Post by Alice on Mar 6, 2011 17:39:15 GMT 2
>> Character Creation
Name your character and decide what s/he does for a living. This can also be thought of as the character's {class}. Examples include "Knight", "Blood Sentinel", or "Gentern". It can also include race, if applicable, like "Elven Enchantress".
If you want, describe your character's physical appearance in as much or as little detail as you wish. You could go on for pages describing their clothes or you could just say "Blue eyes, brown hair, five feet three inches tall, 105 lbs." That is, if you describe your character at all.
Pick three {drives} for your character. Drives are broken down into three categories: Beliefs, Histories, and Goals.
Beliefs are moral or ethical values for your character (or lack thereof), like "elves are scum and don't deserve to walk the same streets as me."
Histories are personal relationships with a person, place, group, or thing, like "He was a member of the illuminati until he informally quit last year."
Goals are long-term objectives for your character, like "I will rid this city of elves and make it look like I had nothing to do with it."
Drives should not all be of the same kind, and should be unambiguous.
Drives establish a character's reason for involvement with the story, and to lay the grounds for subsequent emotional conflict. It is then the GM's responsibility to make a character's drives into story elements.
Divide 10 points between your character's four {attributes}: Body, Mind, Perception (or acuity), and Heart. For game purposes, these are treated as special {traits} and exist to ensure the character is never completely unprepared for a given situation. Attributes can be at least 1 and at most 4.
Body is used for things that are physically stressful, when there is exertion, or anytime one would have to, say, jump from a moving beam to another one.
Mind is used for quick thinking or situations which require logic.
Perception/acuity is used to notice sounds, objects in the distance, and lies, among other things.
Heart is overall force of personality, passion, and zeal and is used to convince people of things, among other possible uses.
Divide 20 points between your character's {traits and assets}. These can be anything the player likes that fits the game's setting, described in at most a short sentence. Like Attributes, these should be between 1and 4. Do not be ambiguous (see sample characters). Traits and assets allow the player to (A) Describe their character, and (B) emphasize their strengths and weaknesses. Traits and assets should fit a character's class and background, but that isn't to say they didn't dabble in something else in their spare time, so long as it makes sense for the character. The traits and assets section also contains things like weapons and armor, among other things that are considered assets. So if a character has a suit of heavy armor, it is listed based on quality, from 1-4. Magic is also listed in the same section for much the same reason. Individual spells are listed, but the rules on how they work will vary between GMs.
If the GM uses the optional HP rules, roll a six-sided die to determine your starting Hit Points.
>> Sample Characters
Kargev the Taker, Orcish Pirate Lord
HP 5/5
Lv 1
Exp 0/50
Belief: "Close combat is the only glorious course in war."
Belief: "Negotiation is for the weak."
Goal: "I will drive the humans from the Sword Coast, starting with Fort Carness."
Attributes: Body 4, Mind 2, Perception 1, Heart 3
Traits and Assets:
Commander of the Black Fleet 4
Seafarer 2
Cumbersome War Axe 4
Intimidation 3
Tactician 1
Scarred and Twisted 3
Tireless 1
Warped Honour 2
Avenya, spy/mercenary (under the guise of a seller of an ambiguous product that she insists no one buys)
HP 10/10
Lv 2
Exp 32/70
Avenya has pale blond hair and even lighter skin. She has heterochromia, with on blue eye and one green eye.
Belief: "There's nothing that money can't buy."
Belief: "If they can't be swayed by words or money, shoot them."
Goal: "I will earn my own ship and a home for my mother, Erynn, and my sister, Leigh, so they at least have a home on the moon."
Attributes: Body 2, Mind 3, Perception 4, Heart 1
Traits and Assets:
Former Mechanic 3
Deceptive 4
Pistols 4
Rifles 3
Intimidating 3
Family-Sensitive 1
Utilitarian 3
>> Leveling
Leveling is an optional rule. Instead, the GM may decide that it is better to gain traits and assets by doing things. For example, Avenya could make an absolutely amazing headshot from a mile away with a rifle. That would certainly be worthy of an extra point in Rifles (or as a signal she's already earned an extra point in it)
All characters level up from the same amount of experience, regardless of class. The required experience for level 2 is 50 and goes up by 20 every level, with experience resetting at every level. Experience does roll over to the next level, so if Kargev was level 1 with 49 experience, then he gained 5 more, he would become level 2 with 4 experience points.
