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Epik Retro Arcade Fighters

pyrak Dec '16  /  edited Mar '17
(This is still an idea in the works so it's got plenty of gaping holes)

You are Epik warrior from across the multi-verse, summoned to do what you do best, fight! Whether it's through old fashion punches, high tech gizmos, or crazy magic, it doesn't matter, what matters is that you're good at it.

Epik Character Creation
Life/PP & Base Traits have the default start amounts.
(min-maxing is perfectly acceptable)

Bonus traits, you start with two +1 traits. One is an Attack trait, and one is a Passive trait. Passive ones are fairly easy, whenever something happens, it gets triggered automatically. Attack traits are the ones that add to an attack's dice (at a cost), as well as have some special effect. I am the final say on what is acceptable and what isn't. (Also you don't have to use PP as the only thing that Attack traits spend)

Example Attack Trait Ideas
Burning Rage: (Melee) Attack burns opponent equal to damage dealt to you since your last turn. Costs 1 PP.

Back Stab: (Melee) Deal double damage if attacking from stealth. Costs 1 PP.

Frozen Blood Bullet: (Ranged): Ranged attack, Pierces target's defense equal to this trait. Costs 2 Life.

Passive Examples:
Evasive: Dodge Bonus
Block: Block Bonus
Vampire: Regain life after killing an opponent.
Stealth: (Ability) Stealthed (can't be attacked unless attacking after stealthed, can't be noticed unless a greater Wisdom roll is made).

Might: Melee & Blocking Ranged attacks
Agility: Ranged & Evading Melee attacks
Wisdom: All things that aren't covered by the two above.
(basically wisdom's the catch-all utility stuff)

Elements & Status Effects
Fire (Advantage over Acid & Electricity)
- Burn (Countered by Agility)
Acid (Advantage over Chi & Water)
- Poison (Countered by Agility)
Chi (Advantage over Electricity & Fire)
- Knock-back (Countered by Might)
Electricity (Advantage over Water & Acid)
- Shock (Countered by Wisdom)
Water/Ice (Advantage over Fire & Chi)
- Freeze (Countered by Might)

Each status effect looses 1 point each round (after they trigger), and you may roll to remove additional points from each once per a round (on your turn before they trigger, same roll type as initial counter roll(s)).

Burn (F#): Inflicts unblockable damage equal to 2/# rounded up.
Poison (P#): #0% reduction to all Might rolls you make.
Shock/Stun (S#): Your movement is halved and you can't defend.
Freeze (C#): #0% reduction to all Agility rolls you make.

Bleed (B#):
Regenerate (R#):

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