Post by Rainbow Rage on Jul 3, 2010 20:59:31 GMT -5
Steelstone: A New Age Dawns
Role-Playing System
Written by: Brett Livingston
1 – Character Creation[/size]:
1 - Select Race
2 - Allocate Attributes
3 - Spend Skill Points
4 - Spend Adaptation Points
5 - Purchase Equipment
Attributes:
Strength - You much damage you inflict with your melee attacks, how effective you are with athletic abilities. The amount of die you roll to wound foes is covered by this attribute, as well as many uses of the Athletics skill.
Dexterity - How accurate you are with attacks, how deft you are with fingers and hands. Melee, Marksman and such usually apply to this attribute, as well as Stealth to steal items
Agility - How difficult it is to hit you, how readily you avoid oncoming area attacks, how often you go in combat as well. The defense and reaction skill use this attribute often.
Toughness - This represents your physical resilience, your hit points, and ability to resist damage. Toughness does not apply to skills, however, when it comes to resisting fatigue caused by lack of sleep or exhaustion, toughness can stave it off temporarily.
Intellect - This is your ability to solve puzzles and think. Academics relies directly on this, as well as your ability to read others via intuition and such. Intellect can also make you harder to fool with persuasion.
Personality - This is your ability to influence others, you can use composure or negotiation to get an NPC to believe something you say, whereas you could also use persuasion to intimidate them into following you. Many social skills are based off of this.
Perception - Your ability to notice things, such as a door left open, tracks, a foe sneaking up on you. Alertness primarily uses this, as well as intuition. Although, Survival and other skills find this primarily useful too.
Spirit - Your mental resilience, as well as your ability to fight off unconsciousness. This also represents your willpower and morale, and your energy to use techniques and talents in combat.
Size – This is the size category of your race, from 4-7 in your case. This determines your reach, base hit points and base speed.
Hit Points – This is how many wounds you can take before you start dying. Your hit points is your Size and Toughness attribute added together. When struck by weapons, magic and such, you take wounds. When you take enough wounds to total your hit points, you fall unconscious and begin to die.
Speed – This is how quickly you move. You may spend 5 ticks to move a number of yards equal to your speed, or 2 ticks to move a number of feet equal to your speed. You can double your speed for any of these, but you immediately enter a passive stance. (This makes you vulnerable to attack) Your base speed is your Size + Agility. Racial and other modifiers may change this, if so, it will be in the race, spell or item entry.
Energy – These are spend able points used on techniques, maneuvers and such. Your base energy is your spirit score and recovers by one point per twenty ticks of combat.
1 – Races:
Sample
Base Attributes
This are your starting attributes. You may add bonus according to the explanation below.
Attributes:
You may allocated extra points onto the base attributes. Part of these MUST go to both physical and mental. You can not make a person who is entirely lacking in either, although you usually don't need to.
Traits:
Size - 6 is average. This represents your reach with a medium weapon, your base hit points, and your bonus to speed.
Speed - Normal (Size + Agility as a 2 tick movement) <-- Some speeds are quicker or slower
Racial Traits - An explanation of each racial trait here.
Adaptation Points - Sample has 8 adaptation points. Adaptation points is experience that you must spend at the start, you can use it only to increase skills or purchase talents and stances. 8 is average, representing adaptable races. Those with 10 typically don't train too much in one thing, whereas a 6 might have a series of required training while young.
Human
Description
Humans are the common race in the land, they have established kingdoms in every region.
Base Attributes
Strength - 2
Dexterity - 2
Agility - 2
Toughness - 2
Intellect - 2
Personality - 2
Perception - 2
Spirit - 2
Attributes:
You may spend 16 points to increase your base stats, you must spend at least 4 points in increasing physical stats and at least 4 points increasing mental stats. You may not increase an attribute more than 4 times this way.
Traits:
Adaptation Points - Humans have 12 adaptation points to spend on skills and talents. (This is good)
Size - 6
Speed - Normal (Size + Agility as a 2 tick movement)
Talented Ingenuity – At the end of each adventure, you gain an extra Ability Point.
Skill Mastery – When you begin character creation, select any skill. That skill costs one less Ability Point to increase.
Unfaltering Courage – When forced to make a morale check, roll an additional die to resist the fear effect.
Elf
Description
Elves live in isolated communities on the outskirts of human society, generally sticking to themselves in their sylvan homes.
Base Attributes
Strength - 2
Dexterity - 4
Agility - 3
Toughness - 1
Intellect - 2
Personality - 2
Perception - 3
Spirit - 2
Attributes:
You may spend 13 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.
Traits:
Adaptation Points - Elves have 10 adaptation points to spend on skills and talents.
Size - 6
Speed - Swift (Size + Agility +2 as a 2 tick movement)
Elven Skill Mastery – You gain a +1 bonus to Stealth and Alertness after calculating skill points upon character creation.
Elven Bow Mastery – When you perform a ranged attack with a bow, roll an additional die.
Knowledgeable – You gain a skill point in any Knowledge upon character creation.
Dwarf
Description
They're motherfucking dwarves.
Base Attributes
Strength - 3
Dexterity - 2
Agility - 1
Toughness - 4
Intellect - 2
Personality - 1
Perception - 2
Spirit - 3
Attributes:
You may spend 14 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.
Traits:
Adaptation Points - Dwarves have 10 adaptation points to spend on skills and talents.
Size - 5
Speed - Normal (Size + Agility as a 2 tick movement) (Note that decreased agility and size make dwarves naturally slower)
Tough – Despite your small size, you have base hit points as if your size was 7.
Melee Training – You can use any bludgeoning weapon or axe as if you've taken melee training with it.
Unfaltering Courage – When forced to make a morale check, roll an additional die to resist the fear effect.
Hold the Line – You may roll an additional die to resist knock back effects and knock down effects.
Half-orc
Description
They're motherfucking half orcs.
Base Attributes
Strength - 4
Dexterity - 2
Agility - 2
Toughness - 3
Intellect - 1
Personality - 1
Perception - 2
Spirit - 2
Attributes:
You may spend 15 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.
Traits:
Adaptation Points - Half-orcs have 10 adaptation points to spend on skills and talents.
Size - 7
Speed - Normal (Size + Agility as a 2 tick movement)
Die Hard – If you would fall below 0 hit points, you may spend 1 energy to stand for 20 more ticks without suffering the effects of dying.
Half-orc Skill Mastery – You gain a +1 bonus to Reaction and Survival after calculating skill points upon character creation.
Enrage – Whenever an enemy hits you, if on your next action you perform a melee attack against them and hit, roll an additional die to wound.
Halfling
Description
It's a motherfucking halfling.
Base Attributes
Strength - 1
Dexterity - 3
Agility - 4
Toughness - 2
Intellect - 3
Personality - 3
Perception - 2
Spirit - 1
Attributes:
You may spend 13 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.
Traits:
Adaptation Points - Halflings have 12 adaptation points to spend on skills and talents.
Size - 4
Speed - Slow (Size + Agility -1 as a 2 tick movement)
Halfling Skill Mastery – You gain a +1 bonus to Persuasion and Thievery after calculating skill points upon character creation.
Evasion – When you attempt to dodge an attack, roll an additional die.
Subterfuge – When you attempt to perform a ranged attack against an enemy that cannot see you, roll an additional die to hit.
Feign Death – When using persuasion to feign death, you roll an additional two dice.