Combat Proposition Two
From BluWiki
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



