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.

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