Introduction:
Quite a lot of time ago, I posted a homebrewed system on GiantITP. It got some responses, some of them useful, some of them less - the most useful and inspiring ones in March this year. Things have changed since then, some of them due to the disscusion on these boards. Also, at least some questions were causes, I believe, by my not being entirely clear on the subject of rules. Due to all this, I post the revised version of the system, one in which I'll take great care to point out what is finished and what isn't - and much more things belong to the latter category. Hence, a disclaimer: it is not a finished project, nor do I make any claim of it being as playable as a released tabletop game or even some of the ambitious project people here are working on. I do hope that what I put together in my spare time for fun has some merit.
Without futher ado, the basic properties of the as of yet unnamed system:
It is a low-fantasy, gritty and realistic game. It's meant to support the stories similar to the Witcher series, Chronicles of Black Company, Song of Ice and Fire or Discworld if it was less funny and more dark and bloody.
The Basic Mechanic is a roll of a d100. To succeed, the player's roll must be within the Succes Rate, which is, by default 50% - from 1 to 50. Modifiers can narrow or widen the Succes Rate.
Example: Bob's character, Stefan the adventuring warrior, is trying to push a log out of the way of his party. The log's weight narrows the Success Rate by 15%, but Stefan's physical strength widens it by 10%. Thus, the Success Rate is 45%.
Your character:
Generally speaking, PCs in this system are supposed to be competent, but not superhuman, heroic or in other way a cut above the rest by default. Naturally, over the course of a campaign, characters can gain skills and renown and even become major personalities - they have to fight their way to the top. Similiarily, it's possible to play ineffectual and incompetent characters trying to get by in a difficult situation if the Game Master and the players want it. On the whole, your characters will remain within the human limit.
A character, whether he or she is a PC or an NPC is mechanically defined by Attributes, Race, Profession, Skills and Talents.
Attributes determine your character's basic abilities and are described in detail below. Race is your character's species, chosen from among the several that inhabit the game's world. As a general rule, nonhuman races are meant to be played by somewhat more experienced players.
Profession determines the training your character posesses in general terms. A character will definetly change professions as s/he gains experience. Skills and Talents are exactly what is says on the tin. Skills come in levels, talents are bought once for a certain benefit.
Here's a detailed description of the Attributes:
A character's basic value of each attribute is 5. It can be modified by racial attribute modifiers and a new character gets 5 or 6 points to distribute among the attributes, depending on whether the GM wants slightly stronger or weaker characters. An attribute's Modifier is 5% for each point above or below 5. Generally speaking, an average value of an ability for a human is 5. 4 is still average but a bit weak and 6 is decent but still rather average. Below and beyond that, you start getting into more extreme examples. 1 is extremely low; the ability in question is in atrophy; someone is anemic or mentally challenged. 10 is as high as you can get without some supernatural aid; someone is a world-class strongman or an incredible genius.
- Strength measures the power of your muscles and your physical strength. It's used for lifting, carrying, pushing, pulling, damage and sometimes attack rolls in melee combat.
- Constitution measures your toughness, resilience and ability to survive damage and harsh conditions. It's used for when your character needs to shrug off pain or other negative effects as well as does something exhausting.
- Dexterity measures your sleight of hand, coordination and flexibility of your fingers. It's used for skills like sleight of hand or lockpicking(details later) as well as attack rolls in both melee and ranged combat
- Agility measures your reflexes, mobility and flexibility. It's used for counting your melee and ranged defense, and skills including escaping bonds, acrobatics, athletics and resisting immobilizing magical effects.
- Intelligence measures your capability of understanding, memory and quick thinking. It's used for things like knowledge, your character's attempts at remembering and learning stuff. It's important for casters, although differently for all three types of magic.
- Will measures your cold blood, focus and concentration. It's used for attempts to focus on specific task in difficult circumstances, skills like cold blood or concentration, attempts to resist mind-affecting magic and measuring the power of mage's spells.
- Charisma measures the strenght of your personality, personal charm and persuasiveness, but not necessarily physical attractiveness. It's used for skills including diplomacy and bluff, NPCs initial reaction to your character and for measuring the strenght of priest's prayers.
- Perception measures the sharpness of your senses, awareness, and quickness of reaction. It's used for initiative rolls, rolls for seeing, hearing and searching, ranged attacks amd the strength of druids' psalms.
The games run in this system take place on an as of yet unnamed world - or rather on a single continent of that world. The continent is a fairly unified landmass and I might be able to provide a map if I manage to draw one using a computer drawing program that I'm satisfied with. The general themes of the world are:
- Belief is important. Although the mortals don't realize it, their beliefs influence the supernatural realms outside the mortal plane.
- The supernatural is distant and largely not undestood by mortals - they use magic, but it's just the tip of the iceberg.
- Non-human races are fairly different from humans - while they're somewhat tolkienesque, I try to make it clear their mentality and behavior are alien.
- Racial tensions are abound - sentient species can coexist and cooperate but on the whole, they don't like each other very much.
- The world is war-torn. Bloody conflicts erupt fairly frequently through the history.
And that would be all for the introduction. Specific elements of the game will be discussed in detail in futher posts.