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MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
The old OOC thread got eaten by the great, grey beast of the Archives, and now it is time for a new one.

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Shardix
Sep 14, 2011

The end! No moral.
pre:
Character Creation


Part 1: Waking Self

You have the following Attributes and Qualities:

Physical
Strength	Dexterity	Fortitude

Mental
Intellect	Wits	Conviction

Social
Charisma	Manipulation	Dignity

Each Attribute (Physical, Mental, Social) begins at a rating of 2d6. You have two additional Pips to add however you wish.

Attributes operate on the following scale:

1d6 = Minimum value
1d6+1
1d6+2
2d6 = Starting value
2d6+1
2d6+2
3d6
3d6+1
etc.

Each die is made of three Pips. When you would increase an Attribute to +3, it instead gains an additional d6.

You have six Pips to spend among the Qualities. The Qualities for each Attribute are divided between force, control, and resistance.
No Quality may begin with more than two Pips allocated to it.

You have 20 points to spend among the following Skills:

Academics
Animal Handling
Athletics
Computers
Conversation
Crafts
Defense
Dodge
*Dream Navigation
*Dream Shaping
Drive
Firearms
Hunting
Languages
Law
*Magic
Medicine
Melee
Occult
Science
Stealth
Streetwise
Survival
Tracking
Unarmed
Writing

Starting Skills can be rated no higher than 3, and you may not begin play with more than one point in any skill marked with an asterisk.
Those skills only function in the world of dreams.

Part Two: The Dream Self

In the world of dreams you will find that you have a persistent alter ego. This can be anything, from an idealized self image of your waking self,
to a strange creature made of shadows and flame, but it will remain the same each time you enter the Dream World.
(There’s a difference between the Dream World and normal dreams, where this isn’t the case.)

Your Dream Self has the same basic Attributes and Qualities as your waking self, but you may rearrange your Attributes.
You can drop one of your Attributes below 2d6 here if you like, reassigning those Pips to others, with the restrictions
that you may not dip below 1d6 or increase above 3d6. You may also, if you wish, reassign your Qualities freely during this stage.

Your Skills persist between your Waking Self and your Dream Self.

You may gain special abilities or learn magic in the world of dreams—these abilities are gained during play, not at character creation.
Please note, regardless of the form your dream self takes, you will still be limited initially to the general abilities and limitations of a human.

Part 3: Advantages

You have two Backgrounds. These are similar to Aspects from FATE, in that they are not selected from a list, but rather created to
suit your character and help define him or her in ways not covered elsewhere. Be creative and evocative!
(These may be subject to veto, please be prepared to rewrite if necessary.)

Part 4: Derived Values

Each character has three tracks for handling “damage”, one for each Attribute.
The value of each is equivalent to the number of Pips in that Attribute plus the number of Pips in the relevant resistance Quality:

Health: Physical + Fortitude
Sanity: Mental + Conviction
Grace: Social + Dignity

If any of these pools is exhausted, the character suffers a Setback and operates at a penalty until they have had time to recover.
If they continue to act without recovery, they risk permanent consequences, as appropriate to the situation.

Each character also has a pool of Dreamstuff. This begins with zero points, and has no upper limit.
Dreamstuff can be spent while in the dream world for a variety of effects, including fueling special abilities,
boosting a single roll by 2 per point of Dreamstuff spent, and potentially other uses as well.

How It Works:

When you want to try something with a chance of failure, you will be given a target number to roll above, and told what to roll.
You will calculate the number of dice rolled by totaling the Pips in your Attribute and the relevant Quality, and add any points
in the relevant Skill to the total of the roll.

Example: Steph is trying to sneak into the office of Doctor Abernathy after hours to rifle through his files in search of some information.
She needs to roll Agility + Stealth. Her Physical is 2d6+1, and she has placed two pips into Agility, bringing the total number of Pips up
high enough to grant her a total of 3d6. Her Stealth skill is rated at 3, so Steph will roll 3d6 and then add 3 to the result shown on the dice.

Opposed rolls (such as combat) are simple—whoever rolls higher wins, and if any damage is inflicted,
it is equivalent to half of the difference between the two rolls, rounding up (minimum 1.) Weapons may modify the damage dealt.

Example: Phil the security guard has caught Steph in the act, but Steph is not going to go quietly.
She aims a kick at him, rolling a 15 total. His dodge roll is a mere 11, for a difference of four—Steph’s kick will deal two points of damage.

MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
Sorry I've been so slow again. Updates soon.

Shardix
Sep 14, 2011

The end! No moral.
Woke up abruptly and frustratingly from, appropriately enough, some weird loving dreams. Anyway, realized Tycho was repeating herself so I edited my post. Off to attempt sleep again.

MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
Better keep this out the archives. Zachol, you still with us? Is lack of post simply because Lara has nothing to say just now? Hikaizer I know what's going on with, but I don't got you in IRC to question, see...

MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
My computer's back in action, hooray!

MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
sorry for slowposting lately

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MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
Sorry I've been so slow between updates. Game not dead, just busy with stuff.

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