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loop:the_loop [2019/12/07 19:41] – mike_holmes | loop:the_loop [2019/12/08 19:44] (current) – [Character Generation] mike_holmes | ||
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Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 | Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 | ||
- | * Start with 30 points | + | Start with 75 points |
- | * die size costs: | + | |
- | d12 - 1 (1) | + | Die size costs: |
- | d10 - +2 (3) | + | |
- | d8 - +4 (7) | + | |
- | d6 - +8 (15) | + | |
- | d4 - +16 (31) | + | |
- | * Sorcery costs 2x | + | ^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. | ||
- | * Save leftover points | + | Sorcery costs 2x ? |
+ | |||
+ | Save leftover points | ||
==== Default Abilities ==== | ==== Default Abilities ==== | ||
- | Default | + | These vary from other abilities |
* Persuasion | * Persuasion | ||
* Violence | * Violence | ||
* Perspicacity | * Perspicacity | ||
- | * Hardiness | + | * Hardiness |
+ | * Subterfuge | ||
+ | * Magic | ||
- | ==== Other Abilities | + | ==== Descriptors |
- | Other abilities per Talislanta | + | The character gets 6 descriptors that indicate generally what sorts of methods the character uses or types of skills that they have. |
==== Wherewithal ==== | ==== Wherewithal ==== | ||
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Characters start with 7 points of Wherewithal, | Characters start with 7 points of Wherewithal, | ||
+ | ==== Motives ==== | ||
+ | |||
+ | Each character has a major motive and a minor motive, which are involved in getting Wherewithal. | ||
===== Resolution System ===== | ===== Resolution System ===== | ||
- | Characters roll dice from abilities that pertain. | + | ==== Die Pools ==== |
- | If no Ability | + | Characters roll dice from abilities that pertain. |
GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) | GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) | ||
- | All sides roll, lowest roll wins. | + | Advantages are represented by additional dice. GM decides which side gets what dice. |
- | ==== Re-Rolling | + | ==== Resolving |
- | Spend a point of Wherewithal to re-roll any die rolled | + | All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. |
+ | === 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 ==== | ||
- | * Pool refreshes | + | Spend a point of Wherewithal |
- | + | ===== Refreshing Wherewithal ===== | |
+ | Pool refreshes to full with “refreshment” scenes. These are anything that would refresh the character. The character gets 1 point back. | ||
+ | ==== Motives ==== | ||
- | * Health is returned to normal by a “recovery” scene | + | If the character satisfies |
- | * 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 to reflect fictional positioning in contests - the GM can cleverly adjust the obstacle die the rest of the time) | + | 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.) | ||