B-Grade Stats & Skills: Difference between revisions

From RPGnet
Jump to navigation Jump to search
No edit summary
Dday (talk | contribs)
No edit summary
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
''Founding principles''
==='''STATS and SKILLS'''===
==='''STATS and SKILLS'''===
*Characters in B-Grade have six Stats: Body, Dexterity (same as Coordination in Reign), Sense, Knowledge, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and "govern" certain skills. There are 2 derived stats (threat and resist). Skills are under each stat. (''and the skill set has been limited to about 4 per stat. I don't like massive skill sets in games'')
*Characters in B-Grade have six Stats: Body, Coordination, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and "govern" certain skills. Skills are under each stat.  
*
*Notes:
**Stats can go up to 5+special die for starting characters. Humans can not have more than 5 in a stat. Monsters can advance beyond 5+special die in a stat.
**Only monsters can have a special die in a stat. Humans can only have special die in a skill.
*'''BODY'''  
*'''BODY'''  
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat
**This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat
**Skills are  
**Skills are  
***Athletics (includes swimming/running/endurance/lifting/gymnastics)  
***Athletics (includes short distance activities such as swimming/gymnastics/climbing)
***Vigor (determines how severe a wound really is after combat has ended, resistance to poisons)
***Endurance (includes anything long distance/ marathon/lifting)
***Vigor (determines how quickly you recover from injury, resistance to poisons)
***Brawling (unarmed fighting)
***Brawling (unarmed fighting)
***Martial arts
***Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)
***Fight (using simple weapons taht you whack people wiht. eg. axes, clubs, hammers)
*'''COORDINATION'''
*'''DEXTERITY'''
**Encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat
**This Stat encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities.  Also Threat is derived from this stat
**Skills are  
**Skills are  
***Dodge/Escape
***Dodge/Escape
***Ride/Drive________ (eg horseriding, land vehicles)
***Ride/Drive________ (eg horseriding, land vehicles)
***Stealth/Thievery
***Stealth/Thievery
***Weaponskill ________ (eg blades, guns, thrown weapons)
***Weaponskill ________ (eg blades, guns, thrown weapons, Martial Arts (only if you have bought a martial path))
*'''CHARM'''
*'''CHARM'''
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.
**This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.
**Skills are
**Skills are
***Disguise (Very important for pretending to be a human)
***Performance _________ (eg dance, song)
***Performance _________ (eg dance, song)
***Command
***Command
Line 27: Line 28:
***Persuade (includes lie/plead/haggle/streetwise)
***Persuade (includes lie/plead/haggle/streetwise)
*'''SENSE'''
*'''SENSE'''
**This Stat indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose.  
**Indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose.  
**Skills are
**Skills are
***Survival (includes tracking/orienteering/direction)
***Survival (includes tracking/orienteering/direction)
***Intuition (includes sensing spells/supernatural)
***Intuition (includes sensing spells/supernatural)
***Scrutinize/Find
***Spot (spotting things quickly. Mechanic: Time taken to notice something = 5 - width of set ('''in rounds'''). No successes = surprised if being ambushed.)
***Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set ('''in minutes'''). No successes = can't find anything.)
***Ride/Drive (only flying mounts, air and water vehicles)
***Ride/Drive (only flying mounts, air and water vehicles)
*'''KNOWLEDGE'''
*'''BRAINS'''
**This is pure intellectual capacity. Intelligence helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge.  
**This is pure intellectual capacity. Helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge.  
**Skills are
**Skills are
***Strategy/Tactics
***Strategy/Tactics
***Lore ________ (eg occult, science)/Languages
***Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)
***Languages ________ (Note that starting characters start with a HtD in their native language)
***Spellcasting
***Spellcasting
***Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science.
*'''SPIRIT'''
*'''SPIRIT'''
**This is a measure of the character's ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis.  
**This is a measure of the character's ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis.  
**Tag skills are
**Tag skills are
***Intimidate
***Intimidate
***Faith
***Faith (To perform miracles.)
***Reality
***Cool (Keeping cool under pressure. Sometimes used to control monster flaws)
***Cool
***Willpower (To resist spells. Sometimes used to activate certain powers/advantages)
==='''DERIVED STATS'''===
*Note that you always round down in B-Grade when calculating averages
*'''THREAT'''
**For Melee Combat: threat = Average of body + Weapon skill (if in armour)  '''OR'''  (player's choice) Average of Dex + Weapon skill (if in non-bulky/no armour)
**For Projectile combat: threat = Average of Dex + Dodge 
**For Firearms: threat = Body (you can't dodge bullets. Best to be far away from the firer (distance modifier) or in cover (cover modifier)
*'''RESIST'''
**resist = Average of Spirit + Spellcasting

