Character Creation
Assign eight points among your attributes: Brains (intelligence, memory, cleverness), Brawn (strength, sturdiness, physical control), and Moxie (alertness, charisma, dexterity, luck). Attributes may not be lower than one or higher than five.
Initiative is the average of Brains and Moxie, rounded up. It is related to Moxie for purposes of skill checks.
Health is equal to 3 x [Brawn + Moxie].
Choose two skills your character has a natural aptitude for. Both those skills start at 2.
You get [10 + Brains] skill points to distribute among skills. All skills start at zero except for the two chosen above. Five is the max value for a skill.
Skill Checks
Roll a number of d6 equal to the value of the skill that you are using. If you have no ranks in the necessary skill, you get to roll one d6 versus [the appropriate attribute - 2].
All the dice that come up less than or equal to the skill’s related attribute are successes. One success is usually all that is needed to succeed in the skill check. Further successes can be necessary to succeed if the GM has determined the task to be more difficult than usual or can just indicate higher degrees of awesomeness.
Combat
Everyone performs an Initiative skill check. If people tie, the person with a die showing the lowest number goes first. If that ties, then have a roll-off Initiative skill check.
Turns proceed from the highest number of Initiative successes to the lowest. A full round (everyone having a turn) represents about six seconds.
You can do whatever you like on your turn, within the bounds of reason. Generally this will consist of one action.
Attacks are resolved by rolling an Attack skill check. The defender rolls a Defense skill check. The defender subtracts from their health an amount equal to [attack successes – defense successes]. If this amount is zero or negative, they take no damage.
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