XaiJu
Spessgot
Spessgot

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Basic System Rundown

I intend to return to this and edit in some more examples and rule clarifications. I'll post reminders at the end of chapters when it gets updated.

Here's some basic System information for those interested. I did make it  intentionally over-complicated for comedic effect and because I wanted  it to feel like a system still in Alpha.

Most rolls are determined by an Attribute by itself (Recovery Checks,  Untrained Checks), an Attribute + Attribute, or Attribute + Skill roll. A  Success is measured as a 5 or higher on a d6, and a Critical Success  occurs when three 6's are rolled, which doubles them.

As an example, let's say James is trying to escape police pursuit while  driving a stolen car down the highway. Well, James is a city-slicker and  never learned how to drive, so the best he can do is roll his Finesse  Attribute by itself. He rolls 5 dice and gets 1, 2, 2, 3, 6. One  Success is nowhere near enough to escape pursuit, but he didn't whiff by  rolling no Successes, meaning that he doesn't suffer from some  catastrophic complication. The police are getting closer however, and  more cops are converging on his location, making the next roll more  difficult. He rolls again, desperately trying to get off the highway and  lose them on the side streets, and gets 2, 3, 6, 5, 5 -  Three Successes. Not enough to lose them, but enough to find an exit  off the highway. Unfortunately, while he might have ditched a cop car or  two, the chase has now gone on long enough for the police and news  media to call in helicopters. This is his absolute last chance - the  storyteller (me) sets a secret Success Threshold and if James fails to  hit it, he's getting cornered by a lot of very trigger happy New Jersey  State Police. James rolls again, and it's a damn miracle; he gets 6, 6, 6, 6, 6,  the highest he can possibly roll. Three 6's is a Critical Success, so  three of them get doubled, meaning they count twice. The remaining two  6's are counted once each. That means James gets 8 Successes, one more  than he needed.

What does that look like? It depends on the situation. In this case, I  might say that James somehow jumps the car over a wall down to a subway  track and drives his stolen car into the tunnels below. If he was out in  the suburbs, I might say that he drives into a field of tall corn,  obscuring himself from view by the cars and scaring a large murmuration  of starlings which then fill the sky, forcing the helicopters to back  away for safety.

Health is a 10 + Endurance track, with Injury Thresholds set at  Endurance + Willpower. Once an Injury has occurred a character takes  penalties to rolls and movement. If an Injury involves Murderous Damage,  the penalties are increased. Recovery Checks can be rolled with a  night's rest or a day down spent recovering. There are, of course, feats  and items that can affect this. If the Health track is filled up, the  character is immediately incapacitated. Should the track have any  untreated Murderous Damage on it when this occurs, the character will  roll Recovery Checks at short intervals to try and stabilize, with  failures filling up more of the normal damage on the tract. Should every  tract be filled with Murderous Damage, a character will die.

There are effectively two tiers of enemy in the game. The first is  occupied by most mooks and normal beasts. This tier doesn't roll opposed  checks against a PC, but instead sets a Success Threshold to be met.  The second tier are significant foes and supernatural threats. These  enemies will roll opposed checks against a PC. This applies to more than  just combat. Seducing a guard might be a Success Threshold 3, while  seducing the mob boss' elite doorman will require a character to roll  against his Willpower + Relevant Skill.

Attributes
Physical

  1. Strength: Represents physical power, muscularity, and raw physical force.
  2. Agility: Represents speed, reflexes, and overall body coordination.
  3. Endurance: Represents stamina, resilience, and the ability to endure physical strain.

Social

  1. Charisma: Represents charm, persuasiveness, and the ability to influence others through words.
  2. Empathy: Represents the ability to understand and relate to others' emotions, as well as to perceive their intentions.
  3. Presence: Represents personal magnetism, physical beauty, and the ability to command attention.

Mental

  1. Willpower: Represents resilience, focus, and the ability to resist manipulation and attacks on the psyche.
  2. Wits: Represents the ability to process and recall information, and the ability to draw conclusions from what you’ve learned.
  3. Finesse: Represents tool usage, manual dexterity, and the ability to  manipulate items and the environment to accomplish your goals.

Mystical

  1. Aura: Represents the internal cultivation of mystical energy and the ability to call on this power.
  2. Attunement: Represents the ability to perceive and command the raw forces of creation and destruction which govern the universe.
  3. Affinity: Represents the ability to contact, bargain with and bind  intelligent sources of power, and the channeling of their borrowed or  stolen power.

Sexual

  1. Sensuality: Represents awareness and sensitivity to physical sensations, pleasure, and intimate connections.

Skills
Social

  1. Persuasion
  2. Diplomacy
  3. Intimidation
  4. Deception
  5. Seduction
  6. Etiquette
  7. Leadership
  8. Negotiation
  9. Insight
  10. Interrogation

Physical

  1. Acrobatics
  2. Athletics
  3. Dance
  4. Climbing
  5. Flexibility
  6. Martial Arts
  7. Mobility
  8. Swimming
  9. Throwing
  10. Weapon Proficiency

Practical

  1. Lockpicking
  2. Animal Handling
  3. Survival
  4. Appraisal
  5. Craft (specific fields)
  6. Stealth
  7. Disguise
  8. Tracking
  9. Driving
  10. Legerdemain

Mental Skills

  1. Investigation
  2. Perception
  3. Knowledge (specific fields)
  4. Linguistics
  5. Meditation
  6. Research
  7. Strategy & Tactics
  8. Kinesthetics
  9. Creativity
  10. Deductive Reasoning

Arcane/Mystical Skills:

  1. Demonology
  2. Occultist (specific tradition)
  3. Divination
  4. Elemental Control
  5. Healing Magic
  6. Necromancy
  7. Alchemy
  8. Mentalism
  9. Telekinesis
  10. Illusion

Technical/Scientific Skills:

  1. Engineering (specific fields)
  2. Hacking
  3. Electronics
  4. Medicine
  5. Forensics
  6. Chemistry
  7. Botany
  8. Geology
  9. Biology
  10. Physics


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