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loop:the_loop [2019/12/07 19:16] – created mike_holmes | loop:the_loop [2019/12/08 19:44] (current) – [Character Generation] mike_holmes | ||
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- | * Default Abilities: “Persuasion, | + | ====== The Loop ====== |
- | * Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 | + | ===== Character Generation ===== |
- | * If no Ability, roll d20 or SUCK IT | + | Mechanically characters are rated by dice that define various abilities. |
- | * Roll low to win | + | Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 |
- | * GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) | + | Start with 75 points |
- | * Start with (5?, 7?) points in pool | + | Die size costs: |
- | * Spend a point from pool to re-roll own die | + | ^Die Size^Cost^Cost Schedule for Consideration^" |
+ | |d20|0*|0|0| | ||
+ | |d14|1|3|1| | ||
+ | |d13|3|7|2| | ||
+ | |d12|6|12|3| | ||
+ | |d11|10|18|4| | ||
+ | |d10|15|25|5| | ||
+ | |d9|21|33|6| | ||
+ | |d8|28|42|7| | ||
+ | |d7|36|52|8| | ||
+ | |d6|45|63|9| | ||
+ | |d5|55|75|10| | ||
+ | |d4|66|88|11| | ||
+ | * A player who accepts this level of incompetence in an area gets to select an additional descriptor. | ||
- | * Pool refreshes to full with “refreshment” scenes | + | Sorcery costs 2x ? |
- | * Character creation: | + | Save leftover points to develop the character in play (DiP). |
- | * Start with 30 points | + | ==== Default Abilities ==== |
- | * Buy Abilities with points: | + | These vary from other abilities only insomuch as they are cheaper, and broader. |
- | * Default abilities begin at d12 for free | + | |
+ | * Violence | ||
+ | * Perspicacity | ||
+ | * Hardiness | ||
+ | * Subterfuge | ||
+ | * Magic | ||
- | * Increase per die size costs: | + | ==== Descriptors ==== |
- | d12 - 1 (1) | + | The character gets 6 descriptors that indicate generally what sorts of methods the character uses or types of skills that they have. |
- | d10 - +2 (3) | + | |
- | d8 - +4 (7) | + | |
- | d6 - +8 (15) | + | |
- | d4 - +16 (31) | + | |
- | * Sorcery costs 2x | + | ==== Wherewithal ==== |
- | * Save leftover | + | Characters start with 7 points |
- | * Health rolls: | + | ==== Motives ==== |
- | * What rolls against Health? | + | Each character has a major motive and a minor motive, which are involved in getting Wherewithal. |
- | * Roll health when suffering violence, or at other apropos times | + | ===== Resolution System ===== |
- | * Failure reduces Health by one level (I.e., it becomes one die size larger) - you are HURT (injured) | + | ==== Die Pools ==== |
- | * Deadly Option: keep rolling until you succeed. Each failed | + | Characters |
- | * While Hurt, add +1 to all your rolls (including future Health rolls) | + | GM rolls for of opposition: NPC Abilities, or static obstacles |
- | * Future health roll losses should be described individually (i.e., more wounds) but you still add just +1 to all your rolls. | + | Advantages are represented by additional dice. GM decides which side gets what dice. |
- | * If health ever becomes d20, you are either knocked out, or grievously wounded (incapacitated), | + | ==== Resolving ==== |
- | * Health is returned to normal by a “recovery” scene | + | All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. |
- | * Advantage: For one reason or another you may have the advantage over an opponent. In that case, your Ability operates at one die better (i.e., smaller) than normal. (This is mostly | + | === Botches === |
+ | |||
+ | If the your best die is twice as high as the oppositions best die, then you have botched, and additional badness occurs. Even if you re-roll, you will suffer some penalty. | ||
+ | ==== Re-Rolling ==== | ||
+ | |||
+ | Spend a point of Wherewithal | ||
+ | |||
+ | ===== Refreshing Wherewithal ===== | ||
+ | |||
+ | Pool refreshes to full with “refreshment” scenes. These are anything that would refresh | ||
+ | |||
+ | ==== Motives ==== | ||
+ | |||
+ | If the character satisfies a Minor Motive, they gain 2 Wherewithal | ||
+ | |||
+ | If the character satisfies a Major Motive, they gain Wherewithal to bring their pool up to 10. | ||
- | * Use die level adjustments to track the strength / health of minor antagonists and or groups (bandits d8 get whacked down to bandits d10 etc.) | ||