Who Dares Wins - House Rules

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Who Dares Wins - House Rules

Postby Pale Wolf » Tue Dec 18, 2007 12:04 am

Optional Rules

Dynamic Powers attribute is presently unavailable to PCs.

At present, Initiative will be rolled once per combat scene - in the d20 game, it used up a significant amount of time to sort out the order of a dozen different characters, time that could alternately be spent actually playing.

'Taking 6' option exists for all actions that can be performed at a slower, more relaxed pace.

Player characters cease to be combat-capable at 0 HP. At the negative value of their maximum HP, character death approaches. NPCs... it varies, but in general mooks die shortly after reaching 0 HP.

HP recovers at the rate of the character's Body stat for every day of rest. EP recovers at the rate of the character's Body stat every hour. Stats recover at the rate of one point per hour.

Dramatic Feats rules are in play - EP may be spent to adjust dice rolls, however, only when something utterly vital to the character is at stake. The 'Changing the Plot' option is available, however, all alterations are to be passed before the GM in private messages - final say on it is mine, but nothing that contradicts the events which have been seen to happen. This option will be used little if at all, ideally.

Variable Damage is not being used.

Expanded Injury rules are in play - if a character is injured worse than their shock value, they risk being stunned. Note that a character who is knocked out can be roused fairly easily, only requiring a general action from a still-active character. The Serious Injury section is presently not in use, however - a lot of pain gets thrown around in this game.

Executions are generally possible, following the long resolution method.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
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Elemental Attributes

Postby Pale Wolf » Tue Dec 18, 2007 12:43 am

Here are the elemental attributes - the various different categories that 'fuck, ow!' can be sorted into. Upon creation of a Weapon ability, an element will be assigned to it - each element performs differently against certain opponents, for instance divine and curse elemental attacks are massively destructive against demonic opponents, while trying to hurt an efreet with fire is simply cause to stare at a fool.


Impact - Likely the most common attribute in this game, due to the preponderance of guns. This is, as it sounds, the type of damage inflicted by a sudden impact. Being shot or punched or clubbed falls under this element.

Cutting - The kind of pain inflicted by swords and knives in their main use. Fairly self-explanatory.

Piercing - Spears and arrowheads, weapons with an especially-sharpened tip that are thrust into the target.

Crushing - A slower form of blunt damage - a Crushing attack is generally characterized as a slower 'squeeze', rather than a hit based on speed.

Twisting - Damage caused by an object being twisted out of shape and beyond its parameters.

Concussion - A less direct impact - generally this applies when you're not actually getting smacked by anything but a wave of air or a magical blast.

Corrosive - Chemical damage, such as that inflicted by acid or being digested.

Fire - Heat damage - if only actual fire, and not, for instance, scalding metal, will do, it will be denoted under the Substance element. (Most of the other staples of fantasy literature, ice and water and air and earth, not to mention 'light' and 'darkness', are also Substance-based, though said elements also inflict physical trauma, which will be covered by one of the main elements)

Cold - Damage caused by lack of heat. Dontcha just love us frail humans?

Lightning - Electricity. This likely doesn't require much explanation - it encompasses everything from tasers to sticking your hand in an electrical socket to getting smashed in the face by an attack from Fate T. Hallaoun.

Divine - This element is, more or less, raw willpower - the wish to win a fight, externalized (usually through magical means) into a force of destruction. We also call this element 'friendship', in honor of Captain Nanoha Takamachi, its most notable user.

Curse - Divine's twin brother - rather than being based on personal desires, the Curse element is very specifically the desire to kill and see harm come to your target.

Dimensional - Dimensional shear. This element denotes the damage type inflicted when your precious precious organs are teleported out of your body, and the like - rather than an actual trauma, important parts just go 'missing'.

Psychic - Damage that works by messing with a person's mind. Raw-pain attacks such as Andre Lopez's Sentir Estellar work on this element.

Substance - This is actually a broad variety of categories, dependent on the specific material the attacking object is made out of. Includes silver, wood, and the like - a number of supernatural beings are significantly more vulnerable to being attacked by a particular material.
Last edited by Pale Wolf on Wed Dec 19, 2007 11:58 am, edited 2 times in total.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
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Posts: 1315
 

House Rules and Specific Rulings

Postby Pale Wolf » Wed Dec 19, 2007 1:09 am

Obviously, the book doesn't contain it all. Certain points are always unclear, and even if they weren't, every play group has their own particular tastes.

Thus, the specialized house rules. This particular post will detail specific deviations from the book, and the interpretations that I am running with.



Natural 2/Natural 12

When the dice result, without modification, is a two, the action is a failure, even if the modifier is high enough to take it above the target number.

And, equally, when the unmodified dice roll is a twelve, the action succeeds, regardless of how far below the target number it may be.

