Echo of Destiny v0.d
This document is meant as an outline/proof of concept for a tabletop RPG based on the Destiny franchise.
To play this game, you will need
- A pack of standard playing cards.
- Something to note down your character's stats, abilities, and other features.
- A brain, which may be the hardest thing to find for a Destiny player.
- A way to track ammo.
Character Creation
You begin with 40 Stat Points. You may distribute these to the following stats:
- Mobility - Your starting hand is 3+MOB. Your Initiative is increased by MOB. The value of a Heart card needed to use a Dodge ability is 11-MOB.
- Resilience - Your HP is always 10. Your Shields are 4*RES. The value of a Heart card needed to use a Barricade ability is 11-RES.
- Recovery - Your HP restores to full every 11-RCV rounds. At the start of your turn, your Shields are restored by RCV. The value of a Heart card needed to use a Rift ability is 11-RCV.
- Discipline - Mental Checks (such as those requiring focus, observation, or attention) are increased by 1*DIS. The value of a Diamond card needed to use a Grenade ability is 11-DIS.
- Intellect - Mental and Physical Checks are increased by 1*INT. The number of cards needed to fill your Charge stock is 11-INT (but you always need at least one card in the Charge Stock to activate your Super).
- Strength - Physical Checks (such as those requiring brute force or power) are increased by 1*DIS. The value of a Club card needed to use a Melee ability is 11-STR.
The base value of each stat can only be 0~10. You can exceed the cap with Fragments and Armor Mods.
Weapons
You can have up to 9 Weapons in your inventory, including a maximum of 1 Exotic Weapon. You do not need to equip a weapon to use it. When you decide to use a weapon, you must expend the proper amount of ammo points, based on the weapon's ammo type:
- Primary weapons do not require ammo.
- Special weapons require you to expend SP, or use a Spade card of greater or equal value to the SP needed. You get 10 SP to start a mission, and get +1 SP each time you defeat a unit with a non-Special weapon.
- Heavy weapons require you to expend PP, or use a Spade face card (King, Queen, Jack). You get 10 PP to start a mission, and get +1 PP each time you defeat a unit with a non-Heavy weapon.
To use an Exotic weapon, you MUST discard a Spade card of any value, and must discard a second Spade card if you wish to substitute for SP/PP. Kills with Exotic weapons give +1 SP and PP compared to normal. This means that a kill with an Exotic Special weapon will give 1 SP (even though a normal one wouldn't).
Energy weapons deal double damage to shields of the same attribute.
Kinetic weapons deal double damage to HP.
Weapons also have various perks, which will be elaborated upon in future updates.
Armor
You can carry up to 9 Exotic Armor pieces at once. You can only have 1 piece of Exotic Armor equipped at a time, and you must use your turn's action to change it.
You get 20 Armor Points (AP) to use as you like. You can reconfigure your mods completely at any time you are not in an encounter. During an encounter, you can remove and/or equip a single mod as your turn's action.
Abilities
Between encounters, you can change your abilities. Each character must assign one ability to each of the following slots:
- Super - A powerful ability that you can use when your Charge stock is full. Your Super's attribute also determines the attribute of your Shields.
- Class Ability - A Dodge, a Barricade, or a Rift. To use your Class Ability, you must use a Heart card of the proper value or higher, dictated by the specific class ability being used.
- Melee Ability - A form of charged up melee attack. To use your Melee Ability, you must use a Club card of the proper value or higher, based on your Strength stat.
- Grenade Ability - A form of energized grenade. To use your Grenade Ability, you must use a Diamond card of the proper value or higher, based on your Discipline stat.
- Aspect - A special effect or additional ability that you can call upon. An Aspect grants 1~3 Fragment Slot(s) of its attribute. You can equip any 2 Aspects at once.
- Fragment - Small bonus effects that augment your abilities and weapons. A Fragment must be inserted in the same-attribute Fragment Slot.
Gameplay
At the start of an encounter, all players draw one card and reveal it. This card's value, plus the player's Mobility, is that player's Initiative, which determines their order in the turn list. If a player draws a face card, they draw until they get a numbered card or fill their starting hand. Face cards count as 0 for Initiative. After determining turn order, all players draw the remainder of their starting hands.
Each turn, except during the first round, the turn player draws 1 card. They may then execute one action from the following list:
- Move up to 3 spaces.
- Use a weapon to attack.
- Use an ability
- Swap their current Exotic Armor
- Swap a single Armor Mod for another single Armor Mod
- Equip a single Armor Mod (if there is available AP)
- Remove a single Armor Mod
- Pass their turn and draw 1 card.
