Rules 2.0

From The Hidden Room
Revision as of 18:55, 14 August 2023 by Kalyptein (talk | contribs)

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?
  • Veteran's Edge:
  • Sorcery: +A to Int rolls for sorcery?
  • Theurgy: +A to Cha rolls for theurgy
  • Aptitude: extra Skill feats?
  • Abhuman: have mutations

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???


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

- 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.


Theurgy - carry relics that take up slots, or forge bonds

Mutations

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?