Bear in mind that these are not 'critical' successes and failures, merely automatic. A 'critical' success or failure is determined by the margin by which the roll succeeded or failed - generally, a margin of 12 is required before even beginning to consider criticals.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
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Fukufics Staffer
Posts: 1315
 

Skill Valuation For Who Dares, Wins

Postby Pale Wolf » Wed Dec 19, 2007 1:24 am

In Tristat, the costs of skills vary for genre - 3 CP per rank for skills that are inextricably valuable in the game, 2 CP per rank for skills that have their regular uses but are not so vital, and 1 CP per rank for 'background skills' that may occassionally be of use. Here then are the skill costs for this particular game.



Acrobatics: 2 CP

Administration: 1 CP

Animal Training: 1 CP

Architecture: 1 CP

Area Knowledge: 1 CP

Artisan: 1 CP

Biological Sciences: 1 CP

Boating: 1 CP

Burglary: 2 CP

Climbing: 2 CP

Computers: 2 CP

Controlled Breathing: 1 CP

Cultural Arts: 1 CP

Demolitions: 2 CP

Disguise: 2 CP

Domestic Arts: 1 CP

Driving: 2 CP

Electronics: 2 CP

Etiquette: 1 CP

Foreign Culture: 1 CP

Forgery: 1 CP

Gaming: 1 CP

Interrogation: 2 CP

Intimidation: 2 CP

Languages: 1 CP

Law: 1 CP

Mechanics: 2 CP

Medical: 2 CP

Military Sciences: 2 CP

Navigation: 2 CP

Occult: 3 CP

Performing Arts: 1 CP

Physical Sciences: 1 CP

Piloting: 2 CP

Poisons: 2 CP

Police Sciences: 2 CP

Powerlifting: 2 CP

Riding: 1 CP

Seduction: 2 CP

Sleight of Hand: 2 CP

Social Sciences: 1 CP

Sports: 1 CP

Stealth: 3 CP

Street Sense: 2 CP

Swimming: 1 CP

Urban Tracking: 2 CP

Visual Arts: 1 CP

Wilderness Survival: 1 CP

Wilderness Tracking: 2 CP

Writing: 1 CP
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
User avatar
Fukufics Staffer
Posts: 1315
 

Custom Attributes

Postby Pale Wolf » Wed Dec 19, 2007 1:58 am

The attribute list existing is fairly comprehensive, but not perfectly so. On occasion, you really can't model what you need with the offered attributes - thus why you make new and altered ones when necessary.


Skill: Perception.
Cost: 3 CP per level
Relevant Stat: Mind
Specializations: Specific sense technique (vision, listening, etc)
This is a special forces-based game. Though the party doesn't always do it, 'tactical espionage action' is also a facet of the game, and one which can be fairly powerful. Considering how important knowing a target's or attacker's location is, a lack of a 'you see this' skill seemed... inappropriate. Most stealth attempts are a contested roll between Stealth and Perception.

Skill: Extradimensional Knowledge.
Cost: 3 CP per level
Relevant Stat: Mind
Specializations: Specific extradimensional culture (ie, Midchilda); Specific field of study (ie, Lost Logia)
As a Nanoha game, the state of affairs outside our own universe is highly likely to affect events, and a significant amount of information can be gleaned from knowing about the various factions and their interplay and history. This serves as a catchall skill for knowing things about other universes. Note that specific knowledge such as cultural/area/linguistic knowledge about, for instance, Midchilda, should be purchased as an Area Knowledge or a level of Foreign Culture or Languages. Extradimensional Knowledge is a catchall skill regarding all extradimensional goings-on.
Also note, Extradimensional Knowledge is presently unavailable to characters who do not have reason to have this skill. Aka, have had some chance to actually gain extradimensional knowledge.

Special Defence Type: Interdimensional Environment.
Cost: 4 CP for total immunity, 2 CP for a few hours.
The interdimensional 'sea' is, frankly, a disturbing, unnatural, and extraordinarily hostile environment to most forms of three-dimensional life. A 'universe' is essentially a small eddy where the interdimensional sea does not flow, and if you enter the sea, you'll have to prepare for an environment that you've not been evolved for. It is an environment type specific to this game, and surviving in it will require a special defence.
... Do note that this special defence won't provide you with air - you'll need to have oxygen masks or that one as well.

Special Movement Type: Eight-Dimensional Movement.
Cost: 4 CP (two movement abilities)
There are a total of eight spatial dimensions, plus time. Which is to say, 'up/down, left/right, forward/back, ana/kata, vinn/vout, upsilon/delta, and even more words that don't presently exist in English' are all directions that one can travel in - if they have this attribute, at least. Note that you will only be able to travel as you are normally capable - if you do not have Flight, you will need to find surfaces to kick off of if you want to get anywhere. Spaceflight is necessary for any significant amount of speed, though not in fact required for the attribute - just required so that you'll get there before civilizations rise and fall.
The Dimensional Portal attribute is what one uses when 'hopping' directly to one particular world. 8D Movement is used for travelling straight through the interdimensional sea.

Feature: Mindlink
Cost: 1 CP
This is the magical equivalent of a radio - 'Nanoha mage telepathy'. It's not actual mindreading, it simply delivers your message directly into the heads of whoever you want to send it to - a magical transmission, that's all.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
User avatar
Fukufics Staffer
Posts: 1315
 


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