Post by Jaster on Feb 25, 2011 5:41:18 GMT -6
Character Creation
When creating a character, first the player selects an R.C.C, and then rolls the Attributes listed for that R.C.C (GMs should show some leniency to attributes, allowing players to re-roll a few stats if they are very poor compared to the party / game setting / desired meta), and records any additional Bonuses, Skills, Spells, Psionics and abilities on their character sheet, and then figure in any Attribute bonuses or penalties from their current standings. Then the character Selects an O.C.C, and records all abilities and bonuses granted by that O.C.C at their Current Level (Typically 1), and then selects skills, figuring their totals. After these are totaled and figured, the player can then figure out their starting Money based on their O.C.C to buy equipment and items, in addition to any granted items from their Class. In alternative, the GM may instead opt to issue equipment to all players instead.
Skills
Each skill has a Tree; split into several broad categories, such as Communication, Medical, Military, Weapons, and so on. Every skill tree has a general theme, and no new trees will be added. Every tree has a set of skills, which may be selected as per character creation rules, or learned as the game progresses. Skills may be taken any number of times as a character desires, each one maintains their own rank and skill value. Also, every skill has Sub Skills, specialties with their own special rules that the character can focus in, often, at the expense of their generalization. For example, a Character with First Aid can specialize in applying bandages, but when trying to treat a sickness, they are at a reduced rate, but when applying bandages they are more effective. Sub Skills are useful when you need a single focused role for the skill, but need less the general skill, or if the character learns the skill several times, they can use the skill that more properly fits the situation to their advantage. GMs and Players are encouraged to modify or add new Sub-Skills as a campaign needs with GM approval. New Sub-Skills cannot be learned mid-Session, and should be dealt with when Experience is added. Also, Sub-Skills cannot be un-learned once selected without special situations (GMs should show leniency to newer players, or those who miss-understood what the sub-skill entailed). Skills begin at 25% in addition to any bonus the character may have from their O.O.C, R.C.C, I.Q or other Attributes. Skills all have a 'Rank', indicating the characters proficiency in it as they have advanced in experience, each Rank above 0 increases their skill by +5%. Some skills are listed in two categories, the character must select which of the skill he is taking, and apply only those bonuses to it (i.e Character selects Intelligence, which is an Espionage and a Military Skill, their class gives +50% to Espionage and +25% to Military, so they select it as an Espionage, and gets it at +50%).
Gold costs and generations listed in skills are set as a standard, not a golden rule, GMs should show intelligence when issuing payment, requiring costs and the like depending in the situation. When preforming a skill, the player rolls 1D100, and must get a roll Equal or Less then their current skill total for it to be successful. All Natural Rolls of 99 or 100% are always considered a failure, regardless of their skill. Also, skills may suffer penalties when attempting to preform difficult, insane or complicated tasks, meaning even at 100% or higher, the character can fail a task. For example, a Character with Public Speaking is attempting to convince a Priest to doubt his faith. The GM decides that the player suffers a 75% reduction, and a -50% to their skill attempt. First, the Player applies the reduction Modifier of -75% to their Skill Total of 500%, leaving them with an effective skill of 125%; then applies the penalty of -50%, leaving them with 75%. Also note, that successful skill rolls, even by large amounts, do not always indicate perfect success, and a degree of success should be taken into consideration (this is particularly true of social skills). In this example, if the character rolled a 60% (Thus a 15% success), the priest is unlikely to have any long lasting doubts, but may trip up their actions, or see a different perspective before re-affirming their faith or dedication after a day or two (or less), while if they passed by 74% (Their best possible without additional bonuses), they may take the suggestion more seriously, have actual seeded doubts, perhaps even enough to leave their temple for a while (days, perhaps a week, or perhaps leaving longer after months of thought). Also, characters should never be allowed to do imposable tasks under a vague premise of a skill no matter how good their character roll is (Such as using public speaking to convince an opponent to give their money to the character / commit suicide without prior relation, reason, etc). In addition, characters should gain bonuses to their skill (Based on GM discretion), for clever ideas, in character description, and playing out the event accurately.
