Difference between revisions of "Hermit Crab School - Wuxia Game"

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m (Created page with "Rules Character Creation: Choose 8 points worth of Combat Skills Style – 1 point per rank, apply 1 rank of specialty in one of the combat actions, a favoured weapon, or a...")
 
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Rules
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==Rules ==
  
Character Creation:
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===Character Creation===
  
 
Choose 8 points worth of Combat Skills
 
Choose 8 points worth of Combat Skills
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==Combat==
  
Push:
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===Push===
  
 
Combat is largely the same as most d10 games; rolling D10s against other D10s.  
 
Combat is largely the same as most d10 games; rolling D10s against other D10s.  
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Styles
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===Styles===
  
 
Styles refers to physical martial arts. While some styles at higher levels may allow for supernatural effects, they are supplementary or subtle, and usually involve augmented strength and speed. Your martial arts style is your primary mode of attack.  
 
Styles refers to physical martial arts. While some styles at higher levels may allow for supernatural effects, they are supplementary or subtle, and usually involve augmented strength and speed. Your martial arts style is your primary mode of attack.  
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When you create a style, describe what it favours (hard strikes, throws, counters, and other such things). When you build a style, you get 1 point of specialty that you apply to a kind of action used with it (Throws, Strikes, Blocks, a Weapon, or specific maneuvers or terrain). You may also take disadvantage points to specific actions, which reduce your ranking for the action – these give you another specialty you can put into the same favoured action, or another one.  
 
When you create a style, describe what it favours (hard strikes, throws, counters, and other such things). When you build a style, you get 1 point of specialty that you apply to a kind of action used with it (Throws, Strikes, Blocks, a Weapon, or specific maneuvers or terrain). You may also take disadvantage points to specific actions, which reduce your ranking for the action – these give you another specialty you can put into the same favoured action, or another one.  
  
Sorcery  
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===Sorcery===
  
 
This represents direct applications of Qi energy to produce overwhelming supernatural effects.
 
This represents direct applications of Qi energy to produce overwhelming supernatural effects.

Revision as of 16:30, 4 November 2012

Rules

Character Creation

Choose 8 points worth of Combat Skills

Style – 1 point per rank, apply 1 rank of specialty in one of the combat actions, a favoured weapon, or a maneuver or terrain. You may take up to 2 ranks of disadvantage in specific actions, which reduces your rank in situations involving them, which gives you equal specialty ranks.

Sorcery – 1 per rank, define the kind of magic you use and the effect – sorcery is rolled directly to create the effect.

Choose 10 points worth of Skills, non-combat abilities that apply for non-MA actions (Cooking, History, Barter, Survival, Forging, Charm, Medicine)


Combat

Push

Combat is largely the same as most d10 games; rolling D10s against other D10s.

When you fight an enemy, you apply different Styles against the opponents' style.

Any time you engage in combat with another, you roll your relevant Style rating. Choose what kind of action you're doing.


Strike: You hit someone. Roll your Style, and your opponent applies their opponents Defense, a positive result adds as Push on the enemies Bar.

Throw: You attempt to trip or hurl your enemy. Mechanically, you roll your style and apply it against your opponents Defense. A positive result subtracts dice from future Style actions; if Style is reduced to zero, reduce Defense.

Block: You attempt to guard against the opponent's actions. Add your Style rating to your Defense against your opponent's next attack roll.


Styles

Styles refers to physical martial arts. While some styles at higher levels may allow for supernatural effects, they are supplementary or subtle, and usually involve augmented strength and speed. Your martial arts style is your primary mode of attack.

When you create a style, describe what it favours (hard strikes, throws, counters, and other such things). When you build a style, you get 1 point of specialty that you apply to a kind of action used with it (Throws, Strikes, Blocks, a Weapon, or specific maneuvers or terrain). You may also take disadvantage points to specific actions, which reduce your ranking for the action – these give you another specialty you can put into the same favoured action, or another one.

Sorcery

This represents direct applications of Qi energy to produce overwhelming supernatural effects.

Mechanic: When you create Sorcery, you define the effect – you conjure fireballs, cause the earth to animate under people's feet, or summon spirits or demons.

Sorcery is rolled to activate, using the rating. Success applies the result to the relevant action. Examples include enchanting fists with flames, throwing fireballs, or conjuring a servant to help.

For enhancements, general rule is that half you rating rounded up is added to your Style for the purposes of Push.

For summoning, the entity you summon rolls Sorcery in place of Style, or skill rolls. Define what kind of things your summon can do.