ToolBox Gaming System: Difference between revisions
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====Secondary Stats==== | ====Secondary Stats==== | ||
*Initiative : Agility + Coordination + Cunning + Intuition | |||
*Health points : Stamina + Will | |||
*Dodge points : Suppleness + Focus | |||
====Making a roll==== | ====Making a roll==== |
Revision as of 17:42, 8 May 2010
Purpose
The purpose of the ToolBox Gaming system is to provide /tg/ a generic, customisable rule system.
Statistics
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 :
- 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.
- Talents associated
- Agility : run, jump, throw, swim
- Power : lift, pull, deal damages when fighting with a Stature-based combat style
- 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
StatBlock
Stature | Dexterity | Intellect | Spirit | |
---|---|---|---|---|
Agility | Coordination | Cunning | Intuition | < Initiative |
Power | Accuracy | Analysis | Influence | < Effective |
Stamina | Nimbleness | Focus | Will | < Defensive |
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.
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.
- The characters with the higher Initiative Pool may decide to take action. If they do not, they lose two dice of their Initiative Pool.
- 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.
- 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.
- 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
- These salvaged dice add up to the Character's next round Initiative Pool.
Fight
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. Each success 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.
Every success obtained on a combat roll when the Character's oponent Dodge Points eached zero is a wound. Each wound lowers the Health points depending on the weapon and combat style used by the attacking character.