I'm going to make a game on Scratch based on my hit Forum Game, Ninja RPG. If you have ideas please post theem here. The link is in my sig. Click the picture if the ninja.
Offline
norberts wrote:
I don't think it's gonna go anywhere, but keep on trucking.
The Wizard RPG seems to be working fine.
Offline
let me try again:
if you have ideas for a Scratch Ninja RPG game, not the forum ninja rpg, please post them here. It would mean a lot if you share your ideas and thoughts with us. I might incorporate them into the game, and if i do you will get credit.
Offline
How about power up ideas?
I say that you put in:
Special fruit that heals you (it's supposed to look like a peach)
A rock that could be used as a weapon or an ingredient for a potion.
Offline
I have something that could help make an RPG.
Offline
well share it!
Offline
Okay, it's called tinyRPG. It helps make characters. I'll share the entire thing in 5 posts: jut change it to fit your needs.
-----------------------------------------------------
tinyRPG
v1.0
by Konnel Domiano (aka Teak, Zrayaan)
Copyright © 2000 QuikLink Interactive, Inc.
tinyRPG is QuikLink Interactive, Inc.'s trademark for it's Beer and Pretzels Roleplaying
Game
Creating Characters
How to Create a Character in 90-Seconds:
Step I: Characteristics Values (CV)
Roll a D4 for each characteristic: Physical, Mental, Emotional, Spiritual, Social.
Step II: Skills Values (SV)
Players create their own unique skills, spells, psioncs or super-powers limited by a
particular CV (3 Physcal Sklls may be created as items under Physical Characteristic of
3, for instance). There are two guidelines for creating skills:
Each skill has a static, base value of +1 and modifies it's controlling characteristc in
actions.
each skil, spell, psonc or super powerl must be as specific as possible, subject to GM
approval (ie: mountain biking in lieu of bicycling; but may dodge or hit the dirt)
· · · · · · ·
Step III: Stats
Every character has two stats:
• Hit Points ( Physical CV + 3) - how much physical damage the character can
withstand
• Power Points (Mental CV + 3) - depending on the scenario is how much mental
damage your character can withstand, spell or psionic points, super-powers
endurance, will power or sanity points, etc
· · · · · · · · ·
Step IV: Equipment
Whatever the GM will let you get away with.
Offline
Actions
There are exactly five different types of actions corresponding to the five types of
Characteristics . They are:
• Physical - aything having to do with physical power or performance;
• Mental - anything having to do with mental powers, intelligence, or wisdom;
• Emotional - anything having to do with personality or emotions, either one's own
or another's;
• Spiritual - anything having to do with the supernatural (gods, demons, ghosts, big
octopoid-like monsters)
• Social - communication and some specific types of knowedge (psychology,
seduction, etc)
· · · · · · · ·
To perform an action, roll 2d6 and add the appropriate CV (and any one skill, if
applicable); an action is successful on a roll of 7 or higher. It's that simple.
Why ? The maximum score on 2d6 is 12; in this range there are five numbers above 7
(i.e. 8-12). Add to that a maximum CV of 4 and +1 for a skill and there are exactly 10
possible scores of a successful action. Characters (and their Nemesis) are heros, and thus
stand a good chance of succeeding. The real questions are how well and how quickly.
If it becomes necessary to tell how well an action was performed, the Quality Value (QV)
of an action is the number of points over 7 of the modified die roll (subtract 7 from the
die roll). This is done automatically for you on the CRS. There are three ways the GM
might complicate this (and sometimes more than one applies):
• Buffer It: set a minimum QV for the action, in effect setting a difficulty between
1 and 10. For example, a particular knowledge requires a QV of +5.
• Tab It: require a total number of points be accumulated over an indefinite
number of rounds. For example, a lock requires a total of 20 QV over the course
of several rounds.
• Degrade It: subtract a number of points from the final QV. For example, a heavy
door 'absorbs' 3 points from every blow.
Offline
Contested Actions and Combat
Sometimes an action might be contested by another character opposed to it. For example,
a tennis player bats a ball across the net, trying to score. In this case both characters roll
for success and the one with the higher QV wins the point.
There is a slight complication to this in the case of combat, which is basically a contested
action usually of a Physical nature but often Mental or perhaps Emotional or Spiritual.
The attacking character is aptly called the attacker, and the defending character is
similarly called the defender. There is always an attacker and defender, whether spell,
super-power, melee or missile. (And note, you can have more than one attacker on a
single defender). Both parties test their action and determine the QV which leads to one
of three possible outcomes:
• The attacker scores higher than the defender; the differnece in the two QVs is
the damage done to the defender.
