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?