November 30, 2005

More combat thoughts

Light weapons (Agi): 1d6+Brawn/2 (yes, a negative Brawn becomes better). Two free parries per turn. May be dropped or break if used to parry a Heavy weapon. No bonus for using both hands. Crit bonus is +1d6.

Medium weapons (Agi/Brawn): 1d8+Brawn. One free parry per turn. Using both hands inflicts +1 damage. Crit bonus is +1d6.

Heavy weapons (Brawn): 1d10+Brawn*1.5 (yes, a negative Brawn becomes even crappier). No free parries. Using both hands inflicts +2 damage. Crit bonus is +1d4.

Edges:

Duelist (requires Light Weapons 5+): if you critically parry an attack using a specialized light weapon, you can spend a secondary action to immediately attack that foe.

Destroyer (requires Heavy Weapons 5+): you can spend a full action to perform a truly powerful attack with a specialized heavy weapon that does 1d10+Brawn*2 damage and inflicts double damage on inanimate objects. Your attack is considered one class more powerful, so medium weapons which are used to parry it may be dropped and light weapons will usually break.

Precise Strike (requires Light Weapons 5+): when using a specialized light weapon, your crit bonus is one die size larger than normal.

Paired Medium Weapons (requires Medium Weapons 5+): when using one specialized medium weapon in each hand, you receive a +1 bonus to hit with any attacks made with them.

Paired Light Weapons (requires Light Weapons 5+): when using one specialized light weapon in each hand, once per turn you can choose to add a +1 bonus to either a to-hit roll or a parry roll.

Paired Heavy Weapons (requires Heavy Weapons 5+): when using one specialized heavy weapon in each hand, you can perform one free parry per turn.

Quickdraw: you can draw a Light Weapon as a free action and a Medium or Heavy Weapon as a secondary action (normally a Light Weapon is a secondary action and a Medium or Heavy weapon is a primary action).

Posted by Kiz at 11:42 PM | Comments (0)

Actions and Fighting Styles

Okay, each round you get a Primary Action (2/3 of your concentration) a Secondary Action (1/3) and a free action (free). A "Full Action" uses up your full concentration and thus counts as both a Primary and Secondary Action combined.

Attacking is normally a Primary Action (a crappy, 1/2 damage attack can be made as a secondary action). Dodging/Parrying is a 2ndary action.

Moving: As a primary action, move your full movement rate. As a secondary, move 1/3 of it. As a free action, move a pace.

Dodge: As a primary action, dodge vs missile/hurled weapons. As a secondary, dodge vs melee at full or ranged at a penalty die. As a free, dodge vs melee with a penalty die or ranged with two penalty dice.

Parry: As a primary action, parry vs all adjacent foes. As a secondary, parry vs one foe. As a freebie, parry vs one foe IF your weapon allows free parries.

"Big Bruiser": uses heavy weapons for maximum effect. Does the most base damage (average d10+Brawn), but only gets an extra d4 per crit. No free parries, so if you get attacked you'll have to blow a Secondary Action to parry or dodge. Maybe d10+Brawn * 1.5?

"Fencer": uses light weapons for maximum accuracy. Minimal base damage (average d6+Brawn/2), but does an extra d8 per crit. Two free parries per turn.

"Flexible": uses medium weapons for maximum flexibility. Better damage than light weapons (average d8+Brawn) but not as good as heavy, does extra d6 per crit. One free parry per turn.

You can get a further bonus by using both hands (both hands adds +2 Brawn
with heavy, +1 with medium and +1 when using a light weapon).

Flexible weapons: if you attack someone and they parry/block and win by 2 or less, you still score a SL 1/2 hit. Unfortunately, the same applies to you when you try to parry. If two flexible weapons attempt to parry each other, you have to win by 4+ to avoid that SL 1/2 hit.

Hm. One problem... if dodge/parry is an opposed check, instead of a flat value, then the SL 1/2 stuff might not work... after all, it's one point easier to hit 10+Evasion than 2d10+Evasion.

