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This is the system for use with [[The Castle]].
 
 
This document is very much a work in progress.
 
 
==Bead Bags==
 
==Bead Bags==
The Castle system uses Bead Bags for task resolution to add a level of randomness, unpredictability and potential doom to the proceedings.
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The Keep on the Borderlands system uses Bead Bags for task resolution to add a level of randomness, unpredictability and potential doom to the proceedings.
  
 
You will need two bead bags – one for task resolution and another for wounds.  These can be physical bags, bowls or whatever takes your fancy.  The “bags” should be filled with an appropriate number of chits – beads, coins, tokens, small sweetmeats imported from a Prague confectioner, whatever comes to hand or feels the most atmospheric.  The only important thing is that you will need quantities of three different colour of your chosen product.
 
You will need two bead bags – one for task resolution and another for wounds.  These can be physical bags, bowls or whatever takes your fancy.  The “bags” should be filled with an appropriate number of chits – beads, coins, tokens, small sweetmeats imported from a Prague confectioner, whatever comes to hand or feels the most atmospheric.  The only important thing is that you will need quantities of three different colour of your chosen product.
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The skill level you have at a particular task dictates how many beads you draw (or which bag you draw from)…
 
The skill level you have at a particular task dictates how many beads you draw (or which bag you draw from)…
 
====Disadvantaged====
 
====Disadvantaged====
Draw two beads from the resolution bag and take the worst.
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Draw two beads from the resolution bag and take the worst. Draw Two Keep Worst (D2KW)
 
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====Average====
====Normal====
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Draw 1 bead from the resolution bag. Draw One (D1)
Draw 1 bead from the resolution bag.
 
 
 
 
====Advantaged====
 
====Advantaged====
Draw 2 beads from the resolution bag and take the best.
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Draw 2 beads from the resolution bag and take the best. Draw Two Keep Best (D2KB)
  
 
==Combat==
 
==Combat==
 
Can run from very narrative to very detailed, though essentially comes down to how much description is put into each draw of the beads.
 
Can run from very narrative to very detailed, though essentially comes down to how much description is put into each draw of the beads.
  
===Rounds===
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There is no such thing as initiative, though if there is a need to resolve who goes first, the person with the higher skill goes first.  In the event of a draw, characters of the Path of War or those with “Quick” advantage go first.
There is no such thing as initiative, though if there is a need to resolve who goes first, the person with the higher skill goes first.  In the event of a draw, characters with “Quick” advantage go first.
 
  
 
Each “round” (combat isn’t really split into rounds) describes a single action by the character (which may take more than one “round” – such as loading a pistol), or an exchange of blows between combatants.  This may be a single swing of a sword or a series of lightening fast parries and ripostes.  This all depends on the descriptive style of the GM.  Both combatants describe their actions draw beads according to the skill which they are using in the combat.  The one with the better result scores a hit and determines damage accordingly.  A draw indicates a stand off (locking of blades, series of parries, etc).
 
Each “round” (combat isn’t really split into rounds) describes a single action by the character (which may take more than one “round” – such as loading a pistol), or an exchange of blows between combatants.  This may be a single swing of a sword or a series of lightening fast parries and ripostes.  This all depends on the descriptive style of the GM.  Both combatants describe their actions draw beads according to the skill which they are using in the combat.  The one with the better result scores a hit and determines damage accordingly.  A draw indicates a stand off (locking of blades, series of parries, etc).
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A number of Advantages have bearing on combat.
 
A number of Advantages have bearing on combat.
  
Generally, all characters are Average at fighting.
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Generally, all characters are Average at fighting (draws one bead), with the following exceptions…
Mighty weapons are the exception to the “Everyone’s Average” rule.
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Unless you are specifically skilled, you are disadvantaged.  
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Guns and Mighty weapons are the exception to the “Everyone’s Average” rule. Unless you are specifically skilled in them, you are disadvantaged.  
  
 
====Non Combatant====
 
====Non Combatant====
Non combatants are Disadvantaged at combat with most weapons and don’t really understand how to even begin to lift a Mighty weapon.
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Non combatants are Disadvantaged at combat with most weapons and don’t really understand how to even begin to use a firearm and could not even lift a Mighty weapon.
 
