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Combat Proposition Two

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Contents

Basic Rules

(Proposal)

Statistic chart

There are four characteristics : Dexterity, Wisdom, Soul and Social.

Each is affiliated to three talents :

  • Dexterity : Suppleness, Nimbleness, Accuracy
  • Wisdom : Concentration, Perception, Understanding
  • Soul : Will, Courage, Consciousness
  • Relation : Concealment, Empathy, Influence

A characteristic value is equal to one third of the associated talent's sum

  • Suppleness : control over the body
  • Nimbleness : athleticism and skill
  • Accuracy : finger work
  • Concentration : ability to remember and forget environment
  • Perception : all five senses
  • understanding : ability to analyze known data
  • Will : ability to resist and persevere
  • Courage : resist fear, go over self preservation
  • Consciousness : sixth sense, faith
  • Concealment : hide feelings
  • empathy : understand others
  • Influence : ability to make others follow your will

about strength : all effects linked to strength, constitution will be dealt with by using the size modifier. After all, rodents aren't "strong"

Dice roll : Basic dice roll work like the following :

  • Pick a Talent and a Skill, add these values
  • roll that many dice
  • keep the best dice, up to the characteristic value associated with the talent

example :

survival is a skill

  • If one wants to climb a rock, one will have to pick Survival + Nimbleness dice and keep Dexterity
  • If one wants to remember if a berry is eatable or nor, one will have to pick Survival + Concentration dice and keep Wisdom
  • If one wants to follow a track, one will have to pick will have to pick Survival + Understanding dice and keep Wisdom
  • If one wants to tell which kind of bird is singing, one will have to pick Survival + Perception dice and keep Wisdom

Damage system

  • Hit Points : Size + Will + Concentration
  • Critical hit threshold : (size + 3) x 2
  • Fatigue Points : (Suppleness + Concentration + Will + Concealment) x 2

One loses Fatigue points when hit, or when using special skills, like magic

One loses Hit points when suffering a critical hit or when hit while there is no fatigue point remaining


Combat system

  • Initiative pool : Nimbleness + Perception + Courage + Empathy
  • To be Hit Score : (Suppleness + Concealment - Size) x 2
  • The Initiative pool is a number of dice you have each round
  • When beginning a combat round, everyone has his/her initiative pool refilled.
  • The one with the highest dice total begins, choses what action he/she does, then throws as many dice as he desires, up to *his/her skill + talent value. He proceeds as normal, then put the used dice aside
  • The next to play is the one with the new highest dice total, and so on

When trying to hit, one must roll a combat skill + associated talent roll and get a higher score than the TBHS of his/her opponent

damage is equal to weapon damage + skill + size


Skills

they're to be bought at the character creation

  • Agriculture
  • Alchemy
  • Arts
  • Athleticism (run + jump + swim)
  • Brewing
  • Building
  • Carpentry
  • Clothing
  • Combat (specialty)
  • Clockworks
  • Craftiness (sleight of hand + bluff)
  • Dance
  • Games
  • Handling (particular species)
  • Hiding
  • Literacy (legends + writing + calligraphy)
  • Medicine
  • Metallurgy
  • Mining
  • Music
  • Mysticism
  • Politics (history + diplomacy + etiquette)
  • Streetwise
  • Survival
  • Table arts
  • Tinkering
  • Trade


Character Creation

All stats beside skills start at a value of 2 and will be modified along the steps of character creation

Species

Species provide :

  • bonuses to talents
  • virtual characteristic bonuses (ie +1 dexterity, meaning the character uses his/her dexterity as though it was one point above its actual score)
  • a size score
  • special abilities
  • a number of character creation points (CCP)
  • a set of skills

Profession

professions provide :

  • another set of skills
  • contacts set
  • starting wealth and first bits of equipment

Spending Character Creation Points

  • If a skill belongs to the species list AND the profession list it costs 1 point to buy and upgrade
  • If a skill belongs to the species list OR the profession list it costs 2 points to buy and upgrade
  • If a skill belongs to neither it costs 4 point to buy and upgrade
  • A talent costs 4 points to upgrade
  • A contact costs 2 points to buy and upgrade

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This page was last modified on 20 August 2007, at 05:54.
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