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August Radiance Thread
#11
Mêlée Weapons
In addition to the Brawn score of a character, weapon proficiency pools are limited by the weapon. The Rank of a weapon is the same as the Rank of the largest die that can be in that weapon's proficiency pool. Weapons do not limit the size of a proficiency pool. Having ten dice for a Dagger may seem like a lot, but they have a 25% chance of automatic failure (rolling 1) and how long do you thing characters will be facing monsters with Defense less than 4?

A non-comprehensive list
1st Rank (d4)
Bō (Crunchy)
Club (Crunchy)
Dagger (Stabby)
Hatchet (Choppy)
Quarterstaff (Crunchy)

2nd Rank (d6)
Axe, Hand (Choppy)
Hammer (Crunchy)
Spear, Short (Stabby)
Sword, Short (Stabby)

3rd Rank (d8)
Axe, Battle (Choppy)
Spear, Great (Stabby)
Sword, Long (Stabby)
Mace (Crunchy)

4th Rank (d10)
Axe, Great (Choppy)
Morningstar (Crunchy)
Sword, Bastard (Stabby)

5th Rank (d12)
Axe, Battle, Great (Choppy)
Hammer, War (Crunchy)
Sword, Great (Stabby)

Weapon types will be part of optional Weapon v. Armor rules. I might even add in weapon length if I'm feeling ambitious (doubtful).

(Highly doubtful)
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#12
Tired as crap. A quick copy/paste from notepad with all the crappy grammar and incomplete thoughts that come from a first draft. Not to mention the formatting issues.

Climb - Finesse - Free climb objects and surfaces that have a gradient between 30° and 120° (π/6 rad and 2π/3 rad).
Distance w/
Slope* TN Success
31°-45° 2 50'
46°-60° 3 45'
61°-75° 4 40'
76°-90° 5 35'
91°-95° 6 30'
96°-100° 7 25'
101°-105° 8 20'
106°-110° 9 15'
111°-115° 10 10'
116°-120° 11 5'
*It is left to the reader to convert to radians, if necessary

Surface Required Success
Tree 1
Really big tree 2
Rough w/ plenty of handholds 2
Not-so-rough w/ few handholds 3
Kinda lumpy 4
Smooth 6
Additional
Surface Condition Successes
Damp/loose/crumbling +1
Icy/slimy +3
Additional
Armor Successes
None -1 (to a minimum of 1)
Leather 0
Scale +1
Banded +2
Chain +3
Brigandine +2
Plate +6

Adjust
Movement
Race
Human --
Dwarf 75%
Elf --
Gnome 50%
Orc 75%
Radiant 125%
Move sideways 50%
Descend 75%

Encumbrance
Already covered

With Success, the character is able to climb the net distance after modifiers. For each additional Success on a roll the character moves an additional Turn. A new skill roll is required when the climbing surface changes, like a change in slope or a sheet of ice. No multiple rolls on a check is allowed unless the size of the Climb pool is smaller than the number of required Successes. On a failed roll, a second roll is required to determine if the character falls against the same Target Number but needing needing a number of Successes ignoring armor penalties. If the second roll succeeds, the character may attempt to climb farther or return. If deciding to continue, a second failure to climb means the climber cannot find a path and must retreat.

-Quinch fails a roll, but succeeds in not falling. Two successful rolls later he fails another roll, again managing not to fall, but this time on his roll to continue he fails again. Realizing the futility, he begins the climb back down.
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#13
Language (Knowledge)
Maybe speak another language and probably understand someone else speaking that language.

Every character starts with and knows a native language and is able to communicate effectively in that language, so spending CP on a native language is useful for knowing five-dollar words, grammar, dialects, etc.
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#14
Some skills.

Cut Purse - Finesse - Includes picking a pocket, Cut Purse involves taking (or planting) a small object that is in the possesion of a target. The Target Number is the size of the target's Intellect. The number of Successes required depends on the size and location of the object to be pilfered.

