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my head it burns....er help me build this

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38 posts • Page 3 of 4 • 1, 2, 3, 4
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Postby Rob Lang » Wed Mar 25, 2009 12:16 pm

Welcome back!

I think a rules post is in order. Then we can move to get some sort of PDF together.
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Postby kumakami » Wed Mar 25, 2009 10:57 pm

ok give me a few days..... while we have solid ideas here to flesh them out into full rules is a bigger job....no a bad one...just big
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Postby Rob Lang » Thu Mar 26, 2009 3:10 am

Nice one, kuma. When you have something - anything - then let us all have a look. Little updates and often is best in this project, I think.
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Postby kumakami » Sun Mar 29, 2009 7:16 pm

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Postby Rob Lang » Mon Mar 30, 2009 8:24 am

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Postby kumakami » Mon Mar 30, 2009 12:10 pm

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Postby Rob Lang » Tue Mar 31, 2009 3:55 am

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OK here we go....

Postby kumakami » Wed Apr 01, 2009 11:46 am

Basics.....

* there is a large "pot" is the center of the table in which chits with either nouns, verbs, or descriptors (aka. adjective and adverbs) inscribed upon them.
* The characters have "free" words as their attributes. These attributes are sectioned into 4 categories; physical, mental, social, and spiritual. The words can only be used in tests that fit in their attributes category.

* when players need to do an action with a chance of failure, they pull a number of chits = difficulty + skill. The lower the number the harder the action is. After pulling the player then makes a sentence with their pulled words + attribute words. any unused words go back into the pot with the exception of attribute words.
* if the action is person vs person then both characters get a pull and they're compared for result
* conjunction are free, meaning no players or gms needs to pull for/or to use them
* plurals, and temporals (past, and future tense) of words are free as well
* multi use words (words that can be use as combo's of nouns, verbs, and descriptors) will have multiple chits for each type (there will be a symbol to tell which they are)
* The GM (better title to be made latter) then decides if the sentence works and if so what its results are. While this make the game wildly subjective, a good gm will know how to fairly interpret. (note will need sizable GM section to help show hoe best to judge in game)
* used chits will be returned at the beginning of each players turn, but only the ones THAT player used. in this the failure rate goes up the more that has being done.
* experience in the game is use for character growth, spent to pull extra chits, and to interrupt other characters turns to act before them or redirect the action



Combat and damage

* attacking is a Vs. pull
* each weapon has a number of chits (plus physical free words) pulled to describe damage, any bonuses to attack or defence pulls, and any bonuses to other activities the weapon my provide
* Armor has yet to be defined for this system
* Damage is split into to types, minor and sever.
* the only words the matter in damage is verbs, descriptors, and body part nouns. a failure to pull one results in surface abrasion's and light bruises but no real change
* Minor damage is in the form of pulled descriptions that are then used to describe the limit of what a character can try and do. for action that involve the wound the chits pull are lowered (sorry but Jimmy's "red weeping" wound is making climbing difficult with him slipping and all)
* Sever wounds are caused with then attacks description is perfectly worded. it acts like a minor wound with addition that you reduce the number of chit you can pull for ALL actions not just one that involve the wound (to a minimum of 1 chit pulled per action + free words). Multiple sever wounds result in cumulative penalties.


Advanced ideas

* Classes (if used) would give bonuses to pull types (aka wizards get to pull 2 extra for Knowledge related actions) and access to special abilities (once again wizards getting magic)
* races would provide word during creation that can be placed in any or limited categories (a dwarf would get stone *placed anywhere* and Stoic *to be placed in social or mental only*) as well as special abilities (dark vision for a dwarf)
* magic and other Special power need fleshing out
* would like and merit and flaw set up.

so that what we got people. Time to do more thinking!!!
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Postby Rob Lang » Fri Apr 03, 2009 2:43 am

That's a great start. How about a an example of play? Just a short thing. Demonstrating something typical (lock picking a door), then some combat.
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Postby kumakami » Fri Apr 03, 2009 12:19 pm

ok here we go...please not more till we have mashed out more details....

Examples of play.....

1. basic pull. Elmer is backed in a corner, out side the alley enemy troupes are marching in regiment. While not the most physical of characters he decides to climb the fire escape to get to higher ground. With no free words from his physical Attribute he must Reilly on his climb of 3 only,The Gm give him only 2 more chits as the fire escape has seen better days. He pulls; run, red, moist, Ubiquitous, and Car. a total failure...
2. Vs. pull. Our friend Elmer is in trouble and needs to sneak into a tool shack, the only problem is a soldier is nearby and is actively looking around. Elmer gets 5 chits + his mental free words, he makes the sentence "swift as the night". the soldier gets 7 + mental,getting "as I look so shall it fall before me" The GM decides that while shorter his NPC's sentence does him little good....Elmer is in!
3. Combat. As Vs.
4. Damage. Elmer is back in action and he has not only shot some one, but with a pull of "for you a quiet death", he has maneged a sever wound. The pistol he is using has a damage of 4, he pulls and get "fear the running red arm". His opponent get a -1 to all pulls and a higher difficulty to using that are as well.......
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