Okay, this is a decent start... but I want to make sure that fighters can properly distinguish themselves from each other. These seem more like ways to make sure that the different weapons work differently.

Posted by Kiz at 10:22 AM | Comments (0)

November 28, 2005

Roll-over Dice

Here's a thought for handling roll-over dice. Basically, if you try a skill check and roll a Level 1 Success (beat it by 5+) or better and then try a related task with a different skill, you can get your SL in bonus dice for the second task.

Posted by Kiz at 09:58 PM | Comments (0)

November 23, 2005

General Edges

  • Heroic: the character receives one extra Hero Point and one extra Hit Point.
  • Priestly Investiture: your character is an active member of the priesthood and receives certain benefits automatically. Harming a priest is considered a higher crime than harming an ordinary citizen. You are supposed to be entitled to basic hospitality wherever you go (although this is not backed up by law, so in some areas you may only receive it from particularly devout citizens). You cannot be forced into military service, even during wartime. You have at least basic access to the facilities at the Alabaster Temple. Your Status is increased by +1.
  • Mana Burst: once per day, you can cast a Concentrated spell without it taking an extra action or incurring an extra point of Fatigue.
Posted by Kiz at 10:14 AM | Comments (0)

November 19, 2005

Spell Summary

So, a revised spell summary. Concentrated spells require you to spend an action preparing and inflict 1 additional level of Fatigue on a success (note that you can spend a Hero Point to negate the Fatigue). Severed spells are permanent, but each one created permanently reduces the caster's Magic rating by a fraction.

I'm trying to drop game rule summaries into these where possible.

Spark (Lightning):
Basic: produce ball of flame, moves at your command
Concentrated: produce small explosive fireball
Severed: create permanent flame (lasts until forcibly extinguished)
Advanced: produce ball of electricity or light, moves at your command
Concentrated: small lightning bolt or blinding flash of light
Severed: create permanent shocking aura or light source

Manipulate (Levitate):
Basic: weak TK
Concentrated: strong TK shove or pull, lasts only 1 round
Severed: object floats indefinitely
Advanced: lift self and float slowly about; costs 1 extra Fatigue. Magic rating must exceed Size to use this power.
Concentrated: superleap (straight-line flight for 1 round, basically)
Severed: caster's weight permanently reduced, can no longer use Levitate

Summon (Bind):
Basic: attract attention from living creatures or magical spirits, guides them to you
Concentrated: wider range, but only lasts a moment
Severed: spot attracts people and spirits indefinitely
Advanced: prepare an object, place or creature to host a spirit. Exact effects vary by spirit. Note that you can't control the spirit's actions
Concentrated: can try to break existing binding. Called Banishment
Severed: hosting lasts until spirit leaves or is banished

Influence (Compel):
Basic: project subtle emotions
Concentrated: hits target with brief but overwhelming emotion
Severed: permanently colors target's personality with selected emotion, but effect is weak and subtle
Advanced: issue mental commands
Concentrated: hits target with single very simple command that's harder to resist
Severed: command becomes permanent. Called a Geas.

Delve (Shape):
Basic: probe target for info about their physical state
Concentrated: delve for 1 round at 10x normal range
Severed: leaves target immune to Delve spells
Advanced: reshape target physically; costs 1 extra Fatigue
Concentrated: attempts to shatter target, inflicting damage
Severed: leaves target immune to Shape spells

Scry (Locate):
Basic: search vicinity for specific things
Concentrated: search in a given direction at 10x normal range
Severed: creates area where caster will sense it if something matching criteria enters. Called a Ward.
Advanced: locate things you are familiar with or linked to at any range
Concentrated: open link strongly enough to see/cast spells through
Severed: allows you to sense target's location whenever you want to. Called a Link.

