WR&M: Humanis V0.2

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Avoraciopoctules
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WR&M: Humanis V0.2

Post by Avoraciopoctules »

This is a conversion of Warrior, Rogue & Mage (WR&M) ( http://www.stargazergames.eu/games/warrior-rogue-mage/ ) for use in Humanis, a higher-tech, quasi-Western setting. I have copied large sections of text, but there are a number of small tweaks and changes in some of these. A number of optional rules have been enabled and many rules have been changed.

Still definitely a work-in-progress, but I’m well past 2/3s of the way to a functional 1st draft. I've corrected a few typos, but there are probably still some lurking that I haven't noticed yet. Currently planning to expand the monster rules and add combat options.
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Section 1: Characters

Each player has to create a character in order to play. The player character, or PC, is the player's representation in the game world. The characters played by Mister Cavern (“the MC”) are called “non-player characters” (NPCs). All characters in WR&M are described by their 3 basic attributes, skills, talents, and various other values explained in detail within this section.

Attributes

WR&M uses 3 basic attributes to describe a character: Warrior, Rogue, and Mage. Each attribute is usually ranked from 0 to 6, but monsters and veteran characters may have higher values. If an attribute is ranked at 0 you can’t use any skills related to that attribute. In the case of a Mage attribute of 0, the character can’t cast even the simplest spell.

A character with a high rank in Warrior is a great fighter and athlete; strong, tough, and fearless. Characters with a low rank in this attribute will be weaker and less daring. Someone with a high Rogue attribute is witty, stealthy, and quick with feet and mind, but a low Rogue attribute means the character is clumsy and inept. A highly ranked Mage attribute is a sign of intelligence, strength of will, and mental discipline, whereas a low Mage attribute means the character is dull, flighty, and easily influenced.

Each player character starts with 10 attribute levels that may be freely distributed among the three attributes. No attributes may start higher than 6. While highly specialized characters are possible, a well-rounded character with a few levels in each attribute probably works best for new players.

Skills

Each character is also further detailed by a few skills. Skills are abilities a character has learned over the years. Small Arms, Acrobatics, and Lore are all examples of skills.

Skills are not ranked like attributes, you either have learned a skill or you have not. Each character starts with 4 skills of the player’s choice. Each skill is related to one of the three attributes. This indicates what kind of attribute rolls the skill might be applied to. Note that you cannot choose a skill if the relevant attribute is ranked at level 0.

Talents

Talents give player characters special abilities that set them apart from unextraordinary individuals. You don't have to roll a die in order to use talents. As soon as a character has acquired a new talent they get access to a special ability. Some talents may be taken several times.

There are two categories of Talents, type A and type B. Type B Talents have a greater affect on the mechanical abilities of PCs. Player characters start with one talent of each type.

Hit Points, Fate, and Mana

Hit points are a measure of how much damage a character may sustain before going down. A character with 0 HP is considered dead or dying. Fate can be used to save one's life in certain situations, or take over some narrative control from the MC. Mana is the raw magical energy that is used to cast magic spells. Characters can't perform any magic when their Mana is depleted.

Each character starts with hit points equal to 6 plus the Warrior attribute, Fate equal to the Rogue attribute and Mana equal to two times the Mage attribute. If your Rogue attribute is 0, you still start with 1 fate point.

Armor and Defense

Each character has a Defense stat that is equal to half the sum of its Warrior and Rogue attributes, rounded down, plus 4. Various types of armor can raise or lower Defense, and they can also affect other characteristics.

Generally, worn armor directly reduces damage received. The number by which damage is reduced is called Protection. Some attacks can ignore some or all of a target’s protection. Most worn armor does not raise Defense, and more encumbering armors may actually reduce Defense. Shields and similar protective devices raise defense, but these generally don’t add Protection. Both worn armor and shields have an Armor Penalty (AP) associated with them, and someone wearing armor must raise the mana cost of their spells by their AP.

Since Degree of Success affects the damage of attacks, increases or decreases to Defense do affect the amount of damage characters receive in addition to determining the chance that an attack succeeds. This is discussed in greater detail in Section 2.


