Full Metal Alchemist NWN
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Full Metal Alchemist NWN

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 Basic Rules

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DM Hawkeye
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DM Hawkeye


Posts : 57
Join date : 2010-02-14

Basic Rules Empty
PostSubject: Basic Rules   Basic Rules EmptySun Feb 14, 2010 5:45 pm

Basic Rules



Stats
STRENGTH-Physical Ability. Attacks with Melee weapons are rolled with STR. STR also adds a bonus to melee weapon damage.
MOD:
1-5: +1
6-10: +2
11-15:+3
16-20: +4
20+=+5

Dexterity- Dexterity is used for defense(dodging). It is also applied to range weapon attacks.

Constitution: Con is used for health. Your health is Level+(Con ModX2) Example: Level 20 with 7 con mod has 34 health.

Intelligence-Intelligence is used in some skills. It is also used in alchemy creation. How many alchemeic spells you can know is your intelligence mod. Also, How many max feats you can have is also your INT mod.

Wis-Wisdom is used for alchemy. It is how effective your alchemy abilities and spells are.

Cha-Cha is force of leadership. It represents how attractive your char is, and how much of a leader they are. In FMANWN it also represents luck, adding a bonus to all rolls.
MOD:
5-10: +1
11-20: +2
21+: +3

CLASSES:

Soldier: This is your basic character. A good starting character to get the hang of things, before you make your master alchemist. Wink Basically, they are the nuts and bolts of a character…ranging anywhere from military personale, to police, to freelance bodyguard…anything that needs fighting. They have NO ALCHEMY KNOWLEDGE…but they don’t need it, having special training for combat.
See soldier post for details on soldiers.

Mechanic: Mechanics are your rogue type character. They are good with their hands They are also good at fixing broken gear and have abilities regarding that.
See Mechanic posts for details on mechanics.

Alchemist: Alchemists are what makes the world of Full Metal Alchemist awesome. They are kind of like mages in a fantasy game. Alchemists live by the law “Equivalent exchange”. They don’t create things out of nothing, they manipulate already existing things.
See Alchemist posts for details on alchemists.

Medic: Medics are doctors and nurses and field medics. They are able to heal wounds, and help the dying.
See Medic Post for details on Medics.


COMBAT SYSTEM

Fighting is done through a dice rolling system.
Turn order is first rolled with an initiative roll. That is a basic dex roll. The turn order goes from highest dex roll to lowest dex roll.

Switching between weapons takes a turn.

Melee attacks are made with strength.

Damage Chart:
Unarmed attack: 1d4+str mod
Regular Weapon: 1d8+str mod
Alchemy Weapon(summoned in by an alchemist during combat): 2d6+str mod
Special Weapons: Vary

Ranged attacks are made with DEX
Damage Chart:
Regular Weapon: 1d6
Alchemy Weapon: 1d8
Special Weapons: Vary

Basic ranged weapons carry six shots before they need to be reloaded. That means, after firing six shots, the user must spend their turn to reload. (They may reload before they use all six, but it still takes up a turn to reload). Alchemy ranged weapons do not need to be reloaded.

A defensive roll is made with Dex.

Alchemy is done with wis, and a bit more complicated.
See alchemist for more details.

Each player gets 1 action per turn.

When you reach 0 hp, your knocked out. When you reach -10, your in critical condition(this is where perma death comes into effect, if you agree to it.)



SKILLS

Skills are different abilities that the classes can use. See each class for details.


FEATS

Feats are special abilities that each class has. Some classes have more than others. Each feat(Unless noted) must be purchased with RP tokens. Once purchased, the character will receive a token representing that feat. They then have that feat. To purchase a feat, you must be the class of the feat you wish to purchase. (So, for example, a soldier can’t purchase alchemy).


GEAR

Different classes carry a different amount of gear. These are just basic weapons. Special weapons don't take up these spots. If all the weapons that the user carrys are broken, than they may not use them..until fixed.(or end of combat).
Gear is not interchangeable..meaning if your character can carry 3 melee and 3 ranged weapons, they can not instead carry 6 ranged weapons and 0 melee. They may only carry up to 3 of each.
Note: To use alchemy weapons, you must be an alchemist or have the feat for it!!
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