| Mon: A Tabletop RPG; I thought this might be a fun little project | |
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| Tweet Topic Started: Oct 21 2013, 06:44 AM (95 Views) | |
| ByronTheHound | Oct 21 2013, 06:44 AM Post #1 |
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Lord of All Hell-Hounds
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First off I have no idea where to post this so if any of you mods think that this belongs somewhere better than please feel free to move it there. So basically over the past few days I've been rolling around an idea in my head for a tabletop role-playing game. Being an avid lover of Tabletop RPGs and Pokemon I set out to find some games that combined the two. My search was less than helpful and most games I found were fangames that were less than... ideal to say the least. most of them were either WAY too complex with far too much math that would just end up slowing down the game or they were games that didn't have much customization, which is a big negative as half the fun is designing the Mon's from the ground up. Now here's where my idea for a game comes in as I try to create a "Rules Lite" game that can be easily picked up and played with little to no trouble while keeping it complex (not complicated though) enough to be fun and interesting. Also this won't just be me posting updates to this game either (otherwise why even post this to begin with, I might as well just build it by myself). Instead I'm posting this so that ANYONE who wants to help on the project CAN help by posting their suggestions in this thread. Not only will this make the game better in the long run, I feel, it will also be a fun little exercise for most of the entire forum and anyone who wishes to participate. Whether you have a suggestion for a new mechanic, Species, or just world fluff like characters and side-story then feel free to post. Also pleased be warned that as of right now this game is VERY ROUGH! Like extremely so. If I had to give it a version number this would be Alpha Version 0.1. So it would be nice for anyone who can to get a group of friends or family together and playtest this admittedly rough game and see what can be improved then post what you think needs adjusting here! Ok, enough preamble let's get into the meat of this. So the basic story is this: You are trainer in a world full of creatures named Mon's. They are highly powerful and destructive. You catch them for all manner of things, mostly battle, but sometimes also for things such as manual labor and the powering of machines, etc. You do that by using a machine called "The Gauntlet" a forearm mounted machine that has 6 Disks implanted in it. One Disk is situated at the palm of the hand and the rest of them roll along The Gauntlet's bottom face. When a Mon is captured they are turned into energy and stored onto these tiny Disks. When sent out the specified Disk switches into the palm position and a bolt of energy is shot out releasing the Mon in a bright light. The Mon is then tethered to the Gauntlet via a chain of energy. This keeps the Mon in control and also restricts its power so that it won't be too destructive. If this chain is broken the Mon will then be freed and general bad stuff happens for everyone involved, except for the Mon seeing as they're the ones causing the havoc. That's the basic "story" nothing more nothing less. What are the Mon's? Why do they exist? How advanced is this society? I don't know, that's up for YOU GUYS to decide! Now onto mechanics! This game will be as "Rules Lite" as possible as I want it to be as accessible possible. So for this game you'll be using only 2d6's, (For those of you unfamiliar with the terms 2d6's means 2 Six Sided dice. The first number represents the number of dice and the second number represents how many sides the die should have. Yes there are different kinds of dice than the common 6 Six Sided one but don't worry they won't be making an appearance here) plus an applicable stat. In battles you can perform 2 moves a turn. A Trainer Move first and then a Mon Move or 2 different Mon Moves. After you use up your turns its the next player in the initiative order time to go. Trainers- Trainers aren't too important in battle but they do offer support that can turn the tide of battle if they're cunning enough. Trainer Stats: +2, +1, 0 Assign these numbers to the three trainer stats. One stat will be a +2 another will have +1 and the final would have just 0 Training- Bonding- Capturing- Trainer moves with associated Trainer Stat: Roll 2d6+the stat before the move in order to use it. If the end total is greater than the Mon's Rage then you add the bonuses from the move you wanted to use to that Mon's stats for the turn. Training- Go For the Throat- +2 agg, -2 agl Bonding- Be Careful- +2 tou, -2 agg Training- Dodge it- +2 agl, -2 tou Bonding- Calm Down- +2 cun, -2 rage Training- Berserk- +2 rage, -2 cun Passive- Does nothing Let Off the Leash- All Mon Stats increased by 3 except Rage which is doubled. The Mon can only use the base attack. The Trainer is no longer in control. In order for the Trainer to gain back control is to recapture the Mon. In