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Roleplaying System.

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Roleplaying System. Empty Roleplaying System.

Post by Vox Sat Feb 06, 2016 11:02 pm

Rolling the dice.


We're adopting a D6 system, so with this system you will gain bonuses/penalties.
For this most dice rolls will be 1 through 6, anything under 4 is a failure, this can be converted to any 50-50 system.
Where the real challenge for this new system comes from is the concept of the Difficulty.
DIFFICULTY:
But first.. there's also TRIGGERS! now everytime you get a 6, you get a trigger, in certain actions these will provide you bonuses to your original dice roll.
Triggers:

Now for the variable situations where the rolls change..

Complicated actions:
Spoiler:
Continuous actions:
Spoiler:
Cooperative Actions:
Spoiler:



PRIMAL AND PATIENCE
A feral snarl in the heart and a cry on the lips that links the fighter to his ancestors across the eras—or a cool head assessing every situation, peeling away all emotions, and looking at the true skeleton of reality, recognizing every back door and preferring subtlety to sweaty ferocity. These two paths of life could not be more different and preclude each other. A Character has to choose one of these paths. With Primal, he lets himself be devoured and pushed by emotions. Focus is the opposite; it awakens the rational part in him and cools down his blood. Primal and Focus are Skills: Primal is linked to the Instinct Attribute, Focus to the Intellect Attribute. A Character can learn only one of those Skills; the other one withers and cannot be raised.

Between these two stats, they'll dictate how the player accesses situations,(Which is primarily roleplayed)
NT+Focus or INS+Primal
Fatigue Point max = INT+PATIENCE x 2 or STR+Primal x 2

FAITH AND WILLPOWER
Just like Primal and Focus, Faith and Willpower are two sides of the same coin. If a Character chooses one of them, the other will be unreachable to him. Faith and Willpower are most often used to deflect mental attacks.
SOUL+Faith or END+Willpower


Last edited by Vox on Sun Jul 03, 2016 8:22 pm; edited 3 times in total
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Post by Vox Sat Feb 06, 2016 11:03 pm

Combat.

Combat Effectiveness Skills:
Strength+Brawl for Hand to Hand combat.
Strength+Melee for combat with melee weaponry.
Agility+Projectiles for combat with ranged weaponry.
Soul+Faith/Willpower for withstanding severe wounds/Fatigue break.

Fatigue Points.
Spoiler:

Initiative in combat:
Spoiler:

Injuries!
Spoiler:

Actions, and brass tacks.
Spoiler:

Targeting Areas.
(Not factoring in variables of weapons.

Spoiler:


Last edited by Vox on Mon Jul 04, 2016 7:12 am; edited 6 times in total
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Post by Vox Sat Feb 06, 2016 11:03 pm

Physical abilites/needs/limitations.
Here comes the break down of how much you need to eat/drink before you die, this varies with race, height, strength, endurance, and agility..
Hunger Rating.
measured by each day the player goes with or without eating, hunger factors in the players nourishment..
The higher the final number, the more you have to eat daily to fight off the effects of starvation.
Spoiler:
Starvation.
Spoiler:
Thirst Rating.
Your "H20" is based on your hunger doubled.
Spoiler:
Dehydration.
Spoiler:

Encumbrance.
Spoiler:


Last edited by Vox on Sun Mar 13, 2016 1:15 pm; edited 2 times in total
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Post by Vox Sat Feb 06, 2016 11:03 pm

Radiation.
Radiation poisoning, it's a very ugly thing..
Spoiler:
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