[DM Hub] Vesuvyan's Bird Cages

Vesuvyan

❮ I . Dungeon Corpse ❯
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Gold
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OOC


This is a placeholder thread. Used to fill out to keep track of everything related to my current, past and future content.

Things that will be posted here:
NPC Encylopedia
Basic Item Shop
Vesuvyan Gold Ledger
Item Transaction Log
Timeline Summaries
Mechanic explanations

Stay tuned as this develops through out the month.
 
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Vesuvyan

❮ I . Dungeon Corpse ❯
Messages
34
Gold
90
Mastery
45
Valor
0
Event
0
Special
0
OOC
VESUVYAN GOLD LEDGER


In this bank, the most valuable currency is information.
but Gold will do...


Below a ledger of the wealth of the realm. It can solve some problems, but not all of them.
Some think it can bring the dead back to life.


@Cynna 1 Gold
@Alecto 1 Gold
@Zelrius 1 Gold
@Luthien 2 Gold
@Yugam 1 Gold

Transaction Ledger

Cynna & Alecto given 1 Gold as a result of Reaping Season | Zelrius 1 Gold as a result of BANK TESTING | @Jin recieved the Oracle's Orb on 09/08/2022 as part of a deal. | Yugam & Luthien 1 Gold as a result of Reaping Season | @Luthien has recieved 1 Gold as a result of HELPING WITH BBCODE
 
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Vesuvyan

❮ I . Dungeon Corpse ❯
Messages
34
Gold
90
Mastery
45
Valor
0
Event
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Special
0
OOC
MECHANICS



INTRODUCTION

My content usually comes attached with it, specialized mechanics that are intent on giving players a more nuanced and controlled sense of their actions. The hope is to allow players to better fulfill their personal character fantasies, and allow more general flexibility than the base Sphera System currently allows. To do that, I have expanded on the system presented in the wiki, and taken inspiration from what was offered back on TS1. Below are explanations for what I have planned, and what to expect in future Vesuvyan Content.

*Note: All current mechanics and systems are experimental, and are subject to change either by me, or at the request of the GMs who own the site and the base system. Feedback and suggestions of all kinds are always welcome in my DMs.

Energy Actions


My pride and joy, this is the basis for all of my content. The Energy Action System is the name for the mechanics which one can expect to see in the overwhelming majority - if not all - of my content.
Energy is the term given to your character's total physical and magical capability. Specifically, a measure of their current inner strength - separate from their vitality. Any time your character acts, uses a spell, or interacts with the world, it takes some of that out of them. Rest of some kind is needed to regain the power to keep on fighting.

When called upon, players will put a secondary bar in their status section. This bar will be used to keep track of their total energy. I will simplify the key points into shortened bullet points.
  • Any and all actions your characters take in and out of combat will cost them some amount of energy.
  • Energy will naturally return to your character over time.
  • Energy can also be regained through resting, or specific mastery actions.
  • When your energy runs to 0, your character will be forced Unconscious - a Status of being stunned and forced to regenerate energy at a reduced rate until reaching a threshold of 20.
  • All characters will have access to the Rest action unless otherwise specified.


Fantasy Limit


Reach for the stars

Welcome to the Experimental part of my mechanics page. The Fantasy Limit system is my personalized system to better sell character specialization and achieve the RPG head-canon self-image of your dreams. When my threads call for the Fantasy Limit, you will be able to use the attached Energy Action system to turn your personal actions and plays into more personal uses of your character's traits and masteries. Simply put; you will be given more freedom to use the things in your kit more creatively than in traditional threads. With mechanical benefits to reward those kinds of plays. This will come attached with it a system for Items, Status Effects, and Modifiers intended to enhance your character identity and playstyle!

*This is a work in progress system, make sure to check back on this page regularly for changes or reworks to existing mechanics. This section may feel incomplete.

Actions
For starters, all characters will have instant and regular access to Normal Attack functioning on a base D100. As well as Rest which will allow Starcalled to regenerate an amount of Energy equal to their result on a 5D4.

Aside from those two specific actions, the rest is mostly up to you. To make use of a Fantasy Limit action portion of this system, simply think outside of the box when it comes to the use of the masteries and items your character has available. Before you make your post doing a unique or creative action, reach out to your DM, and confirm what you want is doable, and within your current Energy maximum.

Equipment
Rather than the simplified system of freeform, self created items, the Fantasy Limit system introduces a full item load out, reminiscent of Terrasphere 1.0, and traditional RPGs. Your character will be able to equip items that fit into their available slots, and give unique stats, giving you more control of your Character Build, and allowing you to see progression through content that is satisfying and unique.

