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Pilz

Playtest Character Creation and Additional Rules: SoD

Oct 23rd, 2014
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  1. ACTION ECONOMY:
  2.  
  3. Every turn you get to choose between:
  4. 1. 1 move, 1 attack action
  5. 2. 1 attack action, 2 quick
  6. 3. 2 move, 2 quick
  7. 4. 3 move (sprint)
  8. 5. 5 quick
  9. 6. Full Attack (take two attack actions, but add a wound die to all attacks against you until your next turn. You can't do anything else while Full Attacking, unless specifically told.)
  10. 7. full-round action
  11. 8. Defend (remove a wound die from all attacks against you until your next turn. You can't do anything else while defending, unless the power specifically says you can do it while defending)
  12.  
  13. A quick action is something fast. Applying an oil or salve, drinking a potion, or deploying an aerosol are quick actions (reloading a weapon will take 2 quick actions I think)
  14.  
  15. A full-round action is something that takes a while. Reloading something heavy, flying an airship or controlling most vehicles, taking a pill, etc.
  16.  
  17. A move action allows you to move up to your Speed stat.
  18.  
  19. An Attack action lets you make an attack. Some weapon tags or potions let you make multiple attacks during a single attack action.
  20. -yes, this means there's a difference between an attack action and an attack
  21. -no, it isn't like in 5e, since the rule in 5e apparently aren't clear enough about this, so it effectively misleads players. I damn well hope I'm being clear about this.
  22.  
  23.  
  24. Don't worry about weapon proficiency for now, you're proficient in the weapons you choose at game start.
  25.  
  26.  
  27. CHARACTERISTICS/ATTRIBUTES:
  28.  
  29. All start at 4, excepting Affluence which begins at 2
  30.  
  31. you have 4 points to spend on attributes in any combination, but no attribute can be over 6 at this stage
  32.  
  33.  
  34.  
  35. SKILLS:
  36.  
  37. you have points, which you can use to buy points in skills in a 1:1 ratio.
  38.  
  39. Combat: 120 (need to buy Attack and Defense)
  40.  
  41. Secondary skills: 150
  42.  
  43. Alchemy Skills: Ignored for this Test
  44.  
  45.  
  46. EQUIPMENT
  47.  
  48. Weapon Style rules don't matter right now
  49.  
  50. a weapon + 3-point-armour (distribute between pierce/slash/impact as desired) OR 2 weapons
  51.  
  52. (martial arts count as a weapon for this)
  53.  
  54. CLASS BONUSES
  55. Alchemist: 200 alchemy points, must have minimum of 10 in each substance. You get a free quick action to deploy alchemy stuff except when defending. You can make direct attacks with oils (counts-as light/ranged/area, +oil effects)
  56. Explorer: 100 more SSP, 10 more combat points. +1 effective affluence. If you have two weapons, or a weapon and a martial art, you can count them as paired weapons. If you have two paired-tagged weapons, your second attack receives all bonuses applicable to the first.
  57. Soldier: 30 more CP; 60 alchemy points to be split between Salves and Oils. You get a free quick action to deploy a salve or oil except when defending. This works even if you're using Full Attack.
  58. Scoundrel: 20 more SSP; 100 alchemy points to be split between Aerosols and Salves. You get a free quick action to deploy a Salve or Aerosol. When you use an Aerosol, you can spend a second dose to immunize yourself against the effects for the rest of the scene. if you are using a Light-tagged weapon, you can spend 2 quick actions to make a second attack as if you were using a paired weapon.
  59.  
  60.  
  61. everyone starts the first test with...let's say 3 months worth of alchemical reagents to spend on substances.
  62.  
  63. SPECIAL RULE FOR EXPLORERS: if you spend 3x the cost of an alchemical substance, you can buy 1 dose. Don't question it, you know people. And those people know people. (This includes poisons. Some of those people you know are scary people. You're better off not knowing who you know.)
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