Section 2: Rules Mechanics

Basic Task Resolution

Every time a character wants to perform an action which has a chance of failing, the MC may ask the player to roll a die to determine the outcome of said action. The basic task resolution method is the attribute check. The MC picks the appropriate attribute and decides how difficult the task at hand is (some example DLs can be seen under “unopposed checks”). Then the player rolls one six-sided die (d6) and adds the relevant attribute's level to the roll's result. If the character knows any skills that might help in that situation, the player may add 2 to his result. The final result is then compared to the difficulty level set by the MC. If the result is equal or higher than the DL, the task was successful. If not, the task failed.

In some situations, having more than one applicable skill will allow characters to add a number greater than 2 to their result.

Exploding Die

Whenever a player rolls a 6 on damage rolls and attribute checks that use an appropriate skill, the die may "explode". This means that the player adds 6 to the total of the attribute and skill bonus, then rolls again and adds the second result as well. If the second die roll is another 6, the player adds that 6 to the total and rolls again, and so on.

Automatic Success

When the risk of failure is extremely low, or the task is only of minor importance to the story, and the character has an appropriate skill, the MC may decide that no roll is necessary. In this case the character automatically succeeds.

Unopposed Checks

If the task at hand is not actively opposed, the player has to beat a difficulty level determined by the MC. The following list provides you with some examples:
ChallengeDL
Easy5
Routine7
Challenging9
Hard11
Extreme13

Opposed Checks

The opposed check method is used when two characters are in direct competition. This is a contest of rolls. The player of each character makes a roll for the appropriate attribute (and skill, if any). Whoever gets the higher result wins the contest. Opposed checks don't need to be of the same attribute (or skill), so long as the action of one can oppose the other.

For example: A thief wants to sneak past a guard. The guard then rolls a die and adds his Mage attribute to the result, along with a +2 bonus if he has the Awareness skill. The thief (Who is using her Rogue attribute and Stealth skill (if possessed) to improve her check) will have to beat this total to remain unnoticed.

Circumstantial Modifiers

There are circumstances which can make tasks harder or easier to perform than usual. The lack of tools makes it harder to craft something. A masterfully crafted weapon grants a bonus to an attack. Or bad lighting conditions make it easier to hide in the shadows. The MC may add circumstantial modifiers to any DL if appropriate.

Using Fate

Players may spend one of their character’s fate points to do the following (MC approval needed):
• Ignore an attack that would have killed the character, making it just miss instead.
• Change a minor detail in the game world. For example: your character knows the NPC you’ve just met, or there is a shop in the town you just entered with the equipment you need.
• Reroll a single die roll and use the better of the two, or add +2 to a single check.

Fate points don’t all regenerate at once. At the end of every session, each PC can regain a spent Fate Point. In addition, MCs should grant players fate points for heroic actions, good role playing and achieving character goals.


Section 3: Combat

Initiative

Whenever combat occurs, player characters and non-player characters act in turns. At the start of combat, the sequence in which the two (or more) sides in the conflict act is determined. This is called initiative. In most cases common sense dictates the initiative. If the MC is unsure, roll a die for each side. The side with the higher result acts first.

Combat Actions

Combat turns are generally short, a few seconds in duration, so characters can only perform a few actions. Running a short distance, drawing a weapon, attacking a foe, and casting a spell are reasonable actions that can be performed during one turn.

Attack Roll

When a character tries to hit a foe in close or ranged combat, the player has to roll the dice to determine if the attack hits. Attack rolls work like any other attribute check, but the DL is always the target's Defense stat plus any applicable modifiers. Attack rolls are subject to the "exploding die" rule if the character has the appropriate skill. Refer to the Magic chapter for magic attacks.

In addition, the degree to which a successful attack roll exceeds the defense of a target can influence the damage of an attack. See the following section.