The method of determining skill totals is as follows; First, attempt to negate all bonuses and penalties, subtract any Increases and Reductions, and Gains and Losses. These are your total Modifiers applied to the skill, first by Increase/Reduction (or Percent Modifier), then by Gain/Loss (or Pip Modifier) for total skill. So, for a complex example; young Sebastien, a Priest with a Public Speaking of 100%, attempts to convince a Troll on a bridge to let him pass without toll as he's a traveling priest. The GM says the troll has a Vested interest in the toll (Duh, personal wealth), and Sebastien suffers a 15% Reduction and -7% to his attempt. Sebastien has the Conversion Sub Skill for Public Speaking, Granting him 15% Increase to Public Speaking when attempting to convince others to aid him, and the GM agrees it applies here. Thus, he suffers a 15% Reduction, and canceled out by his 15% Increase for a total of 0% change to Percent (calculated as a 1 for the formula to avoid multiplying by 0), and then suffers a -7% to his skill, but he has nothing to of set this with, and thus must suffer the -7%, leaving his skill total at 93%, a solid success rate. Not feeling lucky, Sebastiens Player chooses to spend 1 Morale before hand, increasing his skill by +10%. This leaves him at +3% (10 - 7 = 3), giving him a skill total of 103%. Satisfied, the Player makes the skill check and rolls a 99, failing, resulting in the troll insisting on him paying the toll, now threatening to smash him.
[(Percent Bonus - Percent Penalties) x Skill Total - (Pip Bonus - Pip Penalties) = Total Skill]
Skill Forms
Characters may possess the same skill any number of times (paying the cost to learn it each time as normal). Each skill is completely separate with its own level, rank, point allocation and sub-skills. Only one skill of the same name may be active or used at any one time, and to change between them, the character must spend 1 Action to change one form. At the start of a New Melee Round, before the first Second, all Characters may select a new form to be active at no cost for all of their skills.
Combined Skill Checks
When two or more characters attempt to use the same skill, they may instead make a Combined Check. First, select the leader of the check, and take their adjusted skill total, and add 50% of the Base Skill of all aids. Do not apply penalties due to out of focus Sub Skills from the Aids, but they may add bonuses for being within their focus of a Sub Skill, and any bonus they have that does not affect skill totals. Only the leader may spend Morale to alter the end roll. Characters without a skill cannot be an Aid in a combined check, but may be an Leader. All characters must have some use during a combined check, for example, one member of the party needs to climb a wall, but the other three wait at the bottom, they cannot make a Combined check to attempt to climb as only one member is using the skill. After he is at the top, he can aid them climbing, but those still remaining on the ground cannot. The next person then attempts to climb, being assisted by the two at the top, the third member does not have climbing, and gains only the bonus from their rope, so the two others act as Aids, granting the non-climber half of their skill total. GM's should use logical and discretion as to what can and cannot be combined under different circumstances.
When creating a character, first the player selects an R.C.C, and then rolls the Attributes listed for that R.C.C (GMs should show some leniency to attributes, allowing players to re-roll a few stats if they are very poor compared to the party / game setting / desired meta), and records any additional Bonuses, Skills, Spells, Psionics and abilities on their character sheet, and then figure in any Attribute bonuses or penalties from their current standings. Then the character Selects an O.C.C, and records all abilities and bonuses granted by that O.C.C at their Current Level (Typically 1), and then selects skills, figuring their totals. After these are totaled and figured, the player can then figure out their starting Money based on their O.C.C to buy equipment and items, in addition to any granted items from their Class. In alternative, the GM may instead opt to issue equipment to all players instead.
Skills
Each skill has a Tree; split into several broad categories, such as Communication, Medical, Military, Weapons, and so on. Every skill tree has a general theme, and no new trees will be added. Every tree has a set of skills, which may be selected as per character creation rules, or learned as the game progresses. Skills may be taken any number of times as a character desires, each one maintains their own rank and skill value. Also, every skill has Sub Skills, specialties with their own special rules that the character can focus in, often, at the expense of their generalization. For example, a Character with First Aid can specialize in applying bandages, but when trying to treat a sickness, they are at a reduced rate, but when applying bandages they are more effective. Sub Skills are useful when you need a single focused role for the skill, but need less the general skill, or if the character learns the skill several times, they can use the skill that more properly fits the situation to their advantage. GMs and Players are encouraged to modify or add new Sub-Skills as a campaign needs with GM approval. New Sub-Skills cannot be learned mid-Session, and should be dealt with when Experience is added. Also, Sub-Skills cannot be un-learned once selected without special situations (GMs should show leniency to newer players, or those who miss-understood what the sub-skill entailed). Skills begin at 25% in addition to any bonus the character may have from their O.O.C, R.C.C, I.Q or other Attributes. Skills all have a 'Rank', indicating the characters proficiency in it as they have advanced in experience, each Rank above 0 increases their skill by +5%. Some skills are listed in two categories, the character must select which of the skill he is taking, and apply only those bonuses to it (i.e Character selects Intelligence, which is an Espionage and a Military Skill, their class gives +50% to Espionage and +25% to Military, so they select it as an Espionage, and gets it at +50%).
