Thursday, December 15, 2011

Damage table

After thinking of several different schemes for RPG health systems, I found most of them lacking. Specifically, they weren't brutal enough. I want my players to be actually worried at the chance of physical conflict, and have them prepare for it instead of just kicking the door down. So, the rules I chose favor the attacker and most fights are over in just one round. Don't worry, though, player characters still get those three magical 'fate points' (name pending) that allow them to basically deflect any one attack.

So, without further ado, here's the wound effect table in its most basic form:

Friday, December 2, 2011

New Rules for Psychic Powers

So, I've been revising and rewriting the ruleset yet again...
First of all, the players have 5 Skills, which are

Might - Toughness, strength, health..
Will - Mental strength & resistance, intimidation..
Agility - Dodge, acrobatics, speed..
Smarts - Lore, mechanical skill, medicine, persuasion..
Intuition - Awareness, empathy, searching..

I'm considering adding specializations that you could make a bumbling tech-whiz or a weak-willed pyrokine etc.

You distribute the following amounts of dice into these skills in any order you like: 3, 3, 2, 2, 1.
If you want a jack-of-all-trades, you can also put 2 into all the skills.

When you roll a skill, you roll all the dice and all that exceed the target difficulty count as success dice. Usually your target difficulty is your opponent's highest die value.

If you want to play a psychic, you can lose one die from a skill in order to get one psychic talent. These are things like pyrokineticism, psychometry, animal control (beastmasters!), etc.

Psychic powers are not tied to any one skill, though Will is the most common one used.

I have a new hitpoint-less damage system as well, which I will talk about next time.