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(YB3) Prelimary Rules (Comments and Criticism Wanted Please?)
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<blockquote data-quote="Kalanyr" data-source="post: 1255495" data-attributes="member: 190"><p>Preliminary YB3 Path Write-Ups</p><p></p><p>Unaligned</p><p>Tier 0: Novice</p><p></p><p>Mystic</p><p>Tier 1: Signature Location, Zodiac Warrior, Stellar Alignment, Rhetoric</p><p>Tier 2: Signature Style, Mastery , Sacrifice</p><p>Tier 3: Signature Location, Conserve Energy, Stellar Alignment </p><p> </p><p>Warrior </p><p>Tier 1: Signature Location, Personal/Dojo Style,Signature Style,Quick Study,</p><p>Tier 2: Signature Style, Personal/Dojo Style, Fist of Fury</p><p>Tier 3: Signature Style, Personal/Dojo Style, Great Style </p><p></p><p>Aristocrat</p><p>Tier 1: Signature Style or Signature Location, Inheritance , Profiteer, Crowd Pleaser</p><p>Tier 2: Signature Style or Signature Location, Donation, Hard Hitter</p><p>Tier 3: Signature Style or Location, Connections, Artifact Sacrifice,Crowd Pleaser</p><p> </p><p>Clansman</p><p>Tier 1: Signature Style , Personal/Clan Location , Signature Location,Terrain Adaption </p><p>Tier 2: Signature Location , Personal/Clan Location ,Toughness, Quick Fingers</p><p>Tier 3:Signature Location, Personal/Clan Location , Block, Defensive Mastery</p><p></p><p>Acolyte</p><p>Tier 1: Signature Style, World Warrior, Withdraw, Diplomacy</p><p>Tier 2: Signature Location, Trick, Strategist, Distraction</p><p>Tier 3: Signature Style, Foul Play, Withdraw</p><p></p><p>Signature Style: When you use a move featuring your signature style your attack does an additional +1 damage if you win the round. When you gain a signature style it is the style of the move you won the match with. If you already have this style your previous winning style is used back throughout the battle, if you possess all moves used a random style is generated.</p><p></p><p>Signature Location: When your opponent uses a move featuring your signature location the attack does -1 damage to you if you lose the round. In addition when you use a move that features your signature location you gain 1 yen. When you gain a signature location it is the location of the move that your opponent lost the match with. If you already have this location the opponents previous losing location is used back throughout battle, if you possess all moves used a random location is generated. </p><p></p><p>Personal/Dojo Style: When you gain a Personal/Dojo style you may if not in a dojo pick a single style that then becomes a Personal Style and is in all ways identical to a signature style except that you may choose it. If you are the Dojo master you may choose any one of your students styles choosing which to use before a battle. If you are a student in a Dojo you may choose any of the Dojo masters signature styles or personal styles choosing which to use before a battle. If you are a dojo master and have no students this becomes a Personal Style. Likewise if you are a Dojo Master but all your students leave this becomes a Personal Style.Or if you are a Student and your Master changes paths or ceases to outrank you this allows you to pick from your Students Styles, if you have no students it instead becomes a Personal Style. If you are both a Master and a student you gain the slot as a Master. Other than as outlined above this slot cannot change its nature. </p><p></p><p>Personal/Clan Location: When you gain a Personal/Clan location and you are not in a dojo pick a single location that then becomes a Personal Location and is in all ways identical to a signature location except that you may choose it. If you are in a Clan you may choose any of the Clan Leader's signature locations or personal locations choosing which to use before a battle. If you are the Clan Leader you may choose any one of your clansmen's locations choosing which to use before a battle. If you are a Clan Leader and have no clansmen this becomes a Personal Location. Likewise if you are a Clan Leader but all your clansmen leave this becomes a Personal Location. Or if you are a Clansman and your Leader changes paths or ceases to outrank you this allows you to pick from your Clansmen's Location, if you have no students it instead becomes a Personal Location. If you are both a Leader and a student you gain the slot as a Leader.Other than as outlined above this slot cannot change its nature.</p><p></p><p>Zodiac Warrior: You gain the day on which the match takes place as a signature style. </p><p></p><p>Stellar Alignment: Once per match you may change the day on which the match is taking place to a day of your choice. This power may only be used when you go first.</p><p></p><p>Rhetoric: When insults are generate you may generate two insults instead of one and the judge uses the best for comparisons.</p><p></p><p>Mastery: Choose a signature style you possess (this may be a Personal Style or a Signature Style), once per match you may change the style of your move to the selected signature style.