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Mogroll Mogsystem - TEC Edition

Some FFXIV Online RP System

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0% found this document useful (0 votes)
8 views8 pages

Mogroll Mogsystem - TEC Edition

Some FFXIV Online RP System

Uploaded by

adenaadelonda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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(Credit to Leo Arkwright for creating the original system!

This system is focused around giving players freedom to RP their characters in events focused
on combat, exploration, interaction, or any combination of the three. The system gives
characters stats so that each one feels unique and has their own talents, but encourages
players to take their own interpretation of the stats and to treat them as a means to do more with
RP, rather than as a restriction.

The System
Every participant has a set amount of Action Points (AP) that determine their ability to keep
contributing to the proceedings. They represent exertion, physical harm, will to keep fighting,
and so on. They are depleted by getting hit, catastrophically failing, or by some abilities.

Combat is divided into two rounds per turn, Attack and Defense. All actions in one round all
happen simultaneously, unless otherwise discussed by the DM or amongst fellow players within
a reasonable timeframe.

Dice are rolled with the in-game command /random at the start of the round, after the DM
declares to roll. As a standard, making attacks to deplete the AP of enemies or restore the AP of
allies is available to everyone, regardless of function.

Attack rounds generally consist of actions towards the objective. This can be attacking the
enemy, repairing a ship, etc. Defense rounds generally consist of actions to defend AP, such as
defending one’s self from attack, defending others, healing, etc.

Roll Thresholds
For rolls, there are varying levels of success and failure. They are broken down below per
threshold relevant to the system:

- <100 = Grave Error (GE). When you get a GE, your action fails and your AP is depleted
by 1 point on Attack rounds, and 2 points on Defense rounds.
- 101-400 = Failure (F). Rolling an F means your action fails less gravely than a GE, and
your AP remains untouched on Attack rounds, however it is depleted by 1 point on
Defense rounds.
- 401-700 = Success (S). The gold standard. Rolling this means your action succeeds!
- 701-900 = Rousing Victory (RV). Rolling an RV means you had a critical success, your
action succeeds to greater effect. Typically, this means your actions gain an additional
AP bonus, but may differ according to the bonuses given by your Function. We’ll get to
that later in the document. Standardly, RVs grant you +1 AP to your action on Attack
Rounds, and grants you Advantage to your next roll.
- 901-999 = Limit Break (LB). The tipping of the scales. Going further beyond what you
thought possible. You have 15 LB to spend accordingly, regardless of which round it was
rolled.

Special Rolls
There are three results that are considered “special” in that they have rules on their own and are
not included in the thresholds above, and have static effects regardless of which round they are
rolled on.
- 777 (Lucky 7). The output of your action increases to 7, according to your action.
- 500 (Balance). You achieve inner peace and balance. This roll allows you to deal both 1 AP to
an enemy and restore 1 AP to yourself or an ally.
- 0, 1 (Pity Point). Lady Luck gives you a break. Your action fails, but you also recover 1 AP.

Swarm Rules
Swarm rules effectively loosens the need for intensive calculations and aimed towards
larger events. The DM specifies a DC (ex, DC 500) for an ATK/DEF round. Meeting or
surpassing the DC under Swarm Rules means you proceed as if you rolled a Success
according to the round it was rolled under. Rolling under the DC means you proceed as
if you rolled a Failure according to the round it was rolled under. Note: Swarm Rules are
only active if the DM mentions it in the DM POST. If no Swarm Rules disclaimer, rules
as usual. (edited)

Note:
Rolls may also be called for in non-combat situations, such as exploring a cavern or
investigating a crime scene. Rolls operate in the same manner with Grave Errors, failures,
successes, and Rousing Victories. However, successes typically come in the form of
information to be received by the GM, progress made through the area, or other outcomes
determined by the GM. This form of rolling is much more reliant on GM discretion. You can,
indeed, lose AP but not take IC damage. The narrative explanation for any AP loss can range
from being injured by an obstacle or hazard in a dungeon to merely getting frustrated and
exhausted by your failed attempts to make any progress, and is up to the player to decide. AP
does not equal HP.

Advantage and Disadvantage


Some modifiers provided by the DM, or by functions and traits, may call for Advantage (ADV)
or Disadvantage (DIS).

Advantage gives +100 to your roll.


Disadvantage gives -100 to your roll.

These modifiers stack, but they cannot turn a roll result into a Limit Break. Ex: Cloud Strife rolls
a 323 with Advantage from one party member, turning his result into 423. This pushed his
result from a Failure to a Success.

