KaedeHGW Nina Edition info dump
#1
Not valid anymore.
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#2
What's (Install Only) supposed to mean?
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#3
Leftovers from an old sheet, gotta change that.
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#4
Would be posting the info in on the game that i have, but I recently broke a couple of fingers at work so it's abit hard to type up a long post with my index and middle finger taped up. on the bright side, I'll always be doing the live long and prosper hand sign for a few weeks.
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#5
Wow I'm lazy, finished the general outline of a story and have the basics of the world laid out so figured I'd move onto the system I'm using. I have a very basic system laid out, combat would be post by post like the other games have been but I have introduced a very basic skill system I have detailed below, not a very big fan of just winging things. would like some feedback to help make this.

Command Charisma A successful roll will give a bonus to your subordinates rolls for 24hours depending on the skill level, every three ranks in this skill gives predetermined bonuses to subordinates rolls 1-3 +1 4-6 +2 7-9 +3 10 +4. Only one Command skill check can be applied at a time.
Persuade Charisma How well you are able to convince an NPC to come around to your views.
Deception Charisma How well you can lie and cheat people.
Scrutiny Wisdom How well you can sense ulterior motives, determine if someone is lying, or appraise the worth of someone.
Disguise Charisma Masking ones true appearance through either magecraft or tools.
Interrogation Wisdom How well you can extract information from a target.
Security Dexterity How well you can unlock security systems.
Survival Intelligence encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places, and so on.
Stealth Dexterity How sneaky you can be, as well as how well hidden you are. Stealth success is determined by stealth roll vs perception.
Perception Wisdom measures your awareness of your surroundings and the keenness of your senses.
First-Aid Intelligence How well you can heal people, as well as diagnose injuries and illnesses
Combat Tactics Wisdom By giving up a turn in combat a player can give bonuses to an individual party members during that turn, or can be used to simulate large battles without having to go through combat, every three ranks in this skill gives +1 to any one action 1-3 +1 4-6 +2 7-9 +3 10 +4

Attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma players start with a 1 in all attributes and get 5 more points to distribute during character creation. Players get a single attribute point every 2500 XP gained

Skills: players start with 15 skill points to distribute as they see fit, at character creation they can't go above a 5, during gameplay players can spend experience to gain a level in a skill by spending the next skill level * 10 xp Nina has a 6 in stealth in order to go to 7 she must spend 70 SXP to go up a level. Skill checks are done by rolling a 1d10 and getting below the required skill level, ex Matt has a 4 in intimidate and needs to roll 4 or lower to pass, or a skill check can be done by using half of the governing attribute's skill minus one, ex Wayne has a 8 in wisdom and wants to roll perception so he must roll a 3 or lower to pass. Depending on how difficult a passed skill check is, as well as how many degrees of success there are on a successful check, players will earn skill experience to level up skills.
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#6
It looks like you're using 3.5e/Pathfinder skills system, you have to use either the raw skill level or modified attribute, not both?
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#7
Correct, for the skills I actually got the idea from Dark Heresy (I believe anyway I could be missing remembering) where if you don't have the skill you roll the base attribute divided by half.
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#8
That seems kind of weird to me because even if you have training in a skill I'd think the raw attribute would still contribute.
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#9
Normally would, and even did in a previous version of the rules when it was closer to being pathfinder, but when I switched to a simplified rule set I took it out.

But I'm open to having it back in, got any ideas to put them back?
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#10
Actually first off I noticed a couple of weird ones: Acrobatics Agility, Interrogation Willpower? I assume those are meant to be dexterity and wisdom.
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#11
Yeah, that's what I get for making this list with only a few hours of sleep. Also I am going to cull the list of skills some more, some are redundant like melee and range, something ive done already, and some are in a list for possibly getting rid of, like command, carouse, and possibly scrutiny.
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#12
Are there any actions which only rely on the raw attribute and not any skill? Also, what is 'Carouse'?
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#13
Actions that rely on just the skill are just melee str, ranged dex, magecraft int or wis haven't decided yet, poison check con, and general attribute checks. Carouse is a social skill where it determines how well you resist the effects of alcohol, command is ordering around subordinates where depending on how well you pass will determine how good they are at the job or how bad you fail they might misinterpret your orders or even do the opposite of what you wanted if you fail badly enough.

Anyway, updated the set above with descriptions of most of the skills as well as changing how many attribute points you start with to one instead of three.

Also not done putting descriptions of skills and how they will work, but I'm on a phone atm so it would be hard to continue until later
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#14
(I'm putting aside the attribute conundrum for now cuz I don't have any ideas)
1. Carouse just seems like a weird skill that I don't think will actually matter that often and it could be lumped in with whatever you do for con poison check. I don't feel that strongly about it so you can leave it be for now until you come up with the poison stuff.

2. There's some overlap/redundancy between Command and Persuade. If I was creating a character that used this type of skill I'd be asking questions like who is considered a subordinate? Can subordinates be gained, converted or lost, and under what conditions?

3. If Dodge is an opposed roll, what does putting points into the skill or Dexterity accomplish?
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#15
Something I may not have articulated very well, using the attribute way isn't meant to be a replacement for having the skillil, it's for emergencies like either someone with the skill can't be there to post or if the person who has the skill fails.

Anyway I'll post more later when I'm on a computer but a few things, difference between command and persuade is that persuasion is for a group not under your orders while command is getting people under your wing to carry out your orders, there would be no need to persuade them they work under you, persuasion would be needed only if the order you give them is suicidal or contradicts another order. As to followers, in the story you will have followers under your command and are paid to follow the groups orders.
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#16
Oh boy, I have internet again!

ON the question of subordinates, they are NPC's that you can use to carry out various tasks that the party doesn't want to do themselves or for use in a job. For example in the first mission the party will be doing security detail for a charity event you can have the guards watching cameras, patting down guests at the doors, in fancy clothes and spread throughout the party, doing doughnut runs, or a mix of all of the above. Collectively they will have basic stats but unlike the party members will level up at a much slower rate so they won't be able to do everything.

Skills: I have condensed the list to twelve items, added descriptions for Command and Tactics and what they will exactly do. Anything like using a vehicle will be handled by Dexterity, awareness is bundled with perception, and removed Demolitions because I figure it won't be needed, as well as a few other things. Will take more suggestions on how to further condense it.

Now on to battle, I think this is pretty easy. Turn order will be determined by a 1d20 lower the better. Hitting will be determined by a governing attribute STR for melee, DEX for ranged, INT for spells, dodging would be an opposed roll taken only if the attack hits and would be the same roll as if you were attacking, only so a character who is built as a mage or fighter won't be screwed if they have to dodge and it was only covered by DEX.
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