Editing Arabian Knights Rules

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To control the size of dice pools (and Tactics Points once that mechanic gets finalized), the maximum size for any dice pool is eight, with multiples of two beyond that granting one automatic success to the dice roll. Yes, two dice for an automatic success is better chances for successes than a normal roll, but no Tactics Points may be gained through these excess dice.
 
To control the size of dice pools (and Tactics Points once that mechanic gets finalized), the maximum size for any dice pool is eight, with multiples of two beyond that granting one automatic success to the dice roll. Yes, two dice for an automatic success is better chances for successes than a normal roll, but no Tactics Points may be gained through these excess dice.
 
==Conditions==
 
 
Instead of using hit points, sanity, stamina, or any other numerical representation to show damage, players have a list of conditions their character may pop in and out of as a result of what happens within the story. Each condition is a separate negative effect on basic Functioning of the character, and so you can consult below for which functions are affected by each condition. The penalties from Conditions stack and add to each other with the exception of the Bruised/Injured/Dying (BID) Conditions. For these last three, you take the most severe penalty from from those of the three marked off.
 
 
For each Condition, there is also a test which allows the player to lose the Condition. Players take a Major Action and make the Function test and may add the appropriate Specialization (adding any appropriate bonuses from gear) and get three successes to remove the condition. The BID conditions work a little differently. Players must remove the most severe condition first before moving the next condition. The Conditions as described below show the penalties for the first tier of play, and each of the following two tears increase the penalties by two. More information on the tiers can be found in the Advancements section.
 
 
 
Tired: -2 to Interpersonal and Academics
 
Test: Constitution (Stamina)
 
 
Angry: -2 to Interpersonal and Academics
 
Test: Constitution (Willpower)
 
 
Confused: -2 to Coordination and Awareness
 
Test: Awareness (Cognizance)
 
 
Paralyzed: -2 to Coordination and Fight
 
Test: Constitution (Strength)
 
 
Sick: -2 to Constitution and Awareness
 
Test: Constitution (Immune System)
 
 
Bruised: -2 to All Functions
 
Test: Constitution (Recover)
 
 
Injured: -4 to All Functions
 
Test: Constitution (Recover)
 
 
Dying: -5 to All Functions
 
Test: Constitution (Recover)
 
  
 
==Character Creation==
 
==Character Creation==
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In mechanical terms, a Vocation Specialization is much more powerful than a normal Specialization since it has the potential to be used across many different tasks. The maximum number of Vocation Specializations a character may have is 5. Each Vocation describes how many of these a character begins the game with. Additionally, the Vocation describes the number of Major and Minor Advantages a character begins with.
 
In mechanical terms, a Vocation Specialization is much more powerful than a normal Specialization since it has the potential to be used across many different tasks. The maximum number of Vocation Specializations a character may have is 5. Each Vocation describes how many of these a character begins the game with. Additionally, the Vocation describes the number of Major and Minor Advantages a character begins with.
  
===Step 4 - Advantages===
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==Step 4 - Advantages==
  
 
Your character has some defining features that put him apart from everyone else even in a city as large as Al-Haran. While any one Advantage your character might posses would make him better than the average street thug, the real magic comes from combining all of these features to create a unique soul. Some things come naturally to the character; these are his Passive Advantages. Others are a result of countless hours of training in the shadows or under the harsh desert sun and may only be accessed through the conscious exertion of cunning, tactical acumen, or sheer force of will; these are his Active Advantages. Additionally, each Advantage is rated in scale of either Major - those which may help the character in numerous situations or Minor - those which help a character in much more situational circumstances.
 
Your character has some defining features that put him apart from everyone else even in a city as large as Al-Haran. While any one Advantage your character might posses would make him better than the average street thug, the real magic comes from combining all of these features to create a unique soul. Some things come naturally to the character; these are his Passive Advantages. Others are a result of countless hours of training in the shadows or under the harsh desert sun and may only be accessed through the conscious exertion of cunning, tactical acumen, or sheer force of will; these are his Active Advantages. Additionally, each Advantage is rated in scale of either Major - those which may help the character in numerous situations or Minor - those which help a character in much more situational circumstances.
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Characters begin their careers with one Passive and one Active Advantage. From these two Advantages, the player chooses one to be a Major Advantage and one to be a Minor Advantage. For example, a player may choose to have their character begin his career with a Major Active Advantage and Minor Passive Advantage or alternatively begin with a Minor Active Advantage and Major Passive Advantage. A character may never possess more than three Advantages of one type and scale and no more than nine total Advantages. Instead of generating and drawing from a large list of feat-like powers, the mechanics for each type of Advantage will be clearly laid out and available, with examples, for the players to truly customize their character.
 
Characters begin their careers with one Passive and one Active Advantage. From these two Advantages, the player chooses one to be a Major Advantage and one to be a Minor Advantage. For example, a player may choose to have their character begin his career with a Major Active Advantage and Minor Passive Advantage or alternatively begin with a Minor Active Advantage and Major Passive Advantage. A character may never possess more than three Advantages of one type and scale and no more than nine total Advantages. Instead of generating and drawing from a large list of feat-like powers, the mechanics for each type of Advantage will be clearly laid out and available, with examples, for the players to truly customize their character.
  
===Step 5 - Equipment and Weapons===
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==Step 5 - Equipment and Weapons==
  
 
All heroes need tools to get the job done, and your character is no different! Gear works a little differently in the city of Al-Haran than in many other cities (games). Each piece of gear acts as a positive modifier to a dice pool just as Specializations do. Each piece of gear, whether it’s a weapon or a tool to help with first aid works in the same manner. Let’s look at an example starting weapon that an Assassin might use:
 
All heroes need tools to get the job done, and your character is no different! Gear works a little differently in the city of Al-Haran than in many other cities (games). Each piece of gear acts as a positive modifier to a dice pool just as Specializations do. Each piece of gear, whether it’s a weapon or a tool to help with first aid works in the same manner. Let’s look at an example starting weapon that an Assassin might use:

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