Curonian

System start

Aug 2nd, 2019
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  1. Skills = from 1 to 12, success = skill + roll of d12, score of 12+ is a success.
  2. Every point of success over 12 gives that many XP points to associated skill and the same amount to distribute among the associated stats.
  3. Skills: Grow by powers of 2 – 2,4,8,16 ect. Players get three tag skills – one per each stat cathegory - on which they choose to roll 2d6 instead of 1d12.
  4. With a max skill of 12. A roll of 1 is always a failure, a roll of 12 is always a success. Although technically there is no point of having a skill over 10, which in 99,9% cases functions just like a skill of 12, due to some penalties ,in very rare occasions, yeah, a skill of 12 could be better than a skill of 10, most likely in the combat skills. But mostly, raising a skill over 10 is a blatant waste of XP. In fact, we, the creators, recommend a skill soft cap of 10, and allow them to be raised up to 12 only by supernatural means. This is unlike stat restrictions, which are MUCH harsher.
  5. Stats: Grow by powers of 3 – 3, 6, 12, 24 ect With a max stat of 12
  6. Average stat and for an everyday person is 4. Maximum that you can raise a stat by experience points and training is 8. You can raise it to 10 with equipment. And you can get it to 12 with only supernatural means. Because seriously, human body has it’s limitations. For example: Advanced Power Armor gives a bonus of Strenght and Toughness +4 Both. Which means that if you have Strenght and Toughness of 4, being average, this impoves it to 8 each. Now, if you had been somehow a munchkin (seriously this scenario should not be possible for player characters in this game) and had achieved Strength and Toughness of 8 each and wore said armor – it would only still raise your stats to 10 still. Because as cool as Advanced Power Armor is, it is not magical. To get the associated stats higher, you would have to wear some arcane stuff, say, Daevite Battle Amulet or some such, that would also boost your stats. Or, have had performed a thaumaturgical, reality bending effects that had raised your stats, that would work too.
  7. Now, what the stats actually do. Besides deciding a bunch of secondary statistics, the stats lower the XP requirements to raise their associated skill by [stat] amount of points. That is, if a skill is stated to be 2x Dex + Str, you would reduce 2x dex + str from the XP needed to advance the skill by 1 rank. Each shill has at least 2 stats associated with it, sometimes even 3. The XP bonus for critical success must be spread among the stats as equally as possible, with the stat most affecting the skill taking priority, in case of a lack of such stat, priority is being given to the the stat with the least XP.
  8. So, in case of Ag, Ag, Str: If you would roll a 14, giving you 2xp, you would then add 2xp to your skill that you were using AND have 2xp to distribute among the associated statistics. As this is 2x Ag 1xStr stat, one of those points would have to go to dex, but you could choose the other one to go to either dex or str. In case of you, scoring a 15, you woud have to split it in 2 XP for Ag, one to STR as per the association rules. In case of you, scoring a 16, you would split it as per 15, and then the last point would also go to dex, as that is the priority stat in this case.
  9. Basically, the earned experience by skill crits must be distributed as evenly as possible, in accordance to the stats affecting the given skill. Any remainder points after an equal distribution in proportion to the stats affecting the skill are given to the stat with the least points. If the points are equal, then priority is given to the stat with the least XP needed to advance to the next level. If that is equal, then it’s assigned by players choice. At the end of the game session, free XP is given by the GM, to be put in any stat/skill that was used in the session. Saving up of free XP is not allowed.
  10. These effects only apply AFTER character creation. Minimum XP to raise a skill to the next level is equal to the level of the skill.
  11. And returning to the stat increases by supernatural means or technological means: Basically, any non-permanent stat increase, such as granted by an item or something like that, does not apply it’s effect to the XP costs in any way, neither decreasing the XP needed to raise the associated skills, nor increasing the XP needed to get anohter rank in the stat. Nor do they affect the standart stat/skill cap. They just apply to other effects, secondary statistics and the like – and should be tracked accordingly. Permanent stat increases, however, do lower the associated XP cost for skills, but do not affect the stat XP cost, or their base cap.
