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.
No comments:
Post a Comment