Latest revision as of 05:12, 4 February 2008

STATS and SKILLS[edit]

  • Characters in B-Grade have six Stats: Body, Coordination, Sense, Brains, Charm, and Spirit. These are the innate physical and mental characteristics of the character, and "govern" certain skills. Skills are under each stat.
  • Notes:
    • Stats can go up to 5+special die for starting characters. Humans can not have more than 5 in a stat. Monsters can advance beyond 5+special die in a stat.
    • Only monsters can have a special die in a stat. Humans can only have special die in a skill.
  • BODY
    • This is a general indication of physical strength and toughness. It helps with feats of strength, and resisting/surviving injury. Also Threat is derived from this stat
    • Skills are
      • Athletics (includes short distance activities such as swimming/gymnastics/climbing)
      • Endurance (includes anything long distance/ marathon/lifting)
      • Vigor (determines how quickly you recover from injury, resistance to poisons)
      • Brawling (unarmed fighting)
      • Fight (using simple weapons that you whack people with. eg. axes, clubs, hammers)
  • COORDINATION
    • Encompasses motor coordination, agility, reflexes, speed, and general dexterity. It is used in fighting, shooting, and dexterous physical activities. Also Threat is derived from this stat
    • Skills are
      • Dodge/Escape
      • Ride/Drive________ (eg horseriding, land vehicles)
      • Stealth/Thievery
      • Weaponskill ________ (eg blades, guns, thrown weapons, Martial Arts (only if you have bought a martial path))
  • CHARM
    • This is charisma, presence, confidence, and force of personality. This is used in tests of leadership, argument, and other social situations.
    • Skills are
      • Disguise (Very important for pretending to be a human)
      • Performance _________ (eg dance, song)
      • Command
      • Taunt/Jest
      • Persuade (includes lie/plead/haggle/streetwise)
  • SENSE
    • Indicates how well your five senses deliver information to you - high Perception indicates you have clear vision, good hearing, a keen nose.
    • Skills are
      • Survival (includes tracking/orienteering/direction)
      • Intuition (includes sensing spells/supernatural)
      • Spot (spotting things quickly. Mechanic: Time taken to notice something = 5 - width of set (in rounds). No successes = surprised if being ambushed.)
      • Search (used when searching, scrutinising and investigating. Mechanic: Time taken to find something hidden = 5 - width of set (in minutes). No successes = can't find anything.)
      • Ride/Drive (only flying mounts, air and water vehicles)
  • BRAINS
    • This is pure intellectual capacity. Helps you analyze problems, understand information, make logical inferences, and generally perform any task requiring the application of thought and knowledge.
    • Skills are
      • Strategy/Tactics
      • Lore ________ (eg Occult, Physics, Astronomy, Gadgets, Religion). Specialised knowledge (learnt at a university, from advanced books, from a tutor, etc)
      • Languages ________ (Note that starting characters start with a HtD in their native language)
      • Spellcasting
      • Schooling - Things that you learn at school, such as maths, general knowledge, geography, history, basic science.
  • SPIRIT
    • This is a measure of the character's ability to remain calm under pressure (or under fire), keep your wits about you, and not freeze in a crisis.
    • Tag skills are
      • Intimidate
      • Faith (To perform miracles.)
      • Cool (Keeping cool under pressure. Sometimes used to control monster flaws)
      • Willpower (To resist spells. Sometimes used to activate certain powers/advantages)