</p><p></p><p>Sacrifice: Up to 1/round you may spend 2 yen + 1 additional yen for each prior time it has been used in the match to add an additional 1 point of damage to your move if you win the round (this must be declared with your move).</p><p></p><p>Conserve Energy: Once per match, after a round is judged, if you used an active power and the power failed to work (for example you used Stellar Alignment and lost the round), you may use this power to regain the use of the power. (In the case of Sacrifice this restores the yen spent and removes the increased cost for the next use).</p><p></p><p>Quick Study: Once per match after your opponent has used his signature style on you, you gain it as a signature style for the rest of the match. This power also works on personal/dojo styles.</p><p></p><p>Fist of Fury: Once per match you may generate a second move and post both it and your original, although only the original move is used for judgement, the second move does additional damage as if you had won with it as well. You lose a round to the Defensive Mastery special ability if your original move is reduced to 0 damage. The second move may not have any additional activatable powers attached to it with the exception of Hard Hitter.</p><p></p><p>Great Style: Pick a single Personal or Signature Style with that style you do an additional +1 damage if you win a round with it.</p><p></p><p>Inheritance: At Tier 1 an Aristocrat gains an artifact that he may use in addition to any personal artifact he possesses. At Tier 3 the artifact increases in power as if he had a great drawback on the artifact.</p><p></p><p>Profiteer: Whenever you would gain extra yen, except for the 1 yen gained at the end of a match and yen gained from an Aristocrat power, you gain double the amount of yen.</p><p></p><p>Crowd Pleaser: Once per match, when you win a round you have declared a Crowd Pleaser you gain 2 yen, if you lose the round you gain 1 yen.</p><p></p><p>Donation: Once per match, after a round is judged, you may sacrifice a number of yen equal to the number of flags an opponent won in the round to reduce the number of flags changed to 0. If this power is used on a round in which Distraction was used by the opponent the cost is increased by 1 yen.</p><p></p><p>Hard Hitter: Once per match, Hard Hitter may be declared attached to any move that would generate yen for the Aristocrat ( a move with a Signature Location, a Yen move, a Crowd Pleaser move etc). That move does an extra 1 point of damage if it wins.</p><p></p><p>Connections: Once per match, an Aristocrat may buy an item from the Shop despite being in a match at the time.</p><p></p><p>Terrain Adaption: Once per match after potentially having a move reduced in damage by an opponents Signature Location, you gain that Location as a signature location for the remainder of the match. This power may be used on Personal/Clan styles as well.</p><p></p><p>Toughness: Once per match, after you have lost a round you may declare Toughness to reduce the number of flags of damage dealt to you by 1 to a minumum of 1.</p><p></p><p>Quick Fingers: You automatically gain the yen for the first *Yen* or *Yen+Yen* move used in a match even if you lose the round.</p><p></p><p>Block: When you declare block you do not post a move, instead you automatically lose the round but your opponents damage is reduced by 1, 0 damage or negative damage is possible, negative damage is instead inflicted on the opponent, and 0 damage rounds are subject to defensive mastery (causing 1 damage to the opponent).</p><p></p><p>Defensive Mastery: You automatically win a round where your opponents move is reduced to 0 points. </p><p></p><p>World Warrior: You gain the location of the match as a Signature Location.</p><p></p><p>Withdraw: Once per match, you may change the location of the match to a location of your choice.</p><p></p><p>Diplomacy: Once per match after insults are judged you may decide to do the insult round over again.</p><p></p><p>Trick: Once per match, If you go first, you may generate a move, and then declare a Trick to cancel the current round, moving on to the next round. If you go last you must declare a Trick before generating a move, in which case it moves on to the next round and cancels any powers your opponent may have used.</p><p></p><p>Strategist: You may declare strategist, 1/match to choose whether you go first or last in the current round. (To go first this must be declared before your opponent posts). Initiative alternates normally from the Strategist round.</p><p></p><p>Distraction: Once per match, you may declare Distraction, to prevent any other activatable powers being used in the round. Distraction may only be used when you go first.