  12. Basically, just because you are wearing a power armor, it doesn’t mean you can learn kung-fu easier. Nor does that mean that you can’t improve your natural strength. And in the same time, if some eldricht diety has given you their blessing (OH MY GOD, YOU ARE SO DOOMED IN THE HANDS OF A PROPER GM) of +3 willpower permanently by magical means, that DOES mean that you can learn how to bend reality easier. But, again, that doesn’t mean that you can’t increase your “natural” willpower as usual, if it wasn’t maxed out to 8 already, and seriously, unless you’re O-5 council, it truly shouldn’t be maxed. Nor should you have a blessing. If you ever get a blessing, be afraid. Be VERY afraid. They ALWAYS come with hidden penalties, only known to the GM. ALWAYS. We’re bastards. We’re SCP fans and seriously evil bastards. This game is by evil eastern european bastards. Think about it before you accept any blessings of eldricht dieties. If there are no penalties given to you by your GM of if he’s too soft and nice, email us, and we’ll give you “official” game breaking powers, because we’re the creators of this thing, just to punish such foolish GM’s who are kind and nice and think that this game is some sort of a power fantasy.
  13. Yes, we’ve iterated it too much. But we want this to be a proper horror game, with a real sense of achievement. It should be brutal, VERY, brutal, yet fair. We shall give every tool possible to GM’s to punish munchkins. At the same time, we shall respond to any emails of players complaining about silly GM’s, not being harsh enough, and being literally the god of this game, officially grant ultrapowers to ruin games to anyone who’s made to watch some mentally challenged people using our system to “yiff” to their fantasies, dressed up as canine mammals.
  14. Stats: - we grouped them in 4 groups, with each stat representing power, resistance and finesse in each group. They are as following:
  15. Physical:
  16. Strength
  17. Toughness
  18. Agility
  19. Mental:
  20. Knowledge
  21. Willpower
  22. Wisdom
  23. Social:
  24. Presence
  25. Composure
  26. Charm
  27.  
  28. Psychological:
  29. Intuition
  30. Empathy
  31. Perception
  32. Skils: - besides combat and reality bending, they’re basically guidelines. Players are seriously encouraged to come up with their own skills as much as possible.
  33.  
  34. Melee – Power (Axes and such) – 2x Str + Tough
  35. Melee – Balanced (Swords & Halberds) Str + Ag + Tough
  36. Melee – Finesse (Rapiers, Spears, Polearms, Katanas) 2x Ag + Tough
  37. Martial Arts (Depending on the prefered style, default Str + Ag + Tough)
  38. Pistols – 2x Ag + Per
  39. Rifles – 2x Per + Ag
  40. Big Guns – Str + Per + Ag
  41. Throwing – Str +Per + Ag
  42. Ballistics – Ag + Per + Tough (Covers bows, crossbows, sligshots and blowguns)
  43. Advanced Ballistics – Ag + Per + Know (Covers howitzers, artillery, missilles and cannons)
  44. Any unusulual weapons will have their own skil with their own stat requirements, same as martial arts.
  45. Lethal damage deals sanity damage.
  46. Sneak – Ag + Per + Com
  47. Lockpick - 2x Ag +Per
  48. Traps – Ag + Per + Kno
  49. Stealing – Ag + Per + Wp
  50. Acrobatics – 2x Ag + Str
  51. Athletics – Str + Tough + Ag
  52. Diplomacy – Emp + Charm x2
  53. Lying – Wis + Charm + Emp
  54. Intimidation – Str + Pres x2
  55. Knowledge (Any – choose specific, this represents a field of knowledge, including medicine and engineering and whatnot, players are supposed to have a couple of these) Know + Wisdom + WP for default, but at GM’s descretion, for example, maths would be 2x Know + Wisdom, while history would be 2x Wisdom + Know, while Engineering would be Know + Wis + Per
  56. Craft (Any – pick one, from smithing to bartending) – Depends on the gm
  57. Pilot (Vehicle – pick one) – Ag + Per + Know
  58. These are the basic skills, if players want some additional skills then they can have those, with GM’s permission, stats allocated accordiing to the skill. In weird situations, make a stat check of either Stat + Stat or 2x Stat and see how it goes. Basically all skills are like this – hell, lockpick is a craft skill too. So, it’s totally ok to come up with your own skills and just consult with your GM and add 3 stats to it in any combination, whatever seems relevant. That is, except combat – we wanted this to be a very narrative game BUT with a supremely tactical combat elements, so combat is fine tuned and don’t mess with it or it’ll become imbalanced extra fast -and note that by imbalanced we mean AGAINST the players not turning players into killing machines. In this system, that can never happen. But yeah, don’t touch combat skills, beause this system is supposed to be a balance between tactical combat, D&D style, and narrative RPG storytelling Vampire style. So don’t fuck with our combat.