Every time a character levels up, s/he gains 1 point to spend in traits and assets. This point should be spent immediately upon gaining the level unless the GM requires the character to train in something to change the rank. The character also gets an additional die roll for HP (if that optional system is used), adding that amount to both their minimum and maximum HP. For example, if Avenya reached level 3 with only 1 HP remaining, but rolled a 3 for her level 3 HP bonus, she would have 4 of 13 HP.
Experience is gained from completing quests and resolving conflicts using traits, assets, and/or attributes. The exact amount gained is determined by the GM.
>> Action Resolution
Only 6-sided dice are used, unless a coin flip or 20-sided die seems necessary to the GM. Generally, a six sided die is used for each attribute, trait, or asset involved in the check, with 6 being automatic or critical failure and 1 being automatic or critical success. If the roll is less than 1 + the attribute, trait, or asset in question, the roll is considered a success. If the majority of required rolls are successes, the action succeeds (though the GM may decide to have some consequences for a missed roll). If a modifier makes the minimum required roll a 1 or less, a 1 will not succeed, since that means the task is impossible (shooting an arrow through a brick wall at a target a mile away at night, for example). Inversely, a minimum required roll of 7 or more is an automatic success, since every die roll is under 7. This could happen if, for example, one is using a weapon they specialize in, point blank, while invisible, with their target sleeping soundly.
Examples:
Player: "Avenya shoots the elf in the face with her pistol."
GM: "Roll 2 six sided dice." [Pistols 4, Perception 4]
Player: (rolls a 5 and a 6)
GM: "Avenya attempts to shoot the elf in the face, but misses. Luckily for her, she did hit his ear, suddenly making him a half elf."
Player: "Avenya jumps from the collapsing tower to the ship."
GM: (Rolls two six sided dice, one for Body, and one for Utilitarian, just in case. The results are 6 and 2) "The tower collapses a little too far to the left for Avenya to make it to the door of the ship, but she catches onto the wing as she passes it, avoiding the 400 foot drop."
Modifiers:
The GM may assign a modifier to the Action Resolution Roll. The modifier modifies the number required, not the roll itself. The modifier may be of any appropriate amount (to change the difficulty). For example, a magic sword may give a bonus in combat, and freerunning is easier when not wearing full plate armor and not carrying the entire party's gear. Conversely, a wound might mean a penalty to most actions, fighting underwater may be a little more difficult than normal, the target could be wearing arrow-deflecting underwear, or maybe the character has no eyes and might not notice that the place they're trying to jump to has moved.
Luck (optional):
A character gains luck points by having traits that contradict their desired action, gaining half that trait in luck points, rounded up. For example, Avenya could attempt she has no training with a pistol, which would use her Deceptive trait and Heart attribute, but her Pistols trait would count against her. If she rolled all three rolls and got a 1 for all of them, she could hit her target, but it could pass as beginner's luck with the people she was competing with. She would also gain 2 points of luck (1/2 of 4 is 2) to use later as modifiers, distributed however the player chose.
>> Hit Points (HP)
Hit points are optional, so if the GM or players want to do away with it, they are free to. Instead, the GM can have the players roll against the attribute (the attribute would depend on the source of the damage) or take some effect from it. Alternatively, the GM may decide not to use either system, instead using logic to determine the outcome.
How a gunshot to the chest can play out:
HP system:
GM: "He shoots you in the chest, dealing 32 damage. You have 1 HP remaining."
Attribute Save System:
GM: "He shoots you in the chest."
Player: (rolls against character's Body attribute and fails)
GM: "You go into shock and Soon die from blood loss."
Storytelling:
GM: "He shoots you in the chest."
Player: "Edward feels immense pain, then quickly bleeds to death. As he is dying, he tries to throw his magic dagger to Lyna."
GM: (Makes an attribute check for Body and Perception, and a trait check for Juggler, failing the first two.) "Edward tries to throw the dagger to Lyna, but he's grown too weak. Instead, it ends up being caught by Sir Jarvis in the hand that's not holding the gun."
>> Things Not Covered
Things not covered, like money, are either determined by traits and assets ("Wealthy 3") or by whatever is most convenient to the plot.
>> NEWEST VERSION
For the newest version and rulesets, please follow this link. That is where all updates to rules will be made. It also has proper formatting and is much easier to read. That is the Official version of the system, so feel free to read it over.
