Chanlye's Trashcan

Chanlye

❮ III. Dungeon Tarnished ❯
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Unfolding the Unknown
Here I will be posting some stuff I want to keep, but need to remove from another thread
 

Chanlye

❮ III. Dungeon Tarnished ❯
Messages
119
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
OOC
Unfolding the Unknown
The Tools for your Desires


Homebrew (OLD VERSION, PLAYTEST 1.1 ERA PATCH)

Introduction to Chanlye's mechanics

I personally like to take every aspect of the world and try to use it as both flavor and mechanic. From Racial Traits to Mastery and even Tags. Some of them do not have any official mechanical difference, so whenever viable, I will be trying to apply some.

Of course, you are still free to flavor things as you wish.

And do not feel restrained by mechanics when you are thinking about your actions in my challenges, I will give you some tools to tinker with your own deal if you ever wish to.

Auto Assist vs Free Combat on AoE

As it is known in Terrasphere, your character can use Auto Assist, or Free Combat. To summarize, Auto Assist allows your character to play out by pre-determined maneuvers and skills, while Free Combat allows your character to use their skills freely (you can read it more detailed here). This choice affects how things play out in my challenges, more particularly on AoEs...

Auto Assist: Your AoEs work as it is intended in Terrasphere. You roll your dice, divide by 3 and apply it according to the Action (Three targets for heal, three targets for one round for buff, for example). It is recommended for players who want to play without worrying too much about calculating things.

Free Combat: Your AoEs work differently, they have more freedom. You roll your dice, and distribute your result as you feel desirable. (For example rolled a 40 on heal, you can distribute 10 to X, 25 to Y and 5 to Z, or 10 to X, 5 to Y, 5 to Z, 15 to W, 5 to A, it is all up to you). However, the lowest value being distributed cannot be lower than 20% of the highest value (you can't heal someone by 4 and another by 36).

The Combat mode can be changed out of combat, but never during it. And the AoE, regardless of the mode, must be called out BEFORE the roll. If it isn't called, it will be set as Single Target by default.

Particularities of each Action

First of all, AoEs aren't exclusive for Supportive and Defensive abilities anymore. Ultra Hinder, Burst Attack, Reckless Attack, and Heavy Attack can also be used as AoEs, following the same rule as Healing (Both for Auto Assist and Free Combat modes).

Following next, we will be mentioning some particularities:


Hinder and Ultra Hinder not only have the ability to deal SP damage, but they also have the ability to apply conditions to enemies. To apply a condition to an enemy, the character must surpass a target's DC with its SP damage, then they must make a Mastery Check with the mastery used to hinder. This Mastery Check must pass the target's Condition DC, and if successful, the condition is successful. If an Ultra Hinder was used, the Mastery Check is done with advantage.

Minor conditions must meet the DC normally. Mid conditions and Major conditions have some variation in the DC value. The value can vary depending on the target, and the base DC increase every time a target is hit by a condition.

Boss Monsters are generally very resistant to conditions, changing their full effects and sometimes being outright immune (a nat-100 may change it, if feasible).


Whenever a Taunt is done, the user must make a Defensive Mastery check against the DC of the target to see if the taunt is successful.

Taunt Busters occurrences depend on the monster. Some are triggered by damage, by chance, by strategy, or even by failing to meet the taunt DC.


Inspire's buff not only can be added to Mastery Checks, Expertise Checks, and Contributions Checks, but also to Saving Throws. You may also target yourself with Inspire.


Haste can be given to up to 3 targets for 1 cycle as normal, but it can also be given to 1 target for 3 cycles in Auto Assist.

In Free Combat, you can also give two 2 targets for 2 cycles.


Healing and Buffs can be used to clean conditions from targets. You must roll a Mastery Check with the Mastery you used to heal or buff a target, and this Mastery Check must pass the condition's DC. If a Power Heal or Power Buff was used, the Mastery Check is done with advantage.


Everyone has one 'free' slot for passives. This means someone can pick up Alter Hinder, Speed, Defense, Damage, Support, Speed, Momentum, Avenger, Instability, Regeneration, and Extension without spending an Action Slot.

However, if the character picks up another passive, it consumes an Action slot as normal.


Not everything is covered by rules and calculated mechanics. This is where the Creative Action comes, where you tell the DM what you want to do, and in the lack of a mechanic that can cover it, you will be (generally) asked to roll a Mastery Check or a Skill Check (or even both) to cover it.

