Monday, November 21, 2011

And the Rest of It...

Doing Stuff beside thwacking each other…
If a physical situation such as lifing a gate, or climbing a wall comes up in the game, the character uses their Physical Stat. To do this the Dealer assigns a Difficulty Number.

Easy: 1-6+1 Card
Average: 7-12+2 Cards
Hard: 13+As many cards as required.

The Player now assigns as many Physical Points as they wish and are dealt a card. If they tie or beat the Difficulty number then they are successful. An amount of points equal to the Difficulty number is added to their X-P.

The points spent are temporarily lost (how to regain Points will be explained soon).

Mental skills work the same way if the PC is attempting to repair anitem, or decipher a code or disarm a trap. It is up to the Player and GM to determine when something is Mental or Physical.

PCs can easily have Tricks or Flops that pertain to Mental or Physical checks, for example the player may want the PC to be a trained doctor, so they give the PC the Trick that when doing a Mental Check involving medicine, they may be dealt two cards and can discard the lowest (or similar).

For obscure or trivial skills, such as Jonny's knowledge of Vintage Rock (that song coming over the speakers is "Black Water" by the Doobie Brothers!) or a character's in depth knowledge of Doctor Who trivia ("that tree looks just like a Tardis!") can be played without a difficulty number unless the Dealer absolutely deems it necessary to the plot.

Using Your XP
During the next significant rest period, players can move points from their XP back into their Combat, Mental and Physical stats at a one for one ratio.

If the character does not have enough points in their XP to cover all missing points, then they are still tired, sore or hurt, depending on where they did not put their points.

XP The other use for XP is allowing characters to build up their stats and/or purchase new Tricks. It costs a number of XP equal to the current number+1. For example to raise a Mental Stat from 7 to 8 would require 8 XP.

The cost of a Trick must be approved by a the Dealer. Conversely, players can raise the level of a current Trick by the same as raising Stats. (if the Trick cost 6 points during character creation, it would cost at least 7 points to make it more powerful. The final cost us up to the Dealer.)

Healing
So the character has nothing in their XP and they want to heal. For every eight hours of rest, the character gains back 3 points that they can put back wherever they wish.
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Well, that is it in terms of basic rules. I've done a HORRIBLE job at explaining them here, but I hope to run a quick game-test tomorrow ASAP to see if they actually work as well as they do in my head. I've enlisted the help of my friend Nikki who has volunteered to help out with the heavy duty rp end.

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