Monday, 27 March 2017

Six backgrounds, Six talents, and a note on HP armor

Something I'm working at the moment. I think I have to boost the Doctor and the Rogue talents to make them more activelly useful. I asked my mother (she's a doctor) if her career helps her in her common life somehow, and she said that the doctors are good in reading through people's masks. I think she's got a point. 

What were you before you turned into a bountyhunter?

1-Noble (or a Noble's hand)
2-Officer (lawkeeper or any kind of public servant)
4-Guildsman (you choose what your guild was about)
6-Forestman (you can choose to be an animal if you wish)

Which talent has helped you survive until now?

1.fighter: You can attempt extraordinary feats with your favored weapon (pick from the weapon list, you start with it), like cutting down a wall, striking many enemies or shooting at great distance. When you miss an attack, you can still deal or prevent d6 damage.

2.acrobat: You can perform all kinds of acrobacies and to be stealthy with the smallest distraction. You start with a grappling hook (d6 damage), some smoke bombs or a log decoy (activate at anytime)

3.healer: You can diagnose and treat illnesses (enabling a full rest) or perform first aid (instant small rest). You get a doctor bag: you can search it for useful potions, herbs or chemicals.

4.tinker: You can fix, build and rig things. You get a bag of tools and a mysterious device you've been working on. Reveal it's purpose at anytime: on a success, it is perfectly suited for the task and has no major drawbacks for now.

5.mage: Spend time on a proper ritual (or a lighter one and 1d6 hp) to call for a small favor, an answer or to put an enchantment on a target (an aid to a task, +1d6 armor*, enhanced damage. Enchantments on groups tend to dispel faster). You get a book on your spells theme (Angels-Chtulhu-Seasons-Old Ways-Hades-Atlantis), it influences their ways and possible side-effects.

6.rogue: Once per day, you can state retroactivelly how you prepared for this very situation (you have set a trap, bought an object, asked for help). Roll now to see how well you did it.

*Bonus track: A note on armor to be developed later.

Armor adds extra Armor points to your HP. Combat damage takes your HP first, then starts taking your armor. Armor points do not refresh on a rest: you must get your armor repaired or find a new one. If a strike does damage that could take all your AP at once, they don't decrease, but you're hit and must pass a Save to keep on the fight. Non-Physical sources of armor, like spells, can create a communal Armor over a group of people; which will protect whoever needs it at a given time.

Tuesday, 7 March 2017

Some Abstract Wealth system (for a Cowboy Bebop style game)

There are four money ranks:

Characters start at: 
Poor (you depend on other people's favors)

Once you steal a purse or perform a small job, you become:
Good (you can afford inns, beers, tools, ammo, common equipment)

When you do a good heist or hunt a prized bandit, you become:
Wealthy (you can afford a good weapon, armor, an inn for a good while, repairing a ship)

When you get hands on a great treasure, inherit a patrimony or you do a service for a king, you become:
Fucking Rich (You can afford a house, a three mast ship, a masterwork katana)

You cannot afford anything that is over your rank unless you trick somebody or do something in-game that makes sense for it.
You can automatically buy something from a lower rank; just ask for it.

When you buy something from your rank, or a whole lot of things from a rank below you, roll +Wisdom.  
On a 10, You get it
On a 7-9, You get it but your rank will go down if you buy something expensive before you get a new income
On a 6, you can get it, but your rank will go down.