ToolBox Gaming System: Difference between revisions

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===Purpose===
<div style="float:right; margin-left:2em;">__TOC__</div>


The purpose of the ToolBox Gaming system is to provide /tg/ a generic, customisable rule system.
The purpose of the [[ToolBox Gaming System]] is to provide /tg/ a generic, customisable rule system.




==Statistics==
=Statistics=


===Traits and Talents===  
==Traits and Talents==
The Traits rate from 1 to 5 and roughly define what the character is like. Every Trait is associated with three talents :  
A character/entity has four traits: Stature, Dexterity, Intellect and Spirit. Each traits has a rating from 1 (feeble) to 5 (world-class competitive) and roughly define what the character is like. Every trait has three Talents, used for checks and contests: an Talent for initiating action with that trait, a Talent for the effectiveness of actions with that trait, and a Talent for using that trait to defend or react to someone else's action.  Talents are also rated from 1-5, but may not have ratings higher than their associated Traits.
*The first talent is the "Initiative Talent"
*The second is the "Effective Talent"
*The third is the "Defensive Talent"


The Talents values can't be higher than their associated Traits
;Stature
:Stature is the overall physical condition of the character. A high Stature shows a strong, tough, and otherwise fit individual.
:Initiative talent '''Agility''': run, jump, throw, swim
:Effective talent: '''Power''': lift, pull, deal damages when fighting with a Stature-based combat style
:Defense talent: '''Stamina''' : resist pain, keep up efforts, used to calculate Health Points


;Dexterity
:Dexterity is the overall control the character has over his own moves. A high Dexterity shows a nimble, naturally handy individual
:Initiative talent '''Coordination''': dance, drive, or any activity that needs more control than actual strength
:Effective talent '''Accuracy''': aiming, welding, fine repairs or crafts
:Defense talent '''Suppleness''': ability to wriggle in tight places, avoid/dodge blows, roll with the punches, and land unharmed.


====Stature====
;Intellect
Stature is the overall physical condition of the character. A high Stature shows a strong, tough, and otherwise fit individual.
:Intellect is the overall mental faculties of the character. A high Intellect shows a clever or witty individual
;Talents associated :
:Initiative talent '''Cunning''' : on the spot thinking, sensory acuity, observation
:Agility : run, jump, throw, swim
:Effective talent '''Analysis''' : processing data, solving problems
:Power : lift, pull, deal damages when fighting with a Stature-based combat style
:Defense talent '''Focus''' : ability to recall observations or data, to concentrate in the midst of chaos.
:Stamina : resist pain, keep up efforts, used to calculate Health Points
 
 
====Dexterity====
Dexterity is the overall control the character has over his own moves. A high Dexterity shows a nimble, naturlly handy individual
;Tallents associated :
:Coordination : dance, drive, or any activity that needs more control than actual strengh
:Accuracy : aiming, welding, fine repairs or crafts
:Suppleness : ability to wriggle in tight places, absorb damages and land unarmed. Used to calculate Dodge Points
 
 
====Intellect====
Intellect is the overall mental faculties of the character. A high Intellect shows a clever or witty individual
;Tallents associated :
:Cunning : on the spot thinking and sensorial acuity, retort
:Analysis : processing data, solving problems
:Focus : ability to recall observations or datas, and to concentrate in the midst of chaos. Used to calculate Dodge Points
 
 
====Spirit====
Spirit in the overall ability of the character to deal with what isn't rational. A high spirit shows an empathetic, tuned with his surrounding individual.
;Tallents associated :
:Insight : work on intuition, guessing, ability to read people.
:Influence : presence, ability to push people around, convince,
:Will : resistance to coercition, use to calcuate Health Points


;Spirit
:Spirit in the overall ability of the character to deal with what isn't rational. A high spirit shows an empathetic, tuned with his surrounding individual.
:Initiative talent '''Insight''' : work on intuition, lucky guessing, ability to read people
:Effective talent '''Influence''' : presence, intimidate, convince, coerce, cajole, compel,
:Defense talent '''Will''' : resistance to coercion, stubbornness in the face of adversity