Mislead (Illusion):
Basic: project momentary glimpses of sound or movement into target's mind as long as maintained
Concentrated: false sensation is very strong, but can only be a random noise or flash of color; vanishes immediately
Severed: target is left immune to Mislead spells
Advanced: project actual illusions of specific things into target's mind
Concentrated: illusion is very strong, but vanishes after one round
Severed: target is left immune to Illusion spells

Posted by Kiz at 05:54 AM | Comments (0)

November 18, 2005

Spell Restrictions by Locale

I could see saying that certain magical arts aren't available to characters from specific areas.

e.g. - Imperial Demense (the core empire regions): Can't start with Summoning

Barbarian Lands: Can't start with Delve (a new name for Probe/Shaping).

Underworld: Can't start with Spark?

Fashor (the "Farshore"... the foreign land on the other side of the Great Lake): Can't start with ???.

So the list is:

  • Spark (Lightning)
  • Manipulate (Levitation)
  • Delve (Shape)
  • Summoning (Binding)
  • Scry (Locate) [changing Find to Scry and saying that the advanced form can locate folks you're familiar with at any range]
  • Influence (Compel)
  • Seemings (Illusions)

Alternate names for Seemings: Phantasms, Mislead.

So...

Barbarian Lands: forbidden spells are Delve and Manipulate

Imperial Demense: forbidden spells are Mislead and Summoning

Fashor: forbidden spells are Influence and Summoning

Underworld: forbidden spells are Spark and Mislead

Forest Folk: forbidden spells are Spark and Summoning

Wildlands: forbidden spells are Delve and Summoning

So... what I want is for magic to be available to all... but only really practical to folks who have a high Magic rating. Furthermore, just sinking 1 point into it should be worthless below Magic +1 or so. If failures always result in 1 Fatigue, then that could do it.

Posted by Kiz at 09:05 AM | Comments (0)

November 17, 2005

Summoning

A possible set of new magical arts...

Summoning: the mage attempts to draw the attention of nearby magical entities (including intelligent animals). They can try to attract everyone or slap some simple qualifications on it, like every rodent, every mouse or every spirit. If they're familiar with a particular person, they can try to attract them (of course, if they're out of range, it will fail). It can't really compel them to come, but it does get their attention and signals your presence.

Summoning doesn't actually require an Edge to learn, but most mages are unaware that it's even possible. If someone teaches you the basics in play, you'll be able to spend XP on it. Sometimes a mage in dire need casts it by accident (rolling Magic + 1d10 vs the difficulty, so unless the player blows Hero Points on it, it probably won't work) but this is rare.

Binding (Edge, Requires Summoning 5+): this Edge allows the mage to prepare some sort of host to accept a bodiless spirit. They not only attract the attention of nearby spirits (or a specific spirit, if they're familiar with it) using Summoning, they offer it a physical form to inhabit. This could be a constructed golem of some sort or a magically prepared corpse or just a physical location that you would like the spirit to inhabit. If you want it to remain in that form indefinitely without your aid, you'll need to sever your Binding.

Otherwise, when you stop concentrating the spirit has to struggle to remain corporeal and will eventually be drawn back into the spirit world. Weaker spirits will usually vanish immediately, but powerful ones may be able to remain for several minutes (these are also the ones most likely to be able to manifest on their own for brief periods without outside aid).

The difficulty with Binding, of course, is finding the right spirit. It doesn't give you any direct control over the spirit's actions, so if you want an animate servant you better find a spirit that wants to serve you.

Spirit Types: this is the tricky design issue, of course. What sort of spirits are desirable? The mice who experiment with this would try to classify them, naturally.

Servitors: spirits yearning to be born. They tend to "imprint" on whoever gives them a body, attempting to serve that person to the best of their ability. They can't speak or really reason, but they can understand their creator's spoken commands pretty well. A few can hear their creator's unspoken wishes, too, but these are very dangerous because they might act to fulfill urges you don't want fulfilled (like murdering someone you dislike). Servitors want to serve their "parent" but have been known to go malign when treated sufficiently badly. They have a lot of trouble understanding anyone besides their creator, since they only have a psychic link to them.

Placed in a location, a servitor spirit will still want to help its binder, but will generally be incapable of mustering more than a few soft breezes or a tiny change in temperature. It's a nice way to keep a house relatively dust-free, though.

