I really like the idea of playing on your lunch break with minimal equipment (and possibly a changing group!), but I think the content has to be more than generic adventure/fantasy to live up to such a genius idea of context.
Earth - ruled but the temperment of Melancholy and the humor of black bile. Earth covers the conceptes of the body in both it's strength and speed. Characters with a high earth number will be capable and coordinated but slower to passion.
Air - Ruled by the temperment of Sangininity and the humor of blood. Air covers a characters ability to discern differences in the environment. Characters with a high Air number will be normally high of spirit but quick to find fault
Fire - Ruled by the temperment of Choleric and the Humor of Yellow Bile. Fire represents a characters mastery over their physical selves. Characters with a high Fire number will be quick tempered and strong willed
Water - Ruled by the temperment of Phlegamatism and the Humor of Phlem. Water represents a characters ability to accept thigs as they are. Characters with a high Water number are loving and accepting
Characters will have a number of points to put to their elemental numbers.
This is a block of text that can be added to posts you make. There is a 255 character limit. naw that would be stoopid
Conflict points (or action points) will come from two places. First they will come from pairs of character elements.
The total of
Air and Water for talking
Water and Earth for Pushing
Earth and Fire for Fighting or wrestling
Fire and Air for Deadly force including Swords and Black Powder Weapons
The player can add points for Elemental Associations Including things like:
the relationship of an item to a particular element ( A ruby dagger would be + to fire actions)
Certain times of day (Just after sunset the air is full of choleric energy)
The sign of the person initiating the action or the recipient.
so on and so forth.
Not using multiple dice is going to change the pacing mechanisms for conflict resolution. I have been fond of a single die mechanism that goes
1= the worst possible outcome one negative experience point
6= the best possible outcome one positive experience point
The rest of the possible outcomes are determined by the difficulty of the task.
If the task is routine 2 is a basic failure and 3-5 is a success.
If the task is challenging 2-3 is a basic failure and 4-5 is a success.
If the task is Difficult 2-4 is a basic failure and 5 is a success.
In a conflict the player will state the outcome desired (The Stakes) and the player and the GM will discuss the appropriate factors to determine the difficulty. If the character and the person the conflict is with have less than one point difference either way in the number of factors they have the roll will be challenging. if the difference between the number of factors is more than one in the favor of the character the roll is routine. Lastly, if the difference is in favor of the challenger the roll is difficult.
The player wagers a number of action points on that turn of the conflict. If the roll is successful the player gets to keep the points if it fails they loose the points.
This is a block of text that can be added to posts you make. There is a 255 character limit. naw that would be stoopid
I want to print the rules on 3 X 5 cards so that they can be carried in a pocket along with the dice. that way the play materials could be with you durring the day inconspicuously(sp?). I have lugged rule books to work when I'm learning a new game and it's not something you want to have lying on your desk in most instances.
When a character is a mage they have a different element added to the standard four. The element is Havok and and is ruled by the Temperment of Chaos and the Humor of Aether. Characters with a high Havok are tempermental and prone to sudden outbursts. Mages have the same piars of elements for Talk, Push and Fight but the pair for Swords is Fire and Havok while the Pair for Magic is Air and Havok.
If a mage uses the sword (Warlock) option they become berserk on a roll of 1 and cannot stop fighting till all are dead or the player dies whichever comes first.
When the player has a failed outcome on a roll they can spend a positive experience point to make the roll go their way.
Still no name or ingredient list Leaning toward package 1 trying to convince myself that Humors are emotions. I want steele and emotion in the same package. En Guard contains a lot of stuff I didn't remember. less stuff to use than I thought. But there is a great table showing which parts of the army like and dislike each other.
I need to search the web for correspondences with the elements. I know there are tables listing things like the correspondence of everything from the time of day to the Beatles (Ringo was water)
Bankuei had an article about setting up conflict webs and flag framing. after I do my power 19 I will reread them and start on the scenario design section.
The elements are a complete rip off from Dogs. I don't know if that will change or not I kind of thought they would have by now. I like the mage change, the connections form a pentagram. I am just shooting stuff everywhere at this point, time for bed see you all tomorrow.
This is a block of text that can be added to posts you make. There is a 255 character limit. naw that would be stoopid