===StatBlock===
===StatBlock===
{| border="1" cellspacing="0" cellpadding="4" align="left"
{| border="1" cellspacing="0" cellpadding="4" title="ToolBox Stats"
! Stature
! Dexterity
! Intellect
! Spirit
!
|-
| Agility
| Coordination
| Cunning
| Intuition
| < Initiative
|-
|-
| Power
!colspan=5|
| Accuracy
{| border=0 cellspacing=0 cellpadding=0 width=100%
| Analysis
|-align=left
| Influence
!Name: !! Concept:
| < Effective
|}
|-
|-
| Stamina
! . !! Stature !! Dexterity !! Intellect !! Spirit
| Nimbleness
| Focus
| Will
| < Defensive
|-
|-
| ''init'' || Agility || Coordination || Cunning  || Intuition
|-
| ''eff''  || Power  || Accuracy    || Analysis || Influence
|-
| ''def''  || Stamina || Suppleness  || Focus    || Will
|}
|}
<!-- if you're going to use this often, maybe make a template? -->


==Secondary Stats==


These do not have ratings of their own, but are derived from a character's Talent ratings.
*'''Initiative''' : Agility + Coordination + Cunning + Intuition
*'''Health points''' : Stamina + Will
*'''Dodge points''' : Suppleness + Focus


 
==Skills==
 
 
 
 
 
 
 
====Secondary Stats====
 
Initiative : Agility + Coordination + Cunning + Intuition
Health points : Stamina + Will
Dodge points : Suppleness + Focus
 
 
====Making a roll====
To make a roll, the GM choses a Talent and a Skill, according to the situation.
The player then picks as much six-sided dice as Talent + Skill, and keeps all the dice scoring less than the Trait associated to the Talent.
Each of the dice that rolled less than the Trait is a success.
 
 
===Skills===
The skills are what the character has learnt. They behave in different ways depending on which Talent they're used with. Each skill comes with different set of specialisations.  
The skills are what the character has learnt. They behave in different ways depending on which Talent they're used with. Each skill comes with different set of specialisations.  




===Combat===
Combat means a situation where characters work against others, be it actual fight, race, or even sport event.


*Each character, PC and NPC, picks as many dice as their initiative score. These are called the Initiative Pool.  
=Contests=
*The characters with the higher Initiative Pool may decide to take action. If they do not, they lose two dice of their Initiative Pool.
Contest means a situation where characters work against others, be it actual fight, race, or even sport event.
*When taking action, the characters decide of a Skill Roll, and pick a total of dice up to their Skill + Talent score out of their Initiative Pool.
*Each character, PC and NPC, picks as many dice as their Initiative talent rating. These dice are called the "Initiative Pool".  
*The rolls are made, their concequences are taken into account, the dice used are discarded, then the next characters with the higher Initative Pool play.
*The characters with the higher Initiative Pool may decide to take the first action. If they do not, they lose two dice of their Initiative Pool.
*When a PC or NPC calls out of the round, he cannot play anymore until the start of the next round, discards all their dice but can keep as much as their lower Initiative talent
*When taking action, the characters decide on a skill for the contest, and pick a total of dice up to their Skill rating + Talent rating out of their Initiative Pool.
*The rolls are made, and scores compared to decide a winner.  The winner's action is successful, consequences are dished out, and the dice used are discarded.  Then the next characters with the higher Initiative Pool play.
*When a PC or NPC calls out of the round, he cannot take any more actions until the start of the next round, discards all their dice but can keep as much as their lower Initiative talent.
*These salvaged dice add up to the Character's next round Initiative Pool.
*These salvaged dice add up to the Character's next round Initiative Pool.


==Making a roll==
To make a roll, the GM chooses a Talent and a Skill, according to the situation.
The player then picks up as many ten-sided dice as a character's Talent and Skill ratings added together, but no more than the Trait rating for the Trait associated with the skill, and if it is a contest between two characters, no more than the dice remaining in her Initiative Pool.  The player rolls these dice and adds their values for the roll's score.


====Fight====
==Fighting / Combat==
When a character engages another in close combat, meaning that the character under attacked is aware of the intents of the agressor, they're locked in combat until one of the other tries to escape.  
When a character engages another in close combat, meaning that the character under attacked is aware of the intents of the aggressor, they're locked in combat until one of the other tries to escape.  
Each success in a combat roll allows the character to either :
For each 5 points step obtained in a combat roll allows the character to either :
*Restore their Dodge Points by one, up to its maximum
*Restore their Dodge Points by one, up to its maximum
*Lower their opponent Dodge Points by one.
*Lower their opponent Dodge Points by one.


Every success obtained on a combat roll when the Character's oponent Dodge Points eached zero is a wound.  
When the opponent's Dodge Points reaches zero, every 5 points step obtained on a combat roll is a wound. Each wound lowers the Health points depending on the weapon and combat style used by the attacking character.
Each wound lowers the Health points depending on the weapon and combat style used by the attacking character.
 
