The Guardian Game Master
Posts : 93 Join date : 2012-04-19 Age : 32
Rp Status Name A: None Age A: 0 Faction A: None
| Subject: Skills Thu Apr 19, 2012 6:08 pm | |
| - Quote :
Character Creation
Each traits, start at 10, you are giving 20 free points to spend on any skill trait you want, choose wisely. The category you will spend the most of your points on will make you <Insert Style> Duel Specialist in that category and can confidently say you are one of the better duelists of this type.
The next one that got the most will make you a an Experienced <Insert Style> Duelist in this category, but have yet to master it.
Finally the last one will be your Rookie Styles. It will make you a Rookie <Insert Style> Duelist and don't have very sharp comprehension of the subtleties involved in the style. In other words your are a newbie in that category.
Overall Traits - Wisdom Mental knowledge. Remembers what you've learned through out all your dueling career and learns off it. [Able to learn off of mistakes made in duels and can once a day undo a mistake if they made that mistake once before. Can also once a duel undo a misplay if they made that misplay before.] - Luck Seems to be like the kind of person that if they bought a lotto ticket they would win by sheer luck. [Can re-roll a skill check once a day, and re-roll a d6 once a duel if they had to roll one OR Re-Flip a coin once a duel if they had to flip one.]
Standing (Universal) Traits - Strength Power and physical toughness. [Resists the virtual solid impact generated in Duels, along with Charisma generates impact in standing duels, also used to generate and resist real force.] - Charisma Force of personality. [Boosts effects of Gifts, used to bluff opponents, and used in social interactions with NPCs that require negotiation or coercion.] High Charisma is Required for: Burning Soul. Low Charisma Prohibits: Piercing Gaze. - Aptitude Intellect, cunning, and/or instincts. [Resists bluffing tricks in duels, along with Strength/Charisma is used to determine the success/failure of special draws, used for non-dueling technical tasks. High Aptitude is Required for: Piercing Gaze. Low Aptitude Prohibits: Clear Mind. - Guts/Willpower Mental toughness and determination. [Along with Strength resists the damaging effects of Shadow Games, along with Charisma (and skills exclusive to those types of duel), resists attempts at intimidation or psychological attacks, and can also replace Strength in checks made for special draws.] High Guts/Willpower is Required for: Clear Mind. Low Guts/Willpower Prohibits: Burning Soul.
Turbo Traits: - Riding [Along with Strength is used to perform complex stunts and generate impact in turbo duels, along with Guts/Willpower is used to decide turn around in turbo duels. Also used to drive.] - Limit [Along with Guts/Willpower affects your max speed in turbo duels (which affects turn order and impact)] - Mechanics [Along with Aptitude affect duel runner performance and thus affect many Riding checks. If you are on a Riding Team, other members can let you use their Mechanics score instead and vice versa but only once pre-duel.] - Reflexes [Along with Aptitude or Guts/Willpower is used to prevent crashes]
Tag Traits: - Bond [You can choose to make a Bond check to replace a failed check your partner has made] - Belief [You can make a Belief check once per duel to guarantee your partner succeeds in a special draw.] - Care [You can make a Care check to take the force of an attack for your partner and use your own resistance checks against it.] - Affection [Once per duel, you can add this to a check your ally makes, but take it as a penalty to the next check you make if you do.]
----------------------------------------------------------------------------------------
Checks How to do Skill Checks:
You must divide by 4 both traits before doing the calculation going with the lower number...Exemple... Jean have as Trait #1(17) and Trait #2(20), he have to divide them by 4 before the calculation... Trait #1(17/4=4.25 thus it will be 4.)(4) and Trait #2(20/4=5) (4+5) x 10 = 90%
(Trait #1 + Trait #2 ) x 10 = CHANCE
You must roll HIGHER THAN or EQUAL TO the CHANCE on a d100 to succeed.
You cannot try again on a Skill Check right away. Failure means it can't be done, at that time. Though if the situation changes, you can try again. You can try again after 1 Hour real time has passed.
For example, Bob wants to tune up his duel runner. He has a 3 in Aptitude and Mechanics.
10(3+3)= 60
He must roll 60 or higher to succeed, and he rolls 68. He fails, so his runner can't be tuned. Later, his friend John brings over a CHIP as a gift to Bob. With this CHIP the situation has changed so Bob can try again (perhaps invoking a gift bonus to the check).
Alternatively, Jane comes over and reassures Bob, making a Bond skill check to replace the failed roll. She succeeds, and after the motivation from his friend, Bob tunes his runner successfully automatically.
---
How to do Opposed Checks
Difficult Problem: A particularly difficult task puts penalties on your check, making it harder to succeed. These can often be created by failing an opposed skill check against an opponent. Penalties can be offset by some items.
(Trait #1 + Trait #2 - Difficulty) x 10 = CHANCE
For example, Bob faces a grim challenge. His runner broke down and the part that is damaged is vital.
10(3+3-3)= 30
With such a low chance, he surely needs help or parts. He could try to fix the current parts, but he only has a 30% chance.
Jane comes over and uses her Affection to lend him support. With an Affection of 2, she boosts his chances to 50%.
He also spends the DP to buy a part of equal quality, cutting to penalty by 2. He thus has a 70% chance of success and rolls 79, succeeding!
Showdown Checks (checks with an actual opponent): Different than all other checks, facing off against an opponent is much more dynamic. You Traits face off against each other to defend against or impose penalties. If your defending trait repels your foes attacking trait, you avoid a penalty, if not you cannot apply that trait to your check. Ties favor the defender
Attacking Trait #1 vs Defending Trait #1 (higher value wins) Attacking Trait #2 vs Defending Trait #2 (higher value wins)
For example: It's a Turbo Duel, Full Contact rules. Vincent direct attacks John and John must avoid a wreck.
Vincent and John have equal Strength, so John wins that one However Vincent has ride 3, while John's Reflexes are only 2. He can't use his Reflex in the coming check!
10(3)= 30
With such a low chance, and nothing to boost it, John fails when he rolls 60!
However John invokes a use of Reflex to save himself which requires an unopposed Reflex + Guts/Willpower check. He has 3 Guts and 2 Reflex.
10(3+2)= 50.
He has a 50% chance to save himself and rolls 37, success! But he should avoid taking another direct attack, or he will almost certainly crash!
You might notice that having friends or items to support you are vital to checks and that is the case. Gifts, Parts, some skills, and circumstance can affect checks drastically.
----------------------------------------------------------------------------------------
Leveling Up
Rather than leveling up your character as a whole, in this system you level up your traits. You are awarded experience points (XP) by the game master (GM) based on certain parameters and will usually get 1 each time you use a skill check.
To level up a trait one rank, you must use the trait in a skill check. For example, if you use ur Strenght + Guts/Willpower for a skill check, you will raise it both by 1 point.
You cannot raise any trait higher than 20. Each time you rank up a trait, it will demand more XP for it. For exemple, if you got your Aptitude at 14, you will need to have 14 XP to rank it up to 15. | |
|