The Nexus is a d% system based on the browser-based MMORPG, NexusWar, created by Henry Kwan. Many of the game mechanics and skills will be preserved, while all the spells will be available.
As the universe dies, nine elder powers vies for the privilege to forge the new one. You are one of the many mortal souls plucked from the universe and placed in The Nexus. Every action you make weighs on your soul; as you progress in power, so does your choices shape your form into an angel, demon, or transcendent.
Characters will start as level 7 mortal characters, equivalent to 70 CP (One free base skill, 60 CP from levels). CP are used to buy skills, and in the case of spellcasters, spells. Skills costs are based on character tier and number of prerequisite skills.
As a T1, respawning costs 10 CP flat; for T2's and T3's, the respawn cost is equal to your character level.If you die in combat, you must wait 3 combat rounds before respawning; so if you die in the first combat round, you will have to wait until your first initiative pass on the fourth combat round to respawn.Normally, respawning brings you back in a random area in either Valhalla (if you're T1) or your respective plane (if you're T2 and T3). Seeing as how a TPK would be annoying (you'd spend an entire session just getting back together), I will make you respawn in the same area where you have died.
Characters will now respawn with 50% health, a resurrection debuff of -25% base attack penalty, -25% base defense penalty, that degrade 5% every round(e.g. 2nd round alive is 20% penalty, 3rd is 15% penalty, etc.)
For 6 hours of solid rest - 10% HP restored; 8 hours - 15% HP restored, 10 hours - 20% HP restored. Can only heal once per day.
Combat will be divided into rounds, which will be further divided into initiative passes. There will be at max 3 initiative passes before the next round begins. Character order and number of initiate passes will be based on current AP. If different characters have equal AP, then the higher level character will proceed before the lower level character. If both characters have equal AP and are of equal level, then the order which those two characters proceed will be randomized.
Example:
The first round of combat would look like this, following the rules:
Travis goes before Ryan (no. 5) although they have the same AP.
Travis, Ryan, Chelsea, and May (no. 2) all had at least twice the amount of AP at the beginning of the round compared to Bob, so they receive an additional initiative pass.
Travis and Ryan (no. 3) receive three initiative passes for having at least three times the AP compared to Bob, but do not get a fourth initiative pass (no. 4) although they do have four times the AP compared to Bob.
AP is totaled and calculated for a new round of combat.
Critical sucess/fumble rates are as follows:
To Hit | Success | Fumble |
>=90% | 1-20 | 100 |
>=75%-<90% | 1-15 | 100 |
>=60%-<75% | 1-10 | 96-100 |
>=45%-<60% | 1-5 | 91-100 |
>=30%-<45% | 1 | 86-100 |
>=15%-<30% | 1 | 81-100 |
<15% | 1 | 76-100 |
All removed skills will only apply to PCs, not NPCs. (You can take them, but this is my advice; don't.)
All modified skills apply to all characters, PCs and NPCs.
Armor |
Weight |
Quality |
Slashing |
Piercing |
Bludgeon |
Ballistic |
Fire |
Cold |
Electrical |
Acid |
Holy |
Unholy |
Magical |
Nexal |
Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
"Juggernaut" Environmental Protection Armor |
45 |
Normal |
7 |
7 |
7 |
7 |
6 |
6 |
5 |
5 |
0 |
0 |
0 |
0 |
-10% Defense -10% Attack -20% Hide +3 damage to melee and HtH Doubles all AP costs |
Cannot use any body-altering skills (Blood Claws, Wings), but can use magical skills (Whip of Suffering, Death Touch)
Cannot equip any other armor as long as Juggernaut is equipped. Cannot equip Juggernaut as long as any other armor is equipped.
Costs 10 AP to equip, 5 AP to unequip.