File:Brio Logo.JPG The General Mechanics are the very basic rules, how they relate and the logic behind them.
Under Construction --Yaro 18:48, 29 May 2005 (PDT)
- --Yaro 08:37, 30 May 2005 (PDT)Added a little, reformated a little
- 1 The Rolls
- 2 Attribute Checks
- 3 Skill Usage
- 4 Basic Combat
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.
There are, however, a number of different ways in which the results of these numbers are used to produce results with different ranges.
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:
This is the most common roll just for the reason of this weighting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.
Range 1-10, the easist and most basic roll of a single d10 obviously produces a value from 1 to 10 with a straight weighting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.
Range 2-10, Using the divide by 2 mechanism a weighted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a weighting is quicker then a % roll, it is often also used in damage or chart rolls. The weighting is as follows.
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are, however, times when other ranges with other weightings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.
For example, if we wished to create a weighted chart that created a bottom heavy 1-8 it might look something like this:
Although this system can't produce "any range" with "any weighting" exactly, it is the most accurate system we use and has the most range, and even it is used rarely.
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.
Specific Applications of Attributes
When applying strength checks make sure to note that unless the character possesses the ability to apply an unnatural level of leverage (one not proportional to his weight and position) then even the strongest individuals can accomplish little.
Consider the physics of a 200lbs man trying to lift a two ton boulder, it is entirely within the realm of posibility for the a 200lbs construct approximating a man to have the physical power to create enough force to lift a boulder, but unless that individual is capable of getting under the boulder in some way they certienly wouldn't be able to simply bend over and pick it up.
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number or overage (i.e. fixed or relative to the opponent).
Immediate Use, Immediate Effect
|Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.|
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre-determined target(based on the quality of the lock) and immediately you know whether you have had an effect. This type of skill and skill roll is the easiest and most straight forward.
Although there are modifiers which may be applied, depending on circumstances this is the basic form for any Immediate Use, Immediate Effect skills.
Multiple Use, Delayed Effect
|Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then succeeded, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truly magnificent blade which provides a number of bonuses to its wielder.|
There are also a number of different skills for which a character may have to make a few or even several rolls over an extended period of time to determine their effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands and all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.
Most extended rolls involve a definitive time span, a number of checks and an aggregate overage. The same check is rolled a number of times and the total by which the character succeeds (while noting any failures for side-effects) is used to determine the extent to which a character succeeds.
Most MU/DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.
Contested Use, Immediate Effect
|Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian's great intellegence and Kierak's superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls. So if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.|
The most common type of combat roll, this is usually used when two individuals are competing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there are also other types of contested rolls. Contested rolls are actually one of the easiest to use. Although circumstances can (not surprisingly) give one side or the other a handicap, it is usually as easy as each contesting character rolling and then comparing everyone's result.
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very definitive.
Combat is done a little differently than in most games. This system relies on a principle of combat flow rather then the simple trading of blows.
|Example: 2 characters are fighting, char one has an intitive value of 2d +3, and character 2 has an initiative value of 1d + 8. In order to determine initiative, each character rolls their score and subtracts that amount from 30. So if charcter 1 rolled a 7 and a 4, their total would be 14 (7 + 4 + 3) resulting in an initial initiative of 16 (30-14). If the second character rolled a 5 their total would become 13 (5 + 8), the finial intiative would then be 17 (30-13) for the second character. The first character having the lower initial score would then become the first character to act.|
- Initiative is rolled by each party then subtracted from 30
- The character with the lowest Initiative score chooses there actions
- A posture is chosen
- A maneuver is chosen
- The maneuver is resolved
- The character then adds the Action Cost (AC) of the maneuver to his initiative
- Go back to 2 and continue until there is a successful disengagment or combat ends.
Each character has an initiative score and methodology. This score determines how quickly they can act from a disengaged posture, since this is the starting point.
Postures are representative of the characters current approach to the encounter.
There are several basic postures which are known by every character; Balanced, Aggressive, and Defensive. There are also many advanced postures used by those with advanced combat training.
This is the basic posture and provides no bonuses but also has no disadvantages.
Modifiers: This character is unable to apply defensive maneuvers, the AC of the character's offensive maneuvers are 1/2 (rounded up) normal
The character takes a relentless approach, attacking without thought to defense.
Modifiers: -4 to all offensive maneuvers, +4 to all defensive maneuvers
The character takes a cautious and methodical approach concerning themselves with not allowing any offensive measures on the part of their opponent at the potential success of their own attack.
Prepared Modifiers: +5 to the character's first offensive maneuver, -4 to
Maneuvers are specific often used and specifically useful actions. They can be a punch, a kick, a thrust of a sword or the firing of a bow. Each Maneuver is different and the maneuvers of different individuals is unique to that individual. There are however some basic maneuvers that are common to most members of a species. For example, most humans know how to throw a punch (yes there are substantial differences in ability but most understand the basic mechanics), while pretty much every bear you meet will know how to bite.
Each Manuever has a number of statistics:
The skill that is used when determining a characters base proficency at performing a specific maneuver.
The initiative cost of the maneuver in question.
The modifier for any attack rolls made using the maneuver, it is directly added to the related skill value.
The modifier for the user's base defensive value.
The basic damage done with the maneuver so long as all basic conditions are met.
Any other effects that the maneuver causes. Sometimes it is special damage, other times it is simply a conditional modifier but whatever it is if it doesn't fall into one of the other categories then it belongs here.
Combat skills encompase both hand to hand skills and weapon skills. These are the basic levels of competence of performing