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IClimbClouds

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Apr 23rd, 2014
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  1. Resolve
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  3. Your Resolve determines your ability to keep fighting in any given Conflict! It basically acts as your "Hit Points".
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  5. Its value is equal to 4 + Rank Bonus 1 + Rank Bonus 2 + Circumstance ( skill mod scaling might be too low? Remove base and use bonus? Too much variance? SOMETHING ELSE? IDEK FOR NOW, MATH CAN CHANGE)
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  7. Which Skill Rank Bonuses are used depends on the type of Conflict! For Combat, it's almost always Stamina and your main Class Skill.
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  9. But for other types of conflict, it can vary wildly! It may not even be the same for everyone involved, depending on the goals of each party! For example, if you are trying to seduce someone away from performing their job, your Resolve might be based on your Charm+Manipulate, while their Resolve might be based on Wits+Will.
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  11. Now, what about that bolded Circumstance? In Combat, this might be bonuses gained through Features, or it could be penalties caused by Wounds or other conditions. In other types of conflict, this can be a bit more nuanced. In the earlier example, maybe you find the person you're trying to seduce truly repulsive, giving you a -2 penalty to Circumstance. Although maybe they find you to be a total hottie, so that gives THEM a -5 penalty to Circumstance.
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  13. In any case, effects will lower or raise your resolve throughout the battle, but note that your Resolve cannot go above your Initial Value (and some conditions, like Wounds, may lower the maximum value as well).
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  15. I STILL HAVE NO IDEA HOW DEATH MIGHT ACTUALLY OCCUR? RUNNING OUT OF RESOLVE ISN'T ENOUGH, SO IDK!!!!
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  17. ============================
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  19. Initiative Points
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  21. WOAH SO ITS YOUR TURN NOW. What do you do????
  22. You can do lots of things! As long as you have the Initiative Points for it!
  23. Most Actions require a certain amount of Initiative Points. Each turn, you gain +3 Initiative Points. If after this you have 0 or less Initiative Points, you can't do anything and you automatically take a "Rest" Action.
  24. Any Initiative Points you don’t spend on your turn can carry over to your next turn; unless modified by a Feature however, you cannot have more than 6 IP.
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  26. Some special actions may let you spend enough actions during a round to get to negative IP points. That's fine! There's no bottom limit on how low your IP can go (this is gated through the features themselves).
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  28. --- Actions
  29. Attack - You perform a basic attack! WAU! This costs 2 IP.
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  31. Defend - You get ready to dodge and defend! This costs 2 IP.
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  33. Maneuver - Gives a Maneuver Bonus to your next action. Consult the "Maneuver" section! Costs 3 IP.
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  35. Breather - Costs 0 IP, but cannot be performed alongside any other actions! It's basically a "pass turn", letting you save up IP. If at the beginning of your turn, after gaining 3 IP you still have 0 or les IP, you are forced to take a Breather action and end your turn.
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  37. Shift - You move! This can be to engage or disengage or simply to another area. The cost is usually 1, but may be 2 or higher depending on terrain, distance, or circumstances.
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  39. Special - Spells, Techniques, Class Stuff, and More! Vary in IP Cost
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