order to capture a Mon you must roll Capturing against the Mon's Rage stat. If you were the original Trainer of the loosed Mon then you can use the Move Calm Down to lower their Rage and make them easier to catch. A loosed Mon can be caught by ANY Trainer not just its original Trainer. Trainer Skills: 15 points to add to skills. All skills start at 0. Skill rolls are 2d6+Skill against GM selected difficulty number. Acrobatics- Leadership- Stealth- Negotiating- Intimidation- Larceny- Investigation- Deception- Technology- Repair- Treatment- Mon Stats: Mon's have 25 points that you can spread among their stats and buy traits. Also you will pick a Species in which the Mon belongs to. Aggression(Agg)- Agility(Agl)- Cunning(Cun)- Toughness(Tou)- Rage- Mon HP= 15+Toughness+1d6 Mon Initiative= 1d6+Agility, initiative is used to determine who goes first in a battle. The higher initiative goes first and the lower goes last. In order from Greatest to Least. Traits: Traits are bought using the same pool of points that you would use to increase a Mon’s stats. Meaning that whether you boost your stats or buy traits the amount of points you can spend is dwindling. As of right now there are only three traits I can think of but through suggestions you can share your ideas on more traits. Thick Hide- For every point of Thick Hide the Mon has you reduce any received damage by that amount. (Example: I buy 3 points of Thick Hide for my Mon. My opponent attacks me and it hits, they roll for damage and get a 9. Due to my Mon’s Thick Hide the damage is instead reduced to 6.) Spiked Body- If a Mon attacks a Mon with this trait with a Move that is physical in nature the attacking Mon takes points of damage equal to the number of points in Spiked Body. (Example: I buy 4 levels of Spiked Body when a Mon tries to attack me with a basic attack Move, which is physical in nature, they would take 4 points of damage back. Battle Speed- For every point in Battle Speed you add that many points to the Mon’s initiative roll. Mon Species: The Species of a Mon gives it a base bonus to certain stats and gives the Mon a general appearance. Humanoids- Just like normal humans they are quite versatile and adaptable. +2 to Cunning and +2 to any other stat of your choosing. Weakness: Any element of player's choosing Beasts- They march the lands and are strong and feral. The kings of all they survey. +2 Aggression and +2 to Rage. Weakness: Earth Avians- Lord of the skies they're fast and agile but they can't take much of a hit. +2 Agility and +2 Cunning. Weakness: Water Leviathans- The oldest of all Mons. Primal in all things they live in the deepest abysses of the sea. +2 Rage and +2 Toughness. Weakness: Lightning Reptiles- Cold blooded and thick skinned they can take their beating as well as they can dish them out. +2 Aggression and +2 Toughness. Weakness: Ice Amphibians- Slick and unsuspecting their laid back appearance hides a surprisingly agile and fierce nature. +2 Aggression and +2 Agility. Weakness: Fire Basic Mon Moves: These are Moves that ALL Mon’s regardless of species can do. Attack: Roll 2d6 and add Aggression if the total is higher than the target’s defensive roll than the attack succeeds. If it succeeds do 1d6+Rage damage to target. Avoid Harm: When being attacked you can use this move to try and dodge it. Roll 2d6 and add Agility. If it is equal to or greater than the attacker’s roll than you completely dodge the attack and take no damage at all. If the roll wasn’t greater than the attacker’s roll than you take full damage from the attack. Block: When being attacked you can use this move to try to block damage or reduce it. Roll 2d6 and add Toughness. If it is equal to or greater than the attacker’s roll than you block all damage. If the roll wasn’t higher than your opponent’s you instead take HALF of the total damage from Attack. Study Opponent: You Roll 2d6 and add Cunning, the target rolls either 2d6 plus Cunning OR 2d6 plus Agility. If the roll is greater than the opponent’s then you gain an ADVANTAGE on the next attack or defensive action: meaning they can add another d6 to their roll. This move can be stacked any number of times for an even greater amount of ADVANTAGES. Fight or Flight: When your Mon’s health has reached half or less you can use this move. Roll 2d6 plus Rage. HALVE the number you get (Round down if you get a fraction) and then add it to either future Aggression rolls OR Agility rolls as an ongoing effect for the next 3 turns of the battle. (Example: I roll 2d6 and my Mon has 4 in Rage. I end up getting a 4 and a 3 on my dice for a total of 7. I then add that 7 to my Mon’s Rage of 4 and get 11. I halve the 11 to get 5.5 and round that number down 5. I then choose to either add it to my Mon’s Aggression or Agility BUT NOT BOTH and the stat you choose ONLY gets the added bonus. Meaning if I chose to give that plus 5 bonus to my Mon’s Aggression than it stays on my Mon’s Aggression and CANNOT be used for my Mon’s Agility rolls. For the next 3 turns of the battle I can add that bonus 5 to my chosen stat each time I roll with it.) This Move can be stacked multiple times and you don’t need to choose the same stat