Gold costs and generations listed in skills are set as a standard, not a golden rule, GMs should show intelligence when issuing payment, requiring costs and the like depending in the situation. When preforming a skill, the player rolls 1D100, and must get a roll Equal or Less then their current skill total for it to be successful. All Natural Rolls of 99 or 100% are always considered a failure, regardless of their skill. Also, skills may suffer penalties when attempting to preform difficult, insane or complicated tasks, meaning even at 100% or higher, the character can fail a task. For example, a Character with Public Speaking is attempting to convince a Priest to doubt his faith. The GM decides that the player suffers a 75% reduction, and a -50% to their skill attempt. First, the Player applies the reduction Modifier of -75% to their Skill Total of 500%, leaving them with an effective skill of 125%; then applies the penalty of -50%, leaving them with 75%. Also note, that successful skill rolls, even by large amounts, do not always indicate perfect success, and a degree of success should be taken into consideration (this is particularly true of social skills). In this example, if the character rolled a 60% (Thus a 15% success), the priest is unlikely to have any long lasting doubts, but may trip up their actions, or see a different perspective before re-affirming their faith or dedication after a day or two (or less), while if they passed by 74% (Their best possible without additional bonuses), they may take the suggestion more seriously, have actual seeded doubts, perhaps even enough to leave their temple for a while (days, perhaps a week, or perhaps leaving longer after months of thought). Also, characters should never be allowed to do imposable tasks under a vague premise of a skill no matter how good their character roll is (Such as using public speaking to convince an opponent to give their money to the character / commit suicide without prior relation, reason, etc). In addition, characters should gain bonuses to their skill (Based on GM discretion), for clever ideas, in character description, and playing out the event accurately.
The method of determining skill totals is as follows; First, attempt to negate all bonuses and penalties, subtract any Increases and Reductions, and Gains and Losses. These are your total Modifiers applied to the skill, first by Increase/Reduction (or Percent Modifier), then by Gain/Loss (or Pip Modifier) for total skill. So, for a complex example; young Sebastien, a Priest with a Public Speaking of 100%, attempts to convince a Troll on a bridge to let him pass without toll as he's a traveling priest. The GM says the troll has a Vested interest in the toll (Duh, personal wealth), and Sebastien suffers a 15% Reduction and -7% to his attempt. Sebastien has the Conversion Sub Skill for Public Speaking, Granting him 15% Increase to Public Speaking when attempting to convince others to aid him, and the GM agrees it applies here. Thus, he suffers a 15% Reduction, and canceled out by his 15% Increase for a total of 0% change to Percent (calculated as a 1 for the formula to avoid multiplying by 0), and then suffers a -7% to his skill, but he has nothing to of set this with, and thus must suffer the -7%, leaving his skill total at 93%, a solid success rate. Not feeling lucky, Sebastiens Player chooses to spend 1 Morale before hand, increasing his skill by +10%. This leaves him at +3% (10 - 7 = 3), giving him a skill total of 103%. Satisfied, the Player makes the skill check and rolls a 99, failing, resulting in the troll insisting on him paying the toll, now threatening to smash him.
[(Percent Bonus - Percent Penalties) x Skill Total - (Pip Bonus - Pip Penalties) = Total Skill]
Skill Forms
Characters may possess the same skill any number of times (paying the cost to learn it each time as normal). Each skill is completely separate with its own level, rank, point allocation and sub-skills. Only one skill of the same name may be active or used at any one time, and to change between them, the character must spend 1 Action to change one form. At the start of a New Melee Round, before the first Second, all Characters may select a new form to be active at no cost for all of their skills.
Combined Skill Checks
When two or more characters attempt to use the same skill, they may instead make a Combined Check. First, select the leader of the check, and take their adjusted skill total, and add 50% of the Base Skill of all aids. Do not apply penalties due to out of focus Sub Skills from the Aids, but they may add bonuses for being within their focus of a Sub Skill, and any bonus they have that does not affect skill totals. Only the leader may spend Morale to alter the end roll. Characters without a skill cannot be an Aid in a combined check, but may be an Leader. All characters must have some use during a combined check, for example, one member of the party needs to climb a wall, but the other three wait at the bottom, they cannot make a Combined check to attempt to climb as only one member is using the skill. After he is at the top, he can aid them climbing, but those still remaining on the ground cannot. The next person then attempts to climb, being assisted by the two at the top, the third member does not have climbing, and gains only the bonus from their rope, so the two others act as Aids, granting the non-climber half of their skill total. GM's should use logical and discretion as to what can and cannot be combined under different circumstances.