Checks
Certain circumstances might call for a player to make a Mental or Physical check. These are largely atypical or non-combat scenarios that call for the player to meet a certain threshold for success. Checks are Pass/Fail. You either have the amount needed for the check or you don't.
- Physical Checks include all circumstances that require physical effort to execute, such as throwing an orb a good distance, rotating a large mechanism into place, picking up a sparrow, ect.
- Mental Checks include all situations that would require mental focus or acuity to perform, like decrypting Vex signals, resisting mental pressure from a Psionic apparition, standing in one place for an extreme amount of time, ect.
Example Character
- Stats
- MOB - 10 (7+3) (Starting Hand 13; Class Ability needs 1+)
- RES - 8 (36 Arc shields)
- RCV - 5 (Full HP every 6 rounds; Restore 5 Shields every turn)
- DIS - 8 (10-2) (Grenade needs 3+)
- INT - 5 (Charge stock holds 6)
- STR - 6 (5+1) (Melee needs 5+)
- HP - 10
- Shields - 36 Arc
- Abilities
- Super - Thundercrash - Move to a unit up to 20 spaces away. Deal X*25 Arc damage to that unit and surrounding units, where X is the number of spaces you moved.
- Class Ability - Marksman's Dodge - Look at the top 3 cards of the deck. Add 1 Spade card from among them, and put the rest back on top of the deck in any order.
- Melee Ability - Penumbral Blast - Apply 7+X Slow stacks to a unit, where X is the amount that the used Club exceeds the necessary value to use this ability. If the unit has 10 or more Slow stacks, they become Frozen instead.
- Grenade Ability - Skip Grenade - Target a space up to 8 spaces away. Deal 24 Arc damage to the closest foe to that space. If there are multiple foes the same distance away, split the damage evenly among them.
- Aspects & Fragments
- Flow State - [2 Arc] - Defeating a Jolted unit makes you Amplified. While Amplified, you draw an additional card at the start of your turn. If you are Amplified 3 turns in a row, you gain Speed Booster status, allowing you to move 3 spaces per turn, and draw one additional card at the start of your turn. You maintain Speed Booster status so long as you move at least one space on each of your turns.
- Spark of Amplitude - (STR+1) While there are 3 or more enemies within 5 spaces of you, reduce damage you take by 2.
- Spark of Shock - (DIS-1) Your Arc Grenades apply Jolt to units.
- Widow's Silk - [1 Strand] - As long as a face card (King, Queen, Jack) is in your Charge stock, your Discipline is considered 3 higher. Using your Grapple creates a Grapple Point that can be grappled to without using a Diamond card.
- Thread of Generation - (DIS-1) When you use a Spade card, you can add a Diamond card of lesser or equal value from the Discard pile to your hand.
- Flow State - [2 Arc] - Defeating a Jolted unit makes you Amplified. While Amplified, you draw an additional card at the start of your turn. If you are Amplified 3 turns in a row, you gain Speed Booster status, allowing you to move 3 spaces per turn, and draw one additional card at the start of your turn. You maintain Speed Booster status so long as you move at least one space on each of your turns.
- Armor
- Shinobu's Vow - As long as a face card (King, Queen, Jack) is in your Charge stock, your Discipline is considered 3 higher. When you use Skip Grenade, add a Diamond of lesser or equal value to the card used for that Skip Grenade from the discard pile to your hand.
- Mods
- [3] Mobility Up - MOB+1
- [3] Mobility Up - MOB+1
- [3] Mobility Up - MOB+1
- [4] Firepower - When you kill a unit with a Grenade, gain 1 Charge Mote. You can hold up to 3 Charge Motes. You can expend 3 Charge Motes to add the top card of the discard pile to your Charge stock.
- [5] Grenade Kickstart - When you use a Diamond card to use a Grenade ability, you can expend X Charge Motes (including 0) to look at the top 2+X cards of the Deck, and add a single Diamond card among them to your hand. Place the rest of the cards back on top of the deck in any order.
- [2] Super Resonance - When you defeat a unit with weapon damage matching your Super's attribute, gain 1 Charge Mote. You can hold up to 3 Charge Motes. You can expend 3 Charge Motes to add the top card of the discard pile to your Charge stock.
- Exotic Weapon
- Riskrunner - Deal 20 Arc damage to a unit (units more than 5 spaces away take half damage). If the Spade card used was a face card or an odd number, deal 15 Arc damage to that unit and all surrounding foes. If the Spade card used was a face card or an even number, add the Spade card closest to the bottom of the Discard pile to your hand.