Similarly, if Tifa Lockheart receives Advantage from two party members, then her bonus
becomes +200. If she also rolls a 323, her result will be 523.

On the inverse, if Yuffie Kisaragi receives Disadvantage due to the DM’s effect for that round,
then her rolls have a -100 modifier. If she rolls 323 like Cloud and Tifa did, she would have a
result of 223.

Note: If a player has equal amounts of ADV and DIS, the bonuses cancel out. Otherwise, the
difference applies. Two stacks of ADV and one stack of DIS results in one stack of ADV.

Functions, Expertise, and Traits


Each character’s AP pool and abilities are determined by a number of factors they can pick for
their character. The first of these factors is their Function, which describes their role on the field.
Beyond functions, each individual has an Expertise when it comes to exploring and interacting
with the world. Finally, each individual might have two traits (one combat and one non-combat)
that can further define their abilities, though to a lesser extent than their Function and Expertise.

Functions
Functions are your character’s role on the field. They try to encompass your character’s training
and knowledge into a role with its own unique and specific features and uses. As characters
learn, they also may ebb and flow from one Function to another. Characters are free to switch
Functions before an event starts, by DM’s prerogative. Each Function has two classes. You
must choose one class of the function.

● Guardian: Frontline characters that have higher AP than others. They have the unique
ability to cover for others, taking an amount of AP damage meant for someone else.
○ Guardians have 12 AP as their base maximum.
○ Vanguard: Vanguards are the tip of the spear, their durability and momentum
carrying them further forward. Once per round, they may cover for one ally,
guarding against up to 3 AP damage. Vanguards can choose to deal damage to
a target equivalent to AP that is guarded by this function. (Cannot take Avenger)
OR
○ Tank: The unbreakable wall. The paragons of resolve. Once per round, guard an
ally/allies, take up to 5AP damage that can be split. Tanks get ADV to their next
roll when guarding.

● Mender: Healers and medics that have lower AP than others, but are focused on
restoring AP or supporting their allies.
○ Menders have 6 AP as their base maximum.
○ Healer: Like a cool breeze in summer, healers alleviate hardships with their
skills.. They may restore 2 AP to an ally or themselves, regardless of what their
main action was. Once per round, they may activate Burst Healing to heal
themselves or an ally 3 AP, but incurs DIS on their next roll.
OR
○ Chirurgeon: Masters of applied medicine, a one-stop solution to most health
issues. Per encounter, Chirurgeons get a 6 AP pool to distribute in restoring AP
as they like. There is no limit on how much they can heal at any given point.
Chirugeons’ pool regenerates 1 AP per round. Once per round, they may activate
Pulse Healing by spending 4 AP from their pool. Pulse heals all allies 1 AP per
round, for four rounds, or until deactivated. Chirugeons’ pool does not regenerate
points while Pulse is active.

● Harrier: Combatants focused upon disabling and hampering their enemies, making it
easier for their allies to damage them and harder for their enemies to retaliate.
○ Harriers have 8 AP as their base maximum.
○ Harasser: As a volley of arrows fall like raindrops, Harrassers seek to overwhelm
the enemy, either themselves or with their allies. Every attack round, before
rolling, Harassers can choose to give all allies (except themselves) ADV to their
attack rolls, or give it to themselves only.
OR
○ Skirmisher: Impeding the enemy’s advance before they can do any meaningful
reprisal is the specialty of Skirmishers. Every defense round, Skirmishers can
choose to give all allies (except themselves) ADV to defense rolls, or give it to
themselves only.

● Slayer: Combatants focused on raw killing power.


○ Slayers have 8 AP as their base maximum.
○ Fighter: Countless hours of experience and training forge out the best Fighters.
Fighters deal +1 AP damage in addition to their main action. They may increase
this bonus to +3AP by declaring it at the top of the round, but must roll their next
defense at DIS.
OR
○ Berserker: The rage within cannot be contained. Rip and Tear, until it is done.
Berserkers cannot be healed by other players, but can deal an additional +2 AP
passively. If they are below half health, the bonus increases to +3 AP.
● Jack: Irregular fighters that focus on unusual tactics and tricks to get the job done. Due
to their trade, they also have access to the most traits than any other function.
○ Jacks have 7 AP as their base maximum.
○ Tactician: Tacticians always plan ahead. Once per round, they may choose to
turn their GE into a normal success. Once per event, they can change all allies'
failures into successes.
OR
○ Jack-of-all-trades: You’ve always been talented and you carry an extra bite.
With this, you can select two Combat traits instead of one, and you gain +1 AP to
your base maximum.