 
 
====NPCs====
 
====NPCs====
Only combat trained NPCs are Average at fighting.
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Only combat trained NPCs are Average at fighting. It might be Keep on the Borderlands, but it’s assumed that Characters are a cut above the average ! In general, Named NPCs are Average at fighting, unnamed ones are Disadvantaged unless they have a specific reason not to be.
It might be Keep on the Borderlands, but it’s assumed that Characters are a cut above the average!
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====Mighty Weapon skill====
In general, Named NPCs are Average at fighting, unnamed ones are Disadvantaged unless they have a specific reason not to be.
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Allows a character to use a mighty weapon at Average level
====Mighty Weapon====
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====Firearms skill====
Allows a character to use a mighty weapon at Average level.
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Allows a character to use a gun at Average Level
====Specialist====
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====Pistoleer====
Allows the character to draw as Advantaged when fighting with a single weapon type.
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Allows a character to use a pistol at Advantaged level
This includes, but is not necessarily limited to, Swordsman, Spearman, Knife-fighter, Pugilist, Wrestler, Archer and Crossbowman.
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====Marksman====
Skills for Mighty Weapon use require having the Mighty Weapon skill first, these include, Pole-axeman, Zweihandler.
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Allows a character to use a Musket at Advantaged level
<strike>
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====Crack Shot====
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Does something else – not sure what yet.
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====Blunderbuss====
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Allows a character to fire it at one level higher.  So, an unskilled shooter fires as if he is Average and a person with Firearms fires as if he is Advantaged. A blunderbuss delivers Mighty wounds, yet is tempered with the likelihood of a devastating backfire.  There is no specific Blunderbuss skill.
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====Swordsman====
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Allows the character to draw as Advantaged when fighting with a sword
 
====Fencing====
 
====Fencing====
 
Fencing skill represents the defensive training that a student of the martial arts receives.  This grants 1 to 3 gives points of virtual armour – so, it’s possible to have fencing 2, but not Swordsman skill, thus be a very good defensive fighter, but still draw from the Average bag to attack.  It’s also possible to be a Swordsman, yet have no ranks in Fencing, so be an offensive fighter, or a slasher who uses a broadsword and wears armour.
 
Fencing skill represents the defensive training that a student of the martial arts receives.  This grants 1 to 3 gives points of virtual armour – so, it’s possible to have fencing 2, but not Swordsman skill, thus be a very good defensive fighter, but still draw from the Average bag to attack.  It’s also possible to be a Swordsman, yet have no ranks in Fencing, so be an offensive fighter, or a slasher who uses a broadsword and wears armour.
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However, it is impossible to get Fencing 3 without first having Swordsman skill.
 
However, it is impossible to get Fencing 3 without first having Swordsman skill.
  
Fencing can ONLY be used with fencing weapons.  You can’t fence with an Axe!
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Fencing can ONLY be used with fencing weapons.  You can’t fence with an Axe !
</strike>
 
  
<strike>
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====Spear-man====
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Advantaged at combat with pikes / spears etc
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====Knife Fighter====
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Advantaged at combat with knives
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====Lanschnekt====
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Advantaged at mighty weapons
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====Pugilist====
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Advantaged at brawling
 
====Dodge====
 
====Dodge====
 
Advantaged at a voiding being hit – draw 2 take the best when you are just trying to avoid being hurt and not do any damage back.  Dodge can’t be used offensively.
 
Advantaged at a voiding being hit – draw 2 take the best when you are just trying to avoid being hurt and not do any damage back.  Dodge can’t be used offensively.
</strike>
 
 
 
====Shorter weapons====
 
====Shorter weapons====
 
''Size Does Matter''
 
''Size Does Matter''
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This means that if you try to take on a halberd wielding guard with your rapier while trying to ransack a Lady’s bed chamber, or engage a sword wielding Cossack while escaping unarmed from a foetid, dingy jail, then you are in big trouble !
 
This means that if you try to take on a halberd wielding guard with your rapier while trying to ransack a Lady’s bed chamber, or engage a sword wielding Cossack while escaping unarmed from a foetid, dingy jail, then you are in big trouble !
 
<strike>
 
 
===Fencing Moves===
 
===Fencing Moves===
 
Since it’s all about fencing, here’s a series of special Fencing skills to learn to delight and surprise your opponents…
 
Since it’s all about fencing, here’s a series of special Fencing skills to learn to delight and surprise your opponents…
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====Botte di Serge====
 
====Botte di Serge====
 
The ultimate secret of any Fencing style, the Botte di Serge allows you to deliver a Mighty Blow (draw 2 take the highest damage) once per combat.  See the film Le Bosseau for details on how to deliver such a strike with appropriate finesse.
 
