...In a homebrewed tabletop RPG version of AVWW?
I have not run a tabletop RPG in years. Due to this, I've been itching to come up with a homebrew system based on one of my favorite games series, so that I can GM a test-run of it with some folks on a program I've been learning to use, "maptools". I was thinking: "What is a really obscure game that in no way imaginable has a tabletop RPG system or setting made for it?" Then I thought of AVWW. I've gotten back into playing it, and I think it would make a good RPG.
Here are my ideas so far:
Character creation
Character creation would be point-based, with six primary attributes (only the last four of which you can buy points in). I am thinking HP, Mana, and four standard RPG style attributes similar to Strength/Dexterity/Intelligence/Willpower. However, since AVWW's combat is primarily magic-based, it would probably be something more like Power (increases the raw power of your spells and - for physical combatants - regular attacks), Agility (the standard DEX stat, governs hits and misses and other things), Mind (which would govern both resistance to magical attacks and act as an "intelligence" stat in other respects, such as increasing the rate of Mana gain per level) and Hardiness or just Constitution (your survivability - governs resistance to physical damage and increases HP gain per level). I would have to come up with more of the system to have a good idea of what the standard/base scores for each level would be.
Each of these four primary attributes would come with a modifier, similar to Dungeons and Dragons - each 2 (?) points above or below the base scores would grant a +1 or -1 to the respective modifiers.
There would also be secondary attributes, which would be solely dependant on the modifiers of the primary attributes. These would be things like a basic attack bonus (or damage bonus to any damaging attack/spell), initiative bonus and how many spaces you can move each turn. I am still mulling over whether or not you would be able to spend leftover attribute points in these
At a certain level, characters in this AVWW RPG would be able to choose a "title", which is a simple name that would grant them various small bonuses (and perhaps some not-so-much bonuses), such as seeing through doors, having reduced Mana costs or jumping over small enemies more easily. At a further level, AVWW RPG characters would also be able to optionally choose an element, which would grant them a bonus to using spells of that element. I do not know what the future holds for character customization in AVWW, so this is more like a placeholder.
Due to skills not generally being present in AVWW in really any form, instead of having skills and skill rolls, rolling to complete an action would be something along the line of (appropriate attribute modifier) + 1d20 vs. a difficulty. Yes, also like D&D a little bit. However, that brings me to the next section...
Rolls
All rolls which can either fail or succeed would be appropriate modifiers + 1d20 vs. a difficulty number. If the final roll + modifiers is equal to or higher than the difficulty number, the action is a success. Otherwise, the action is a failure. On a natural 20, an automatic success (or critical success?) occurs. On a natural 1, an automatic failure (critical failure, perhaps) would occur instead, regardless of modifiers.
Spells
Every character in AVWW at all times would have a "weapon spell" - a weak, infinitely-usable spell from the weakest category of spells (including such gems as the basic fire spell in the game) that would have its cost reduced greatly - and a repertoire of highly varying regular spells from the game, such as Launch Meteor or Ride the Lightning. Each spell would have a range, an element, damage/hit bonuses and other secondary attributes and effects (mana cost, status effect, etc.) Regular spells would be able to be swapped out either between combat encounters or at a settlement, but weapon spells would only be able to be changed once per character level.
This is just an example. I haven't really thought it through yet, so it's a bit messy and silly. I am just seeing if anyone is interested here.