Malign: spirits that are filled with hate and anger. They generally want to hurt and kill things and are quite violent. They usually mistake their creator for part of themselves (because the creator's aura will be in their new body) and won't harm them, but anyone else is a viable target. Malign spirits are often much harder to convince to serve you than Servitor spirits... they'll generally only serve because they believe that you're leading them towards new prey, or because they're so stupid that they think that you're part of them. Really intelligent malign spirits have been known to pretend to be other sorts until they see a good opportunity for murder. Stupid malign spirits make good guardians; they don't really have a sense of impatience, so they can be put in a spot and they'll stay there indefinitely, ignoring their creator but killing anyone else.

Placed in a location, malign spirits speed up the rate at which it decays. Collapsing parts are generally delayed until a potential victim appears in the right spot. "Cursed" locations are often inhabited by malign spirits, whether they were bound there deliberately or are manifesting on their own.

Healers: very rare. These beneficient spirits seek to soothe the pains of those around them. They can even be drawn into a living host (where they will attempt to repair any wounds), but will flee it the first time that the host suffers any real pain, so you generally need to keep the host drugged and pain-free for the duration. Unlike Shaping magic (which can only treat gross physical injuries like cuts and broken bones), healing spirits can treat things like poisons, cancers and other illnesses.

If bound into a location, they tend to promote the growth of plants and the overall health of anyone living there, but they usually flee if the area is "desecrated" with violence or extreme negative emotions.

Healers can't be bound in unliving tissues for long. They'll immediately lose interest and peel themselves away.

Observers: considered practically useless. Observer spirits just want to watch the physical world. Given a body of some sort, they simply sit there and look around. Occasionally they'll muster enough motivation to move closer to some interesting event, but for the most part they do nothing but watch. It's possible to use a Link spell so that you'll see what the observer sees, but it's usually not worth two severings to create one. Placed in a location, they'll watch whatever happens there, but won't be able to move elsewhere.

Guardians: guardian spirits are protective of their environment. Normally placid, they often turn violent if their peaceful home is disturbed. They aren't particularly smart, so it can be bad to wander near a guardian's home right after it's been disturbed by something. They act sort of like bees: if you act like you belong and don't make trouble, they ignore you, but once they're stirred up they can become dangerous to everyone in the area.

Mischeivous: these spirits delight in whimsical pranks and are generally more annoying than dangerous. Given a physical body, they'll often make brief, ineffective attacks, then pursue if the target flees and flee if they don't. If pursued, they'll lead people on a merry chase... the crueler ones will make sure that the chase leads through a desolate and dangerous area.

Hm. It might also be possible to bind spirits into items, but that allows for the creation of enchanted items... probably most spirits wouldn't stay in an item unless it really interested them. Violent spirits in a weapon, for example.

Posted by Kiz at 01:01 PM | Comments (0)

Emotional Ties

Some options for emotional ties:

  • You get 3 (representing your 3 strongest emotional ties) and can swap them around for new ones with GM permission. If you have one currently "unset", you can declare it in the middle of play; otherwise you can only change them in between sessions.
  • It's an Edge you can buy. If you don't buy it, you don't have any. One problem is balancing narrow/useless ties (I love my mom who lives in a distant city) vs really broad/strong ones (I love the city of X, where our campaign is based)
  • You start with 1 emotional tie, but can purchase another during play by spending a Hero Point. Once you take one, you have it until you decide you no longer want it (there might be an upper limit to how many you can have).
  • It's an Edge, but you also get "implied" emotional ties to your relatives, major NPCs in your background and your home town.
  • It's a freebie; each one penalizes you (lose a die) whenever you act against your tie and doubles bonus dice when you act in favor of it.

Posted by Kiz at 09:24 AM | Comments (0)

Edges

Edges fulfill basically the same role as Feats in D20. They're binary Gifts/Advantages that grant new abilities and are all (at least theoretically) roughly equal in value.

Because I can't stand the arbitrary nature of many D20 Feats, I'm trying to keep the Edges to a common system.