Damage and Healing

After having scored a hit, you determine the damage it caused. Damage is determined by the weapon used (see the weapon list for details). Note that damage rolls are always subject to the "exploding die" rule. In addition, the damage caused by an attack is increased by the margin of success of the attack roll. This additional damage is capped at the maximum damage the weapon can normally cause. The maximum damage for a weapon with 1d6 damage is 6 for example.

After determining the damage value of the attack, subtract the victim’s Protection (if the attack bypasses some or all of the target’s armor, modify the effects of the victim’s Protection accordingly.) The victim's hit points are reduced by a number of points equal to the remaining damage. If hit points drop to 0, the character is dead, dying, or disabled. A character's hit points may never drop below 0.

Characters who are reduced to under half their maximum hit points are considered seriously wounded and get a -3 modifier on all attribute checks.

Characters heal a number of hit points equal to their highest attribute per day of rest. Only light activities are allowed during that time. A character who takes part in a combat, chase or a similar strenuous activity may only heal a single hit point that day. Characters with the Herbalism skill may use their abilities to speed up healing. When receiving such treatment, a character heals an extra 2 hit points per day of rest.


Section 4: Magic


Using Magic

Characters with a Mage attribute of 1 or higher have access to spells. Spells can be found or bought. These spells must first be transferred to a character’s personal spell book before they can be used. To cast a spell from the book, the
character has to make a roll versus the DL of the spell. If successful, the caster’s mana pool is reduced by the amount listed for the spell.

Casting Spells

In order to cast spells a character needs at least Mage level 1. The thaumaturgy skill is helpful, but not necessary, especially if the character wants to use only a few simple spells. The range of all spells is line of sight if the spell description does not say otherwise.

Spells are divided into four circles of increasing potency. Spells of the first circle are the easiest and least powerful, while fourth circle spells are considerably more powerful and require more skill to be cast.
CircleMana CostDL
1st15
2nd27
3rd49
4th813

Wearing armor adds the AP of the armor worn to the mana cost of any spell cast.

Spell Enhancement

A spell caster may choose to improve a spell’s effect, making the spell harder to cast but getting more powerful results. Each level of enhancement costs half the initial mana cost (rounded up) and raises the spell’s casting DL by one. Enhancements are listed with each spell’s description. Spells cast from implements may also be enhanced; the extra mana cost must be paid out of the caster’s personal mana pool.

Sustaining Spells

Some spells can be held active beyond their normal duration. If a spell can be sustained in this manner, its description will say. In order to sustain a spell the caster has to concentrate, and all other actions the caster takes while concentrating suffer a -1 penalty. The mana cost for sustaining a spell is listed with the spell’s description.

Mana Regeneration

A character’s mana pool fully refreshes after a good night’s sleep. An hour’s meditation will refresh mana equal to the character’s Mage attribute. Some magic potions may also regenerate mana. If a character is exposed to certain sources of powerful magical energy, mana can be restored merely through passive absorption, but the natures of such sources are both situational and rarely readily portable.

Magic Implements

A character who wants to focus on magic usually owns a magic implement. This may be a staff, gauntlet, ring, or similar piece of equipment. Magic implements are used to store spells that the magic user can later cast without having to spend any personal mana. A magic implement must be charged with mana before it can be used, and that mana pool is then used to power spells cast from it. As long as it is powered, the implement also grants a thaumaturgy bonus equal to its level. An implement can hold 10 points of mana per level of the item.

Storing mana in an implement is expensive. For each point of mana stored in the implement, the caster has to spend two from his or her personal pool. Implements may be charged in multiple sessions.

A character can only store spells he or she knows in a magic implement. The stored spell remains in the implement until replaced. A magic implement can store a total number of spell circles up to its level. A level 3 implement may store one third circle spell, but it may also be used to store one second circle and one first circle spell or three first circle spells.

Spell Lists

First Circle:

BLAZING STRIKE
This spell briefly suffuses a weapon or ammunition projectile with magical flames harmless to the wielder. The next strike made with the weapon inflicts an extra point of damage and can ignore up to half the Protection of the target. In addition, the damage counts as both fire and whatever the original weapon dealt. If not used within five rounds, the spell dissipates.

