Friday, November 10, 2017

Mechanics of My Games: Part One What's on Your Character Sheet

Disclaimer: Most of this is adapted from the GLOG. As far as I know, three blogs other than myself produce content that's written up in that system format: Goblin Punch, Coins and Scrolls, and Throne of Salt.


What’s on your Character Sheet


Attribute Scores

Attribute scores are a measure of your character’s abilities. Implicitly each one also serves as a percentile chance of succeeding in a feat of prowess related to that ability. Damage to attribute scores heals at a rate of 1 point per week. 

Attribute modifier = (Attribute Score / 3) – 3, rounding down.

The Attribute Scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma

Hit Points + Fatal Wounds

“Don't Get Hit” Points. They represent your ability to survive blows that are potentially lethal through luck, skill, or toughness. When your HP runs out, you are unable to defend yourself properly, and any blow is a potentially lethal one. Once out of HP, roll a 1d12 and add damage taken. If you get an 11 or over you gain a fatal wound and must save or lose a limb/eye/attribute scores/etc. For any value rolled over 15, subtract that value from 15 and you gain that many fatal wounds. Anytime you have a fatal wound and would gain another, save or die. For example a character who takes 10 damage and rolls a 10 on the 1d12 would have a severity roll of 20 and thus need to roll save for limbs, gain 1 fatal wound, and then need to save 5 times against instant death. If your character has a fatal wound they can spend their turn either attempting to remove it or continue acting normally. Each attempt of removing a fatal wound has a 1 in 6 chance of success.

Derived Scores


Attack - Roll under with a penalty of enemy Defense to hit/grapple
Defense - Roll under with a penalty of enemy HD to not be hit. 
Stealth -  Roll under to sneak or steal. 
A party attempting to be Stealthy uses the Stealth score of the least Stealthy member.
Movement -  Roll under for attempts at climbing/jumping/running/running away
A party moves at the speed of its slowest character. A character movement score while swimming is equivalent to a third of their regular movement score.
Initiative - Equal to your Wisdom. Roll under to act before enemies in combat
Save - Roll under to avoid awful things.

Other Stuff

Inventory Slots and Encumbrance
You have a number of Inventory Slots equal to your Strength + 2 (from the backpack in your starting inventory). Most items take up one Inventory Slot. Two-handed weapons take up two inventory slots. 100 silver coins take up 1 inventory slot. Armor takes up a number of slots equal to its Defense bonus. Negligible items (small enough to put inside your closed mouth) take up none. You gain 1 point of Encumbrance for every Inventory Slot in excess of your capacity. Encumbrance is applied as a penalty to your Movement, Stealth, and Dexterity Scores. (It doesn't actually damage your Dexterity, it just makes rolling under Dexterity more difficult.) 

Conviction

There are two blank spots on your character sheet next a box next to which the word Conviction is written. These are representative of your character’s passions and temperament. These may also be morals, instincts, and bonds. Anytime that you choose to follow your convictions and put yourself at risk, you shall be instructed by your referee to put a check mark in the box and shall gain a bonus 5% XP for the session.

Skills

There is need to occasionally use dice to determine success. Here are the 5 skills used!
Chirurgeon - If successful heal HP, if failure deal damage equal to roll.
Lock-Picking - Use fine tools/lock picks to open locked things
Journey - If successful avoid Wilderness Travel Hazards
Read Archaic Script - If successful read a portion of ancient languages
Oath - Make binding oaths

All Skills start at a base of 1 + Intelligence Modifier
Lawful Characters gain a +1 to Oath and a -1 to Read Archaic Script
Chaotic Characters gain a -1 to Oath and a +1 to Read Archaic Script


Base Character


The Base Adventurer

Characters start with an attack score of 11 and need 1000 XP to level up. A character's attack score increase by 1 and the amount of XP needed to get to the next level increases by 1000 at every even level. A character starts with HP equal to their level -4. At levels 2 and 3 they increase their HP by 2 points and every other level by 1 point.


Gaining Experience Points

You gain 1 point of XP for every silver you obtain through adventurous means and 10 points of XP for every HD2 of monster you overcome.

Class Templates

Classes are a series of templates applied on top of a base adventurer. There are either three or four templates for each class, labeled A through D. You gain these in the listed order: you cannot gain Fighter B unless you have Fighter A.

Leveling Up

Whenever you level up you gain more abilities


Maximum Level

Once a character reaches level 10 they have one more module of play before they retire. They become NPC’s and the Player tells the Referee what they do afterwards. Generally a level 10 character gains a title of some sort and receives some land and a holding from the local authority. This may range from being made a count and given a castle to starting their own wizard college to being elevated to a bishop and given a church to being made a diplomatic liaison to even withdrawing from the world to dwell on mysteries within their own dungeon.

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