The Rulebook: Aspects, Attributes, Passive effects, Weapons and Apparel

INACTIVE
Locked
User avatar
aremihc
Pimp
Pimp
Posts: 934
Joined: June 29th, 2009, 3:53 pm
Contact:

The Rulebook: Aspects, Attributes, Passive effects, Weapons and Apparel

Post by aremihc » March 28th, 2010, 3:26 am

The Rulebook


Sections marked by an *asterisk are essential reading.

*Aspects

Might
"Brawn over brains."
Might governs your ability to utilize raw brute strength which contributes to how easily you can perform demanding physical tasks and measure your physical toughness. When applied correctly your strength can not only solve practical problems but social disputes too.

Motion
“To master the art of motion, you must move like water.”
Whether it is vaulting through and over obstacles or simply gunning for it, your enemies will have circles run round them in no time flat. This also contributes to how quickly you think on their feet and the precision of your movements. You are also probably quite flexible in the bedroom.

Will
"A powerful will can overcome any obstacle."
Your ability to withstand the psychological strains is determined by your indomitable will. Fear, temptations, manipulation, and deception bombard the will of your being and only the strongest can persevere over any obstacle.

Mind
“There are no barriers to the mind, only the ones we erect.”
The depths of perception, awareness, and wits are controlled by the mind and represent the potency and capacity of your being. The mind is a powerful tool that can influence mentality greatly. The most keen and clever of minds can trump even the strongest of warriors.

Allure
“The force of personality.”
The ability to influence, manipulate, and deceive all rely on your level of personality. The power of personality can get you through many situations through the weaving of words, clever use of cunning, or just being majestically glamorous.

*Attributes

Attributes are the sum of the two Aspects that contribute to them.

COMBINE
Stat
Might
Motion
Will
Mind
Allure
Physical
Might
Strength
Acrobatics
*Fortitude*
Technique
Intimidate Physical
Motion
Acrobatics
Speed
Initiative
Dexterity
Impress
Mental
Will
*Fortitude*
Initiative
Willpower
Sanity
Deception
Mental
Mind
Technique
Dexterity
Sanity
Intelligence
Command
Personality
Allure
Intimidate
Impress
Deception
Command
Charm


The concept of this system is that player voice their intentions to the GM, the GM moderates the action by applying one of their Aspects or Attributes to a D20 roll and if the roll is below the skill the action is passed with the exception of 1 always passing 20 always failing spectacularly. If players can’t play their character’s strengths they will have less chance of succeeding.

Modifiers for the complexity of the situation are applied on a scale of +3 to -5 to the roll. In extreme cases -10 can be applied. Multiple attempts can be made if the situation allows it.

None of these are cumulative as only the highest modifier is in effect. However passive effects such as feeling ill, bleeding heavily or simply being tired are cumulative.

Remember! Any combination of skill weighting is viable as alternative tactics will be available under most circumstances so do not be afraid to create a character that relies completely on their looks.


*HP and MP

Fortitude and Sanity are the Health Points and Mental Points (not Mana!) of this RP.

HP or MP can be restored through healing or relaxing actions (+D3 HP/MP), however, beyond certain points external assistance will be required to recover due to passive effects such as a mortal wound or extreme anxiety.


Passive effects

Passive effects can occur when characters fall prey to an enemy's ability, by losing a certain amount of Mp/Hp or even by being in the wrong place at the wrong time. Note the Attribute categories on the character sheet; for temporary passive effects only certain categories will be reduced or increased. Other passive effects such as hallucinating, deafened or blinded will alter the description of the surroundings.

Physical:
Strength
Acrobatics
SpeedFortitude:
Fortitude 
Practical:
Technique
Dexterity
InitiativeMental:
Sanity
Will
Intelligence Allure:
Intimidate
Impress
Deception
Command
Charm

Here are just a few passive effects:

Body:

Injured
When below ½ hp physical tests suffer a -2 penalty

Mortally wounded

When below  1/4 Hp healing actions can no-longer restore Hp past ½ its maximum value without medical help.

Critical condition
The character is at 0Hp and so enters a critical condition. Surgeons have 2+D6 turns to intervene.

Tired

Tired characters lose their edge when it comes to practical based tests (-2).