</p><p></p><p>Foul Play: Once per match, when insults are declared, you can use Foul Play to disable a single non-activatable power until the first time the non-activatable power would be used. You may not Foul Play a Signature Style tied to a Mastery, You may not Foul Play, a Style that is Great Styled, but you may Foul Play the Great Style power. For example you declare Foul Play on a signature style, the first time your opponent draws the signature style it has no additional effect but the Foul Play ends and the opponent may use the signature style normally for the rest of the match (The Foul Play is cancelled whether or not the opponent wins or loses the round).</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 1255495, member: 190"] Preliminary YB3 Path Write-Ups Unaligned Tier 0: Novice Mystic Tier 1: Signature Location, Zodiac Warrior, Stellar Alignment, Rhetoric Tier 2: Signature Style, Mastery , Sacrifice Tier 3: Signature Location, Conserve Energy, Stellar Alignment Warrior Tier 1: Signature Location, Personal/Dojo Style,Signature Style,Quick Study, Tier 2: Signature Style, Personal/Dojo Style, Fist of Fury Tier 3: Signature Style, Personal/Dojo Style, Great Style Aristocrat Tier 1: Signature Style or Signature Location, Inheritance , Profiteer, Crowd Pleaser Tier 2: Signature Style or Signature Location, Donation, Hard Hitter Tier 3: Signature Style or Location, Connections, Artifact Sacrifice,Crowd Pleaser Clansman Tier 1: Signature Style , Personal/Clan Location , Signature Location,Terrain Adaption Tier 2: Signature Location , Personal/Clan Location ,Toughness, Quick Fingers Tier 3:Signature Location, Personal/Clan Location , Block, Defensive Mastery Acolyte Tier 1: Signature Style, World Warrior, Withdraw, Diplomacy Tier 2: Signature Location, Trick, Strategist, Distraction Tier 3: Signature Style, Foul Play, Withdraw Signature Style: When you use a move featuring your signature style your attack does an additional +1 damage if you win the round. When you gain a signature style it is the style of the move you won the match with. If you already have this style your previous winning style is used back throughout the battle, if you possess all moves used a random style is generated. Signature Location: When your opponent uses a move featuring your signature location the attack does -1 damage to you if you lose the round. In addition when you use a move that features your signature location you gain 1 yen. When you gain a signature location it is the location of the move that your opponent lost the match with. If you already have this location the opponents previous losing location is used back throughout battle, if you possess all moves used a random location is generated. Personal/Dojo Style: When you gain a Personal/Dojo style you may if not in a dojo pick a single style that then becomes a Personal Style and is in all ways identical to a signature style except that you may choose it. If you are the Dojo master you may choose any one of your students styles choosing which to use before a battle. If you are a student in a Dojo you may choose any of the Dojo masters signature styles or personal styles choosing which to use before a battle. If you are a dojo master and have no students this becomes a Personal Style. Likewise if you are a Dojo Master but all your students leave this becomes a Personal Style.Or if you are a Student and your Master changes paths or ceases to outrank you this allows you to pick from your Students Styles, if you have no students it instead becomes a Personal Style. If you are both a Master and a student you gain the slot as a Master. Other than as outlined above this slot cannot change its nature. Personal/Clan Location: When you gain a Personal/Clan location and you are not in a dojo pick a single location that then becomes a Personal Location and is in all ways identical to a signature location except that you may choose it. If you are in a Clan you may choose any of the Clan Leader's signature locations or personal locations choosing which to use before a battle. If you are the Clan Leader you may choose any one of your clansmen's locations choosing which to use before a battle. If you are a Clan Leader and have no clansmen this becomes a Personal Location. Likewise if you are a Clan Leader but all your clansmen leave this becomes a Personal Location. Or if you are a Clansman and your Leader changes paths or ceases to outrank you this allows you to pick from your Clansmen's Location, if you have no students it instead becomes a Personal Location. If you are both a Leader and a student you gain the slot as a Leader.Other than as outlined above this slot cannot change its nature. Zodiac Warrior: You gain the day on which the match takes place as a signature style. Stellar Alignment: Once per match you may change the day on which the match is taking place to a day of your choice. This power may only be used when you go first. Rhetoric: When insults are generate you may generate two insults instead of one and the judge uses the best for comparisons. Mastery: Choose a signature style you possess (this may be a Personal Style or a Signature Style), once per match you may change the style of your move to the selected signature style. Sacrifice: Up to 1/round you may spend 2 yen + 1 additional yen for each prior time it has been used in the match