Sometimes, you will be asked to roll an action, an attack, a heal, or maybe won't even roll anything at all, but at the end of the day, it will have some sort of cost, be it your Standard Action, or some resource like movement or HP.


Particularities of each Mastery


Arcanamancy: -10 damage from one Magical Source Once per Cycle. It occurs before modifiers (Protect & Vulnerable).
Astramancy: Roll 3d100 at the start of the Challenge. You may use one of these three rolls Once per Challenge, which can be used in many ways: You can use it to substitute a roll from you or an ally that is within your range, you may use the roll to decrease the amount of damage taken by yourself or an Ally on the Cycle by its value, or you may even swap one damage source for the dice you have rolled. Sometimes, Monsters and Enemies also make rolls, and you may use the dice to change the outcome of one of the dice it rolls. These rolls aren't eligible for Achievement.
Beast Art: You can repeat one Bonus Action once per Cycle.
Geomancy: Can AoE with both Hinder and Ultra Hinder, and base Condition DC increase per success is halved.
Guard Arts: You redirect 50% of the damage someone received in the damage or enemy cycle in your zone to yourself as a Bonus Action, this can potentially save them from death. The redirected damage is unaffected by modifiers.
Hemomancy: -10 damage from Physical Sources Once per Cycle. It occurs before modifiers (Protect & Vulnerable).
Hydromancy: Automatically apply one stack of Slow to enemies targetting you and the allies you are protecting.
Illusion: 10% of chance of not receiving any damage in the Damage Cycle.

The passive abilities of the Defensive Masteries are always active. (This may change in future)

Aeromancy: Can ignore map obstacles and hazards, but can't end their turn in the same zone of a map obstacle or hazard without suffering the consequences. If combined with Aerialist's beastfolk feature, or Dynamism, or Metamorph, or Evoke, the character can remain one extra cycle on the zone without suffering the consequences.
Crush Weapons: Attacks ignore 'Protected' condition.
Dark Magic: You can increase up to the double of your damage by sacrificing your HP by the value the damage was increased. This can be used Once per Challenge, and it triggers Immortal as normal.
Martial Arts: You can attempt to apply Grapple, Prone, or Stun conditions with HP damage as a Bonus Action.
Pierce Weapons: Attacks on Vulnerable targets deal 250% of damage instead of 200%.
Pyroclasm: Can use AoE with any Damage Action.
Ranged Weapons: You can hit targets 1 zone away from you. This stacks with Extension.
Shadow Arts: Sneak Attack's success rate is 75+ (D), 60+ (C), 45+ (B), 30+ (A), 15+ (S), Critical Attack's success rate is 97+ (E), 94+ (D), 91+ (C), 88+ (B), 85+ (A), 80+ (S)
Slash Weapons: Automatically apply one stack of Bleed to enemies you target.

The passive abilities of the Offensive Masteries activate depending on the Mastery being used to attack. (For example, if you are using Shadow Arts to roll the attack, you will be using Shadow Arts' abilities, and not Ranged Attack or anything like that).

Alchemy: Can use a Support Action without releasing its effect right away. Instead, you can hold the effect in potions to yourself or give it to someone else in your zone for them to use as a Bonus Action. You can make a total of potions equal to your Mastery Rank per Combat.
Animancy: When reviving a target, you can opt to bring them back to fight as an undead as a bonus action. If they die as an undead, it still counts as just one death. The undead version crumbles at the end of Combat.
Chronomancy: Once per Challenge, using a Special Support Action, you can try to return a target in your zone to the state they were in the previous cycle, even saving them from one death count. This requires a DC 100 Chronomancy Mastery Check.
Divine Magic: Once per Challenge, using any Special Support Action, you can try to plea for a Miracle. This requires a DC 100 Divine Magic Mastery Check, and the effects are up to the DM's control, which makes it a low-tier Gambit.
Harmonic Magic: You can use Inspire as a Bonus Action, but the value is halved when you do so.
Magitech: You can mimic the Action or Bonus Action of an ally in the same zone as you, using an improvised magitech invention. You can mimic the actions an amount of times equal to your Mastery Rank per Combat.
Nature Magic: When healing an ally, they regenerate 20% of the rolled value during the damage cycle. This can potentially save them from death.
Spirit Magic: Once per cycle, you can use your weapon bonus for a Mastery Check for cleansing.

The passive abilities of Supportive Masteries activate depending on the Mastery being used for the Support action. (For example, you can't use the Animancy ability if you are using Nature Magic to revive).