Poisoned
Poisoned characters are slowly crippled by the toxin in their veins every time they fail a fortitude test that occurs once per turn. (D3 Hp damage)

Sick
Sick characters lose their edge when it comes to charm based tests -2.

Drowning/Suffocating
Suffocating characters have failed to hold their breath and will enter a critical condition and fall unconscious in 2 turns if not attended.

On fire
Burning characters need to take a Will or fortitude test to perform any action apart from frantically trying to extinguish the flames. Flames cause D3 damage a turn, D6 to warmblooded Anthromorphs.

Incapacitated/unconscious

Incapacitated characters have experienced so much pain they can not move without a fortitude test. Unconscious characters need a willpower test. Both have a 1/3 chance of occurring at less than 2Hp.

Bound /Paralysed

Similar to incapacitated, requires different tests, usually painless.

Gagged
The character cannot talk until un-gagged.

Blinded

The characters will only be given a description based on touch and sound for their environment.

Deafened
The character cannot respond to events outside their line of sight, -2 to practical attributes.

Invigorated
Suddenly, in the midst of battle the character's wounds are no longer a hindrance and their pain only adds to their abilities (+2 to all main aspects). This has a 10% chance of occurring in life-or death situations and lasts for D3 turns once per phase.

Transformed
Prepare for the worst. This can be quite game-changing.
Mind:

Depressed / Distressed/distraught
Characters at ½ Mp suffer a -2 penalty to mental and practical tests.

Insane
Players now have no control over their character, or their goals completely altered. Effects from self-abuse, suicidal tendencies or a warped outlook on the meaning to their lives are present. This occurs at Mp=0.

Hallucinating
Characters observe a distorted reality so descriptions of the environment become unclear

Delirious
Similar to ‘hallucinating’, your character may perform unexpected acts in order to ease the ailment that caused this, requires intelligence tests to solve and sanity tests to resist.

Lustful / Seduced / afterglow
The character's body has betrayed them (or not) and they are far more vulnerable to attack in their lustful state. All practical based attributes are hindered (-4 until recovered).

Confused/irritated

The character is pissed off or completely dumbfounded and all mental tests are reduced by -4, can also be solved through a sanity or willpower test or by dealing with the source of the irritation.

Hypnotised
The character has lost control to another being! They will be lucky to even be able to speak on their own free will. Forced actions can only be resisted temporarily using willpower.




*Dynamic decision-based combat: (or DDC)

Players imply an aggressive stance and a defensive stance. Enemies randomize these and they are compared in tables.

The following is a table of implied offensive/defensive maneuvers.

Strength
Speed
Acrobatics
Technique
Initiative
DexterityStrong attacks/defense
Fast attacks/defense
Distracting attacks/defense
Controlled attacks/defense
Proactive attacks/defense
Reactive attacks/defense


Observe enemy actions carefully, enemies that spin and move wildly need a quick preemptive slash whereas with strong and deliberate opponents will need a rude wake up call with a series of frantic stabs. Opponents who have fancy swordplay will not survive very long against one big crushing swing.

Using projectiles is also a valid tactic. Ranged attacks only fall under the skills initiative, technique and dexterity. All skills act as defenses to these as per usual but just be careful about stopping a bullet with your chest...


Enemies:

Due to the potentially large numbers of hostiles the players will be facing your opponents will be heavily simplified but by no means simple to defeat.

An enemy's Hp is significantly lower than the player's and are tallied as 'hits', strength does not affect the number of 'hits' inflicted upon an enemy:
  • Weak enemies will go down in one hit.
  • Average enemies go down in 2-3 hits.
  • Tough enemies go down in 4-5 hits.
  • Powerful enemies go down in 6-10 hits.
  • Invincible enemies do not die unless certain conditions are achieved.
The enemy's basic attacks are also simplified:
  • Puny enemies cause 1-3 hp damage.
  • Average enemies cause 1-6 hp damage.
  • Challenging enemies cause 2-12 hp damage.
  • Superior enemies cause 3-18 hp damage.
Basic enemy tactics:
  • Strong enemies use strength and technique.
  • Fast enemies will use Speed and initiative.
  • Skilled enemies will use dexterity and acrobatics.
  • Ranged enemies will use technique, initiative and dexterity.
Some enemies alternate above practices and some even combine them. Fear these for they are far more likely to bypass your defences.