  • If it requires a skill, that skill has to exist at 5+
  • Rather than giving flat bonuses to a roll, they generally double any Bonus Dice received from expending Hero Points.
  • Skill-based Edges grant an additional ability (expanding what the skill can do) rather than giving bonuses to it.

Posted by Kiz at 08:11 AM | Comments (0)

November 15, 2005

Random HM Stuff

  • The Golden Garden... a collection of intricately shaped metal artwork created by a particularly artistic First One... now the patron of artists. A monestary of artisan priests tends it. Outsiders are welcome to tour for a small fee (nobles get in freely, of course and often get fawning service because the tour guides get to keep a lot of the tips). There's a wooden board with slowly shrivelling severed paws nailed to it... from folks who were caught trying to break off pieces of the artwork (especially the ones made out of gold filigree).

    There's also a room with older pieces that have been recovered, a museum of sorts. No one's really sure who made these... and they include a gigantic tarnished metal fork (obviously a human tool).

  • The Titan's Bridge: a great wooden bridge, wide enough for a mousy army to march down, which extends out into the Lake and then mysteriously stops. It's obviously an abandoned dock, but to the inhabitants of the land it's a gigantic bridge to nowhere.
  • The Shrikes: a band of nomadic shrews known for raiding the edges of the Empire. Almost as intelligent as mice and wielding crude and/or stolen equipment, they're driven by their hunger to attack, capture and eat mice and rats. Many of them have been wiped out periodically, but the band's size always swells back up again after a few years.
Posted by Kiz at 08:47 PM | Comments (0)

Remaining HM Stuff

Hm. What do I still need before I can start assembling it all? A map would be nice. Hand-drawn, probably, with the districts labelled in an appropriately hand-writing-ish font. I should make sure I have names for all of the major provinces.

More illustrations would be good.

That comic I debated doing would be great.

Equipment list. At least this should be more interesting than normal. Drums made out of acorns with bird-skin on them.

Weapon list.

More skill Edges.

Names of major figures (don't count the guy I'm killing off in the storyline).

Posted by Kiz at 09:51 AM | Comments (0)