Distance Sense - Finesse - Can only be taken at character creation. The character is able to determine the total distance travelled over a period of time. Unlike most skills, the roll doesn't need to roll over a specific TN, rather rolls that exceed certain thresholds determine the effectiveness of the roll.

Threshold/Time/Granularity
   3 / Combat / Feet
   5 / Adventure / Rod
   7 / Travel / Mile  <<-- Travel Turns are now 1 hour
   9 / Day / League

The die with the largest result determines the longest time frame, although a shorter time can be chosen. To get a finer granularity of distance an additional Success is required for each step. Dice can be combined to achieve a larger TN.

-A roll with {3d8,3d10} results in {1,8,6,10,4,5} for 3 Successes with a TN 9 (10,8+4,6+5), 3 Successes with a TN of 7, 4 Successes for TN 5, and 5 for TN 3. So the character can know the number of leagues for the past 3 days, miles for past two days, or Rods for the past day; or miles traveled the last three Travel Turns, rods traveled for two Travel Turns, or feet in the past Travel Turn; or Rods traveled the last 4 Adventure Turns, or feet traveled the past 3 Adventure Turns; or, for completeness, the number of feet traveled the last five Combat Turns.

Endurance - Brawn - Take in Battle, Travel, or Work. Delay the effects of fatigue for a number of Turns equal to the number of Successes. At the end of the delay, the skill may be rolled again. TN in focus is 5, 7 otherwise.
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#15
Some more skills

Balance - Finesse - A skill that gets a stupid description because I'm too lazy a writer to be witty for something so obvious.
Cartography - Finesse - Used for making accurate maps that are readable. For the most part the GM can assume that a character having the skill is sufficient. But if a player keeps going on and on wanting detailed dimensions, then start demanding rolls, changing which wall a door is on, distances, and the like. Okay, there are legitimate reasons to ask for rolls, so make the punishment fit the transgression.
Disarm - Combat - The character forgoes an attack to separate an armed opponent from it's weapon. Requires a number of Successes greater than the Number of Wounds the opponent would inflict, each Success being a negation. TN: opponent's |Finesse|+|Brawn| + Rank of opponent's weapon - Rank of character's weapon (minimum 1) (which is equivalent to minimum 0).
-Tristan, with a Bastard Sword, tries to disarm Clancy (|Brawn| 3, |Finesse| 1) with a Hammer. The TN is 3+1+2-4=2. Clancy attacks for 3 Wounds, so 4 Successes are required to disarm him. Tristan gets only 2 Successes and takes 1 Wound as a result.

A couple reminders: 1) Combat skills require the player to choose a weapon (usually) with which to use the skill. The skill may be taken multiple times with multiple weapons. 2) In combat characters receive Wounds and Hits. Wounds take a long time to heal and Hits heal quickly. The time to heal 1 Hit is a number of Adventure Turns of rest equal to the number of Hits.

First Aid - Finesse - Three uses:
-Combat: Heals 1 Hit for each Success. TN: Number of Hits.  Only one attempt allowed per character per combat. Note: First Aid does not heal combat Wounds, it just speeds up the recovery process for Hits.
-Subject is bleeding out: First changes 1 Hit-converted Wound back to a Hit for each Success, then heals 1 Hit per Success. Additional attempts are allowed until a roll results in no Successes or the patient is no longer bleeding out. TN: Number of healable Hits, including converted Hits. (This number can decrease between rolls.) Again, the skill doesn't heal Wounds taken from combat.
-Non-combat: Heal 1 Wound per Success. This skill only works for Wounds received from a single incident. A character with 3 Wounds who falls into a trap for another 2 Wounds can only be treated for 2 Wounds. Only one attempt is allowed for a given set of Wounds. TN: The number of treatable Wounds.

Yet another note: When a skill requires multiple Successes with additional Successes providing further benefit, such as climbing, that means each individual addition Success, not each set of additional Success. Needing 3 to climb for a Turn with each additional providing another Turn means that 6 Success allows for 4 Turns of climbing (3+1+1+1), not 2 (3+3). If a skill requires full sets of Successes, it will state so, clearly.

