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trapinnosuke

BS Rules Sketch

May 12th, 2017
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  1. # ABILITIES
  2.  
  3. There are three ability scores:
  4. Strength : Resolve physical contests; perform precise movements.
  5. Charisma : Resolve social contests; persuade; communicate.
  6. Perception : Notice things; splve problems.
  7.  
  8. Ability scores are assigned a modifier based on the following scale:
  9. |Ability score|Modifier |
  10. | 0 |Instant Failure |
  11. | 1 |-15 |
  12. | 2 |-12 |
  13. | 3 |- 9 |
  14. | 4 |- 7 |
  15. | 5 |- 5 |
  16. | 6 |- 4 |
  17. | 7 |- 3 |
  18. | 8 |- 2 |
  19. | 9 |- 1 |
  20. |10 | 0 |
  21. |11-15 |+ 1 every point |
  22. |16-25 |+ 2 every point |
  23.  
  24. The completely average adult human starts with all three abilities at six.
  25.  
  26. In addition, these statistics are tracked:
  27.  
  28. Hit points: Starting hit points are calcualted according to the following formula:
  29. ((strength)/2) (round down) * 2, roll that many 1d(6-1)
  30. Sum all of your rolls to get your starting HP.
  31.  
  32. Mana: Characters under the effect of the "Mortal Soul" status cannot level or make use of their 'Mana' statistic. Once the status has been changed or removed, the player may then level their character mana to the appropriate level at GM discretion, and begin using it in the game.
  33.  
  34. ("The Left") Paragon <-- Neutral --> Renegade ("The Right"): Some hidden measure of where you stand in relation to demons, humanity, and angels.
  35.  
  36. Karma: Hidden luck statistic. At "key moments," will influence saving throws, modifiers, or status. A back end mechanic used to limit in game saving based on character and to a lesser extent, player behavior.
  37.  
  38. Fate: "[I]s going to be really cool." Consumable for a temporary buff (overcharge). Related to something else that you need to ask about in-game. If not explicitely used, passively prolongs lifespan. < ---
  39.  
  40. Alignment: Tracks how much different pantheons like you, and how much you are rewarded for believing in them. There are levels; these levels are gained by doing things the pantheon likes. These things might be claiming items, completing tasks, eliminating enemies, or similar actions. Completing side quests can apply befefits or restrictions.
  41.  
  42. Hit Points guideline:
  43.  
  44. "Normal Human Adult:" 20 HP
  45. "Normal Human Child:" 10 HP
  46. "Normal Human Baby:" 5 HP
  47. "Athletic human adult:" 25 HP
  48. "Bear:" 85 HP
  49.  
  50. # STAT USE
  51.  
  52. Roll 2d(6-1) and add your stat. If you beat the DC, you win!
  53. -A natural zero is a critical failure.
  54. --If you get a critical failure, then you fail so badly at what you were trying to do that your turn ends immediately.
  55. -A natural 10 is a critical success, BUT only if you have at least a 1 in the stat you're using. You can't get critical hits unless you have at least a 1 in the relevant stat.
  56. --If you get a critical success, then you roll an additional 1d(6-1) and add the result to your roll. Your final result will be 10 + mod + 1d(6-1).
  57. --If you roll a critical success for a finishing blow, you additionally remove all your opponent's aarmor, clothing, and items.
  58. -A roll of double ones is an "underdog roll:" you ignore the double ones, and roll again. If this second roll is under a certain threshold, your roll counts as a zero. If you roll above the threshold, you get a bonus die, like you do for a critical hit.
  59. *TODO: Where is the threshold?
  60.  
  61. In the case of a contest, the challenger's roll is the DC for the defender. The defender wins ties.
  62.  
  63. # LEVELLING UP
  64.  
  65. Your level determines the cap on your abilities and your skills.
  66.  
