Difference between revisions of "Rules 2.0"

From The Hidden Room
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Edges
Edges
* Red-Handed: +1 to attack effect rolls
* Red-Handed: +1 to attack effect rolls
* Hard To Kill: +1 guard, +1 grit per level, +2 melee and ranged defense?
* Hard To Kill: +1 guard, +1 grit per level, +2 melee and ranged defense
* Veteran's Edge:  
 
* Sorcery: +A to Int rolls for sorcery?
* Aptitude: extra Skill feats? or just feats pts in general (can use for mutations if abhuman)
* Theurgy: +A to Cha rolls for theurgy
* Expertise: re-roll a non-attack / non-defense roll once a scene
* Aptitude: extra Skill feats?
 
* Caster: second sight, mana, casting; a semi-caster
* ???: more mana, better casting, etc.  need this to be a full caster.
 
* Abhuman: have mutations
* Abhuman: have mutations
* Veteran's Edge: ???
Red-Handed + Hard to Kill = Fighter
Red-Handed + Aptitude or Expertise: fighting rogue / assassin
Red-Handed or Hard to Kill + Caster = fighting theurge
Caster + ??? = sorcerer or pure theurge
Abhuman + Caster = malison
Abhuman + Hard to Kill = brute
Abhuman + Aptitude = skulk


Feats
Feats
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* subtle casting???
* subtle casting???
* Gnosis???
* Gnosis???
skills
* Nimble Fingers (lock picking, trap disarming, sleight of hand, sheer climbing)
* Guile / Deceit (lying, inscrutability, disguise, mimicry, misdirection, forgery)
* Shadow (stealth, ambush, Survival Instinct w/ hiding)
* Keen-Eyed (perception)
* Artisan
* Virtuoso
* Mighty (feats of strength, rough climbing, grappling, unarmed dmg)
* Fleet (running, jumping, riding? acrobatics?)
* Wildcraft (tracking, navigation, survival)
* Sailor
* Alchemist
* Healer
* Tactician
* Leader
* Silver-Tongued (intrigue, etiquette, charm, persuasion)
* Insightful (judge of character, danger sense, boost use of second sight? saves vs deception/misdirection?)
* Imposing (intimidation, war-leader)
* Hale (health saves)
* Strong-Willed (will saves)
* Reflexes (dodge saves, initiative, quick reaction, Survival Instinct?)




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Magitech Sorcery
Magitech Sorcery
- carry panoply that takes up slots, hook together and invoke for effects
- carry panoply that takes up slots, hook together and invoke for effects
- all about tech components, wiring them up and using them


- system borrowed from Alien RPG dice mechanic: roll a d6 pool, some from ability, some from "stress".  Might sum the dice, or look for rolls that beat a TN (e.g. 6).  Any 1's on the stress dice trigger a panic check, rolling 1d6 + current stress.  Up to 5 or 6, no sweat.  Above 6, you start getting impairments, like tremors, or immediate mishaps like freaking and running.  At 10+, your rolls are actually failing as a result of panic.  you can push a failed / insufficient roll by gaining 1 stress and rerolling, as long as there were no 1s on stress dice (no panic roll).
- system borrowed from Alien RPG dice mechanic: roll a d6 pool, some from ability, some from "stress".  Might sum the dice, or look for rolls that beat a TN (e.g. 6).  Any 1's on the stress dice trigger a panic check, rolling 1d6 + current stress.  Up to 5 or 6, no sweat.  Above 6, you start getting impairments, like tremors, or immediate mishaps like freaking and running.  At 10+, your rolls are actually failing as a result of panic.  you can push a failed / insufficient roll by gaining 1 stress and rerolling, as long as there were no 1s on stress dice (no panic roll).
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Theurgy
Theurgy
- carry relics that take up slots, or forge bonds
- carry relics that take up slots, or forge bonds
- all about forming ties to magical forces / entities, channeling their power / gifts.  a sorcerer may do both magitech and theurgy.
- a familiar may grant abilities, an occult patron, a place of power / sanctum / shrine, a relic.  you might get abilities through transfiguration


Mutations
Mutations
- represent abhuman abilities, as well as abilities from transfiguration, and maybe exotic weapon arts
Other Abilities
- could use a caster-like mechanism for exotic weapon arts???


Alchemy
Alchemy

Revision as of 19:20, 14 August 2023

Red Age > Rules > Rules 2.0

Knave 2e-based

  • Str: forceful fighting, feats of strength, athletics, save vs forced movement, grapple
  • Dex: speed, agility, nimble fingers, stealth, reflex saves, finesse fighting, escape, backstab dmg?
  • Con: load, wounds, fatigue, health saves
  • Int: craft, lore, sorcery, alchemy, healing, fortune-telling / divination? talisman-making?
  • Wis: marksmanship, wildcraft, navigation, perception, spot trouble saves, save vs deception/misdirection
  • Cha: social, Companions, Theurgy, divine bonds?, will save


  • pick 2 primary stats, 3 secondary stats
  • randomly add 2 pts to primaries, 1 point to secondaries, and 2 chosen pts. can't exceed 3 in a stat at 1st level


  • Guard / Grit / Life
  • Speed


core mechanic: d20 + stat / bonus vs DC


Edges

  • Red-Handed: +1 to attack effect rolls
  • Hard To Kill: +1 guard, +1 grit per level, +2 melee and ranged defense
  • Aptitude: extra Skill feats? or just feats pts in general (can use for mutations if abhuman)
  • Expertise: re-roll a non-attack / non-defense roll once a scene
  • Caster: second sight, mana, casting; a semi-caster
  • ???: more mana, better casting, etc. need this to be a full caster.
  • Abhuman: have mutations
  • Veteran's Edge: ???