CONJURE PROVISIONS
The spell creates one daily ration of food and water for one person. The food is a bland but nourishing porridge, gruel, or doughy bread. With an enhancement, the food can be made seasoned and flavorful. With two enhancements, the food can be made to order in the form of any real meat and vegetables.

DISGUISE
The caster can alter their appearance in simple ways such as changing skin tone, facial features, and hair color. Enhancements can be used to make more substantial changes such as increasing or decreasing apparent weight or height up to 10% or changing the color and style of clothing and equipment. Copying a specific individual’s appearance also requires a Mage check (in addition to the enhancements needed to make appropriate changes) with a DL determined by the GM based on how familiar the caster is with the subject to be copied.

FEET OF THE CAT
This spell allows the caster to run across any surface including water and vertical walls as long as they don’t stop running; the caster will fall after stopping on a surface that can’t normally support them. Falling damage is reduced by half while this spell is active, rounding up. The spell lasts one round but can be sustained for one mana per additional round.

HEALING TOUCH
The hands of the caster glow with healing energy, which they can transfer to a target with a touch. This heals 1d6 HP, +2 for every level of enhancement. If used on an undead creature, this is an attack (which must be rolled as normal) that deals as much damage as would otherwise be healed and ignores all armor of the target.

WARD OF WARNING
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway, or a circle on the ground. The caster will be instantly aware if anyone passes the marked boundary unless they make an opposed Rogue check against the caster’s Mage attribute to sneak through. The duration of the spell is 12 hours. Each level of enhancement can add 6 hours to the duration or add +1 to the DL of the check to successfully pass the warded boundary.


Second Circle:

LIGHTNING BOLT
Fires a blast of electricity that causes 1d6+2 damage to a target within line of sight. Each level of enhancement raises the damage by +2. Lightning Bolt normally ignores half the Protection of the target, but it outright ignores the Protection of especially conductive (wearing lots of metal armor, soaked with water, etc.) targets. Some well-grounded targets may apply their full Protection against Lightning Bolt.

RADIANCE OF LIGHT
The caster emanates magical light that heals living creatures and harms the undead. The light is about as bright and far-reaching as a torch. Undead creatures take a point of damage every round they are exposed to the light without taking adequate protective measures (shrouding themselves in cloth, using protective magic, etc.), and they will often be reluctant to approach. Living creatures are healed of 1 point of damage per minute of exposure. The spell lasts one minute but can be sustained for one mana per additional minute.

IDENTIFY MAGIC
Allows the caster to identify one magical property of an item. Each level of enhancement identifies one additional property. (Optional: “Properties of a magic item” may include information about its history such as its age, creator, significant previous users, etc.)

CLEARSIGHT
The target of this spell gains the ability to see without penalty through darkness or other vision obscuring things like clouds of smoke, dust, fog, etc. The vision extends 10 yards. Each level of enhancement can extend the range by 5 yards.


Section 5: Equipment

Each character starts with 120 Credits (C) to purchase equipment. Generally, every character can wield every weapon, though some weapons have particularly exotic Skills associated with them. Spellcasting characters may wear armor, but the armor penalty of the armor worn raises the mana cost of each spell cast.
WeaponSkillDamageRangeAmmo CapacityCost
Unarmed/FistFinesse Weapons or Hand Weapons1d6/2MeleeN/AN/A
Hand WeaponHand Weapons1d6MeleeN/A5
2-handed Hand WeaponHand Weapons2d6MeleeN/A10
KnifeFinesse Weapons or Hand Weapons1d6-2Melee or Short (thrown)N/A1
RapierFinesse Weapons or Hand Weapons1d6MeleeN/A10
RevolverSmall Arms1d6Short620
Heavy PistolSmall Arms1d6+2Short110
Hunting RifleSmall Arms1d6+4Long115
Clockwork RifleSmall Arms1d6+3Medium640
CrossbowSmall Arms or Bows1d6+3Long (see Details)115
BowBows1d6Medium110
LongbowBows1d6+3Variable (see Details)120

Weapon Details

BOWS
If the wielder possesses the Bows skill, reloading a bow does not take an action. Normal bows can be used while mounted, but longbows cannot. Used arrows can often be salvaged for later repair and reuse. Longbows normally have Medium range, but can be used at Long range if the wielders Warrior statistic is at least 4. 10 arrows cost 2 Credits.