 
''(other types of contests/ fighting/ combat goes here)''
 
[[Category: Systems]]

Latest revision as of 15:09, 23 June 2023

The purpose of the ToolBox Gaming System is to provide /tg/ a generic, customisable rule system.


Statistics[edit | edit source]

Traits and Talents[edit | edit source]

A character/entity has four traits: Stature, Dexterity, Intellect and Spirit. Each traits has a rating from 1 (feeble) to 5 (world-class competitive) and roughly define what the character is like. Every trait has three Talents, used for checks and contests: an Talent for initiating action with that trait, a Talent for the effectiveness of actions with that trait, and a Talent for using that trait to defend or react to someone else's action. Talents are also rated from 1-5, but may not have ratings higher than their associated Traits.

Stature
Stature is the overall physical condition of the character. A high Stature shows a strong, tough, and otherwise fit individual.
Initiative talent Agility: run, jump, throw, swim
Effective talent: Power: lift, pull, deal damages when fighting with a Stature-based combat style
Defense talent: Stamina : resist pain, keep up efforts, used to calculate Health Points
Dexterity
Dexterity is the overall control the character has over his own moves. A high Dexterity shows a nimble, naturally handy individual
Initiative talent Coordination: dance, drive, or any activity that needs more control than actual strength
Effective talent Accuracy: aiming, welding, fine repairs or crafts
Defense talent Suppleness: ability to wriggle in tight places, avoid/dodge blows, roll with the punches, and land unharmed.
Intellect
Intellect is the overall mental faculties of the character. A high Intellect shows a clever or witty individual
Initiative talent Cunning : on the spot thinking, sensory acuity, observation
Effective talent Analysis : processing data, solving problems
Defense talent Focus : ability to recall observations or data, to concentrate in the midst of chaos.
Spirit
Spirit in the overall ability of the character to deal with what isn't rational. A high spirit shows an empathetic, tuned with his surrounding individual.
Initiative talent Insight : work on intuition, lucky guessing, ability to read people
Effective talent Influence : presence, intimidate, convince, coerce, cajole, compel,
Defense talent Will : resistance to coercion, stubbornness in the face of adversity

StatBlock[edit | edit source]

Name: Concept:
. Stature Dexterity Intellect Spirit
init Agility Coordination Cunning Intuition
eff Power Accuracy Analysis Influence
def Stamina Suppleness Focus Will

Secondary Stats[edit | edit source]

These do not have ratings of their own, but are derived from a character's Talent ratings.

  • Initiative : Agility + Coordination + Cunning + Intuition
  • Health points : Stamina + Will
  • Dodge points : Suppleness + Focus

Skills[edit | edit source]

The skills are what the character has learnt. They behave in different ways depending on which Talent they're used with. Each skill comes with different set of specialisations.


Contests[edit | edit source]

Contest means a situation where characters work against others, be it actual fight, race, or even sport event.

  • Each character, PC and NPC, picks as many dice as their Initiative talent rating. These dice are called the "Initiative Pool".
  • The characters with the higher Initiative Pool may decide to take the first action. If they do not, they lose two dice of their Initiative Pool.
  • When taking action, the characters decide on a skill for the contest, and pick a total of dice up to their Skill rating + Talent rating out of their Initiative Pool.
  • The rolls are made, and scores compared to decide a winner. The winner's action is successful, consequences are dished out, and the dice used are discarded. Then the next characters with the higher Initiative Pool play.
  • When a PC or NPC calls out of the round, he cannot take any more actions until the start of the next round, discards all their dice but can keep as much as their lower Initiative talent.
  • These salvaged dice add up to the Character's next round Initiative Pool.

Making a roll[edit | edit source]

To make a roll, the GM chooses a Talent and a Skill, according to the situation. The player then picks up as many ten-sided dice as a character's Talent and Skill ratings added together, but no more than the Trait rating for the Trait associated with the skill, and if it is a contest between two characters, no more than the dice remaining in her Initiative Pool. The player rolls these dice and adds their values for the roll's score.

Fighting / Combat[edit | edit source]

When a character engages another in close combat, meaning that the character under attacked is aware of the intents of the aggressor, they're locked in combat until one of the other tries to escape. For each 5 points step obtained in a combat roll allows the character to either :

  • Restore their Dodge Points by one, up to its maximum
  • Lower their opponent Dodge Points by one.

When the opponent's Dodge Points reaches zero, every 5 points step obtained on a combat roll is a wound. Each wound lowers the Health points depending on the weapon and combat style used by the attacking character.


(other types of contests/ fighting/ combat goes here)