ToolBox Gaming System

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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.