CROSSBOWS
Crossbows are built to penetrate armor, and they ignore half the protection of the target if used at Medium range or closer. Crossbows take 2 actions to reload, 1 for replacing the bolt and 1 for cranking the crossbow. Used crossbow bolts can often be salvaged for later repair and reuse. 10 bolts cost 2 Credits.

FIREARMS
Unless otherwise noted, firearms are loud and noisy. It takes 1 action to reload small arms unless otherwise noted. Small arms can be used while mounted or in a vehicle. Pistols only require 1 hand to use, but 2 hands are needed to reload. Rifles require 2 hands to use effectively. 10 bullets cost 2 Credits. Revolvers

HAND WEAPONS
Swords, axes, maces, and so on are all functionally similar enough to be counted under the same skill. However, some targets are affected differently by bludgeoning, slashing, and piercing damage, so the type of weapon used should be specified.

KNIVES
Knives can be used in melee or thrown.

RAPIERS AND PISTOLS
These weapons are generally considered more “Civilized” than regular guns and hand weapons. They are sometimes permitted in areas that restrict most other weaponry and may be considered the only appropriate armament in some duels.

UNARMED
Characters can make unarmed attacks using their fists. Unarmed attacks cause 1d6/2 damage (rounded down). The minimum damage caused before applying Protection is one hitpoint.
ArmorDefenseProtectionArmor PenaltyCost
Small Shield+10+15
Large Shield+20+215
Normal Clothing0002
Heavy Clothing01010
Reinforced Coat02120
Chainmail-16340
Light Combat Armor-16370
Heavy Combat Armor-295100

Armor Details

CHAINMAIL
Made primarily of unprotected metal, Chainmail requires regular maintenance and typically has a very distinctive smell. Though it reduces damage by 6, the fact that it also reduces Defense by 1 means that successful attacks generally do 5 less damage.

HEAVY COMBAT ARMOR
Extremely tough, but also rather encumbering, heavy combat armor (HCA) is generally quite obvious. It includes a reinforced gas mask with an internal air supply sufficient to last an hour and exposes no skin to open air. The armor is also insulated for enhanced protection against electricity. HCA reduces damage by 9, but also reduces Defense by 2. Because degree of success influences damage, this means that most successful attacks are ultimately reduced by 7 damage.

LIGHT COMBAT ARMOR
Built for good all-around protection without the high encumbrance of HCA, Light Combat Armor includes a gas mask and exposes no skin to open air. Though it reduces damage by 6, the fact that it also reduces Defense by 1 means that successful attacks generally do 5 less damage.

REINFORCED COAT
Subtly armored clothing provides significant protection for relatively little encumbrance, and is often allowed in areas where the use of military armor would be restricted.
ItemCost
Adventurer’s Kit 5
Backpack 4
Cask of beer 10
Cask of wine 20
Iron ration (for 1 week) 14
Lantern 5
Lockpick 2
Noble clothing 20
Normal clothing 2
Oxcart 30
Pack animal 30
Pickaxe 3
Pole (3 yards) 1
Ration (for 1 week) 7
Riding animal 60
Rope (10 yards) 2
Saddle bags, saddle and bridle 8
Torch 1
Travel clothing 5
War-trained riding animal 150
1st circle spell 10
2nd circle spell 25
Spellbook (leatherbound) 10
Spellbook (metalplated) 30
Magic implement (1st circle) 60
Magic implement (2nd circle) 110
Magic implement (3rd circle) 240
Magic implement (4th circle) 400

Equipment Details

ADVENTURER’S KIT
This kit contains flint and tinder, a water flask, a blanket, a bed roll, a compass, and a small tent.

IRON RATIONS
These rations don’t spoil over time.