The current item slots available to characters within the Fantasy Limit are as follows:
  • 3 Armor Pieces - so long as they are not the same piece of armor. IE, no 2 Chestplates.
  • 2 Accessory pieces
  • 2 Hand Equips - A 'Main' and 'Secondary' equip.

At this moment, all Armor Skills of the Sphera System have been removed, and no longer currently come with those skills pre-attached. Instead, magical items will provide replacements, and a wider variety of those types of skills.
Instead, different Armor-type Masteries will hereby grant additional Stats. See Stats for more information and specifics.

Modifiers
Most actions that are produced will be using the Sphera's D20/D100 System. To add some consistency, and a layer of progression to these rolls, your character will have access to various modifiers, dependent on a number of factors. Modifiers can be used to beat DC checks, or add to the base roll, but cannot force Criticals.

The primary way to get Modifiers will be listed below.
  • Tier - The Rank of the Mastery attached to the action.
  • Specialization - Multiple Masteries of the same Category will add Specialization, giving a +5 per a matching Mastery.
  • Itemization - Your Fantasy Limit items will provide bonuses on their own to certain actions, Masteries, or situations.
  • Buffs - Additional modifiers applied through the Supportive action of yourself or others, as well as given by circumstance.
  • Weakness & Strength - The Recipient Target's resilience (or lack thereof) of the type action made.
    More! - Honestly don't know if that's all yet, that's what I could think of!

Primary Stats
There are two primary stats, as well as a host of secondary stats that come with the Fantasy Limit system. The two primary of which are Health and Energy. For right now, Health will remain calculated how it currently is; how it is onsite. Heavy Armor will give 30 per a rank, 20 for Medium, and 15 for Light. More on those later.

Energy will have a base 100. Both of these have plans to be changed in the future, but will work as a current guideline. No matter the Armor type, each Rank above E will give 10 additional Maximum Energy
(E = 100, D = 110, C = 120, B = 130, A = 140, S = 150

Secondary Stats
Secondary Stats is the name given to the total of RPG Stats that will be accessible to Players using the Fantasy Limit. Below is a current list of all secondary stats and their associated mechanics. Some may be far more common than others. *This list is big, so I will save everyone the trouble and spoiler it for now.

Resistance - Each kind is specified differently. This is the sum total that Masteries and Equipment give you in terms of reducing the incoming effect of certain types of damage and effects.

Status Effects
Fantasy Limit will be including STATUS EFFECTS in its system. Simply put, Status effects will be various modifiers, hinderances, and buffs that all characters will have access to, dependent on their equipment, consumables, and masteries. Most actions can come attached with it a Mastery Check with a DC to beat to apply certain effects. Below are a list of current effects. The exact duration, potency, and range of such effects are determined on a case by case basis.

*this list is subject to change at any time, and is not exhaustive, please be nice.

Burning - The character takes magic, fire Damage over time
Immolated - This character has reduced healing, and is cured of any bleeding effect
Slowed - This character has their maximum movement reduced, as well as their Reflex.
Frozen - This character is unable to move, attack, or be attacked. They cannot make Reflex saves.
Frostbite - This character takes magic, ice Damage over time, as well as being [Slowed].
Haste - This character has additional movement speed.
Disarmed - This character cannot make an Attack Action.
Silenced - This character cannot use any Magical Mastery action. Will saves are reduced.
Rooted - This character cannot make any Movement Action. Reflex Saves are halved.
Bleed - This character takes physical damage over time, until Cured. Fitness saves enhance this debuff.
Weakened - This character deals reduced physical damage.
Muted - This character has reduced Magical effects.
Rejuvenated - This character is restoring Energy over time.
Resurrected - This character was returned to life this turn.
Stunned - This character is unable to act this cycle.
Blinded - This character has reduced range on all of their actions.
Paralyzed - This character must beat a 75 DC Knack or Fitness check to act. Critical Range against paralyzed targets is increased by 10.
Sharpened - This character's next attack action has an additional modifier.
Heightened - This character has additional range.
Predatory - This character has increased critical strike range on targets.
Vulnerable - This character takes additional damage.
Exposed - Attacks on this character have additional critical strike range.
Reversed - The effects of the entire last cycle on this character have been undone.
Prone - Actions on this character have Advantage.
Blessed - This character is immune to Status Effects.
Recovering - This character is restoring health over time.
Summoning - This character is controlling a summon!
Electrocuted - This character must make a Will save (DC50) or take Magic, Electric Damage when they act.
Smite Cared - This character is defended by a cloud of lightning that strikes at any who would do them harm.
Engulfed - This character is defended by a sphere of fire that burns those who get too close.
Chillbringer - This character slows targets and gives fire resistance to any around them.


Thank You


Big thanks to my contributors:
Harmonia, Rizu, Chanlye, PandaInSpace(DaGreekAsian), Warwolfer, Alky(Kijin), and Aster
 
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