Wyrmknave

STEALIN POWERS YO

Mar 14th, 2013
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  1. ABILITIES
  2.  
  3. ASAP abilities, no messing on. They max out at 4 and min out at 0. You get 7 points to spend. Go nuts.
  4.  
  5. SKILLS
  6.  
  7. Skills are freeform but don't be a dick. They max out at 5. Combat skills ought to be as specific as a single weapon (Axe is not specific enough, but Fire Axe is) but can be applied at a -2 penalty to weapons that are similar to the specified weapon. You get 10 points to spend on skills.
  8.  
  9. DERIVED ATTRIBUTES
  10.  
  11. HP: Your HP is your twice your Sinew plus 10.
  12.  
  13. Block: Your Block is twice your Sinew plus your active combat skill.
  14.  
  15. Dodge: Your Dodge is twice your Legerity plus your acrobatics or equivalent skill
  16.  
  17. Thought: Your Thought is twice your Reason plus the most relevant knowledge skill.
  18.  
  19. Will: Your Will is twice your Spirit plus the most relevant social skill.
  20.  
  21. POWERS
  22.  
  23. Powers are where the good shit's at, man. Theoretically, they can do fucking ANYTHING. But the numbers are always put on by the GM, so hopefully it's balanced. A player starts with a Signature Power, one Major Power Slot, and three Minor Power Slots, two of which are filled.
  24.  
  25. Minor Powers are usually practical and workaday. They don't blow the lid off anything, but they get the job done. They usually have a cooldown of less than 3 turns, but may have as much as 5 turns if it is particularly effective. Most characters start with at least one minor power that is an attack.
  26.  
  27. Major Powers are more stunning and effective, and can sometimes have a higher risk of failure and as such a greater effect upon success. Their cooldown is usually between 5 turns and 10 turns.
  28.  
  29. Signature Powers are not just extremely effective, but they say something about the character they belong to. Their cooldowns are huge and they have a GM-imposed trigger required to use them (this should be agreed upon by player and GM). Signature Powers cannot be stolen, and the reward of a new Signature Power slot marks a huge increase in power, and requires the creation of a new Signature Power.
  30.  
  31. A player begins the game with two Minor Powers and one Signature Power. These powers are created in tandem by the GM and the player. The player describes their intent with the power and what they want it to achieve, and the GM offers what they feel are a balanced set of numbers to attach to such a power.
  32.  
  33. Structure of a Power:
  34.  
  35. POWER NAME
  36. Rolls required (often an attack roll or a roll of chance to see if the power works, or how effective it is)
  37. Defence (the defensive attribute the target needs to roll against an offensive power)
  38. Effect (What it actually does)
  39.  
  40. HOW THE GAME WORKS
  41. When shit needs resolving, here's how it fucking goes.
  42.  
  43. You roll a d10. If the result is lower than the sum of the relevant ability and skill, you're in the green.
  44. What you are aiming to defeat rolls a d10. If this is another character, the result will be compared to their relevant defence. If it's a situation, this will be against a DC.
  45. The party with the largest difference between the result of their roll is successful. Ties lead to a roll-off. A 1 is always a success. A 10 is always a failure for a non-defensive roll, but that's only because 9 is the highest possible success in that case. If you do roll a non-defensive 10, look on the bright side, you just put a crit in storage. Any time you roll a one, if you have a crit in storage, your auto-success just got bumped up to critical. The GM has final say on what exactly this means, but it usually means you did what you did with style, and were super effective. You can store up to 3 crits.
  46.  
  47. You can steal a Power from someone either when they are defeated in combat or when they offer it to you (possibly because you're threatening to kick their ass).
  48. The only way to get rid of a power without giving it to someone else it to Burn it. Burning a power means using it one last time, and using it to its fullest. You treat the usage as if every roll involved was optimum for you. Upon completion of the power's effect, the power is lost forever to you.
  49.  
  50. A turn includes a movement and an action. A character moves squares equal to twice their legerity + 2, and an action can either be a skill check, a Power usage, or any Basic Action
  51.  
  52. BASIC ACTIONS
  53.  
  54. Basic Attack - A Basic Attack is a simple hit with a weapon. To perform it, you roll a d10 against the appropriate attribute (either Sinew or Legerity) and combat skill. The defending party then has the choice of using either Block or Dodge to defend. The results of the rolls are compared as with opposed checks. If the hit is successful, damage is rolled as dSI or dLE, as determined by the GM (e.g. a character attacking with a mace who had 3 Sinew would roll d3 damage).
  55.  
  56. Run - When you run, you may effectively move your full distance again. This lowers your Dodge and Block by 3 until the start of your next turn.
  57.  
  58. EQUIPMENT
  59. You get items based on what it makes sense for your character to have. End of discussion.
  60.  
  61. A NOTE ON POWER STEALING
  62. A character can only steal a power if he has a relevant power slot open, and can only steal one power from a character per defeat.
  63.  
  64. If multiple people contribute to the defeat of a single enemy, they all have a right to the power, but only one of them may take it. If more than one of the rightful claimants wants to lay claim, they must engage in a power contest. This can be any game that involves luck or skill, and the terms must be agreed upon by all participants. The victor of this contest takes the power. It is ridiculously common for these issues to be resolved by a battle of attrition as each claimant in turn grows frustrated with negotiating terms and relinquishes their claim.
  65.  
  66. Power stealing requires a full three turns to complete, and for this reason and the nature of contests it is rarely done mid-fight.
  67.  
  68. EXAMPLE CHARACTER SHEET
  69.  
  70. Aces
  71.  
  72. SI-0
  73. LE-3
  74. RE-1
  75. SP-3
  76.  
  77. Rapier 2
  78. Bluff 3
  79. Acrobatics 2
  80. Knowledge (Mathematics) 1
  81. Knowledge (Folklore) 2
  82.  
  83. Signature Power: Luck of the Draw
  84. Trigger: Engaged in both combat and conversation with target, get them to verbally agree to “a game”
  85. Cooldown: 10 Turns
  86. The target picks a number between 1 and 13. This is the number of cards drawn for both participants. A card draws itself for each participant in turn, and the card then floats in the air beside the person it was drawn for.
  87. A red card will heal the number of HP it displays, while a black card will deal as much damage. Kings are 13, Queens are 12, and Jacks are 11. An ace doubles the effect of the next card drawn, and converts it to the same colour as the ace. A character cannot drop below 1HP from Luck of the Draw until their final card.
  88. Minor Powers:
  89. Gambler's Blade Cooldown: 1 Turn
  90. Requires: Sword
  91. Roll: Legerity+Sword skill
  92. Defense: Dodge or Block
  93. Effect: On a successful hit, roll d4 damage. On an attack roll of 10, you may try again. A success deals 2d4 damage, but a failure causes you to drop the sword you are holding.
  94.  
  95. Lady Luck's Hand Cooldown: 3 Turns
  96. Roll: Roll d7-4
  97. Effect: You alter the result of a (in-game) dice roll or card draw by the amount of increments rolled.
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