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Post by erwinfoxjj on Nov 12, 2012 21:58:40 GMT -5
Attached is the rules system. Feel free to give me your input here or in a PM. Attachments:
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Post by erwinfoxjj on Nov 12, 2012 22:34:08 GMT -5
Explaining Stats/Abilities
For stats over 100% there is still the chance to fail, the roll of 100 is a failure, but stats at or over 100% can never critically fail.
Strength is used for lifting, carrying, pushing, and hitting things.
Dexterity is used for crossing narrow walkways, climbing ropes, and and gives a small bonus of +5% to shooting for every 25% of the Score
Intelligence doesn't necessarly mean schooling or book knowledge, but can encompass technical trades. Each character has one knowledge slot per 20% of the stat. This slots can be filled with a specific knowledge that grants +10% to tests that are related. For example a train engineer would want one slot to be filled with Steam Engines so that when he attempts to fix one he gets a bonus.
Grit is the mental and moral fiber of someone. This is what is tested when facing dire straits. This is tested against for example when a boat begins sinking and the character tries not to panic. It is also used when someone encounters a hallucinating drug and must seperate reality from the illusion.
Vitality is the health and wellbeing of someone. It is used when someone is shot by a poison arrow and must stave of the effects or if a character becomes sick and tries to heal.
Charisma is ones ability to gain influence or work over a John with not just looks but social grace, or swag.
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Post by erwinfoxjj on Nov 12, 2012 22:37:10 GMT -5
The Base Character Sheet
Player Name Character Name
Health
Strength Vitality Dexterity Grit Charisma
Skills
Equipment
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