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.
- Successes Needed to succeed is a simple concept, if you need 1 success, and roll 4 dice, 3 of which being a success, then you clearly succeed.
Very Difficult: 6.
Almost Impossible: 8.
Now there are different factors here, as well.. which I can explain shortly!
- Solid: 1
Now for the variable situations where the rolls change..
- These actions require you succeed on every roll in a series, example..
Flopwop has to pick a lockwop.
Flopwop picks the first lock, and then another opens.
Flopwop opens that lock, and a final opens.
Flopwop fails to pick the third lock, resetting the mechanism.
- These scenarios have a great deal of successes required to pass.
Your car is stuck in the mud, and requires 40 total successes, you can push it alone, or have teamates push it, requiring Strength.
for this scenario we'll say you need to succeed 4 of the rolls, thus if you only pass 1, or 2 of them, your total isn't counted, though if you pass 4 all of them are counted, And if you roll a trigger, lets say.. a "Legendary" then the 6 from the legendary are counted as well.
- These situations are open for multiple people to help, though for each person that helps the difficulty is increased by 1, in order to scale the difficulty.
If a door needs to be broken down it's constructive to have two people put their shoulders or boots to it. On the other hand, if someone is driving it may be less constructive, and more or less irritating for the driver.
PRIMAL AND PATIENCEA 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 WILLPOWERJust 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
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 are determined by one of the following..
You can spend 1 fatigue point to gain 1d in any roll, and generate your fatigue points back every in-game day, if you run out of fatigue points you start to take severe penalties instead, such as losing dice, or taking a mandatory roll fail based on a fatigue VS willpower roll.
You can also recover 1 fatigue through roleplaying your character concept, completing a feat, and resting.
If your fatigue points fall to zero, you hit "Absolute Zero"
you begin to break down, you're demoralized, fatigued, maybe becoming emotionally unhinged, at the end of the following combat turn you're required to roll Endurance+Willpower/Soul+Faith, should your roll fall lower than the set difficulty, you find yourself incapable of acting in that combat turn, should you succeed you gain 1 Fatigue point.
Initiative in combat:
- Your turn in combat is based upon Perception+Reaction.
You're also allowed to spend up too 3 fatigue points toward your initiative roll.
- Instead of using "Hit Points" we have Trauma, and Fleshwounds.
Trauma is traumatic injuries, not PTSD, or anything similar.
Players can determine how many fleshwounds it takes to take one traumatic injury by counting their endurance.
Maximum fleshwounds is based on Endurance+Resilience.
Maximum Trauma is Endurance+Willpower/Soul+Faith
1 trauma = -1d.
Keep in mind, in this system weapons are dangerous a skilled brawler can die from a well-placed punch to his noggin' beware that death is inevitable if you engage in combat.
Actions, and brass tacks.
- There's numerous combat actions you'll want to take, but can't take all at once.. They cost action points.
First we'll talk about "Free Actions"
Any talking is a free action, you can shout, taunt drop an empty firearm, drop a broken weapon, it's all free.
If the action takes ZERO effort, then it's a free action.
unfortunately if you choose to move, or run you take a penalty.
Moving 2 meters takes a -2d penalty on your next action in that same-turn.(Your maximum distance is determined by agility+Athletics.)
Defending, and you!
If you wish to raise your defenses you most typically would do it outside of your own turn, thus an enemy is attempting to attack you, and you raise your defenses in your enemies turn, but sacrifice 2d in your own turn, same for dodging, and parrying.
Failure to parry properly can cause you more damage than it would have spared you.. use it tactically.
Changing weaponry will cause a -2d penalty for the following action.
Reloading can take an entire action! if it's muzzleloader it even requires you roll to succeed in loading it.
Certain weapons, and armors are extremely heavy, and effect your ability to wear/hit with them properly.
If a weapon weighs more than your strength+force, you can't wield it properly.
If your total inventory weighs more than your strength+carrying, your fatigue begins to suffer.
When wielding a weapon your damage with it is scaled by your skill in wielding it.
Brawling, Melee, Force, and Heavy/Normal Projectiles all factors in quite greatly, and from there you need to further factor in
Slots, and Tech Level,
Weapons can be modified, and upgraded.
Each weapon slot means it can be modified with a certain component, maybe synthetic parts to make it lighter, or having the blade sharpened.
Though tech level doesn't effect the slots present, it greatly effects the type of augments you can put on your weapon itself.
For vehicles they have a "Speed" stat.
Speed levels follow the following chart..
