Editing Uz
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=Characters= | =Characters= | ||
*[[Chargen & Template]] - go here to see how to make a character | *[[Chargen & Template]] - go here to see how to make a character | ||
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*[[Uz NPCs]] | *[[Uz NPCs]] | ||
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=Rules= | =Rules= | ||
− | '''1. Chargen''' is explained on the template character sheet. | + | '''1. Chargen''' is explained on the template character sheet. |
'''2. Abilities''' can be pretty much anything, including contacts, personality traits and so on. However, some abilities are tricky and need discussion (e.g. 'Lucky'). We'll sort this out via discussion. Above 20, an ability is called a ''Mastery'', so we go 19, 20, 1M, 2M and so on. You might see me write 1W, but I mean 1M when I do that. | '''2. Abilities''' can be pretty much anything, including contacts, personality traits and so on. However, some abilities are tricky and need discussion (e.g. 'Lucky'). We'll sort this out via discussion. Above 20, an ability is called a ''Mastery'', so we go 19, 20, 1M, 2M and so on. You might see me write 1W, but I mean 1M when I do that. | ||
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'''4. Contest Resolution.''' | '''4. Contest Resolution.''' | ||
− | *''Rolling for Outcomes.'' Two opponents have 2 opposing TN's. If each has a mastery, these cancel (i.e. 2M vs. 13M equates with 2 vs. 13). Each tries to roll under the TN on a d20, so we have a pair of outcomes to match up with | + | *''Rolling for Outcomes.'' Two opponents have 2 opposing TN's. If each has a mastery, these cancel (i.e. 2M vs. 13M equates with 2 vs. 13). Each tries to roll under the TN on a d20, so we have a pair of outcomes to match up with eachother: |
** 1 = critical | ** 1 = critical | ||
** equal or less = success | ** equal or less = success | ||
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** Seems to make sense to me :) Let's see if it works. | ** Seems to make sense to me :) Let's see if it works. | ||
− | '''7. Hero Points.''' Start with | + | '''7. Hero Points & Character Advancement.''' Start with 5 Hero Points. (Note that one aim of the limited pool of abilities is to make character advancement more meaningful.) HP can be spent thus: |
+ | *1HP to bump a result post hoc (e.g. you got a success but want to change it to a critical, or fail to success, or fumble to fail) | ||
+ | *2HP to raise an ability by 1 (this indirectly makes bumping more expensive) | ||
+ | *1HP to raise an ability by 1 with a concurrent increase of a weakness by 1 | ||
+ | *2HP for a new ability at 14 | ||
− | '''8 | + | '''8. Magic.''' You may have magic abilities or items. Each time you use an ability (or item? thoughts?), take -1 Vitality. Prior to a contest, you may also increase your magical ability rating by 3 at the cost of an extra Vitality point. Thus: +0 costs -1V; +3 costs -2V; +6 costs -3V; +9 costs -4V and so on [we may adjust this scale later]. Magicians have ways to defer this cost, via sacrifices, captives and so on. ''This whole magic thing may need revising.'' |
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'''Other Options''' | '''Other Options''' |