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chronica_insidea [2015/05/13 17:17] – Mike Holmes | chronica_insidea [2018/05/25 01:40] (current) – mike_holmes | ||
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- | ====== Chronica | + | ====== Chronica |
- | Note that all references to dice are to d20s (this may need to be tuned in playtesting). | + | A system for running a campaign in the universe of the [[Dark Conspiracy]]. |
+ | |||
+ | Note that all references to dice are to d20s. | ||
===== Character Generation ===== | ===== Character Generation ===== | ||
+ | |||
+ | Fill out the [[Chronica Insidea: | ||
+ | |||
+ | Character generation involves the following steps performed by the player creating the character: | ||
+ | |||
+ | - Select phases of the character' | ||
+ | - Distribute points for the following: | ||
+ | - Attributes | ||
+ | - Skills | ||
+ | - Gear | ||
+ | - Invent contacts. | ||
+ | |||
+ | Each of these steps is described in more detail below. | ||
==== Phases ==== | ==== Phases ==== | ||
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Players have 36 points to spend on their attributes. Attributes are rated from 1 to 10 generally, with 4 being sort of currently the average, and 5 being what folks were like back in the good old days of the early 21st century. Empathy costs double and can be taken at zero. | Players have 36 points to spend on their attributes. Attributes are rated from 1 to 10 generally, with 4 being sort of currently the average, and 5 being what folks were like back in the good old days of the early 21st century. Empathy costs double and can be taken at zero. | ||
- | In theory other stats can be taken at zero, but this may indicate an extreme disability in many cases, | + | In theory other stats can be taken at zero, but this may indicate an extreme disability in many cases, |
==== Skills ==== | ==== Skills ==== | ||
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They have 45 points to spend on their skills, but these have to make sense in the context of the phases. With no phase giving more than 3 (possibly 4 if the phase is VERY narrow) in any one skill. Giving a theoretical maximum of perhaps 24 in a skill, but rarely resulting in more than 12, and most skills coming in at far less. Each phase should give beween 6 and 10 skill levels total that are related to the phase, and 1 skill that is unrelated (everyone has hobbies or picks up something interesting here or there). | They have 45 points to spend on their skills, but these have to make sense in the context of the phases. With no phase giving more than 3 (possibly 4 if the phase is VERY narrow) in any one skill. Giving a theoretical maximum of perhaps 24 in a skill, but rarely resulting in more than 12, and most skills coming in at far less. Each phase should give beween 6 and 10 skill levels total that are related to the phase, and 1 skill that is unrelated (everyone has hobbies or picks up something interesting here or there). | ||
- | Skill List: https:// | + | Skill List: [[chronica_insidea: |
=== Training Attributes === | === Training Attributes === | ||
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==== Die Pools ==== | ==== Die Pools ==== | ||
- | The player adds up dice from various sources. | + | The player adds up dice from various sources: |
- | === Die Sources === | + | * a relevant attribute, |
+ | * a relevant skill | ||
+ | * a piece of special gear that they' | ||
+ | * They may opt to add their Passion dice, if the player feels that apply (with the attendant risk of losing one if the roll fails).* | ||
+ | * Danger or Stress Dice (see below) | ||
+ | * Any temporary assets that may help in the current situation. | ||
+ | |||
+ | * See the [[Chronica Insidea: | ||
- | A player gets dice from one relevant attribute, one relevant skill, | + | == Danger |
- | == Danger and Stress == | + | A player may describe their character' |
- | + | ||
- | A player may describe their character' | + | |
Stress works just like a danger, only a Stress can be carried between Conflicts, and often represent ongoing dangerous situations or just changes that the character is dealing with. | Stress works just like a danger, only a Stress can be carried between Conflicts, and often represent ongoing dangerous situations or just changes that the character is dealing with. | ||
+ | === Opposition Pools === | ||
+ | |||
+ | Opposition pools are built the same way, if a character is opposed by a human or creature that can be similarly rated (the GM can estimate the asset levels). Or the GM may select a difficulty based on the scale given below: | ||
+ | |||
+ | ^Difficulty^Dice^Notes^ | ||
+ | |Routine Challenge|5|These are not things that are easy to do (don't roll if there' | ||
+ | |Difficult|10|This is not terribly hard to accomplish, but far harder than routine tasks. It has some substantial complications involved.| | ||
+ | |Hard|15|The complications for this are substantial, | ||
+ | |Formidable|20|Something few people would even attempt, this is a very difficult opposition to overcome.| | ||
+ | |Nigh Impossible|25|Even the most skilled and talented individuals would look at this level of difficulty askance.| | ||
+ | |||
+ | The GM should modify these levels to points in between, where appropriate. If a task seems a bit harder than routine, but yet not really difficult, a GM might select 7 dice as the opposition die pool. | ||
+ | |||
+ | In some ways, a GM may think of the difficulty in terms of the opposition being rated in dice like a character using 3 or so assets to oppose. A hard climb up a cliff might be thought of as High 6, Steep 4 and Tricky Handholds 5. This can provide inspiration when figuring how things like how a character might develop temporary assets to overcome the opposition, or what sorts of problems might occur as the results of mechanical consequences (see below). | ||
==== Reading The Roll ==== | ==== Reading The Roll ==== | ||