  67. Over the course of playing, the things you do will increase your ability scores and your skill levels. Your ability scores and skill levels won't be able to increase past a certain hard cap determined by your level.
  68.  
  69. In order to gain a new level, there are two prerequisites:
  70. 1) The average value of your ability scores must increase by one.
  71. 2) The GM must believe that you have preformed enough significant in-game actions to warrant a level increase.
  72.  
  73. When both these requirements are met, your level goes up. When your level goes up:
  74. 1) The cap on your abilities and skill increases.
  75. 2) You get two points to spend on increasing whatever abilities you want
  76. 3) You get two points to spend on whatever skills you want (pending GM approval, as always).
  77. 4) Your hit points increase by four.
  78. 5) The number of significant in-game actions you need to raise your level again is reset to zero.
  79.  
  80. Your ability scores do not have a hard cap, but a soft cap. If you ability scores that are lower than your level, they grow at the normal rate. Once your ability score is equal to your level, your growth in that ability score drops dramatically. At that point, and every two points afterwards, it takes your character twice as many points or plot events to raise your ability score by one. This results in the formula:
  81.  
  82. (events/points needed to advance ability score) = (2^floor(((ability score value) - (level))/2)) * (number of points/events typically needed to advance abiltiy score by one)
  83.  
  84. So, if you have a level of 8 and a Strength ability score of 8, you require twice as many points/events to raise your Strength to 9 as it did for you to raise your strength from 7 to 8. If you have a level of 8 and a Strength ability score of 10, then it will take you four times as many points/events to raise your Strength to 11 as it did for you to raise your Strength from 7 to 8.
  85.  
  86. ## Character Creation
  87.  
  88. When you create a character at level 1, you start with nine "rainbow points." These points may be spent on on any kind of effect, including skills, ability scores, and socioconomic class. You are not required to spend them all during character creation. You may use them later, at any time, to purchase anything.
  89.  
  90. Socioeconomic class may be purchased according to the following scale:
  91.  
  92. | Points Spent | Net Worth |
  93. | 0 | $ 0 |
  94. | 1 | $ 10,000 |
  95. | 2 | $ 30,000 |
  96. | 3 | $ 90,000 |
  97. | 4 | $ 270,000 |
  98. | 5 | $ 810,000 |
  99. | 6 | $2,430,000 |
  100. | 7 | $7,290,000 |
  101.  
  102. You are not allowed to spend more than seven points on socioeconomic class.
  103.  
  104. In addition to being able to purchase character effects, Rainbow Points may be sold in-game for Fates.
  105. TODO: Details on selling Rainboe Points?
  106.  
  107. # SKILLS
  108.  
  109. Every point in a skill gives you +1 when making rolls with that skill. If there's a skill you want to take points in, ask the GM if you're allowed to buy points in that skill.
  110.  
  111. You can have up to four ranks in a skill. Skill ranks are as follows:
  112.  
  113. 0: Untrained. No bonus.
  114. 1: Novice. +1 bonus.
  115. 2: Advanced. +2 bonus.
  116. 3: Expert. +3 bonus.
  117. 4: Godlike. +4 bonus.
  118.  
  119. In order to attain the fourth level of any skill, you must attain some sort of godlike transendence in-game. Level four is not the realm of ordinary mortals.
  120.  
  121. ## Supernatural Abilities
  122.  
  123. A character uses supernatural abilities by spending Mana. A character has a separate Mana gauge for each supernatural ability the character possesses. The mana gague for each supernatural ability has as its maximum value the character's maximum Mana score.
  124.  
  125. The base rate of use is four: any time you use your supernatural ability, you spend four Mana from that ability's mana guage. Every rank you acquire in the skill of using a given supernatural ability decreases the number of points you spend to use that skill by one. Therefore, if you have one rank in a supernatural skill, you spend only three mana to use the corresponding ability. If you have four ranks in a skill, then you may use the corresponding supernatural ability without spending any mana.
  126.  