Tags, Titles, Curios & Primons


Astorea: +2 for every Rank on the Equipment applied to rolls related to helping Astorea directly.
Dissonant: Once per Challenge, you can apply +5 for every Rank on the Equipment applied to a roll, embuing Dissonance to your action. This may come with consequences.
Duty: +2 for every Rank on the Equipment applied to rolls related to succeeding on your Duty. (The 'Duty' must be specified before the Challenge, and it remains until you decide to change it in another Challenge. The 'Duty' can't be too vague like "I want to always accomplish my mission")
Ember: Your Pyromancy Mastery Checks are done with advantage. If you don't have Pyromancy, you can use one Offensive Action as if it was Pyromancy, Once per Combat, using your highest Offense Mastery's values.
Excel: You can use Exceed Once per Combat, even if you don't have it in your actions. If you have it in your actions, you can double the stakes.
Fallen: Once per Cycle, +2 for every Rank on the Equipment applied to rolls when things are against your odds. (DC is higher than what you can manage if you rolled 50 + modifiers).
Fated: Once per Challenge, you can reroll one die and take the highest value.
Fiend: +2 for every Rank on the Equipment applied to Presence Rolls against the enemy.
First: +5 to your first roll of the Challenge for every Rank on the Equipment applied. (Haste excluded)
Gaze: +2 Awareness for every Rank on the Equipment applied.
Last: +5 to your last roll of the last mechanic-driven cycle of the Challenge for every Rank on the Equipment applied. (Haste excluded) - DM may add the bonus in secret if they want to hide the nature of the last cycle.
Loyalist: +2 for every Rank on the Equipment applied to rolls related to directly helping someone you are Loyal to. (Must specify one person during the Challenge, and they remain until the end of it)
Molten: You have advantage on Fortitude Saves against Burn condition (on Armors). You may attempt to apply Scorched condition on a target you hit (on Weapons)
Night: +2 Presence for every Rank on the Equipment applied when bathed by the night.
Noble: +2 for every Rank on the Equipment applied to rolls related to helping a Nobility directly.
Queen: Receives -1 damage coming from non-Boss Monsters for every Rank on the Equipment applied.
Reckless: Once per Challenge, you can use Reckless Attack or Exceed despite not having it on your Action slots. Both make you Vulnerable.
Serene: +2 for every Rank on the Equipment applied to Will Save Throws.
Slime: +10 on the Mastery Check when attempting to Restrain a target.
Stratos: -10 damage from falls.
Sun: +2 Fitness for ever Rank on the Equipment applied when under the Sun.
Torch: +2 for every Rank on the Equipment applied to rolls related to Exploration.
Usurper: +2 Knack for every Rank on the Equipment applied.
Venom: Your Nature Magic Mastery Checks are done with advantage. If you don't have Nature Magic, you can use one Support Action as if it was Nature Magic, Once per Combat, using your highest Support Mastery's values.
Yladia: +2 for every Rank on the Equipment applied to rolls related to helping Yladia directly.

During a DM Challenge, you may have as many weapons or armors in flavor as you wish, but mechanically, you may only have two tags for weapons and two tags for armor overrall.

Adamantite: +15 Presence. +15 Fitness.
Black Whistle: +15 on Will Saves.
Councilor: Once per Cycle, you can give +5 to a roll to someone in your zone.
Dissonant Exterminator: +20 damage against Dissonant Entities and creatures.
Fever-touched: +10 on Will and Fortitude Saves. -10 on Reflexes.
Fixer: +15 Magitech and Alchemy Checks.
Friend of Yladia: +30 Presence to Yladians and Elves.
Gods Exceed: Once per Saga, Deus EX Machina
Hero: Once per Challenge, you can use a Heal or Protect action on someone, to save them even if they would receive fatal damage.
Knight Captain: Once per Combat, you can use Buff as a bonus action.
Lore Seeker: +15 Knowledge.
Pathfinder: +15 Awareness.
PhD: +30 Knowledge.
Protector: -10 damage to characters you are protecting, before modifiers.
Stalwart Defender: +15 on Fortitude Saves.
Starbreaker: Once per Challenge, before rolling, you can choose one dice to be rolled as a nat-100.
Treasure Hunter: +15 Knack.
White Whistle: +30 on Will Saves.
World Ender: Once per Challenge, every damage from the current cycle and the next one will be redirected to you, and only you during the next damage cycle.

You may only use one title during a DM Challenge.

Curios and Primons aren't currently eligible for any direct mechanical advantage. They can, however, to a degree you desire, be used in a freeform or Creative Action.

