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loop:the_loop [2019/12/07 20:10] – 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: | Die size costs: | ||
- | ^Die Size^Default Ability | + | ^Die Size^Cost^Cost |
- | |d12|0|1| | + | |d20|0*|0|0| |
- | |d10|2|3| | + | |d14|1|3|1| |
- | |d8|6|7| | + | |d13|3|7|2| |
- | |d6|14|15| | + | |d12|6|12|3| |
- | |d4|30|31| | + | |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. | ||
- | Sorcery costs 2x | + | Sorcery costs 2x ? |
Save leftover points to develop the character in play (DiP). | Save leftover points to develop the character in play (DiP). | ||
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==== 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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==== Die Pools ==== | ==== Die Pools ==== | ||
- | Characters roll dice from abilities that pertain. | + | Characters roll dice from abilities that pertain. If a descriptor |
- | + | ||
- | If no Ability | + | |
GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) | GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) | ||
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All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. | 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 ==== | ==== Re-Rolling ==== | ||