A note on notes: so I'm using the word "note" a lot. Big deal. This isn't first or rough draft stuff here. This is pre-draft work. It's okay to consider Ryan Leaf at this point.
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#16
Yeah, yeah. Not much "meat" in skills, but they need to be written. Actually, skills are exactly where the meat is in PoR.

Music Lore - Knowledge - Choose a location, race, or era. Note only do characters know traditional/cultural songs, but they know legends and fables that don't make the history books. TN: 5 in specialty, 8 otherwise. The number of Successes required is variable.

Read/Write - Knowledge - Choose known language. Pool may exceed the size and Rank of the language's pool.

Read Lips - Knowledge - Choose a known languages. Does not work on creatures without lips, even if speaking a known tongue. Other than the character's native language, cannot exceed the size and Rank of the language's pool.

Rope Use - Finesse - Yay, knots!

Shield Bash - Combat - Choose shield type. When using a shield, allows the combatant to use this pool instead for use in an attack. The dice in this pool may be used for attack as well as parry.

Spermology - Knowledge - Yes, it's a real word and yes, your mind is in the gutter. A spermologist is one who collects trivia. Or seeds. This is a rare non-Finesse skill that does not require a specialization.

Swim - Finesse - Any character can take a dip. This skill allows them a chance to not drown when encumbered.

Body of Water TN
-Still Water 1
-Slow 3
-Swift 6
-Rough/Rapids 10

Armor/Clothing Worn Required Successes 
-None 1 
-Clothes 2 
-Leather 4 
-Scale 5 
-Banded 6
-Chain 8
-Brigandine 6
-Plate 9

Only a single roll is allowed per check. If you can't roll 9 Successes, don't wear Plate armor on a boat.

Unarmed Combat - Finesse - Yes, Finesse. Use this pool when fighting without a weapon. When fighting unarmed against an armed opponent, the weapon's damage is assessed before the unarmed damage, not concurrently.
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#17
TRAVEL
Basic travel: Characters can walk a maximal distance, based on race, in a day moving at a constant pace without incurring fatigue penalties. "A day" is considered a total of 10 hours travel, whether continuous or broken by rests, in a 24-hour period separated by sleep. The pace can be doubled as long as the distance/time limits are not exceeded.
Forced March: Increase the distance traveled in a day by 50%, either by moving more quickly or by travelling more than 10 hours. Incurs fatigue.

Humans - 20 miles
Dwarves - 15 miles
Elves - 12 miles
Orcs - 30 miles
Gnomes - 7 miles
Radiants - 30 miles

MOUNTS
Horse, Draft - 20 miles
Horse, Riding - 20 miles
Horse, Sea, Giant - 0 miles
Horse, War - 15 miles
Pony - 15 miles
Ass - 12 miles
Burro - 10 miles
Camel - 30 miles*
Elephant - 10 miles
Hinny/Mule - 17 miles
Zebra - 15 miles
Zebroid - **
*Both Bactrian and Dromedary, suffers no penalty in desert terrain
**The greater value between the sire and dam

TERRAIN MODIFIERS
Bog/Marsh/Swamp -90%
Broken Terrain -50%
City --
Desert -40%
Forest -50%
Grassland/Prairie/Savanna --
Hills -30%
Ice -70%
Jungle -80%
Maintained Trail/Road +25%
Mountain -90%
Muddy Ground -20%
Snowy Ground* -20%
Woods -30%
*penalty for every full foot depth

WEATHER
Inclement weather induce and affect fatigue. The number of Turns a character can travel before fatigue is incurred is reduced by the amount indicated, rounded up. Use applicable modifiers. Example, a character whose |Stamina| = 10 walking in a drizzle with high winds causes fatigue reduction in (10 x ⅘ x ⅔) 6 Turns.