LANTERN
Lanterns produce a brighter light than torches and are not as easily blown out.

MAGIC IMPLEMENT
A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

OX CART
The ox cart is a two-wheeled vehicle which is usually drawn by cattle. The oxen is not included.

PACK ANIMAL
A pack animal comes fully equipped with a pack saddle and bridle.

SPELLS
Spells have to be acquired before they can be used. They can either be transcribed from an existing grimoire, or they can be bought in the form of spell scrolls, which can then be added to a caster’s repertoire.


Section 6: For Mister Cavern

Character Advancement

Characters in WR&M don’t have levels or need to amass experience points to improve their abilities. The MC decides when the characters are ready to advance. Usually this happens at the end of a successful adventure. (If you want to let the characters advance faster, you can allow them to advance after each session, every other session, and so on.)

Whenever the MC allows the players to advance they may do the following:
• Raise one attribute by one.
• Add 3 to either HP or Mana
• Gain an additional skill
• Gain a type B talent

In addition, every 2nd advancement:
• Gain a type A talent

Non-combat Hazards

Aside from combat, there are many ways a character may be harmed. The table below lists a few possible hazards.
HazardDamage
Fall1d6 per 3 yards fallen
Suffocation/drowning1d6 per round
Mild poison1d3 initial damage, 1 damage per round until successful Warrior check vs. DL 7
Lethal poison1d6 initial damage, 2 damage per round until successful Warrior check vs. DL 11
Fire1d6 per round exposed to the flames

Section 7:
[Gah, it’s past midnight. I’ll finish this part later once I’ve done more concepting.]

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_____________________________
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Appendix 1: Skills and Talents

Skill List
SkillAttributeDescription
Acrobatics Rogue Training in activities like dancing, contortion, climbing, tightrope walking, tumbling
Alchemy Mage Training in creating and identifying potions and salves
Athletics Warrior Training in swimming, running and jumping
Awareness Mage This skill is a measure of a characters awareness of his surroundings
Bows Rogue Skill for using bows and crossbows
Driving Warrior Training with driving vehicles
Finesse Weapons Rogue Skill for using light, fast weapons
Hand Weapons Warrior Skill for using most basic melee weapons
Herbalism Mage Knowledge of plants, herbs, and their medical uses. Can be used to heal critically wounded characters
Lore Mage General knowledge
Riding Warrior Training in riding on horses and other common mounts.
Stealth Rogue Avoiding notice
Skullduggery Rogue Training in the roguish arts like picking ;locks and picking pockets.
Small Arms Warrior Skill for using handheld firearms and crossbows
Thaumaturgy Mage Skilled with arcane spells and rituals


Type A Talents
TalentDescription
Craftsman You are trained in a craft like blacksmithing, carpentry or bowmaking. May be taken more than once.
Engineer You can maintain complex mechanical devices like trains and steamcars.
Familiar You have a small animal like a cat or falcon as a pet that can do some simple tricks.
Hunter You are a trained hunter and may live off the land easily. When given enough time, you can provide enough food to feed a party of four.
Sailor You are trained in steering a boat or sailing ship and don’t get any penalties for fighting on a sea vessel.
Scent You have an exceptionally keen sense of smell.

Type B Talents
TalentDescription
Armor Mastery Your Armor Penalty is reduced by 2, and if your Warrior statistic is 5 or higher, you may reduce any Defense penalties you have from worn armor by 1.
Blood Mage You may deal 1 unavoidable and unreduceable damage to yourself to regain 1d6 mana. This damage cannot be magically healed.
Channeller You may add your Mage attribute level to your Thaumaturgy roll once per combat.
Lucky Devil You may reroll any roll once per scene (or combat)
Massive Attack You can add your Warrior attribute level to your melee attack damage once per combat
Precise Shot You can add your Rogue attribute level to your ranged attack damage once per combat
Sixth Sense You may roll a die before any ambush or other situation where you are about to be surprised. If you roll 4+ you are not surprised and may act first.
Tough As Nails You have inherently have 2 protection. If you wear armor with a protection value, boost its protection by 1 instead.