to add an additional 1 point of damage to your move if you win the round (this must be declared with your move). Conserve Energy: Once per match, after a round is judged, if you used an active power and the power failed to work (for example you used Stellar Alignment and lost the round), you may use this power to regain the use of the power. (In the case of Sacrifice this restores the yen spent and removes the increased cost for the next use). Quick Study: Once per match after your opponent has used his signature style on you, you gain it as a signature style for the rest of the match. This power also works on personal/dojo styles. Fist of Fury: Once per match you may generate a second move and post both it and your original, although only the original move is used for judgement, the second move does additional damage as if you had won with it as well. You lose a round to the Defensive Mastery special ability if your original move is reduced to 0 damage. The second move may not have any additional activatable powers attached to it with the exception of Hard Hitter. Great Style: Pick a single Personal or Signature Style with that style you do an additional +1 damage if you win a round with it. Inheritance: At Tier 1 an Aristocrat gains an artifact that he may use in addition to any personal artifact he possesses. At Tier 3 the artifact increases in power as if he had a great drawback on the artifact. Profiteer: Whenever you would gain extra yen, except for the 1 yen gained at the end of a match and yen gained from an Aristocrat power, you gain double the amount of yen. Crowd Pleaser: Once per match, when you win a round you have declared a Crowd Pleaser you gain 2 yen, if you lose the round you gain 1 yen. Donation: Once per match, after a round is judged, you may sacrifice a number of yen equal to the number of flags an opponent won in the round to reduce the number of flags changed to 0. If this power is used on a round in which Distraction was used by the opponent the cost is increased by 1 yen. Hard Hitter: Once per match, Hard Hitter may be declared attached to any move that would generate yen for the Aristocrat ( a move with a Signature Location, a Yen move, a Crowd Pleaser move etc). That move does an extra 1 point of damage if it wins. Connections: Once per match, an Aristocrat may buy an item from the Shop despite being in a match at the time. Terrain Adaption: Once per match after potentially having a move reduced in damage by an opponents Signature Location, you gain that Location as a signature location for the remainder of the match. This power may be used on Personal/Clan styles as well. Toughness: Once per match, after you have lost a round you may declare Toughness to reduce the number of flags of damage dealt to you by 1 to a minumum of 1. Quick Fingers: You automatically gain the yen for the first *Yen* or *Yen+Yen* move used in a match even if you lose the round. Block: When you declare block you do not post a move, instead you automatically lose the round but your opponents damage is reduced by 1, 0 damage or negative damage is possible, negative damage is instead inflicted on the opponent, and 0 damage rounds are subject to defensive mastery (causing 1 damage to the opponent). Defensive Mastery: You automatically win a round where your opponents move is reduced to 0 points. World Warrior: You gain the location of the match as a Signature Location. Withdraw: Once per match, you may change the location of the match to a location of your choice. Diplomacy: Once per match after insults are judged you may decide to do the insult round over again. Trick: Once per match, If you go first, you may generate a move, and then declare a Trick to cancel the current round, moving on to the next round. If you go last you must declare a Trick before generating a move, in which case it moves on to the next round and cancels any powers your opponent may have used. Strategist: You may declare strategist, 1/match to choose whether you go first or last in the current round. (To go first this must be declared before your opponent posts). Initiative alternates normally from the Strategist round. Distraction: Once per match, you may declare Distraction, to prevent any other activatable powers being used in the round. Distraction may only be used when you go first. Foul Play: Once per match, when insults are declared, you can use Foul Play to disable a single non-activatable power until the first time the non-activatable power would be used. You may not Foul Play a Signature Style tied to a Mastery, You may not Foul Play, a Style that is Great Styled, but you may Foul Play the Great Style power. For example you declare Foul Play on a signature style, the first time your opponent draws the signature style it has no additional effect but the Foul Play ends and the opponent may use the signature style normally for the rest of the match (The Foul Play is cancelled whether or not the opponent wins or loses the round). [/QUOTE]
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