November 11, 2005

Skill List Attempt

  1. Acrobatics (Agi): climbing, jumping and maintaining your balance
  2. Acting (Clv): skill at portraying a particular person or state of mind believably
  3. Animal Handling (Clv): tending and training unintelligent creatures
  4. Athletics (Agi/Brawn): running, swimming and other tests of endurance
  5. Awareness (Per): your ability to notice things around you using your physical senses
  6. Boating (Agi): skill at moving about on and handling boats and ships
  7. Brawling (Brawn): skill at unarmed combat, including grappling, pinning, biting and cuffing
  8. Business (Clv): skill at haggling, running a business and handling money
  9. Charm (Clv): skill at making friends, seducing potential partners and otherwise being charming when you need to
  10. Contortionist (Agi): skill at squeezing into tight places and wriggling out of bonds
  11. Craft* (Clv): skill at making things. Specialized in a particular craft. Examples include Armor, Carpentry, Painting, Sculpting and Weapons
  12. Digging (Brawn): skill at digging out burrows and tunnels, especially when just using your claws.
  13. Engineering (Clv): skill at construction and design of structures, as well as figuring out the best ways to demolish them
  14. Evasion (Agi/Per): skill at dodging, finding cover and otherwise evading attacks
  15. Heavy Weapons* (Brawn): fighting with heavy melee weapons. Specialized in specific weapons. Examples include Halberds, Maces and Swords
  16. Herbalism (Clv): knowledge of the medicinal and chemical properties of exotic herbs and fungi
  17. Intimidation (Drv): frightening people by word or manner
  18. Leadership (Drv): skill at taking charge and giving orders to people
  19. Light Weapons* (Agi): fighting with light melee weapons. Specialized in specific weapons. Examples include Axes, Knives, Staves and Swords
  20. Literacy* (Clv): skill at reading and writing. Specialized in specific languages
  21. Lock-picking (Clv/Per): skill at picking locks. Normally requires special tools
  22. Lore* (Clv): esoteric knowledge of a particular specialty. Examples include Geography, History, Magic, Monsters and Religion
  23. Medicine (Clv): skill at diagnosing and treating injuries and illness
  24. Missile Weapons* (Per): hitting targets with missile weapons. Specialized in specific weapons. Examples include Bows, Crossbows and Slings (note that Crossbows can be used unskilled)
  25. Oratory (Clv): skill at giving inspiring and persuasive speeches
  26. Perform* (Clv): skill at entertaining others. Specialized in specific types of performances such as singing, telling stories or playing music
  27. Persuasion (Clv): skill at persuading people to see things the way you want them to. Note that this doesn't include making them like you
  28. Psychology (Per): sensing deceptions and analyzing motivations
  29. Reaction (Per): your ability to react rapidly to new situations. Rolled to determine Initiative in combat
  30. Resolve (Drv): ability to resist torture, pain and mind-control
  31. Riding* (Agi): skill at riding and controlling a mount. Specialized in specific types of mounts. Examples include Pigeons, Riding Beetles and Starlings
  32. Sense Magic (Magic): your ability to detect the presence of mystical energies in your vicinity
  33. Shield (Agi/Brawn): skill at defending yourself with a shield
  34. Sleight of Hand (Agi): skill at deft and concealed motions with your hands. Includes stealing things without being seen, cheating at games and juggling
  35. [Spell] Delve (Magic): probe the depths of a physical object. The advanced form allows the Reshaping of objects.
  36. [Spell] Influence (Magic): manipulate the emotions of others subtly. The advanced form, Compel, allows for outright mental commands to be given
  37. [Spell] Manipulate (Magic): move objects telekinetically. The advanced form allows Levitation
  38. [Spell] Mislead (Magic): distract a target with vague noises and fleeting images. The advanced form allows for full Illusions.
  39. [Spell] Scry (Magic): search your immediate vicinity for something. The advanced form, Locate, allows you to find and magically link yourself to anyone that you're really familiar with
  40. [Spell] Spark (Magic): conjure a small ball of fire that moves at your command. The advanced form is Shock, which allows the conjuration of electricity
  41. [Spell] Summoning (Magic): attract the attention of nearby intelligent creatures or spirits. The advanced for allows for Bindings to be created which spirits can inhabit. Summoning is rarely practiced outside of the barbarian clans
  42. Spirits (Clv): knowledge of the spirits said to inhabit desolate areas. Scorned as superstition amongst educated folk, but common amongst the barbarian clans.
  43. Stealth (Agi): skill at moving silently and hiding
  44. Streetwise (Clv): skill at navigating and surviving the perils of an urban environment. Often heavily modified by your background (you can get a +5 or +10 bonus in cities or towns that you regularly frequent)
  45. Tactics (Clv): skill at military strategy and ambushes
  46. Thrown Weapons* (Brawn/Per): hitting foes with hurled weapons. Specialized in specific weapons. Examples include Axes, Stones and Spears
  47. Torture (Drv): when Intimidation fails, you can use Torture to try and break a prisoner's will. It inflicts a lot of damage and has been known to kill them, though. Not a skill used or studied by nice people
  48. Tracking (Per): skill at following the traces left by a creature's passage
  49. Traps (Clv/Per): skill at finding, setting and disarming traps
  50. Wilderness (Clv/Per): skill at navigating, finding food and shelter, predicting the weather and otherwise surviving in the wilderness

Lore can often be used unskilled; this is referred to as a General Knowledge Check. It's used when the GM wants to know if the character happens to know something that's relatively common knowlege, such as what lord rules a particular area. A character's background will often add substantial modifiers to Lore checks.

For example, when asking if anyone knows what lord rules a region, someone who is from that area might receive a +10 bonus, someone from an adjacent region (or who commonly travelled through that region) might receive a +5 and someone who was from an place where most people have never even heard of the area in question might suffer a -5 penalty.

Note that because Lore is a Specialized Skill, when you do get a chance to roll a General Knowledge check, you'll roll against 1/2 of your highest Lore rating, so being well-read in one area makes you more likely to be aware of other trivia.