again to receive the new bonus. However your health must remain at half or less to use this move or gain its bonuses. If during the course of the battle your Mon’s health goes above half then this Move becomes locked and any bonuses currently in play due to this move are immediately taken away, even if they would normally still have turns left before the bonus expired. Custom Moves: 10 points To build a Custom Move you must spend the Move points on several things. From simple damage to status ailments. First you must decide whether you want the Move to do damage or not. If you want it to do damage then you add the simple base attack damage of 1d6+Rage. If you don’t want it to do damage then you can just leave it out. Then you must decide whether the Move will be Physical or Special. Physical Moves can either be dodged or blocked but Special Moves are different in that instead of the normal Attack formula of 2d6+Aggression, instead you will roll 2d6+Cunning. If the Move affects a Mon’s mind or will, the resisting Mon needs to make a Cunning roll by rolling 2d6+Cunning. If the Move can harm the Mon’s body then you can still dodge or block as normal. Damage rolls for Special Moves are still the same as Physical Moves. It costs nothing to make a Physical Move but it will cost 2 points to make a Special Move. After you decide on that you then start adding Move Traits to the Move by spending points. Unless otherwise noted, to increase any of these by 1 costs 1 point. Damage- By spending points in damage you can add an equal amount of damage to a damage roll. (Example: if I buy 2 points of damage for a Move I’m making then the damage roll for that Move would be 1d6+Rage+2) Accuracy- By spending points in accuracy you add an equal amount to the attack roll to determine if the Move hits. (Example: if I buy 4 points of accuracy for my Move then my attack roll would be 2d6+Aggression+4 against an opponent’s defense roll to determine if I hit. It does NOT add to damage.) Ongoing Damage(Resist with Toughness)- A Move with ongoing damage does damage each turn equal to the amount of points in ongoing damage and lasts for a number of turns equal to half that amount rounded up. When a Move with ongoing damage hits the attacker must then roll 2d6+Ongoing Damage against the defender’s roll of 2d6+Toughness. If the attacker’s roll is higher than the defender’s, the defender is afflicted with ongoing damage. If the defender’s roll is higher the affliction is avoided. Stun(Resist with Toughness)- A Move with Stun can stop a Mon from doing any moves for a number of turns equal to the amount in stun. When a Move with stun hits you must make a roll of 2d6+Stun against the defender’s roll of 2d6+Toughness. If the Stun roll is higher than the defending Mon is afflicted with Stun and may not be able to do anything for a number of turns equal to stun. However each turn the defender will flip a coin or roll a die. If the coin is Heads or you roll a 4, 5, or 6 then the stun is broken and you may continue on normally. If the coin lands on tails or you roll 1, 2, or 3 then the Mon is still stunned and can’t do anything. The stun lasts until you break it through the coin flip or die roll or until its duration runs out. Sleep(Resist with Cunning)- Akin to Stun except with a few differences. The attacker rolls 2d6+Sleep against the defender’s roll of 2d6+Cunning. If the attacker’s roll is higher, then the defender will be put to sleep for a number of turns equal to Sleep. This affliction only goes away after its number of turns is up or until the Sleeping Mon reaches half or less HP at which point they may immediately roll Fight or Flight as a FREE action upon waking up. Confusion(Resist with Cunning)- When the Move hits the attacker rolls 2d6+Confusion against the defender’s 2d6+Cunning. If the attacker rolls higher the defender will be put into a confused state for a number of turns equal to Confusion. When confused flip a coin or roll a die, if tails or 1, 2, or 3 then the Mon does damage to themselves equal to half their Rage value and can’t do anything else that turn. Advantageous- Costs 5 points and makes the Move give an ADVANTAGE to the Move’s user when it hits. Elements: You can add a elements to a move. Elements cost a flat price of 3 points. When an appropriate element is used against a Mon that is weak to that element the move does more damage. Add 1d6 to the damage roll plus an additional 1d6 for every level higher that the attacking Mon is compared to the defending Mon. (If the Mon is level 2 and the defending Mon is level 1 then add 2d6 into the damage roll: 1d6 as a base addition because the attack hit and the defender was weak to that element plus an additional 1d6 because the attacker Mon was 1 level higher.) Elements are a one time buy. Stacking the same Element onto a move doesn't make it do any more damage than it would normally do against a opponent who is weak to that Element. Elemental List: Earth Lightning Water Fire Ice Advancement: A Mon levels up once their EXP points reach 10. They earn 1 EXP for winning a battle plus an additional EXP for each level that the defeated Mon was higher than the winning Mon. When