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Zone Chart
Zone1 (East end, hallway outside the chamber): Double doors leading in to the hallway can be shut and bolted from the inside of the chamber.:
OCCUPY: Midnorton

Zone2 (Eastern half of the audience chamber): This is the main floor of the chamber, where all of the cultists have convened. It is literally a throng of men, and so moving into Zone3 would require an AGI check of 25 or more to avoid being pulled down and trampled by the crowd:
OCCUPY: Valaren, Skyler

Zone3 (Western half of the audience chamber): Here there is a raised platform, where there is an altar beneath a giant golden statue that is suspended in mid-air.:
OCCUPY: Masked CULT LEADER, Pregnant woman, Artimus, Garvan

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 The Rules Of The Realm (Character Creation)

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PostSubject: The Rules Of The Realm (Character Creation)   28.06.12 22:45

pdate 1.0 - Knives are now an AGILITY score

=====================

Empire In Blood is a narrative-heavy game that relies on quick resolutions, short and dramatic combats, and an infinitely expandable set of skills.

In order to play Empire In Blood, it will be necessary for you to read the rules for the Mini Six Roleplaying System, referenced here:

http://antipaladingames.com/minisix.html (Download the FREE Pdf)

Please be aware that it is a multi-genre rules system, so obviously we will be playing with fantasy themes only. Below, the game will be broken down into its component parts to get you started. If you have any further questions, reference the free pdf.

*Note: For character creation I am allowing 10 dice to be distributed amongst your statistics...not 12.


========================
Part One: Dice Basics
========================

This game uses 6-sided dice (D6's) only.

Each 6-sided die can be broken up into 3 "pips" . Each "pip" provides a +1 modifier to overall dice rolls.

Example:

Sukar the Orc is trying to decide his starting attribute scores. There are four attributes: Might, Agility, Wit and Charm. He has 10 dice to distribute among them, with a maximum of four dice per attribute and a minimum of one.

He decides to put 4 in Might (He's a tough guy), 3 in Agility (He's pretty fast), 2 in Wit, and 1 in charm.

However, he could also split up any of those dice into 3 "pips". For example, he could take that 2 in Wit and reduce it to 1, and take the 3 "pips" and add them to the other statistics. Let's say he takes 2 of those "pips" and adds them to Agility, and 1 of those "Pips" and adds it to Might.

This gives him an overall score of:

4D6+1 Might
3D6+2 Agility
1D6 Wit
1D6 Charm

Note, in the future if he gains a new "pip" through leveling up and assigns it to Agility, his Agility score becomes 4D6, not 3D6+3, because 2 pips is the maximum before advancing another die category.



========================
Part Two: Assign Attributes
========================

There are four attributes:

Might
Agility
Wit
Charm

You have 10 Dice to assign amongst those 4 categories, with each category having no less than 1 die and no more than 4.


========================
Part Three: Assign Skills
========================

There are many skills. You have 7 dice to distribute amongst them, as you choose. If you wish to take specialized skills, consult the rulebook.

YOU MAY ALLOCATE A MAXIMUM OF 2 DICE PER SKILL AT CHARACTER CREATION

Might Skills:
Brawling
Lift
Mace
Stamina
Axe
Hammer
Pole Arm
Smithing
Sword

Agility Skills:
Athletics
Dodge
Gunpowder Weapon
Knife
Pickpocket
Shortsword
Stealth
Throwing
Bow
Crossbow


Wit Skills:

Alchemy
Cartography
History
Language
Medicine
Navigation
Pick Locks
Search
Tracking
Knowledge
Magic


Charm Skills:
Command
Courage
Charisma
Diplomacy
Persuasion
Ride
Seduce



NOTE: We are not playing with Perks or Complications. Should you desire any of those attributes, please let me know and we can work it into the narrative.




========================
Part Four: Determine Defenses and Health
========================

Health = (# of dice in Might x 3) + 10) + PIPS

i.e - If Broxxigar had a score of 3D in Might, his health would be 19 [(3x3)+10]

Block = (MIGHT + Brawling skill dice x 3) + pips.
Dodge = (AGI + Dodge skill dice x 3) + pips.
Parry = (MIGHT or AGI *depends on weapon* + Current Weapon skill dice x 3) + pips.
Soak/DAMAGE RESIST = (Might attribute dice x 3) + pips plus armor value +
any magical, super-tech, or other AV bonus.




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