Posted by Kiz at 11:13 PM | Comments (0)

November 08, 2005

Skill-Based Edges

  • Weapon Specialist (requires appropriate combat skill at 5+ and specialized in weapon of choice): Pick a weapon specialty when you take this Edge. Whenever you spend Hero Points to boost an attack roll with your chosen weapon specialty, double the number of Bonus Dice received.
  • Warrior Born (requires Light Weapons 5+ and Heavy Weapons 5+): Neither Light Weapons nor Heavy Weapons is a specialized skill for you anymore; you are automatically specialized in all melee weapons. If you have purchased additional Specialties already, you get 1/2 of the points spent back.
  • Natural Marksman (Requires Missile Weapons 5+): Neither Missile Weapons nor Thrown Weapons is a specialized skill for you anymore; you are automatically specialized in all ranged weapons. If you have purchased additional Specialties already, you get 1/2 of the points spent back.
  • Master Lockpick (requires Lock-picking 5+): the penalties for picking a lock with makeshift tools are reduced from -5 to -1 and the penalty for picking a lock with no tools whatsoever is reduced from -10 to -2. If you spend Hero Points on a Lock-picking roll, the number of Bonus Dice that you receive are doubled.
  • Natural Leader (requires Leadership 5+): when rolling Leadership to inspire troops, you can spend a Hero Point to give every person following your commands a Bonus Die that they can spend on their assigned task. If you spend Hero Points to boost your own Leadership roll, the number of Bonus Dice that you receive is doubled.
  • Master Merchant (requires Business 5+): you can substitute Merchant for Persuasion, Oratory or other social skills when money is involved. If you spend Hero Points on a Business roll, the number of Bonus Dice that you receive are doubled.
  • Natural Charmer (requires Charm 5+): you can use Charm without penalty even in inappropriate situations such as in the middle of combat. If you spend Hero Points on a Charm roll, the number of Bonus Dice that you receive are doubled.
  • Indomitable (requires Resolve 5+): you automatically succeed at any attempt to resist torture. If you spend Hero Points on a Resolve roll, the number of Bonus Dice that you receive is doubled.
  • Professional Torturer (requires Torture 5+): whenever you roll damage on someone you're torturing, you can choose to only inflict 1 point of real damage, with the rest being stun. If you spend "Hero" Points on a Torture roll, the number of Bonus Dice that you receive is doubled.
  • Scholarly (Requires Lore 5+): you are never penalized on Lore rolls due to distractions... recalling this information is second-nature to you. If you spend Hero Points on a Lore roll (inside a specialty or not), the number of Bonus Dice that you receive is doubled.
  • Reflexive Catch (requires Thrown Weapons 5+): whenever someone throws a weapon at you that you could wield and throw yourself and you have a hand free and can see it coming, you can choose to defend yourself by rolling your Thrown Weapons skill (at full value) vs their attack roll. If you succeed, you catch the weapon yourself. You can also use this against missile weapons like arrows and crossbow bolts, but you have to spend a Hero Point to even make the attempt.
  • Spinning Strike (Requires Light Weapons 5+ or Heavy Weapons 5+): you can perform a spinning strike for 2 actions. This is a single attack (and it must use a weapon skill that you have rated at 5+) that every adjacent foe has to defend against or be struck by. If you spend a Hero Point, you can perform a spinning strike for 1 action. Note that since you only roll once, if you perform a spinning strike against just two foes and spend a Hero Point to add Bonus Dice to it, you'll see the benefit against both opponents.
  • Devout (Requires Lore: Religion 5+): you are unusually devout in your religious beliefs. Whenever you spend Hero Points to add bonus dice to a Lore: Religion roll or a related task such as using Oratory to give a religious speech, the number of Bonus Dice that you receive is doubled.
  • Pickpocket Training (Requires Sleight of Hand 5+): you can now use your Sleight of Hand skill to try and steal items from other characters with minimal physical contact. You'll roll Sleight of Hand vs their Awareness (at a -5 penalty if they're suspicious of you and at -10 if they're actively watching for it) with the Success Level indicating what sort of thing can be stolen. Whenever you spend Hero Points on a Sleight of Hand roll, the number of Bonus Dice that you receive is doubled.
  • Advanced Magical Technique (Requires appropriate spell skill at 5+): pick a single spell skill when you take this Edge. You can now perform the advanced effects associated with that skill. Whenever you spend Hero Points for bonus dice when using that skill, the number of Bonus Dice that you receive is doubled. This Edge can be taken multiple times, but a different spell skill must be selected each time.
Posted by Kiz at 10:17 PM | Comments (0)