a Mon levels up they gain 5 points to spend to stats. They can also choose to increase HP by either choosing a flat bonus of +3 or rolling 1d6 and adding the result to their HP. The Mon also gets 10 additional points that can be used to create new Moves for the Mon or to increase the effectiveness of a current Move. Adjust all levels and rolls designated to stats to fit your new stat levels: HP, Initiative, etc As of right now this is all I got and as I said before it is VERY rough and incomplete. I haven’t worked out a system of Advancement for Trainers just yet so feel free to drop some suggestions. Also I am planning on adding evolutions to this game but as of right now I still don’t have all the kinks for that worked out; though I do have a few ideas for that, nothing has been totally worked out just yet. So, tell me what you think, give me your suggestions, and if you can please do playtest it at home with your friends and family to see how it all works out. Just because it looks sound and balanced on paper doesn’t mean that it is during actual play so that would be among the most important things you could do to help this develop better. Edited by ByronTheHound, Oct 26 2013, 02:26 PM.
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| darkvengance100 | Oct 22 2013, 08:58 AM Post #2 |
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The Lord of Darkness
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I like this idea, sounds very cool, I'm hook. So with the species, are they weak to certain elements or what, or is their elemental attacks in the game? |
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| ByronTheHound | Oct 22 2013, 03:20 PM Post #3 |
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Lord of All Hell-Hounds
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Nice to know that I managed to get one of your guys hooked! As for your question I was thinking of a few things about that but I wasn't totally sure. I was either going to go with adding elements and elemental attacks in addition to Species to further the customization; however I wasn't sure whether or not I should have added them due to the fact that I didn't know which elements to use. The second idea I had was to actually make the Species themselves weak or strong against other Species. This would involve bringing in more Species to make up for a lessening in the customization options with the lack of options. There are most certainly other ways we can do this but those are the two best ideas I have thought of as of right now. If you have any ideas that you think may be better in place then please share! Edited by ByronTheHound, Oct 22 2013, 03:22 PM.
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| darkvengance100 | Oct 23 2013, 03:34 AM Post #4 |
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The Lord of Darkness
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I guess until we can figure that out, we can have normal attack like bite, scratch, tackle, ram, etc, until we can come up with a system for it |
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| ByronTheHound | Oct 23 2013, 01:33 PM Post #5 |
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Lord of All Hell-Hounds
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The major thing about Moves that I want in this game is that any Move a Mon has is customized by the player themselves, outside of the basic Moveset that every Mon has at character creation. So after a little bit of thinking I've decided that I can add elements into the Move creation system. Along with that I can have it so that every Species is weak to a certain element thus causing a Move with that specific element to do added damage. I'm going to have to do a little number crunching in the mean time before I add it to make sure that I don't accidentally make elements OP as all hell. If you have any ideas about anything else feel free to post them. |
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| ByronTheHound | Oct 26 2013, 02:20 PM Post #6 |
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Lord of All Hell-Hounds
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Update: Yeah you guys thought I just upped and abandoned this little project didn't you! But you're wrong! Ha! I was just off doing some number crunching tis all! Time for Patch Notes! Patch Notes: Added Trainer Skills that are used outside of battle and for general roleplay purposes. Added Elemental Weaknesses to Species. Added Elements to Move Creation so that a Move can capitalize on these new Species Elemental Weaknesses. Added Mon Advancement and Leveling Up. As you can see Byron has been a very busy boy! If you guys have any suggestions or ideas please feel free to post them. |
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| darkvengance100 | Oct 27 2013, 03:07 AM Post #7 |
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The Lord of Darkness
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So is there going to be a solo mode thing you can do as well as multiplayer stuff, or just pure multiplayer mode? |
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