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Basic Mechanics

Posted by StorytellerFor group 0
Storyteller
GM, 273 posts
Fri 29 May 2020
at 17:20
  • msg #1

Basic Mechanics

This game is primarily narrative focused and uses a simplified system to arbitrate the outcome of events. Flat totals are compared to a difficulty to determine success or degree of success. These totals are normally produced by combining an Attribute and Skill as well as any bonuses or penalties from equipment, circumstances, or the environment.

Avon must swim across a turbulent river to escape her pursuers. Based on her total of 3 (Finesse 2 + Athletics 1) she is swept down river.

Quick Navigation
This message was last edited by the GM at 17:33, Fri 29 May 2020.
Storyteller
GM, 274 posts
Fri 29 May 2020
at 17:22
  • msg #2

Attributes and Skills

Attributes

There are six attributes:
  • Might: a measure of power and raw strength
  • Endurance: a measure of resilience and vitality
  • Finesse: a measure of dexterity, reflex, and poise
  • Charm: a measure of social grace and charisma
  • Willpower: a measure of presence, personality, and mental fortitude
  • Intellect: a measure of intellectual acuity and reasoning

Skills

There are thirty-one skills, each associated with an attribute:

MightEnduranceFinesseWillpowerCharmIntellect
Fight*Athletics*Athletics*ConcentrationDiplomacyAcademics
Melee*BlockDodgeMeditationEmpathyBusiness
 SurvivalLarcenyResolveIntimidationCraft()
 Marksmanship LeadershipInsight
 Melee* PerformanceInvestigation
 Ride StreetwiseMedicine
 Stealth SubterfugePolitics
 Profession()
 Survival

* denotes skills which can use more than one Attribute depending on the situation.

Both Attributes and Skills can be between 0 and 5. To help understand what these values mean in terms of relative ability please refer to this chart:

ScoreAttributeSkill
0Below-AverageUntrained
1AverageAmateur
2Above-AverageAdept
3TalentedProfessional
4GiftedElite
5PeakMaster

Note: At character creation you will have attributes assigned to you which use this array: 0,1,1,1,1,2. You will also be assigned a set of skills whose values will be: 1,1,2,3. Both attributes and skills will be based off RTJ.

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:33, Fri 29 May 2020.
Storyteller
GM, 275 posts
Fri 29 May 2020
at 17:23
  • msg #3

Difficultly and Degrees of Success/Failure

Difficulty

The difficulty of a passive obstacle is determined by a scale relative to the following table:

DifficultyDescriptor
01Easy
03Average
06Difficult
09Hard
12Very-Hard
15Challenging
18+Near Impossible

If the obstacle is active, such as an NPC or Player, then the Player will make an opposed check versus the opposing parties relevant total. In both passive and opposed checks success goes to the whoever has the higher total. In event of a tie victory goes to the defender or the Player, whichever is more appropriate.

Note: Skills which would remove player agency (diplomacy, intimidation, etc.) cannot be enforced against Player characters but it is encouraged that players engage with the roleplay. Suitable penalties will be employed for breaking with the roleplay.

Degrees of Success and Failure

ValueOutcome
0 to 1+Total Success
-1 to -2Conditional Success
-3 to -4Conditional Failure
-5+Total Failure

  • Total Success: Your efforts succeed without any complications.
  • Conditional Success: Your efforts succeed to a lesser extent or as intended but with a consequence.
  • Conditional Failure: Your efforts fail but provide a minor advantage to attempt further.
  • Total Failure: Your efforts fail.

Bryson searches the woods for a lost village child. His Intellect (2) + Investigation (3) total is 5 but the difficulty of finding the child is 6, causing him to obtain a conditional success. He finds the child but wounds himself by slipping on a wet stone, making the return trip slow and more perilous. Alternatively, if he had brought the child's older brother for assistance they would have given him the bonus he needed to find the child without injury.

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:33, Fri 29 May 2020.
Storyteller
GM, 276 posts
Fri 29 May 2020
at 17:23
  • msg #4

Modifiers

Many actions and circumstances can modify the outcome of an action. These actions and circumstances are collectively known as modifiers. When positive these modifiers are called bonuses and when negative these modifiers are called penalties. There are three modifiers in total: minor, major, and overwhelming. A Minor modifier is a +/- 2, a Major modifier is +/- 4, and an Overwhelming modifier is +/- 6.

William stands watch at night, the guard tower illuminated by torch light and his stomach filled with ale (-2). Unlucky for him a dense fog (-4) rolls in which severely limits his range of sight. Hopefully the rumors of bog witches were just rumors.

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:34, Fri 29 May 2020.
Storyteller
GM, 277 posts
Fri 29 May 2020
at 17:24
  • msg #5

Equipment and Items

Due to the sheer diversity of items which an individual could possess or use there is a scheme in place to determine what bonus they apply:

Common: +1
Advanced: +2
Specialized: +4

Grace is exploring an abandoned manor house with a torch. The torch provides a +1 bonus to her Investigation total. If she had a lantern it would give her a +2 and a hooded lantern a +4. Still when a ghoul burst around a corner it's better to have a heavy torch to hit them with.