More Thoughts

  • Shock troops: a battalion of rat soldiers used in serious conflicts. Nickname: "The Iron Rats"?
  • Partial success on spell-casting: spell goes off at 1/2 of your Magic rating as its power. If your Magic rating is negative, the spell just fails... or maybe you should double it, so that technically gets cast, but so pathetically that it hardly matters?
  • Fail by 5+ is crit failure (e.g.- in combat, lose next action or drop weapon). Fail by 10+ is crippling failure (e.g.- hit friendly, break weapon).
  • Languages skill is specialized, but can be applied to figuring out tongues that you don't speak. Most languages will share a common root, since they're inspired by the same magic. The only truly alien tongues would be ones invented by non-magical creatures.
  • Crossbows can be used untrained. Bows require at least a +1 in an appropriate Missile Weapon specialty or you only get to roll 1d10.
Posted by Kiz at 09:40 AM | Comments (0)

Game Thoughts

  • Beat difficulty by less than 5, partial success (in combat, hit for 1/2 damage). Beat by 5-9, success (full damage). Beat by 10+, success plus one Bonus per extra 5. Base difficulty for most tasks is 10, so the typical person can get a partial success with minimal skill most of the time? But needs a total of +4 to reliably get a full success?
  • Difficulty to hit someone is 10 + Agi + Evasion (min 10). If they parry, it's 10+Agi+Light Weapon skill. If they block, it's 10+Brawn+Shield Skill (large shields grant a bonus and can be applied vs multiple attacks per round).
  • Size adds to damage with Heavy Weapons and natural weapons. Subtracts from damage taken by physical attacks (but not falling). Subtracts from Acrobatics, Athletics (swimming), Evasion, Escape Artist and Stealth. Note that since a partial success gets you a 1/2 damage hit, really big creatures aren't quite so deadly unless they hit you solidly. Rats are Size 1 and mice Size 0.
  • Some skills are based on multiple stats and use the better of the two (like Athletics is based on Brawn/Agility). Should it be the worse of the two?
  • Armor subtracts from the damage from physical attacks, but also from Acrobatics, Athletics, Evasion, Escape Artist and Stealth.
  • Swimming wouldn't be lumped in with Athletics for humans, but all mice and rats know how to swim.
  • Reaction (Per-based) determines initiative.
  • Throwing is based on Brawn/Perception.
  • Charm skill instead of seduction. Charming Edge lets you roll Charm as a combat action, which normally you can't (Diplomacy/Persuasion you could, but not Charm).
  • If we allow specialties to be 1/2 value outside of the specialty, then there should be some Edges that get rid of that. Warrior Born: Light Weapons and Heavy Weapons are no longer specialized skills for you. Well-read: Knowledge is no longer a specialized skill for you (that might be too gross; perhaps I should use the Savage Worlds system of General Knowledge checks being Cleverness + appropriate bonus/penalty).
  • Heavy Weapons should parry with 10+(Brawn+HW)/2? That would make it crappy, but not necessarily worse than nothing.
  • Folks start with 3 Hero Points. There should be an Edge which grants 1 or 2 extra (I'm thinking 1 right now, but that might not be good enough). Should they all come back each session? 1/2 back each session?
  • Flaws could grant extra Hero Points instead of extra character points. Or they could help you restore a spent Hero Point whenever they cause you to be severely inconvenienced.
Posted by Kiz at 05:32 AM | Comments (0)