Red-Handed + Hard to Kill = Fighter Red-Handed + Aptitude or Expertise: fighting rogue / assassin Red-Handed or Hard to Kill + Caster = fighting theurge Caster + ??? = sorcerer or pure theurge Abhuman + Caster = malison Abhuman + Hard to Kill = brute Abhuman + Aptitude = skulk



Feats

  • skilled: +A to domain
  • fortune's favorite (or make it an edge?)
  • Animal Companion
  • Battle Rage
  • Inspiration
  • fleet of foot? acrobat? mighty?
  • Alertness / Survival Instinct
  • subtle casting???
  • Gnosis???

skills

  • Nimble Fingers (lock picking, trap disarming, sleight of hand, sheer climbing)
  • Guile / Deceit (lying, inscrutability, disguise, mimicry, misdirection, forgery)
  • Shadow (stealth, ambush, Survival Instinct w/ hiding)
  • Keen-Eyed (perception)
  • Artisan
  • Virtuoso
  • Mighty (feats of strength, rough climbing, grappling, unarmed dmg)
  • Fleet (running, jumping, riding? acrobatics?)
  • Wildcraft (tracking, navigation, survival)
  • Sailor
  • Alchemist
  • Healer
  • Tactician
  • Leader
  • Silver-Tongued (intrigue, etiquette, charm, persuasion)
  • Insightful (judge of character, danger sense, boost use of second sight? saves vs deception/misdirection?)
  • Imposing (intimidation, war-leader)
  • Hale (health saves)
  • Strong-Willed (will saves)
  • Reflexes (dodge saves, initiative, quick reaction, Survival Instinct?)



Domains

  • languages, weapon profs, biome wildcraft, cultures, crafts

Advancement

  • +1 Guard, +1 Grit per level
    • +1 Life per level?
  • at chargen, choose 2 primary and 3 secondary stats
  • when you level, add +1 to a random primary and +1 to a random secondary, and then +1 to any stat of your choice. Can't gain more than 1 to a stat per level, and can't save points.
  • feat pts? (+1 per level?)

melee defense = half your attack bonus with your weapon + armor bonus ranged defense = half your Dex + armor bonus? dodge: defend w/ Dex

armor: +1 guard per slot of armor, +1 defense per 2 slots of armor

  • max 7 slots
  • shield?

attack

  • capped at 3 or (level, max 10)
  • forceful weapon: str
  • finesse weapon: dex
  • balanced weapon: str+dex
  • projectile: wis
  • thrown: wis+dex? +half dex?

everyman options

  • alchemy (Int)
  • talisman-making (Int)
  • poisons (int)
  • healing (Int)
  • fortune-telling / divination?
  • tactician (grant warlord type benefits?) (Int?)
  • magitech sorcery (Int)
  • ttheurgy (cha)
  • craft

all use of Second Sight is like opening your mind, risky. depth of insight and what is beheld affects risk

Magitech Sorcery - carry panoply that takes up slots, hook together and invoke for effects - all about tech components, wiring them up and using them

- system borrowed from Alien RPG dice mechanic: roll a d6 pool, some from ability, some from "stress". Might sum the dice, or look for rolls that beat a TN (e.g. 6). Any 1's on the stress dice trigger a panic check, rolling 1d6 + current stress. Up to 5 or 6, no sweat. Above 6, you start getting impairments, like tremors, or immediate mishaps like freaking and running. At 10+, your rolls are actually failing as a result of panic. you can push a failed / insufficient roll by gaining 1 stress and rerolling, as long as there were no 1s on stress dice (no panic roll). - as a magic system, stress would represent opening your soul to astral power; you are both empowered and strained. Rolling a 1 on a stress die would trigger a backlash roll, which could inflict harm or statuses. - you'd roll extra stress dice for overcasting power (you'd gain stress for overcasting), for overreaching your mana potential, and maybe also because you chose to get your stress up a bit to be rolling extra dice. You could push as well. - stress fades through long rests. - base dice would come from panoply, Int stat, level, etc.


Theurgy - carry relics that take up slots, or forge bonds - all about forming ties to magical forces / entities, channeling their power / gifts. a sorcerer may do both magitech and theurgy. - a familiar may grant abilities, an occult patron, a place of power / sanctum / shrine, a relic. you might get abilities through transfiguration

Mutations - represent abhuman abilities, as well as abilities from transfiguration, and maybe exotic weapon arts

Other Abilities - could use a caster-like mechanism for exotic weapon arts???

Alchemy - includes healing and poisons

Encumbrance - light: 5 + half Con slots - medium: 10 + Con slots - heavy: 15 + 1.5 x Con slots

Fatigue / System Strain / Reserve? Wounds?