Name your character and decide what s/he does for a living. This can also be thought of as the character's {class}. Examples include "Knight", "Blood Sentinel", or "Gentern". It can also include race, if applicable, like "Elven Enchantress".
If you want, describe your character's physical appearance in as much or as little detail as you wish. You could go on for pages describing their clothes or you could just say "Blue eyes, brown hair, five feet three inches tall, 105 lbs." That is, if you describe your character at all.
Pick three {drives} for your character. Drives are broken down into three categories: Beliefs, Histories, and Goals.
Beliefs are moral or ethical values for your character (or lack thereof), like "elves are scum and don't deserve to walk the same streets as me."
Histories are personal relationships with a person, place, group, or thing, like "He was a member of the illuminati until he informally quit last year."
Goals are long-term objectives for your character, like "I will rid this city of elves and make it look like I had nothing to do with it."
Drives should not all be of the same kind, and should be unambiguous.
Drives establish a character's reason for involvement with the story, and to lay the grounds for subsequent emotional conflict. It is then the GM's responsibility to make a character's drives into story elements.
Divide 10 points between your character's four {attributes}: Body, Mind, Perception (or acuity), and Heart. For game purposes, these are treated as special {traits} and exist to ensure the character is never completely unprepared for a given situation. Attributes can be at least 1 and at most 4.
Body is used for things that are physically stressful, when there is exertion, or anytime one would have to, say, jump from a moving beam to another one.
Mind is used for quick thinking or situations which require logic.
Perception/acuity is used to notice sounds, objects in the distance, and lies, among other things.
Heart is overall force of personality, passion, and zeal and is used to convince people of things, among other possible uses.
Divide 20 points between your character's {traits and assets}. These can be anything the player likes that fits the game's setting, described in at most a short sentence. Like Attributes, these should be between 1and 4. Do not be ambiguous (see sample characters). Traits and assets allow the player to (A) Describe their character, and (B) emphasize their strengths and weaknesses. Traits and assets should fit a character's class and background, but that isn't to say they didn't dabble in something else in their spare time, so long as it makes sense for the character. The traits and assets section also contains things like weapons and armor, among other things that are considered assets. So if a character has a suit of heavy armor, it is listed based on quality, from 1-4. Magic is also listed in the same section for much the same reason. Individual spells are listed, but the rules on how they work will vary between GMs.
If the GM uses the optional HP rules, roll a six-sided die to determine your starting Hit Points.
>> Sample Characters
Kargev the Taker, Orcish Pirate Lord
HP 5/5
Lv 1
Exp 0/50
Belief: "Close combat is the only glorious course in war."
Belief: "Negotiation is for the weak."
Goal: "I will drive the humans from the Sword Coast, starting with Fort Carness."
Attributes: Body 4, Mind 2, Perception 1, Heart 3
Traits and Assets:
Commander of the Black Fleet 4
Seafarer 2
Cumbersome War Axe 4
Intimidation 3
Tactician 1
Scarred and Twisted 3
Tireless 1
Warped Honour 2
Avenya, spy/mercenary (under the guise of a seller of an ambiguous product that she insists no one buys)
HP 10/10
Lv 2
Exp 32/70
Avenya has pale blond hair and even lighter skin. She has heterochromia, with on blue eye and one green eye.
Belief: "There's nothing that money can't buy."
Belief: "If they can't be swayed by words or money, shoot them."
Goal: "I will earn my own ship and a home for my mother, Erynn, and my sister, Leigh, so they at least have a home on the moon."
Attributes: Body 2, Mind 3, Perception 4, Heart 1
Traits and Assets:
Former Mechanic 3
Deceptive 4
Pistols 4
Rifles 3
Intimidating 3
Family-Sensitive 1
Utilitarian 3
>> Leveling
Leveling is an optional rule. Instead, the GM may decide that it is better to gain traits and assets by doing things. For example, Avenya could make an absolutely amazing headshot from a mile away with a rifle. That would certainly be worthy of an extra point in Rifles (or as a signal she's already earned an extra point in it)
All characters level up from the same amount of experience, regardless of class. The required experience for level 2 is 50 and goes up by 20 every level, with experience resetting at every level. Experience does roll over to the next level, so if Kargev was level 1 with 49 experience, then he gained 5 more, he would become level 2 with 4 experience points.