For example, using the Fractured Duality to find out about some secret by seeing another outcome of your actions, would be perfectly feasible.

Curios and Primons don't have limitations, but it may be judged by the DM at the time.


Conditions

Conditions are separated into three types: Minor, Mid and Major.

Minor Conditions are simple and are minor inconveniences that are easily solvable. Mid Conditions are effective ones, that can open good advantages and disrupt the enemies. Major Conditions are game-turning ones, sometimes being the very reason combat was successful (or a failure).

Successfully applying a condition to a target increases their 'Condition DC', which is the DC necessary to beat to successfully apply a condition to someone.

Conditions on Boss Enemies only last for 1 Cycle, unless it is a physically applied condition. They are also generally stronger and more resistant to Conditions, so use them on Bosses at your own risk.


Scorched: Healings on the target are halved.
Bleed: Each stack deals 5 damage at the start of every cycle, a heal action on the target gets rid of one stack.
Grapple: The target can't leave the zone of the user, having their Movement dropped to 0, and may even be dragged along. Dragging requires a contested Fitness Check at every movement. Cleanse doesn't work on it, you can only ever leave this condition by winning this Fitness Check.
Slow: Each stack decreases Movement by 1. In Gridless combats, moving to another area requires a Fitness Check of DC 50+10 for every stack, the same check is required in Grid combat if the slow drops someone's Movement to 0 and they want to force their way to an adjacent zone.
Poison: Each stack causes -5 on all rolls of a target. (To monsters, it is -5 to their DCs and damage).
Prone: The target falls on their butt, attacks on them deal +10 damage and they have disadvantage on Reflex Saves. They must spend 2 Movements to stand up, and this condition can't be cleased.

MORE TBD


Restrained: There are up to three stacks in this Condition. At 1 stack, you are slightly restricted, you have -2 movement, receive +10 damage, and can't do Special Actions. At 2 stacks you have 0 Movement and can't do Standard Actions at all. At 3 stacks you can only communicate. If the Restraining is physical it needs a Fitness or Knack Check with variable DC to be saved. Otherwise, cleanse applies normally. (DC+15, Success +10)
Blind: When a target is blind, they have disadvantage on all Offense, Defense, and Support Actions. They also have disadvantages on Reflexes Saves and Awareness Checks (failing automatically if it needs sight). If the Blind is physical it is just 1 Movement to get rid of blindfolds or sands. Otherwise, cleanse applies normally. (To monsters, it is -10 to their DCs and damage). (DC+25, Success +20)
Deaf: When a target is deaf, they have disadvantage on Reflexes Saves and Awareness Checks (failing automatically if it requires hearing). If the Deaf is physical, it just needs 1 Movement to get rid of earbuds. (DC+25, Success +20)
Burn: Each stack deals 10 damage, and any healing on the target is halved. Healing with Hydromancy instantly heals one stack of Burn. (DC+25, Success +20)
- DISCLAIMER: If a target is Blind and Deaf, they can't coordinate in a zone away from them. Also, Blind and Deaf can be used in an advantageous way, such as avoiding a Medusa's petrifying gaze or a Banshee's deadly scream.

MORE TBD


Paralysis: Your movement is dropped to 0, and you have a 50% of chance of not acting in the Cycle and becoming Vulnerable. (DC+50, Success +50)
Petrification: Each stack causes a -10 to all rolls (except Fortitude and Will Saves, and Knowledge Checks). If a character ends their cycle with 5 or more stacks, they become entirely petrified and can no longer be cleansed unless by a Miracle or by going back in time. (DC+50, Success +30)
Exposed: Each stack increases the critical chance by 10% (DC+35, Success +20).
Oblivion: Each stack removes one Action Slot. (DC+40, Success +20)
Vulnerable: Self-Explanatory (DC+35, Success +20)

MORE TBD



Which Homebrews from other DMs are accepted?

Currently, the Homebrews from Vesuvyan and Tarkya are accepted. This includes items and abilities gained from them.

Some may need to go through balance adjustment, but I will be telling beforehand for each situation if I find it necessary.


Addendum

When playing my challenges, you are free to ignore all of these extra mechanics and play as normal. Maaaybe you will fall a bit behind, but I will balance it accordingly and may even do some of the search work for you. It may look like there are a lot of things happening above, but in reality, you only need to worry about what you will use.

Also, all of the things above are subjected to change and readjust according to the site mechanics updates.

Thanks to @Dez, @Vesuvyan, @Warwolfer, and @RizuChan for some suggestions.


 
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