The ultimate secret of any Fencing style, the Botte di Serge allows you to deliver a Mighty Blow (draw 2 take the highest damage) once per combat.  See the film Le Bosseau for details on how to deliver such a strike with appropriate finesse.
</strike>
 
 
 
===Ranged Combat===
 
===Ranged Combat===
Crossbows and Bows have close range and maximum range.  These ranges are not expressed in feet or yards, but are more conceptual in nature and vary according to the weapon you wield.
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Guns and Bows have close range and maximum range.  These ranges are not expressed in feet or yards, but are more conceptual in nature and vary according to the weapon you wield.
  
 
At Short Range an average result hits.  At Long range a good result is needed.
 
At Short Range an average result hits.  At Long range a good result is needed.
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====Pistol====
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*Short range is across a room
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*Maximum range is around 50 yards
  
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A marksman can fire two pistols at the same time at a single target if he wishes, but only at close range.  A Good result is required to hit, but if a hit is scored it delivers Mighty damage.
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====Musket====
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*Short Range is 50 yards
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*Maximum range is a couple of hundred yards
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====Blunderbuss====
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A blunderbuss is only effective at pistol Short range, needing an average success to hit target.  However, the blunderbuss can be fired at multiple adjacent targets, so if three guards stand in a tight group or two brigands are charging through a doorway, the blunderbuss wielder can attempt to hit each of them with one shot.  The blunderbuss always delivers mighty damage.
 
===Shields and Bucklers===
 
===Shields and Bucklers===
 
A shield required the “Shield” skill to use properly, otherwise it’s just a heavy lump of wood that you keep tripping over.  A shield provides one point of armour.
 
A shield required the “Shield” skill to use properly, otherwise it’s just a heavy lump of wood that you keep tripping over.  A shield provides one point of armour.
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<table>
 
<table>
 
<tr><th>Weapon</th><th>Draw</th></tr>
 
<tr><th>Weapon</th><th>Draw</th></tr>
<tr><td>Knife, Fist</td><td>Disadvantaged</td></tr>
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<tr><td>Knife, Fist, Derringer</td><td>D2KW</td></tr>
<tr><td>Sword, Axe, Bow</td><td>Normal</td></tr>
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<tr><td>Sword, Pistol, Musket, Axe</td><td>D1</td></tr>
<tr><td>Zweihander, Crossbow</td><td>Advantaged</td></tr>
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<tr><td>Sveihander, Blunderbuss</td><td>D2KB</td></tr>
 
</table>
 
</table>
  
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Each character has a doom ?  Not sure what to do with this one.  Tie in to disadvantage ?  It would be nice to make all advantages double edged, but I don’t think this will work.  Could work in the way that Hubris works in Seventh Sea – where the player picks it and the GM gets to activate it at times – things like Loyalty work – these should all be double edged swords, bringing both fame/Rewards and Danger.  Have to think carefully about this area.  Possibly the character can opt to have a Doom – this could be Grimm’s Gift – you choose it, then choose a sub-set, like Loyalty, Honour, Love, etc, all of which are core to your Tale and drive stories ???  e.g. if you are in Love, you will be driven to great feats in your Love’s name, but will also be capable of greatness because of that love – yet will also get into trouble because of it.
 
Each character has a doom ?  Not sure what to do with this one.  Tie in to disadvantage ?  It would be nice to make all advantages double edged, but I don’t think this will work.  Could work in the way that Hubris works in Seventh Sea – where the player picks it and the GM gets to activate it at times – things like Loyalty work – these should all be double edged swords, bringing both fame/Rewards and Danger.  Have to think carefully about this area.  Possibly the character can opt to have a Doom – this could be Grimm’s Gift – you choose it, then choose a sub-set, like Loyalty, Honour, Love, etc, all of which are core to your Tale and drive stories ???  e.g. if you are in Love, you will be driven to great feats in your Love’s name, but will also be capable of greatness because of that love – yet will also get into trouble because of it.
 
===Characters===
 
===Characters===
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All the current Paths still work out OK. 
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*Path of War
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*Path of Guile
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*Path of Wisdom
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====Skills====
 
====Skills====
 
Need to review the Ads/Disads list to tidy them up for tabletop.
 
Need to review the Ads/Disads list to tidy them up for tabletop.
 
[[Category:The Castle]]
 

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