The SAME Game!

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the_taken
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The SAME Game!

Post by the_taken »

I'm bored. So I'll start a random game using an 8-stat variant of Frank's four stats that I thought up (and then butchered) for PkMn.

Plus a bunch of skills. View the attached file for the Stats->Skills chart.

Now I'll just yoink and old story of mine, Mirafar, and make racial adjustments to the available races:

Immortals:

High Elves - Eternal spirits of the Forest given a humanoid form of flesh and blood. Lithe and agile, these creatures value magic, nature and art in all their forms.
Stats: 3 bonus points to place in Acc, Eva, Wis or Tui. -3 to Tgh.

Dark Elves - The cursed children of dark elves born on moonless nights. Lithe and agile, they are the dark reflections of High Elves valuing magic, battle and subterfuge in all their forms.
Stats: +3 Str, 3 bonus points to place in Acc, Eva, Int and Wil. -3 to Tgh, -3 Wis.

Half-fiends - Dark creaures often born of tainted mortals. Potent sorcerers and vicious warriors, but often runty and frail.
Stats: +3 Acc and +3 Int, -3 Tgh and -3 Wis.

Steeling - A new soul infused into a collection of metal objects. Often a suit of armor, but sometimes a pile of junk is accidently animated.
Stats: +2 Tgh, and +2 Wil. - 2 Eva and -2 Wis
Junk Stats: -1 to all physical stats, +1 to all mental stats.
Armor Stats: No additional modifiers.
Clockwork Automaton Stats: +1 to all physical stats, -1 to all mental stats.

Mortals:

Humans - What you are in the real world. You can be a cooler one in the game.

Goblins - Small feral humanoid. As a player, you are hardier and more intelligent than others of your kin.
Stas: -3 Str, -3 Tgh, -3 Wil. +3 Acc, +3 Eva, +3 Tui.

Hobgoblins - A large tan skinned humanoid. Slightly smaller than a human, but more agile and nimble.
Stats: -1 Str and -2 Tgh. 3 bonus points to place in Acc, Eva and Wis.

Necropolitan - A necromantic creation with the purpose of feeding vampires more blood than a human is capable of. Pale and ugly, and weak willed.
Stats: +3 Tgh, -3 Wil
RP rule: Necropolitans can never say the word "no" or any of its homonyms. "Dead people can't say no!"
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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the_taken
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Re: The SAME Game!

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A run down of the skills:

Stealth: Your ability to sneak, hide, and steal. Also useful for juggling.
It's a static number equal to 8 + Acc + Eva

Athletics: How much you work out. This skill is used for swimming, climbing and determining how long you can physically exert yourself. Sometimes you roll a d20 and add your Str and Tgh, and sometimes you just need a high number to be able to do something at all.

Acrobatics: Your ability to jump, skip, dance and balance on surfaces. Often a d20 + Str + Eva against static numbers.

Fortitude: Your ability to resist the affects of liquor, and poison-like effects. Tgh + Wil < 8 you have no resistance, while Tgh + Wil > 23 you're immune to poison-like effects.

Tinker: Your ability to mess with mechanical devices. 1d20 + Acc + Tui to disable locks and shit.

Forgery: Your ability to copy what you see. The quality of your forgeries is 8 + Acc + Int.

Mathematics: Your ability to process complex equations. With enough math, you can calculate and predict the real world, and learn to do just enough to meddle in Fate.

Detection: Your ability to find stuff that most people miss. 1d20 + Tui + Wis vs either Stealth, Forgery or Mimicry, or a set number for hidden objects.

Mimicry: Your ability to act like someone else. Your acting ability is 8 + Tui + Eva. Also enables you to mime the actions, or even outright do what someone just did via FF's Mime move with enough points. Heck, with enough points you'll even be able to do it better.

Feng Shui: Your ability to move and arrange furniture. :tongue:
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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the_taken
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Re: The SAME Game!

Post by the_taken »

A more in depth look a skills.

A skill has two stats that powers it.
Each stat powers 3 skills, with the exception of Toughness and Willpower, which only affect 2.

The highest stat can be no more than 8 higher than the lowest, and any other may not be more than 6 higher than the lowest.
With a base 6 added to all stats, and 42 points to go anywhere, each stats will have a value anywhere from 0 to 18, with proper allocation. An 18 means you have 10s everywhere else with 2 extra points.

18,12,10,10 10,10,10,10

The highest you can get a pair of stats is 17, with the lowest stat at 9, but not enough points to make 10 the lowest and get a higher pair. Four stats will be at 9.

17,17,11, 9 _9, 9, 9, 9

If you allocate your points evenly you get 11 everywhere with 2 extra points. Meaning you'll get 22s in most of your skills.

12,12,11,11 11,11,11,11

If you leave one stat bear minimum (6), the highest stat you can get is 14.

14,12,12,12 12,12,10, 6

Therefore, the highest you can get a skill is 34, from a 2-stat specialist. The others will be 27, 26, 20 and 19.
The one stat specialist will have one skill at 30, then 28s, and the rest most likely 20, but a top of 22.
The evenist will have 22s all over, with a few either 23 or 24.
The short end specialist will have a maximum skill level of 28, and a minimum of 16.

So, at which point does a stat become superhuman? At which level does a skill become useful? Incredible? Godly? Ridiculous, if ever?
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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