Jakodee
2014-02-11, 09:54 PM
The base concept of this little project is that how good you are at something determines your die type when rolling. Like so:
D4: sub-human
D6: normal
D8: skilled
D10: excellent
D12: incredible
D20: super-human
The stats you may improve are:
Might: Hit chance rolls, attack rolls, strength based rolls
Agility: hit chance rolls, attack rolls, agility based rolls
Speed: initiative rolls,movement rate bonus in meters
Endurance: extra hit points, resistance based rolls
Intelligence: skill point bonus, intellect based rolls
Willpower: personality based rolls, mental resistance rolls
All stats start at 1(a d6).You may spend X amount of build points to improve your stats with each larger die costing one point and with an upgrade to d20 level costing 4 points(this is officially superhuman). You may decrease an attribute to a d4 to gain a build point, or in a very low powered game every thing could start at a d4. X can be changed depending on the power level of the game. Say you want to jump a gap with 3 in agility. You need a 5 to pass but you get a 4 so you fall. Or you would if you didn't get a +4 bonus from spring boots!
Your Dm also sets a number of talent points available at the games start(usually very low). Talents are special bonuses, tricks, or powers your character has. In a superhero campaign they would be common, in a horror maybe not. The available talents really depend on the game type but I will post some examples.
Combat: When combat starts roll a speed check with the highest roll going first and lowest going last. Combat is fast so don't let the player take a hike while the enemy is firing arrows at them. In a combat situation you can move, attack, and do one or two minor actions. Attacking works by rolling to see if you do damage, which may use might or agility depending on the weapon, and rolling for damage, the stat used also depends on the weapon. Unarmed combatants deal a might roll of damage but weapons add bonuses and often range to your attacks.
Weapon properties: Ranged: Can hit the listed number of meters away at or double it for half accuracy and so on.
Throwable: You may attempt to throw this weapon, range applies.
Poisoned: Administers poison on a damage roll.
I will add more in the future. I'm sorry it's messy but I threw this together last minute. Any suggestions, criticism, or or comments will be greatly appreciated.
D4: sub-human
D6: normal
D8: skilled
D10: excellent
D12: incredible
D20: super-human
The stats you may improve are:
Might: Hit chance rolls, attack rolls, strength based rolls
Agility: hit chance rolls, attack rolls, agility based rolls
Speed: initiative rolls,movement rate bonus in meters
Endurance: extra hit points, resistance based rolls
Intelligence: skill point bonus, intellect based rolls
Willpower: personality based rolls, mental resistance rolls
All stats start at 1(a d6).You may spend X amount of build points to improve your stats with each larger die costing one point and with an upgrade to d20 level costing 4 points(this is officially superhuman). You may decrease an attribute to a d4 to gain a build point, or in a very low powered game every thing could start at a d4. X can be changed depending on the power level of the game. Say you want to jump a gap with 3 in agility. You need a 5 to pass but you get a 4 so you fall. Or you would if you didn't get a +4 bonus from spring boots!
Your Dm also sets a number of talent points available at the games start(usually very low). Talents are special bonuses, tricks, or powers your character has. In a superhero campaign they would be common, in a horror maybe not. The available talents really depend on the game type but I will post some examples.
Combat: When combat starts roll a speed check with the highest roll going first and lowest going last. Combat is fast so don't let the player take a hike while the enemy is firing arrows at them. In a combat situation you can move, attack, and do one or two minor actions. Attacking works by rolling to see if you do damage, which may use might or agility depending on the weapon, and rolling for damage, the stat used also depends on the weapon. Unarmed combatants deal a might roll of damage but weapons add bonuses and often range to your attacks.
Weapon properties: Ranged: Can hit the listed number of meters away at or double it for half accuracy and so on.
Throwable: You may attempt to throw this weapon, range applies.
Poisoned: Administers poison on a damage roll.
I will add more in the future. I'm sorry it's messy but I threw this together last minute. Any suggestions, criticism, or or comments will be greatly appreciated.