Expertise

While functions are very clear in the boons they give to characters, Expertise is more indirect.
Much of the benefit is merely in explaining a character’s methods on a narrative level. While
Functions describe combat ability, Expertise describes non-combat ability. In the same fashion
that non-combat rolls rely more heavily upon GM discretion, so too do the benefits of Expertise.
If a player believes that their character’s activities would benefit from their particular Expertise,
they may include it in parentheses at the end of their post, alerting the GM to potentially give
them greater benefit on a success or lessened penalties on a failure.
● Strongarm: Physically powerful characters that are able to lift and move heavy objects,
overpower certain obstacles, intimidate certain characters, and solve problems through
sheer physical excellence. Soldiers, knights, warriors, and bandits are often Strongarms.
● Keeneye: Cunning and clever characters that have a good sense of perception or good
intuition to notice details others might miss, and the know-how to apply these skills in a
variety of situations. Detectives, hunters, reporters, and burglars are often Keeneyes.
● Scholar: Intelligent and well-educated characters that are able to recall solutions to
problems of magical, technological, and mundane matters, or to create solutions of their
own. Mages, engineers, librarians, and Garleans are often Scholars.
● Scoundrels: Streetwise and sharp-witted characters that may know the workings of the
criminal element of the world, how to perform deft maneuvers, and how to procure things
that shouldn’t be procured. Rogues, spies, scouts, and pickpockets are often
Scoundrels.
● Blueblood: Sophisticated and well-to-do characters that have a mix of wealth and good
manners that allow them to understand and interact with the highest echelons of the
world and to solve problems they encounter by simply throwing gil at them. Merchants,
nobles, philanthropists, and crime bosses are often Bluebloods.
Combat Traits
○ Tough as Nails: Your maximum AP increased by 2.
○ Bloodbath: Your attacks heal you for the same amount of AP damage you deal.
Minimum of 1.
○ Anger Problems: At the top of each turn, before rolling, you may choose to
double the AP damage you deal and receive.
○ Critical Eye: Passively deal an Extra +1 AP Healing/Damage.
○ Evasive: You cannot have Grave Errors on defense rolls, they instead count as
normal successes.
○ Avenger: Once per round, when an ally takes damage from any source, deal 1
AP damage to an enemy.
○ Blood for Blood: At the top of each round, before rolling, you may choose to
take -3 AP damage but deal 3 AP damage.
○ Pacifist: Your maximum AP is reduced by 3 and you cannot deal AP damage,
but all of your defense rolls are doubled automatically. (Cannot be used by
Guardians).
○ Combat Medic: At the top of each round, you may choose to double your AP
when healing an ally, but gains **DIS** for their next roll.
○ Tactical Planner: Once per round, if you have rolled a Success/Rousing Victory,
you may choose one ally (two if a Rousing Victory) to proc their Function instead.
This Function can be activated even if the target Function has already been
activated this round. An ally may only be chosen once per Tactical Planner. (Can
only be used by Harriers and Jacks)
○ Selfless: Once per round, you may choose to transfer X amount of AP to an ally.
You lose that same amount of AP. You may only transfer as much AP as you
currently have. (Can be used by all functions.)