Weather  Affects
Extreme Cold (0°F/-15°C)* - ½
Extreme Heat (100°F/40°C)* - ½
High Winds (20-40 mph)** - ⅔
Gale Winds (41-80 mph)** - ½
Hurricane (81+ mph)** - ¼
Hail - ½
Rain, Drizzle - ⅘
Rain - ¾
Sleet - ½
Snowfall - ⅘
*Assumes the character is dressed appropriately for temperatures outside moderate temperatures of 50°-80°F (10°-30°C). If not, use ¼ for the ranges above and ½ for non-moderate temps.
**No, the values do not comport to the Beaufort scale.
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#18
Forgot to add for movement

Running: Double the movement rate but halve the time for fatigue (rounded up).

Okay. That's my post for the day.
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#19
Multiple Successes Required in Combat: After pairing attack dice with parry dice, look at the number of attack dice that qualify for a Wound/Hit, if there are at least the number required, then a Wound/Hit has been scored with each additional die over the requirement scoring an additional Wound/Hit. Any unopposed dice are grouped together first in determining if the requirement is met. 
Example: Four Successes are required to hit an opponent. After rolling for combat, three attack dice are unopposed, two are blocked, and one is negated for a total of 5 Successes. Because there aren't as many unopposed attack dice as required, the result is 2 Hits.

Lighting in Combat-TN-Successes
Total Darkness +2 +2
Dark +1 +1
Normal/Good -- --
Bright +1 +1
Blinding +2 +2

CP Costs for Skills
Adding a d4 to a pool or upgrading a die in a pool is 1 CP is the standard and skills showing no cost follow this rule. Some skills cost 2CP to add a d4 but only 1 CP to upgrade a die in the pool, these are denoted with "Cost: 2CP." Skills that cost 2CP to add a d4 to the pool and to upgrade a die are denoted by "Cost: 2x." These costs apply before any Racial/Class penalties.

Unskilled Rolls: Roll the number of d8s allowed by the skill's Width stat, even if the Depth stat limits the character to a smaller die. The Target Number when rolling unskilled is increased by 1, only a single roll is made even if the skill allows for multiple rolls, and character points are not earned.

Animal Handling - Knowledge - Choose animal type. The character can exercise control over and train animals of the chosen type. The skill crosses specialty only conditionally; depending on the level of detail the GM wants in the campaign, specialty in horses automatically qualifies to specialty in asses and mules, or crosses over with an increased difficulty of +1 or +2, but will not allow a horse whisperer to handle cows, dogs, or cats. TN: 5, 8 if the chosen animal undomesticated. Number of Successes required varies on task.

Appraise - Knowledge - Choose a category: Gems/Jewelry, Sculpture, Painting, Other. Not only allows characters to determine the general worth of an item but also allows them to detect fakes and forgeries.

Blind-Fighting - Combat, Cost: 2x - When fighting with the weapon of choice in sub-optimal lighting conditions, the character may use this skill, instead, with no lighting penalties. Can only be taken with mêlée weapons or thrown ranged weapons (because it's cool). (You know what's not cool? Blind-Fighting with propelled weapons. That's just monumentally stupid.) This skill cannot be used unskilled.

Camouflage - Finesse - Disguise self, others, or objects to blend in to the environment. TN: variable, depending on how much what is being camouflaged stands out normally. Number of Successes: variable, depending on size. 

Successes required by size to camouflage, measurements are in the largest dimension
Tiny (<1 ft) - 1
Small (<3 ft) - 2
Medium (<10 ft) - 3
Large (<30 ft) - 4
Huge (< 150 ft) - 6
Gargantuan (150+ ft) - 10

How the skill works: That which is camouflaged will escape detection to casual observation as long as the initial roll was fully successful. When looking for something out of place, more Successes than the number of Successes rolled in camouflaging are required. Example: A medium-sized tent was camouflaged with 7 Successes in the roll. Because 3 Successes were required they count as a single Success for the purpose of detection, meaning the roll to detect the tent would require 6 Successes.

