)</p><p></p><p>Lake of Fear</p><p>With water as used regent this spell will cause 1d6 enemies to roll to run next 1d4 turns&reg.</p><p>(costs 1 day of water or 4 uses of vial etc,players using same regent water before/c. can’t use that)</p></blockquote><p></p>
[QUOTE="Felikeries, post: 1449426, member: 15359"] [b]'various repricussions for unmerrited examples'[/b] personally the 'comiserite' to RPG styles doesn't include regular grammar or else after evey 'typsetter' type use from a keyboard the interplay if applied might micombobulate all the material,the densified text concerning the 'monsters' should be that way,no wild spacing,becasue it's a 'noter' the system document applies all the information necessary to delve into this system,with the exception of some minor stuff that anybody who plays rpg could see as an alacritive element,though i assumed there might be questions that's why i have said this for example:Extricater 'that er...yes'~what will spell dmg for machine abilites do to partial and 1/2 machines....that's what is coined for campaign to campaign Celestien:'that ien...yes'~what durration will her summons be,obviously with minutes,as so 2.25 and 4 simsecs represent turns,and 20 simsecs a minute,so 1 minute is 5 player turns,if they each make an extra action,the fighting on the enemies side may usually apply to several more simsec durrations so to be fair 2d4 minutes,2d8 minutes,3d6 minutes,then say levels are opted for lvl # versus a die score or/- that dies score ex:1d20-lvl10,+1d4 next 4 lvls thus at say level 17 1d20+4d4-10(-11,-12,-13 etc) returns to a new 'leveler' 3d10 -17 (1d4 every 4 levels,4d4 at most) as a retainer for higher level exchange -1d4 from 17 may occur if win the 'to summon' roll by 10 (note though actuall time adds 1/4 ss. every simple attack so after 4 that's 1 more simsec,which in some cases needs to be denoted by GM or player for the likes of summons or ss. duration effects) Campaign:in which the scores that are greater than players finally have an effect for 'combat' uses,certain 'labrynths' for example,my fealing is that it should still be a minimal extra for 'enemies' so...maybe +1d10 any traite rolled by GM or player compounds as to the # rolled = more than a player traite makes the ability to use this for extra defense roll# aloted original more than player number of times of rolled divider,and attack extra the same way,this however can be applied as to 'cause for greater concern' times for the players,because their own extra's still apply to any othetr traite and this is a favorable 'grip of agony' type situation thus move dc : allows players after a 20M attack to make a move away,this makes player away from combat front,and if there are still more than (2 or 3 a player,usually 2)at the front the beast will move to attack moved player,whos had a chance to 'recover' etc,this allows any player who has a range of the moved player 'ft.' attack,or coverage for those the player was fighting(killed 1 thus another still fights 2,but in this case 3 on 1 allowed)now +5 attack occurs,helping the moved character,any # of party may move to help the moved player however thus '2 or 3 on 1' must still apply Special Spells These may be obtained at –50 hp for each learned 1d5/c. 5 lvls known 1d10/c. Treatchery Thiote When caster makes 4 spells from same lvl won sequentially +6d10 dmg next 1d4 casts (-10 hp,bp must be more than any one foe) Weaves of Elitarde 1d6 spell damages at party (100 dmg at most) will be done to each different foe’s next cast (- hipiffany for that week,-25 hp 1st ,-15 every after,no summoning durring) Fetch of Olianzer Any spell that does the same exact dmg roll by enemy as next 4 by caster for 10 casts 100 dmg (-5 any 4 traites,players using same spell for # may make two attack attempts 3 rd and 4 th) Lake of Fear With water as used regent this spell will cause 1d6 enemies to roll to run next 1d4 turns®. (costs 1 day of water or 4 uses of vial etc,players using same regent water before/c. can’t use that) [/QUOTE]
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FINAL FANTASY....Myrkr Foe 5/20,new finished system attached
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