Non-combat Traits
● Monster Hunter: You have a background in tracking and slaying monsters. You have a
plethora of knowledge regarding monster behaviors, tracking, and enemy behaviors. In
addition to all of this, your rolls regarding anything monster hunting related are
increased by 200.
● Demonology: You are an expert in voidsent and voidsent related activities. You have a
plethora of knowledge regarding voidsent summoning, voident rituals, and voidsent
activity. In addition, your rolls regarding knowledge and tracking of Voidsent are
increased by 200.
● Gearhead: You have been involved in machines for most of your professional life. You
have a wide range of knowledge of how various machines work from windmills to war
machina. In addition, your rolls regarding the repair and identification of machinery
are increased by 200.
● Mean Look: You have an extraordinarily mean look about you. You’ve been scowling,
frowning, and using your intimidating looks to pressure people your entire life. Most
people find you intimidating, in addition, your rolls to intimidate others are increased
by 200.
● Honeyed Words: You always have a way of words. From convincing someone you
were actually late (you weren’t) to haggling your way to a successful deal. People find
conversation with you particularly intriguing, in addition, your rolls to persuade others
are increased by 200.
● Deft Hands: You’ve always had a quick pair of hands. From tumbling locks to juggling
FIVE balls at once. You’re naturally quick and even quicker about hiding it. Your rolls to
perform dextrous activities, such as picking locks, are increased by 200.
● Cultured: You’ve always been interested in the finer things of history. Engrossed in
telling tales through words and pictures, you’ve always had the appreciation for
something as simple as a tavern tale or a wonderful concerto. Your rolls to identify
classic stories, fine art, music, folk lore, or poetry are increased by 200.
● Aetherology: You’re well-versed or studious in the field of aether and its properties.
When attempting to deal with aether and/or sense it, you’re a keen step above others.
Your rolls to sense, understand, or interpret aether and aether-related subjects are
increased by 200.
● Stealthy: You’ve always hid in the shadows and aren’t afraid of the lack of light. You’ve
experience or training in how to remain unseen and hidden while knowing how to make
quick moves while enshrouded. Your rolls for stealth and stealth-related non-combat
activities are increased by 200. Furthermore, you provide a 100 increase to any
other stealth rolls that do not already have the Stealthy trait.

Further Explanation
This system is based on abstraction and is largely free-form. The details are left up to the
player. How they go about dealing damage to enemies, how they heal allies, how they receive
damage, is all up to them. For example, you may decide that your form of dealing AP damage is
not actually striking the enemy, but instead directing your allies to the enemy’s weak spot, which
puts the enemy at a disadvantage (represented by lowered AP). Similarly, you may decide that
your character does not heal with magic, and instead gives an ally a quick pep-talk in the middle
of combat, restoring their will to carry on (represented by increased AP). Whenever you receive
AP damage, you may decide that your character was not actually struck by an attack, but is
growing more and more exhausted by the combat, or is growing demoralized. The details are up
to the player to decide for their character.

For a specific and extreme example, assume that your character is a Keeneye Guardian with
the Escort and Cultured traits. Due to their Escort trait, they will be unable to deal damage in
combat, but they can take damage for others due to their Function as a Guardian, and they are
unlikely to be hit by enemies due to the defense boost from Escort. From a narrative standpoint,
they may be the sort of character that stands in the backline, calling out when enemies are
attacking or warning others of danger, thus preventing them from taking damage.
Players are encouraged to think abstractly and to fit the traits that they think fits their character’s
personality and abilities best, without thinking strictly in terms of what “should be”. For example,
Guardians do not have to be heavily-armored warriors, Menders do not have to be wise mages
in robes, etc.

Examples
● Thancred might be a Scoundrel Harrier with the Evasive and Deft Hands traits.
● Yda might be a Strongarm Slayer with the Avenger and Honeyed Words traits.
● Moenbryda might be a Scholar Guardian with the Blood for Blood and Demonology
traits.
● Hildibrand might be a Keeneye Jack with the Escort and Cultured traits.
Example Combat Post

The party of heroes is fighting a menacing chimera! The combat begins with their turn, allowing
them to get the first strike on the monster.

Squall rolls a 456. This means that he has a normal success, and can therefore do 1 AP of
damage to an enemy or 1 AP of healing to an ally as he chooses. As it is the start of combat, he
opts to make an attack against the chimera. His post is as follows:

Squall is momentarily caught off guard by the chimera’s sudden appearance, but he quickly
recovers from his surprise and brandishes his blade. Without missing a beat, he lunges towards
the chimera and delivers a quick lash to one of its forelegs, testing its defenses for the battle to
come. (456 - Success. 1 AP Damage to Chimera A)

Note that Squall included a summary in parentheses at the end of his post. This is for the GM’s
benefit, to let them know the exact result of the post so that they can more easily keep track of
AP for players and enemies.

As the party’s turn ends, it becomes the chimera’s turn. The GM asks for defense rolls from
Squall, Rinoa, and Zell. Rinoa and Zell pass their rolls, but Squall only gets a 252, constituting a
normal failure. His post for this turn is as follows:

Squall had strayed too close to the chimera while attacking it, leaving him unable to escape as it
turned to retaliate. Though he dove to the ground in a deft roll, the chimera’s chilling breath
proved near-impossible to avoid. Squall’s leg was grazed by the deadly ice, leaving him lightly
scathed. (252 - Failure. 1 AP Damage to Squall)

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