Wednesday, January 18, 2017

Grimmer Hack: A slight refining of the core rules.


GRIMMER HACK

Attributes:

Attributes act much the same as they do in Grim Hack and WFRP, but there are some differences as they have two distinct roles.

1.        Being the target number for a successful use of the attribute.

2.        The first digit of the attribute being the resistance (used as Toughness is in GH and WFRP) against the attacks from opponents using the same attribute.



Trying to keep the number of attributes low and only ‘active’ abilities rather than passive/reactive ones, it’s why I’m having trouble with having a Defensive Skill despite the cool armor skills I’m writing up. I may also change the Stealth skills to Agility skills adding movement and initiative as integral to it along with the sneaky stealthy stuff, but it may force me to add the locks/traps stuff to Mental specialties. It may come down to do I want a pure (say fighter-type) character, to only focus on one attribute (CS) or 2 (CS and DS).



CS - Close Combat Skill: Combat with melee weapons or martial arts. Specialties so far: two-handed weapons, two-weapons, dueling, unarmed).



RS - Ranged Skill: Using ranged weapons in combat. Use of a particular weapon may be limited to the genre it belongs to, but with training may become usable in the future. Specialties so far: Firearms, missile weapons, thrown weapons).



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, i.e.: 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 for casting spells, creating nanite attacks?



SS - Stealth Skill: Sneaking, trapping, Lockpicking, assassinations, traps, etc.



DS - Defense Skill/Wounds: -1st digit = Wounds? Parry/Dodge skills? Acts as a ‘Saving Throw’ skill? Still deciding on this one. Specialties will include armor use (unarmored/agility, light, med, heavy, power armor, shields, etc.)



PS - Personality Skill: negotiation, bartering, interrogation, seduction



Movement tied to turn order/initiative?



Number of attacks start at 1 and additional attacks gained by specialties.



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.



Combat:

Combat: Appropriate skill needed to hit. Weapon/magic damage rating + d6, - attribute resistance (its 1st digit), - armor, subtract remainder from WOUNDS?

Melee weapons: Light 2dmg, Medium 3dmg, Large 4dmg

Magical damage = spell level +1

Armor=full sets Light:1-2, Med:2-3, Heavy: 3-4, Shield:1 (Different types of armor may have special attributes)




Crits=general, not location specific.



Specialties:

List for each attribute.

Pick either 2 or 3 at creation (haven’t decided yet).

Each will have 6 levels of progression.



Gaining specialty points:

At the end of any event/adventure wherein an attribute gain roll could be attempted for an attribute, 1 specialty point may be taken instead, but it must be used for a specialty that is related to that attribute.

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