  127. Mana is recovered by resting. A character regains all mana they have expended after a full night's rest (or equivalent).
  128.  
  129. Some supernatural abilities may cause characters to suffer penalties when they run low on mana. For instance, if you can use your ability only by expending some of your character's blood, it's likely that they will suffer from fatigue and possibly death if they run too low on mana. Your GM should specify beforehand what, if any, penalties accompany expending too much mana while using a given ability.
  130.  
  131. # COMBAT
  132.  
  133. When your hit points reach zero, you are incapacitated. You can no longer fight, or use a weapon, or defend yourself. You cannot oppose any checks made against you. You are at the complete mercy of the people who are present at the time your hit points reach zero.
  134.  
  135. ## Initiative
  136.  
  137. The agressor acts first. If two people try to act at the same time, roll a die. After that, take turns.
  138.  
  139. ## Movement
  140.  
  141. Movement where you can see (on the ground, in the air, in the water, etc.) is a simple question of some base movement rate as modified by difficult or easy terrain.
  142.  
  143. Movement to a place you can't see (blind teleport, tunneling) requires a luck roll. If you roll poorly, you could end up in a bad place; in the case of a teleport, you could end up splinched.
  144.  
  145. The base movement speed for the average human is 4mph when running on rough terrain, 1.3mph when walking, and 12mph at a sprint on flat ground.
  146.  
  147. ## Actions
  148.  
  149. During combat encounters, each actor takes on turn in a fixed order. In general, the agressor will take the first action, and turn order falls out from that. If two parties both try to take an action at the same time, they must make competing checks to see who's faster.
  150.  
  151. Every turn, an actor can take three actions in a particular order:
  152.  
  153. 1) A movement action.
  154. 2) A combat action.
  155. 3) A prep action.
  156.  
  157. Movement proceeds as described above.
  158.  
  159. A combat action can be an offensive action, intended to deal damage to a specific target; or a defensive action, designed to protect the actor. A defensive action will apply a defensive bonus to the actor that took it until the actor's next turn.
  160.  
  161. A prep action is a small action, like sheathing a weapon or reloading amunition, that is not directly related to combat, but can still have important consequenses for what the actor can and cannot do on their next turn.
  162.  
  163. ### Combat actions
  164.  
  165. #### Offensive actions
  166.  
  167. Damage is based on whatever kind of weapon you're using. You can't use a particular weapon unless your ability scores are high enough.
  168.  
  169. #### Defensive actions
  170.  
  171. * TODO: This.
  172.  
  173. # STATUSES
  174.  
  175. Statuses are passive abilities and modifiers applied to a character. Some abilities are tied to a character's race or physical properties, while others can be temporarily bestowed by (for instance) a spell or a potion.
  176.  
  177. Any time a character is subject to some sort of passive modifier, it can be coutned as a status of some sort.
  178.  
  179. Human characters, by default, start with a permanent "Mortal Soul" status
  180.  
  181. # FEATS
  182.  
  183. Feats are like statuses, but they apply to performing specific actions. Feats allow characters to perform a certain class of action that they would not be able to do otherwise, or to allow a character to perform an action without having to roll for it. Feats are gained by spending the points you gain on levelling up; the same points that are spent on skills and ability scores.
  184.  
  185. Feats are usually related to skills, and access to feats is gated by attaining certain ranks in a skill. As an example, consider baking. After gaining one rank of the "baking" skill, you have access to novice feats, like breaking eggs flawlessly or being able to mix things eithout making any mess. At level three, you gain access to more powerful feats, like the ability to always bake an excellent cake, obviating the need for rolling (in most circumstances; if you are competing against other expert bakers in a baking competition, then you may still be required to roll).
  186.  
  187. Ask the GM if you may have a feat to find out if the feat is allowed, and, if so, what prerequisites the GM wishes to set for it. Having a certain rank in a skill is a common prerequisite for being able to gain a feat.
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