A similar scheme exists for weaponry, armor, and shielding:

BonusWeaponArmorShield
+0UnarmedCloth, robes-
+1Dagger, club, slingTextile, hideBuckler, targe
+2Longsword, spear, light crossbowLeather, mailKite shield
+3Greatsword, maul, heavy crossbowFull plateHoplum, heater shield

Weapons with +3 bonuses, unless otherwise stated, require two hands and cannot be used with shields except +1 shields. Armor and shields above +1 adds their bonus as a penalty to Finesse based totals.

Rylan, a freelance mercenary, tends his equipment between campaigns. His trusted plate mail (+3 defense) and kite shield (+2 defense) have seen him through many deadly fights. Even if they make him as graceful as a boulder on the battlefield (-5 penalty to Finesse totals).

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:34, Fri 29 May 2020.
Storyteller
GM, 278 posts
Fri 29 May 2020
at 17:26
  • msg #6

Combat

Initiative

In combat the order of initiative is determined in a first-come, first-serve manner. A Player may explicitly say their actions take place after an NPC or another Player but the inverse is not true. If ambushed the ambushing party has a free round of actions before the ambushed party may act.

Actions

There are four types of actions: swift, minor, major, and full-round. In a given turn you may take:

- 1 full-round action and 1 swift action
- 1 major action, 1 minor action, and 1 swift action
- 2 minor actions, 1 swift action

Full-round actions are often used for special abilities but can be taken to increase attack or defense totals by 1.5x, round down, until your next turn. Major Actions are those actions such as attacking, casting a spell, or using a piece of equipment. Minor actions are actions such as moving, activating an enchantment, dropping prone, standing from prone, and drawing or returning an item. Finally a swift action are actions such as taking a single side step, dropping an item, or speaking. Actions such as blocking, dodging, or otherwise evading harm are assumed within a post and need no special action although certain circumstances can prevent this.The exception to this is when employing instantaneous defensive magic which applies retroactively, when possible.

Attacking, Defending, and Damage

To attack someone you must first be within striking range. For melee weapons this is often within 5 ft., except for polearms which can be 10 to 15 ft. For ranged weapons this can vary, often between 100 to 200 ft. depending on the weapon. Once in range you generate your attack total using the appropriate Attribute + Skill + Weapon Bonus. This total is compared against the targets defense total (Attribute + Skill + Armor/Shield Bonus). If the attack total is higher than then you deal damage equal to the difference between the totals. If the attack total is lower or equal to the defense then you deal no damage. These totals can be further modified by terrain, cover, and other factors.

Gallian and Julius square off in a duel. Gallian wields a oaken spear (+2 offense) while Julius wield an arming sword (+1 offense) and a targe (+1 defense). The two men have their opening exchange with Gallian's offensive total of 6 (Might 2 + Melee 2 + Spear 2) overpowering Julius' defense total of 4 (Endurance 1 + Block 2 + Targe 1), dealing 2 damage.

In the event that an individual is attacked multiple times in a single round each attack after the first reduces their active defense total by 1. This is known as 'overwhelm' and represents increasing fatigue and reduced evasion options for the defender.

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:34, Fri 29 May 2020.
Storyteller
GM, 279 posts
Fri 29 May 2020
at 17:26
  • msg #7

Healing and Lasting Harm

Each person has 10 HP unless their health has been increased through magic or other supernatural means. A person heals a number of HP equal to their Endurance each week they are resting and half that amount if they are not, min. 1 per 2 weeks. Medical attention can increase this rate to 1.5 times, round up, its normal rate and the appropriate spell even more so.

Erik is a soldier drafted from a peasant levy who takes a wound in service to his lawful lord. The wound is not severe (-2 HP) and with his average constitution (Endurance 1) he makes a full recovery in two weeks of bed rest.

The son of a baron takes an arrow to the thigh during a peasant revolt (-3 HP). Retreating, the castle physician sees to the young nobles care, improving his recovery, and speeding him along to a full recovery in a matter of days.(Endurance 2 * 1.5 = 3 HP/wk)

Beyond HP there are certain conditions and circumstances which impose lasting penalties. These are known as Afflictions. There are three degrees of Afflictions: minor, major, and extreme. Unless stated to be permanent minor afflictions resolve themselves within a week and impose a -2 penalty to some action(s). Major afflictions resolve themselves within a month and impose a -5 penalty to some action(s). However, extreme afflictions are always permanent and often prevent actions from being performed or impose a -10 penalty; whichever is more appropriate.

Gregory is another peasant soldier but his wounds are more grievous. Having found himself pinned underneath a stampeding horse field surgeons were forced to amputee and cauterize his leg. Now he has the Extreme Affliction: Lame which imposes a -10 penalty to actions which require alacrity or movement. While his body will heal he shall never regrow his leg, at least not without arcane assistance.

Navigation: Attributes and Skills | Difficultly and Degrees of Success/Failure | Modifiers | Equipment and Items | Combat | Healing and Lasting Harm
This message was last edited by the GM at 17:35, Fri 29 May 2020.
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