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- Tentative stripped Nobilis/Chuubo rules, for Quest:
- Char have five types of attributes: RESOURCES, SKILLS, PERKS, QUESTS, and ARCS.
- RESOURCES:
- - Willpower (WP): 8/8, used in conjunction with SKILLS. Refreshed every scene; otherwise, it is not Refreshed.
- - Miraculous Power (MP): 5/5, used for special power, usually granted by PERKS. Refreshed every day.
- - Luck: 3/3, can only be used if character have appropriate PERKS. Refreshed on certain condition.
- Character can spend resources in a chunk of 1, 2, 4, 8, and 16 - provided they have enough, at least.
- SKILLS:
- Ranged from 1 to 5. There are three types of SKILLS: Mundane, Magical, and Superior:
- - Mundane: Is your normal skill. Write what your character can do. HOWEVER, there are two special SKILLS.
- -- Cool: How the destiny, fate, luck, or what-have-you conspire to prevent anyone from opposing your goal. Anyone directly opposing you gain Obstacle equal to your Cool rating - however, it doesn't stack.
- -- Shine: How effective your command/suggestion is. Anyone you commanded to do something can use your Shine rating instead of their Skills rating.
- - Magical: Is your skill to CHEAT reality. Whatever it does, it MUST blatantly unreal. However, it requires penalty of a sort.
- - Superior: Is your skill at doing stuff, but MUCH better than mere human. Typically treated like normal Skills, EXCEPT:
- -- When used, also generate Obstacle equal to Superior Skill rating to anyone you oppose with the Skill.
- -- Often broader than normal Skill.
- PERKS:
- Stuffs that can help you, basically. Also, reward of quest. Primary means of advancement, but remember, you can only have up to 8 slots of Perks. Type of Perks:
- - Bond: Your belief, tendency, principle, and so on. Can give you STRIKE if you act according to it. Gives MP if you are hobbled by it.
- - Affliction: What you are, something that is you. Typically not something you can control, so it is handled by QM. Otherwise identical with Bond.
- - Skills: When you gain New skills, it will take up a place on your Perk slot. Regardless the type of the skills.
- - Connection: Your contact with other people/organization/place. Typically treated as Skills.
- QUESTS:
- Is the thing you do, and to get EXP. Typically, there are no actual goals - instead, you get EXP by struggling to fulfill the quest, or acting to advance it. When you have enough EXP, then you can achieve your goal.
- ARCS:
- Think DnD class, except somewhat more restricted.
- OTHER STUFF:
- Health Level: You gain 2 Divine HL, 2 Tough HL, 2 Mundane HL. Mundane last for a scene, Tough last for a week, Divine you need to go on a Quest to heal it.
- Strike: Determining resolving conflict.
- Obstacles: How hard to do/achieve something. If you have higher Intention than Obstacle, you do/achieve whatever it is.
- Intention: What you want to achieve when using Skill. Can be phrased as something you do, but not recommended.
- Auctoritas: Like Obstacles, except for non-Mundane skills. Unlike Obstacles, it also reduce effective rating of Intention if Mundane skills is used.
- MECHANIC:
- Simple. Spend Appropriate Resources + Skills, sum it, compare it with Obstacles. If higher, you achieve it. If lower, you don't.
- VERSUS:
- This is where it gets tricky. The basic is the same like above, however, only one Modifier, positive and negative can apply. Pick the biggest Modifier.
- - Tool Bonus: Grant up to +2 Intention bonus. Typically granted by Perks.
- - Cool: If one of the side has Cool, reduce the opposed side by Rating equivalent to his/her Cool. If both have Cool, reduce both sides Intention level by its opposition's Cool.
- - Superior Skills: If one side used Superior Skill, reduce the opposite side Intention rating equal to the side with Superior Skill's rating. If both sides uses Superior Skills, no Intention is reduced.
- - Strike: Negate Auctoritas up to Bonds/Affliction rating.
- - Perfect: The side that uses Perfect automatically wins, regardless of anything else. Well, unless the other side uses Perfect as well, then it is resolved as usual.
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