Hit difficulty measures how hard you are to hit when moving, attack damage bonus measures a bonus you gain when hitting someone while moving, and ram damage is self explanatory.
Speed 0, 5 meters p/round, 0 hit difficulty, 0 attack damage bonus, 0 ram damage.
Speed 1, 10 meters p/round, +1 hit difficulty, +1 attack damage bonus, 5 ram damage.
Speed 2, 20 meters p/round, +2 hit difficulty, +2 attack damage bonus, 10 ram damage.
Speed 3, 30 meters p/round, +3 hit difficulty, +3 attack damage bonus, 15 ram damage.
Speed 4, 50 meters p/round, +4 hit difficulty, +4 attack damage bonus, 20 ram damage.
Speed 5, 70 meters p/round, +5 hit difficulty, +5 attack damage bonus, 25 ram damage.
Speed 6, 100 meters p/round, +6 hit difficulty, +6 attack damage bonus, 30 ram damage.
(Not factoring in variables of weapons.
- Head, 3X Damage, Knockout
Range: Short, 1d20 under 4 is a miss. Medium, 1d20 Under 10 is a miss. Long, 1d20 Under 18 is a miss.
Eyes, 3.5X Damage, Blinding.
Range: Short, 6d20 under 4 is a miss. Medium, 1d20 Under 10 is a miss. Long, 1d20 Under 18 is a miss.
Chest, Standard Damage.
Range: Short, 1d20 1 is a miss. Medium, 1d20 Under 5 is a miss. Long, 1d20 Under 13 is a miss.
Stomach, 1.5x Damage.
Range: Short, 1d20 1 is a miss. Medium, 1d20 Under 5 is a miss. Long, 1d20 Under 15 is a miss.
Arms, Crippling Damage.
Range: Short, 1d20 under 3 is a miss. Medium, 1d20 Under 8 is a miss. Long, 1d20 Under 14 is a miss.
Hands, Crippling Damage, Potential Weapon Damage/Disarm.
Range: Short, 1d20 under 4 is a miss. Medium, 1d20 Under 10 is a miss. Long, 1d20 Under 17 is a miss.
Groin, 2.5X Damage.
Range: Short, 1d20 under 5 is a miss. Medium, 1d20 Under 15 is a miss. Long, 1d20 Under 18 is a miss.
Legs, Crippling Damage, Knockdown.
Range: Short, 1d20 under 2 is a miss. Medium, 1d20 Under 5 is a miss. Long, 1d20 Under 16 is a miss.
Feet, Crippling Damage, Slowing.
Range: Short, 1d20 under 3 is a miss. Medium, 1d20 Under 6 is a miss. Long, 1d20 Under 16 is a miss.
Last edited by Vox on Mon Jul 04, 2016 7:12 am; edited 6 times in total
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..
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.
- Strength: +2 Hgr P/Point.
Agility: +2 Hgr P/Point.
Endurance: -1 Hgr P/Point.
- 1 Day without food, Stomach growling, discomfort.
3 Days without food, -1 Strength, -1 Agility.
6 Days without food, -2 Strength, -2 Agility, -1 Endurance.
9 Days without food, -4 Strength, -4 Agility, -2 Endurance.
12 Days without food, -6 Strength, -6 Agility, -4 Endurance.
15 Days without food, -8 Strength, -8 Agility, -6 Endurance.
18 Days without food, death.
Your "H20" is based on your hunger doubled.
- Hot days, +20 H20.
Direct Sunlight, +5 H20.
Rain, -20 H20.
Cold days, -5 H20.
- 1 Day without water, -2 Strength, -2 Agility.
2 Days without water, -3 Strength, -4 Agility.
3 Days without water, -4 Strength, -6 Agility, -3 Endurance.
4 Days without water, death.
- We simply stick to "Unit" for the weight, it's not meant to make sense.. certain items weigh 1 unit, others weigh 4.
To calculate how much you carry it's simply 1 point per strength, and 1 point per "Carrying" the ratio is 1 for 1, thus 2 strength, and 1 carrying gives you 3 encumbrance.
Last edited by Vox on Sun Mar 13, 2016 1:15 pm; edited 2 times in total
Radiation.Radiation poisoning, it's a very ugly thing..
- 1-149 Rads, Slight discomfort.
150 - 299 Rads, -2 Agility.
300 - 449 Rads, -2 Endurance, -2 Strength, -2 Agility.
600 - 999 Rads, -6 Endurance, -8 Strength, -8 Agility.
1000 Rads, Death.
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