Finally resistance to certain attacks, and unique special abilities will make every enemy you face unique and challenging.



Weapons and Apparel:

Dual wielding weapons is impossible without the berserker/gunslinger perk. Short melee’ weapons can be dual-wielded by anyone without penalty or reward.

Melee’

(Rune-painted weapons gain temporary elemental effects. Rune-forged weapons have permanent effects but are increasingly rare to find.)

Unarmed
Unarmed critical attacks on opponents prevent them from striking back for a single turn, however no extra damage is caused. Failures cause D3 hp damage to the player unless the brawler perk is taken.

Short weapons
The perfect counter for weapons longer than a single-handed weapon if you are fast enough. x2 hit bonus against only strong enemies.

Single handed weapons

Single-handed weapons are versatile as they can be held in one hand leaving the other free and are a perfect tradeoff between power and speed. Their reach can keep tricky enemies at bay. x2 hit bonus against only fast enemies.

Two handed weapons
Brute force behind a two-handed weapon assist you in smashing complex defenses asunder. x2 hit bonus against only skilled enemies.

Polearms/exotic
The large swings and thrusts of a spear will make you difficult to approach, but your damage to foes depends on how organised they are. All critical hits can be resisted by both the player and the enemy.



Ranged weapons

Dartguns
Whether peashooters or small wrist-mounted crossbows, these fire poisoned/paralysing darts at your foe and desired effects come into effect on a successful hit.

Bows
Quick-firing and versatile, 2 shots can be fired a turn and Cause 1 strike each.

Crossbows
Reloading is tough, however guarantees damage to heavily armoured opponents. A crossbow can fire 1 shot a turn and causes 2 hits on a strike.

Improvised
A strength, speed or dexterity test for throwing weapons results in D3 strikes. Spears cause 3 when thrown successfully (technique). Miscellaneous objects cause D3 strikes reduced by -1 or -2 to a minimum of 0 depending on size and big objects can cause D6 hits.



Rune-guns

(Rune-guns operate like a modern day magnetic rail gun, simply feeding a rune carved metal shot into the loading mechanism and pressing the trigger will launch it with an impressive flash of light and sparkling smoke, every time they are used there is a 25% chance of the resonating Mana crystal within completely discharging. This will require a sizeable Mana source to be located for the crystal to be recharged.)

Pistols
Short range and lethal. Require extensive recharging between phases or 3 turns near a Mana source. 2 shots can be fired in one turn and counts as 3 hits each.

Rifles
Long range and lethal if but a little unwieldy when enemies move closer. Requires extensive recharging between phases or 3 turns near a Mana source. Reloads like a crossbow and counts as 5 hits per shot.

Gatling (RARE)
Do you have a horde invading your back-garden? Point this baby at a suitable choke-point and watch your troubles disappear. Requires 2 phases to recharge and can only be carried by big players but can sway the tide of a battle almost instantly. Takes one turn to spin up to speed and as many turns as you want letting the limbs fly. Be careful shooting around allies, you may suffer heavy morale losses if you accidentally hit someone. Causes a 5 strike hit on every opponent in front of it.

Cannons
A bigger gun for bigger targets, takes 2 turns to reload and one to fire with powerful results. Takes one phase to recharge. Counts as 9 hits.


Apparel and miscellaneous

Armour
Armours increase fortitude by 1 to 3 and reduce speed by -0 to -4 but does not affect Hp. Rune armour offers protection against magic and rune-guns but you will be unable to cast or use magic-based objects. This includes rune-painted items, platforms, enchanted potions (uncommon and above), etc. Heavy armour (+3 fortitude) takes up 2 inventory slots

Shields
Treat as a single-handed weapon. Increases fortitude by 2 for -2 dexterity but does not affect Hp. If “mastery” is taken in a single-handed weapon the dexterity penalty is removed.

Horses and other rideable creatures
All rideable creatures increase speed for the purposes of travel by +6 and fortitude by 2. Rideable creatures other than horses may have special abilities.
Last edited by aremihc on April 2nd, 2010, 12:54 pm, edited 1 time in total.

Locked

Who is online

Users browsing this forum: No registered users and 1 guest