Difference between revisions of "Sengoku Amahara"

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===Stats===
 
===Stats===
You have 18 points. The maximum value is 6. Expect stat progression to be very slow: almost non-existent. Most progression will occur through skills and unlocks.<br>
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You have 18 points. The maximum value is 6. Expect stat progression to be very slow: almost non-existent. Most progression will occur through Skills and Arts.<br>
  
 
'''Strength''' - Strength is exactly what it says on the tin. It is an important stat for combat, brute force, and feats and contest of physical might.
 
'''Strength''' - Strength is exactly what it says on the tin. It is an important stat for combat, brute force, and feats and contest of physical might.

Revision as of 15:24, 11 May 2011

Yet another attempt at an RPG of some kind by Mal.

Setting

The land of Amahara is fictional medieval Japan. There are no muskets.

Character Slots

Put your character's name and your name in the Talk Page.

  • The Princess is the daughter of a local warlord of some importance. She is probably educated as a lady but may also have been brought up as a warrior's daughter or various other options if she's scandalous enough.


  • Retainer 1 is a samurai and gets the basic samurai package.


  • Retainer 2 may or may not be a samurai - he/she could be anything, I just haven't decided yet. Slot in flux.


  • The Ninja is a ninja and will have the basic ninja training package and will at least nominally split his loyalty between the princess's realm and his/her secret ninja clan.


  • Shrine Maiden is a member of a branch family of the princess's clan that manages the clan shrine.

System

In flux and will be changed in case a huge imbalance crops up.

Stats

You have 18 points. The maximum value is 6. Expect stat progression to be very slow: almost non-existent. Most progression will occur through Skills and Arts.

Strength - Strength is exactly what it says on the tin. It is an important stat for combat, brute force, and feats and contest of physical might.

Dexterity - Dexterity is also exactly what it says on the tin and measures speed, agility and fine tasks. It's important for combat as usual but a lot of tests will start demanding strength as well.

Presence - Charisma and part of Manipulation from WW.

Intelligence - Intelligence and part of Perception from WW.

Wits - Wits and part of Perception and part of Manipulation from WW.

Tenacity - Stamina and Willpower.

Dice System

Your stat is your Full Pool of dice which you roll as a set of d20's. You can split this Full Pool into partial pools (small p) any way you wish within a single round at no penalty. In other words if your Dexterity is 6, you can take up to 6 actions.

The dice system is apparently based on Cthulhutech - the result of your roll in a given pool can be:

  • The highest single number if no meaningful combination is rolled.
  • If more than one die turns up as the same result, they are added together, so a set of (9, 9, 9, 3) is 27.
  • If at least three numbers are in a row, you add those together, so a set of (2, 2, 3, 4, 5) is 14.

The result of this roll is added to a skill. Skill is a solid number and will easily go into two figures for someone who knows what they're doing, so they're a more important determinent of peak performance - having the stat allows you to do it more consistently and more often.

If a pool (small p) turns up all 1's, that is a botch and this is bad. For the purpose of combat for example, a botch stops a flurry and instantly triggers an opening for a counterattack. This is why you don't typically want to split dice all the way, since this represents rushing things, overstretching yourself, or doing something you have no talent for. Botches happen 5% of the time obviously so it will happen eventually if you keep rolling multiple single d20's. If your Full Pool happens to be a single die, the botch may be more forgiving - there's a chance you'll do something amusingly dojikko instead.

Extra Actions beyond the first are resolved after everyone else in the round has gone.