ToolBox Gaming System
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]
| ||||||
---|---|---|---|---|---|---|
. | 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)