Appendix 2: Bestiary
In this Bestiary you’ll find average stats for various non-player characters and common creatures.

Common NPCs

COMMONER
Attributes: Warrior 2, Rogue 2, Mage 1
HP: 8, Mana: 2
Defense: 6
Skills: none
Talents: none
Trappings: Simple clothes, knife, pouch with 1 silver piece

SOLDIER
Attributes: Warrior 5, Rogue 3, Mage 2
HP: 10, Mana: 4
Defense: 12 (-1 for chainmail armor +2 from large shield)
Protection: 6 ()
Skills: Athletics, Hand Weapons, Small Arms
Talents: none
Trappings: chainmail armor, large shield, sword, clockwork rifle with 24 bullets.

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Appendix 3: Tables

Character Creation Summary

1. Distribute 10 attribute levels among the three attributes Warrior, Rogue, and Mage. No attribute may be higher than six.
2. Pick 4 Skills
3. Pick 1 Type A and 1 Type B Talent
4. Calculate HP, Fate, Mana, and Defense

HP = 6 + Warrior
Fate = 1x Rogue
Mana = 2x Mage
Defense = (Warrior + Rogue)/2 + 4

5. Purchase starting equipment for 120 Credits
6. Complete character sheet

Standard Difficulty Levels
ChallengeDL
Easy5
Routine7
Challenging9
Hard11
Extreme13

Casting Spells
CircleMana CostDL
1st15
2nd27
3rd49
4th813

Non-Combat Hazards
HazardDamage
Fall1d6 per 3 yards fallen
Suffocation/drowning1d6 per round
Mild poison1d3 initial damage, 1 damage per round until successful Warrior check vs. DL 7
Lethal poison1d6 initial damage, 2 damage per round until successful Warrior check vs. DL 11
Fire1d6 per round exposed to the flames

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DSMatticus
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Post by DSMatticus »

Automatic successes: This would benefit pretty greatly from more formal mechanics. Characters are going to do this a lot, and the DM just kind of shrugging, "ehh, seems reasonable" can get weird.

How about take 3 or take 4? "If the character is not stressed and there are no penalties for failure, the character may take 3 on their d6 roll." Really, though, that's not even very useful. Resolution mechanics for this game are so simple and the RNG so small dropping a d6 once or twice to see if you succeed isn't a big deal.

I also noticed one of your examples uses perception as a 'mage' thing. I really think that should be rogue. It just seems... off that noticing things implies magical talent. I might feel better about that after I read more and see what the mage attribute actually includes.
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Avoraciopoctules
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Post by Avoraciopoctules »

An option to take 3 certainly seems like a reasonable addition to the game. Next draft, it should be in.

I feel inclined to keep perception as a Mage-linked thing so people have reason to get points in the attribute when they aren't doing spellcasting. On that note, I'm contemplating some kind of attribute point buy that would encourage a minimum of 2 in every attribute and discourage people to spend every advance on the same stat. Maybe the number of points needed to raise a stat doubles every 2 points, starting at 0.5.
10.5
20.5
31
41
52
62
74
84
98

Last edited by Avoraciopoctules on Tue May 31, 2011 7:53 am, edited 1 time in total.
DSMatticus
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Post by DSMatticus »

You'll want to make sure mage has more than magic + perception. Having to pick up mage just for perception will be both mechanically and thematically annoying, so non-casters taking mage should be able to get more out of it than just that. I'm guessing it already has the 'knowledge' type skills, but a few more active ones than that couldn't hurt.

And this may be too large a suggestion, but if you do end up sufficiently diversifying mage, you may not even want to call it mage anymore (to avoid that link between the name and what the player thinks they should be doing with it). You could call the attributes something like, "power, guile, and intellect." (I recommend consulting thesauri until you find a smaller word for intellect, to fit the other words better.)

When players are concepting their characters, they'll probably feel more inclined to spread their focus that way. Example: "I want to play a clever, quick-witted wizard who thinks well in the heat of the moment and always knows just the magical trick to use." If you're looking at "warrior, rogue, mage," you may not consider rogue part of that. If you're looking at, "power, guile, intellect," you will think guile is a part of that.