• The defender score higher than the attacker; the actionis finished.
• The scores are a tie; the attack is finished.
· · · ·
And yes, defenders do get defense rolls against gun attacks (consider them moving,
dodging, range difficulty, etc).
Timing
When push comes to shove, it helps to impose an artificial time structure on the action.
In this case, determine individual actions by working around the players and NPCs in
order of their Mental CV. Everyone gets one offensive action (i.e. attack); everyone gets
one free defensive action (i.e. with a +1 SV), and thereafter must rely on their Physical
CV for defense. Five seconds will have elapsed within the story once everyone has had
their attack
In the case of spells, psionics, etc, each use of this type of skill uses up 1 Power Point,
and counts as the characters action for the round (or segment if using the optional rules).
Offline
Teak's Optional Rules
Creating Characters
Step I: players may allocate a 10-point pool among the 5 Characteristics; each attribute
must be within the 1-4 range.
Step II: players may stack skills to achieve a higher bonus, limted by the CV. Example:
a player may allocate under his Physical/3 a .32 Special/+3.
Actions
In order to accurately reflect the relative strength of various types of characters in
performing actions, the GM may assign different ranges to different attributes for
different characters. For instance, a Hobbit might Roll a 1d12 to determine the outcome
of Physical actions, while an Ogre might have 4d3, and a dragon 6d2!
Combat and Contested Actions
Weapons and armor may be given degrading modifiers, theoretically between 1 and 10,
but practically between 1 and 4. Armor subtracts from the attcker's QV while Weapons
serve only to overcome armor DMs. For example, a chainmail +2 would subtract 2 from
the attacker's QV. If attacked with a Sword +1, the chainmail would only subtract (+2-
+1) or +1 from the QV. If attacked with a Sword +3 the chainmail would stop none of
the damage, but the sword would cause no extra damage.
Timing
Each round of action is 20 seconds in length. Each player has a number of actions
within this 20 seconds equal to his Physical CV; thus, there are four 5-second segments.
Beginning in the first segment and for as long as an individual character has actions
remaining in the round, order is determined in each segment according to the players'
Mental CV. Players may delay their actions until a later segment, but may not act more
than twice in a single segment. There are no free defensive rolls, and the defender waits
to see if the attacker succeds before rolling his defense. However, once the defender acts,
he may roll defensive rolls against any attacks throughout that segment.. For example:
Alpha has a Physical 3/Mental 3 and Beta has a Physical of 2/Mental 2. The GM starts in
segment 1 (the first 5 seconds). Alpha always acts first, and rolls an attack against Beta;
Beta then rolls his defense. In segment 2, Alpha rolls and misses, but Beta decides to
hold off on his last action (realizing they have at least one more segment to get through
because Alpha has 3 actions in a round). In segment 3, Alpha attacks again and hits, and
Beta rolls his defense. If Beta had an action remaining for the fourth segment, he
couldhave attacked Alpha who would have had no more actions with which the defend.
Offline
· · ·
• If using the stacking rules for skills and the option timing rules outlined above, a
character may divide his SV among multiple attacks and/or defenses. For
example, with a Sword +3 a character might make three +1 attacks, or a +2 attack
and a +1 attack, or a +1 attack and a +2 defense, etc.
· · ·
• If he has a weapon drawn and scores higher than the attacker, the defender may
riposte an attack by subtracting the original attacker's bonus points from his and
using that to return an attack. The original attacker rolls again (as a defense) and
compares the value with the riposte.
· · ·
• If using the stacking rules for skills (and thus spells, powers, etc), the character
may split his SV up among several attacks and pay the cost in Power Points of
each individual strength. For example, Alpha has Fireball +2. He may fire off
two +1 Fireballs costing 1 Power Point each. If he had Fireball +3, he could fire
off 3 +1 Fireballs, or perhaps a +2 Fireball only costing 2 Power Points.
-----------------------------------------------------------------------------------------------------------------------
And that about does it. I basicly just copied and pasted 5 pages off something.
Offline
Sounds great!
but can you put it english i don't understand it.
Offline
joeisawesome wrote:
Sounds great!
but can you put it english i don't understand it.
I can explain the dice, 2d6 means 2, 6 sided dice. so, in (#1)d(#2), #1is the number of dice, and #2 is how many sides the dice has
Offline