  59. And dear lord, leave our reality bending alone as well. Seriousy. You won’t make a better reality bending. It WILL break your game if you try to adapt it. Essentially – leave the combat and reality bending as is, and everything else can be shifted, changed and done whatever with to suit your needs. Surely, you can screw with combat and reality bending too, but hey – then it’s your own fault that the game gets broken during the 1st session. However, if you DO better, please do send us your addittions. And they will be included in the rules. It’s that simple. Maybe. In a way.
  60.  
  61. Secondary statistics:
  62. HP: 2x Toughness + WP – Represents how much of a motherfucker you are. If HP go to zero, then you start taking toughness damage with each round making a willpower roll to stop you from passing out. Each point of toughness lost also reduces all of your skills by the amount of toughness lost. If you fail the roll, you pass out. If your toughness reaches 0 you die. You can still die from bleeding/poison while passed out. Or someone just smacking your head it with a combat boot. Toughness damage is semi-permanent. You can restore toughness to previous levels by spending ½ XP needed per level lost. This can be changed by perks. Scar tissue and mental damage, however, is scary enough. HP recovers at a rate of Toughness + Willpower/2 per hour, rounding down. Toughness damage can only be restored in a hospital AND by spending XP points. It takes an effort, really. Also, if some of your limbs/organs have been augmented by cybernetics, then the repairs might cost additional resources. Taking damage counts as using WP and Toughness for free XP purposes.
  63. Sanity: 2x WP + Composure – Represents how mentally stable you are. How mentally tough your are. How long can you can go in this weird world where you do dubious things to save humanity and where you are sent to contain things that are very much out to get you. If Sanity goes to zero, you must firstly roll your willpower + composure, as usual 12 is a success. If you succeed, you’re lucky – you just become dazed and confused and afraid and go and cry in a corner, methaphorically or otherwise, for (12-willpower+composure) rounds. Which means that you’re unable to do anything but flee until the imminent danger is over and then hide and cry in an embryo-like pose or something similar, according to the situatiion. The good part is, if you roleplay this well, the GM should award you some extra composure/willpower XP points for the next rank while you’re useless for quite a while. Do NOT try to use this condition to your advantage. Rookie GM’s are adviced to abuse munchkins by making them make a toughness roll against soiling their pants or similar, and deducting XP equal to the rate of failure from willpower/composure, split as equally as possible. The creators of this system are mean. We’ve beated Dark Souls. We love the Stalker series. And We’ve born in the USSR. There is no mercy. Earn your good endings, cheesing out things should be punished, and we would really enjoy stories of sadistic GM’s torturing powerplayers. We hate powerplayers. Powerplayers/minmaxers should be killed by rocks fall and everyone dies at GM’s discretion. Yes, that is an official game rule. Because those assholes abuse every rule written, so we included this one here. Just to be sure.
  64. Anyhow, on a sadder note, if your sanity points hit 0 and you fail your rol, then flee and be useless in the same manner as you had succeeded, except this time for (12-willpower+composure) minutes. Yes, minutes. Rounds are for when you succeed. This is unfair intentionally. Oh, and also then roll on a mental trauma table for a quirk, then it remains at 0 for the rest of the encounter and after that, restores at a rate of WP+Composure/2 per hour, rounding down. Note that each mental trauma WILL reduce your stats as well as their other, mostly unpleasant effects. Those stats can be returned to normal by spending ½ of the XP needed for that level, as well as hardcore therapy. Note that this will not remove the quirks – those must be removed separately, by therapy and associated XP costs.
  65. For healing/restoring purposes, you can spend ANY accumulated XP from any stat (but not skill) that you have acquired in the course of the campaign.
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