Additionally, if you really want to encourage diversification of attributes, make combo spells/talents. Example: invisibility, doesn't that strike you as rogue-ish/guile-ish? Same for illusions and that entire theme. Make them require a lesser amount of rogue. And then give mechanical benefits for having higher rogue in those spells. (You can arguably due the same thing with warrior/power and certain buff spells/explosive spells.)
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Avoraciopoctules
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Post by Avoraciopoctules »

DSMatticus wrote:You'll want to make sure mage has more than magic + perception. Having to pick up mage just for perception will be both mechanically and thematically annoying, so non-casters taking mage should be able to get more out of it than just that. I'm guessing it already has the 'knowledge' type skills, but a few more active ones than that couldn't hurt.
Any suggestions? Current skills are in appendix 1.
DSMatticus wrote:
And this may be too large a suggestion, but if you do end up sufficiently diversifying mage, you may not even want to call it mage anymore (to avoid that link between the name and what the player thinks they should be doing with it). You could call the attributes something like, "power, guile, and intellect." (I recommend consulting thesauri until you find a smaller word for intellect, to fit the other words better.)

When players are concepting their characters, they'll probably feel more inclined to spread their focus that way. Example: "I want to play a clever, quick-witted wizard who thinks well in the heat of the moment and always knows just the magical trick to use." If you're looking at "warrior, rogue, mage," you may not consider rogue part of that. If you're looking at, "power, guile, intellect," you will think guile is a part of that.
Perhaps. Current stat names are a legacy of the original system, and I don't need to keep them.
DSMatticus wrote:Additionally, if you really want to encourage diversification of attributes, make combo spells/talents. Example: invisibility, doesn't that strike you as rogue-ish/guile-ish? Same for illusions and that entire theme. Make them require a lesser amount of rogue. And then give mechanical benefits for having higher rogue in those spells. (You can arguably due the same thing with warrior/power and certain buff spells/explosive spells.)
Interesting. I've already written at least 1 talent that gives extra benefit when a stat threshold is reached (Armor Mastery), but I didn't think of using that for spells. There are spells designed to appeal to focused Warrior or Rogue types (Blazing Strike, the disguise spell), but there aren't any outright mechanical incentives or requirements like in the Talents.
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Post by Avoraciopoctules »

Combat Maneuvers
Block / Parry
As a Minor action, a character may use a held weapon or shield to intercept or deflect incoming attacks. If Parrying with a weapon, make an attack. The result you get can be used instead of Defense against attacks directed against you. Parrying has a number of weaknesses. A weapon used to parry takes -2 if used for actual attacks in the same turn. In addition, parrying can only work against a number of attacks up your Warrior attribute each turn. Finally, parrying normally only applies against melee attacks.
Blocking requires a shield, but is more effective than Parrying. Make an attack (The skill applicable depends on the shield. Finessse Weapons for small shields. Hand Weapons for large shields, and Thaumaturgy for some magical shields.). Add the Defense bonus of the shield to the attack. The total may be used instead of Defense against a number of melee or ranged projectile attacks equal to your Warrior attribute.

Charge
A character may opt to enter melee combat and make an attack with the same Major action. This is somewhat risky, applying a -2 to defense until your next action.

Double Attack
It is possible to strike more than one target with the same Major action, but this is more difficult than a normal attack. When targeting two opponents at once, cut your bonus to attack in half, rounding down. Striking two opponents with the same melee weapon is a Cleave. It may only be used against enemies next to each other. Using a weapon in each hand is a Dual Strike, and is more versatile. You do not need to strike adjacent opponents. If the offhand weapon is a dagger or similar light weapon, reduce the penalty for multiple targets by 2 (to a minimum of 0).

Withdraw
Disengaging from a melee can be risky. It takes a Major action to do so, and any opponents engaged with you can make an attack as you leave. However, any opponents who opt for the attack of opportunity cannot Charge you next round.
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