December 19, 2004

Basics

  • The average stat is 2. It's rare for someone to have one below zero (unless modified by your species), but it's possible. A rating above 5 is also quite rare.
  • Skills start at zero, of course, with a "typical" rating being 2.
  • The cost to increase a skill by 1 is equal to the new rating you're trying to reach. So if you have a skill of 3, it'll cost 4 points to get to a rating of 4.
  • Tasks are resolved by adding Stat + Skill + 2d10. Equalling or exceeding the target number gives you 1 success. Every 10 points you beat it by adds another success. Rolling a natural 20 gives another bonus success.
  • Missing the roll by 10 or more is a botch, as is rolling a 1 on both dice.
  • If you have a rating of zero in a skill that requires training, you only get to add 1d10 to your roll instead of 2d10. A roll of 1 becomes a botch.
  • "Saves" are calculated as the sum of 2 stats and are rolled just like skills... Stat + Stat + 2d10.
  • Your knockdown rating is your Size + 10.
  • Hit points are Size + Strength + Drive + 10.
  • New characters get 90 xp to spend on skills, or they can take the simple package: 2 skills at +5, 3 at +4 and 5 at +3 (it still totals to 90).
  • Your damage bonus with melee weapons is Strength + Size.
  • Most "stat checks" are run against two stats, much like a Save. So what would be a test of Strength in D&D would probably be vs Strength + Size here. One vs Dex would be Agility + Perception. Et cetera.
  • You'll probably have to allocate XP to skills each session, much like Ironclaw. I'd probably limit it to a max of 2 points per skill... dunno.
  • Increasing stats should be possible, but I'm thinking that they should cost 5 or even 10 times as much as bumping up skills. There might well be a hard-coded limit that you can't increase the same stat more than twice. I could even put little check boxes next to each stat on the character sheet, so that you can see whether or not it can go up higher. But that's probably not necessary- the increasing cost per level should make it too slow and expensive to get really silly increases. Size is the one that I'd be most iffy on allowing unlimited increases... people generally don't get much bigger unless they were young to begin with.
  • Edges generally cost 5 XP, with a handful of really potent ones costing 10.
  • You can't learn spell skills unless you have at least one magic Edge. After you get one, you'll acquire a handful of magic skills at zero, but you'll at least be able to roll them now.
  • The Gather Mana skill is available to all mages and is really critical to them. You have to gather X mana before you can cast a spell of power X.
Posted by Kiz at December 19, 2004 11:04 PM
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