Edged Coins, Part II, Characters
Lets continue our journey making Edged Coins... it's time to talk about characters
Characters
Player Characters (or PC) are formed by the following data:
Abilities
These are two pools gauging different strengths, like two sides of the same coin.
Health Coins (HC)
These represent damage tolerance and carrying capacity.
Normally, a character that reaches 0HC is rendered unconscious, in combat, unless someone can act as a protector they will be at their enemies' mercy.
There can be situations where unconsciousness isn't the logical outcome, these cases may end with the character's death.
Recovering health is a full-time, slow-paced activity.
Energy Coins (EC)
These represent the character's inner strength and are spent improving the chances of success, activating edges, or performing exceptional deeds.
Running out of EC doesn't generate any penalties except impeding the character from using EC.
Regaining spent EC requires resting or leisure time.
Skills
They are the character's training and knowledge, divided into the 4 Game Blocks: Interaction, Exploration, Combat, and Downtime, each block has 8 exclusive skills.
Interaction Skills
Communication: Clear delivery of ones intentions, needs, and desires.
Deceit: Using lies and half-truths to get the desired outcome.
Insight: Understanding the other, their intentions, lies...
Intimidation: Using threats to force someone to comply.
Leadership: Commanding a group under clear instructions.
Manipulation: Leading the other person to do something they normally be against.
Negotiation: Make agreements where all parties are satisfied with what is asked of them and what they get in return.
Performance: Entertaining an audience and keeping their attention with an artistic display.
Exploration Skills
Acrobatics: Precise, synchronized movements.
Animals: Dealing with animals, riding them, giving them simple orders.
Athletics: Physical activities like climbing, swimming, running, and lifting weights.
Drive: Piloting or operating vehicles, from horse-powered chariots and carriages, to boats and ships.
Perception: The character's senses, their alertness, sense of direction, spotting details, etc...
Survival: Finding food and shelter on the wild, weather prediction.
Thievery: Stealing, opening locks, detecting and disarming traps and alarms.Combat Skills
Aim: Used for ranged attacks, from throwing stones to firing longbows.
Brawl: Unarmed combat, includes wrestling.
Dodge: Getting out of the way of an incoming attack or similar situation.
Maneuver: Inflicting disadvantages on an opponent instead of doing damage.
Melee: Armed close combat fighting, from daggers to two-handed swords.
Shield: Blocking an object to impede contact with its intended target.
Siege: Warfare weapons and how to use them.
Tactics: Giving orders before a combat to get the upper hand with terrain advantage, coordinated attacks, etc.
Downtime Skills
Contacts: Keeping a red of people that can help with specific tasks.
Craft: Designing, creating, and repairing objects, includes blacksmithing, leather-working, woodworking.
Healing: Tending one's or other's wounds. Helping in the recovery on HC,
Instruct: Training and bonding with subordinates, pets, retainers, etc.
Investigate: Finding data from gossip, hitting the books, analyzing a scene...
Management: Exchanging goods, taking care of inventories, and business.
Medicine: Creating healing balms, antidotes, and remedies.
Recreation: Relaxing via hobbies and leisure activities.
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