Target Numbers to detect
Base - 5
Up to 5"/size - +0
Up to 10"/size - +1 
Up to 20"/size - +2
Up to 50"/size - +4
Outside 50"/size - +8

Note on "/size: The units represented by "/size is feet for Tiny and Small, yards for Medium, 10 feet for Large, 100 feet for Huge, and 1000 feet for Gargantuan. So detecting a Tiny object 60 feet away has a TN of 13 but a Medium object the same distance has a TN of 7.

Charge - Combat - Requires a minimal run of 50 ft. Reduces the target's Defense by 1 for each Success for the next Attack. TN: Opponent's |Brawn|+|Stamina| - R(character's weapon) + R(opponent's weapon).

Direction Sense - Finesse - Inerringly know the direction. Can be taken only at character creation. TN: 5. Successes: 2

Rolls are only necessary if any of the following conditions are met. Use all that apply, stacking if appropriate.
Each day since verified directions - TN +1
Unfamiliar location - TN +1

Dark - +1 Success
Cloud cover - +1 Success
Underground/indoors - +2 Successes

Yeah, I'm counting this as a triple post. Makes up for the vacation I took yesterday (which had already been covered).
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#20
More stuff hastily typed up

Conceal - Finesse - Pocket or conceal Tiny (<1 ft) objects without being noticed. Also used to hide Tiny objects in furniture, bushes, etc. When successfully hidden, a Search with more Successes than the number rolled for the Conceal is necessary for another to find the object. TN: 4 + observer's |Intellect| if being watched, TN: 5 otherwise.

Disguise - Finesse - Change one's or another's appearance. A successful roll will pass casual scrutiny, needing an Observation check (TN: 5, Successes greater than the Successes of the Disguise roll) to see through the disguise.

Change TN Modifier
Complexion 2 +1
Eye color 1 --
Facial Features 2 +1
Gender 1 +1
Hair color 1 --
Height ±20% 3 +2
Race 4 --
Weight ±50% 2 +1

Use the largest TN applicable, then add applicable modifiers for the remaining changes.

Hide - Finesse - A stillness to remain undetected. The key word there is "remain." 

Concealment TN
90% 2
75% 3
50% 4
25% 8
none 12

Lighting TN Modifier
Dark -3
Shadows -1
Bright +2
Backlit +4


Clothing/Cloak blends in -1
Leather Armor --
Scale +1
Banded +1
Chain +3
Brigandine +2
Plate +6

Note that simply wearing armor increases the Target Number, whether the character has a cloak to cover it or not.

Mountaineering - Finesse - Climbing with tools.
Slope* TN  Distance w/ Success
 31°-60° 2 50'
 61°-90° 3 45'
 91°-105° 4 30'
106°-120° 5 20'
121°-135° 6 10'
136°-150° 7 5'
151°-165° 9 5'
166°-180° 11 5'
*It is left to the reader to convert to radians, if necessary

Surface Required Success
Tree 1
Really big tree 2
Rough w/ plenty of handholds 2
Not-so-rough w/ few handholds 3
Kinda lumpy 4
Smooth 6

Surface Condition   Additional Successes
Damp/loose/crumbling +1
Icy/slimy +3

Armor  Additional Successes
Leather 0
Scale +1
Banded +2
Chain +3
Brigandine +2
Plate +6

Adjust Movement
Race
 Human   --
 Dwarf   75%
 Elf   --
 Gnome   50%
 Orc   75%
 Radiant 125%
Move sideways   50%
Descend   75%
Rappel/Abseil* 200%
*This needs further explanation that I'll do later

Encumbrance
Already covered

With Success, the character is able to climb the net distance after modifiers. For each additional Success on a roll the character moves an additional Turn.

Pick Lock - Finesse - The skill tame says it all. Target Numbers and number of Successes depend on the quality of the lock, factors of which cannot be enumerated because I said so.

See/Observe - Finesse - Notice something notable or out of place. Target Number and Successes vary.

Sleight of Hand - Finesse - Essentially the same as Conceal, except items are made to appear or are substituted for another item.
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