Every time a character levels up, s/he gains 1 point to spend in traits and assets. This point should be spent immediately upon gaining the level unless the GM requires the character to train in something to change the rank. The character also gets an additional die roll for HP (if that optional system is used), adding that amount to both their minimum and maximum HP. For example, if Avenya reached level 3 with only 1 HP remaining, but rolled a 3 for her level 3 HP bonus, she would have 4 of 13 HP.
Experience is gained from completing quests and resolving conflicts using traits, assets, and/or attributes. The exact amount gained is determined by the GM.
>> Action Resolution
Only 6-sided dice are used, unless a coin flip or 20-sided die seems necessary to the GM. Generally, a six sided die is used for each attribute, trait, or asset involved in the check, with 6 being automatic or critical failure and 1 being automatic or critical success. If the roll is less than 1 + the attribute, trait, or asset in question, the roll is considered a success. If the majority of required rolls are successes, the action succeeds (though the GM may decide to have some consequences for a missed roll). If a modifier makes the minimum required roll a 1 or less, a 1 will not succeed, since that means the task is impossible (shooting an arrow through a brick wall at a target a mile away at night, for example). Inversely, a minimum required roll of 7 or more is an automatic success, since every die roll is under 7. This could happen if, for example, one is using a weapon they specialize in, point blank, while invisible, with their target sleeping soundly.
Examples:
Player: "Avenya shoots the elf in the face with her pistol."
GM: "Roll 2 six sided dice." [Pistols 4, Perception 4]
Player: (rolls a 5 and a 6)
GM: "Avenya attempts to shoot the elf in the face, but misses. Luckily for her, she did hit his ear, suddenly making him a half elf."
Player: "Avenya jumps from the collapsing tower to the ship."
GM: (Rolls two six sided dice, one for Body, and one for Utilitarian, just in case. The results are 6 and 2) "The tower collapses a little too far to the left for Avenya to make it to the door of the ship, but she catches onto the wing as she passes it, avoiding the 400 foot drop."
Modifiers:
The GM may assign a modifier to the Action Resolution Roll. The modifier modifies the number required, not the roll itself. The modifier may be of any appropriate amount (to change the difficulty). For example, a magic sword may give a bonus in combat, and freerunning is easier when not wearing full plate armor and not carrying the entire party's gear. Conversely, a wound might mean a penalty to most actions, fighting underwater may be a little more difficult than normal, the target could be wearing arrow-deflecting underwear, or maybe the character has no eyes and might not notice that the place they're trying to jump to has moved.
Luck (optional):
A character gains luck points by having traits that contradict their desired action, gaining half that trait in luck points, rounded up. For example, Avenya could attempt she has no training with a pistol, which would use her Deceptive trait and Heart attribute, but her Pistols trait would count against her. If she rolled all three rolls and got a 1 for all of them, she could hit her target, but it could pass as beginner's luck with the people she was competing with. She would also gain 2 points of luck (1/2 of 4 is 2) to use later as modifiers, distributed however the player chose.
>> Hit Points (HP)
Hit points are optional, so if the GM or players want to do away with it, they are free to. Instead, the GM can have the players roll against the attribute (the attribute would depend on the source of the damage) or take some effect from it. Alternatively, the GM may decide not to use either system, instead using logic to determine the outcome.
How a gunshot to the chest can play out:
HP system:
GM: "He shoots you in the chest, dealing 32 damage. You have 1 HP remaining."
Attribute Save System:
GM: "He shoots you in the chest."
Player: (rolls against character's Body attribute and fails)
GM: "You go into shock and Soon die from blood loss."
Storytelling:
GM: "He shoots you in the chest."
Player: "Edward feels immense pain, then quickly bleeds to death. As he is dying, he tries to throw his magic dagger to Lyna."
GM: (Makes an attribute check for Body and Perception, and a trait check for Juggler, failing the first two.) "Edward tries to throw the dagger to Lyna, but he's grown too weak. Instead, it ends up being caught by Sir Jarvis in the hand that's not holding the gun."
>> Things Not Covered
Things not covered, like money, are either determined by traits and assets ("Wealthy 3") or by whatever is most convenient to the plot.
>> NEWEST VERSION
For the newest version and rulesets, please follow this link. That is where all updates to rules will be made. It also has proper formatting and is much easier to read. That is the Official version of the system, so feel free to read it over.