So, as my quest for modification and streamlining
continues to spin around in my twisted little brain and, despite being quite
happy with how the Grim Hack was turning out, I just couldn’t let shit go. Here
I present my seminal ramblings on my Grimmer Hack. It started out by just
trying to shrink the amount of attributes needed, but I got some bug in my brain
for specialty skills for more interest and varying character build
possibilities.
The following is very brief, and I have conflicting
ideas on Strength, Toughness, and Initiative which you will see scattered
below.
I am currently working on the specialty lists. These
will have the added bonus of being able to be used in Grim Hack, or even WFRP, also, as chances of me taking Grimmer Hack any farther is probably slim unless I get some feedback...
GRIMMER HACK
Attributes:
CS - Close Combat Skill: Sword and board, 2 weapons, large weapons (all
usually adding to damage, speed)
RS - Ranged Skill: bows, x-bows, pistols, rifles, SMGs, thrown (usu: damage, speed, effects)
MS - Mental Skill: Magical, mental, manufacturing, mechanical. Ex: specialties: Healing
(combat heal, regeneration, curing, etc), damage, defense (force fields, ,
summoning, etc. Note: Magical effects in one genre may be equivalent to
Technological effects of another. Requires research of some sort, ie: magical:
learning the spell, technological: developing the tool/device. This will be an
‘effects’ list rather than a ‘spell’ list. -1st
digit = magic/Tech points
SS - Stealth Skill: Sneaking, trapping, Lockpicking, assassinations, traps, initiative?
DS - Defense Skill/Wounds: -1st
digit = Wounds? Would act as a ‘Saving Throw’ skill.
PS - Personality Skill: negotiation, bartering, interrogation, seduction
Strength, Toughness, Movement, Attacks, all a base of
2, 2, 4, 1 respectively? Or see combat
below for 2 different options completely ignoring Strength and Toughness as separate
attributes.
Attribute gain:
(as in Grim Hack)
While adventuring, make
note of any meaningful successes (i.e. rolls that actually have negative repercussions
if they are failed) made from rolls off of characteristics, only a single
success counts for any particular statistic. Multiple successes only count for
one advancement attempt. At the end of the session or adventure, roll d100 for
each of these noted characteristics. If the roll is higher than the
characteristic’s current value, add d6 points to it, up to the max value
allowed.
Specialties:
List for each attribute.
Pick either 2 or 3 at creation.
Each will have 6 levels of
progression.
Gaining specialty points:
At the end of any
event/adventure wherein an attribute gain roll is attempted, 1 specialty point
is given.
~or~
At the end of any
event/adventure wherein an attribute gain roll could be attempted, 1 specialty
point may be taken instead.
Specialty example:
Firearms:
1.
+10% to hit with
firearms
2.
+10% faster with
firearms, -50% reload time
3.
Increased chance
of crit
4.
1 round of Aiming
= +2 Dmg on next shot
5.
Wield 2 pistols
with no penalty.
6.
+1 Dmg. Opponent
save or die on crit.
Combat:
Option 1:
Combat: Appropriate skill
needed to hit. Weapon/magic damage rating + d6 – armor, subtract remainder
from WOUNDS?
Melee weapons: Light
2dmg, Medium 3dmg, Large 4dmg
Armor=full sets
Light:3-4, Med:5-6, Heavy: 7-8, Shield:1 (Different types of armor may have
special attributes)
|
Option 2:
CS-1st digit =
Melee damage?
DS-1st digit =
Dmg reduction?
|
Crits=general, not location
specific
Sounds like what I call 'Masteries', spending xp to up your skill in a specific area gradually.
ReplyDelete==Bob D