Weavercove Rules

Rules (Subject to Change)

Players start at level 1 with 10 health, 10 points in each of the core attributes and 2 extra points to spend as they please, 20 points to spend as desired on skills, 5 move, 3 starting feats, and 100 points of sanity. Note that health and move may be affected by how they spend their extra attribute points.

Attributes

The core attributes are as follows Strength, Agility, Mental Fortitude and Constitution. Attribute checks are made with a twenty sided dice. Players may add 1 point to their dice for each point that they are over ten. Attribute scores max at twenty when leveling but may go up to 25 with the use of feats.

Strength

Affects all rolls relating to strength. Will also affect how individuals perform in a fist fight and with certain melee weapons.

Agility

How agile a character is. Every two points of agility increase a characters move by one point. A characters initiative roll is give one extra point for each point they have in agility over ten.

Mental Fortitude

How resistant your character is to psychic attacks and certain types of poisons. This can impact a characters sanity score.

Constitution

How resistant your character is over all. For every point in constitution your character gains one extra point of health.

Skills

The skills are in the game are Appraise, Balance, Boating, Bluff, Computer Use, Dagos Sight, Demolitions, Driving, Engineering, Forgery, Magic, Medical, Melee, Pick Lock, Pilot, Sneak, Shooting, Sleight of Hand and Swim. Sills max at twenty by leveling but players may get up to rank thirty by using feats. When starting out a character may pick any skill to put their points into except Dagos sight and magic. Skill checks are made with a hundred sided dice. Each rank that a player has in a skill adds two to their roll. Skill checks work through a system called checked unchecked. Players that have a skill are able to perform this skill perfectly when not under any duress. When a player is under a state of duress they must roll to perform that skill. Players that do not have any points in a skill have a difficult time performing this skill even when not under duress. An example of this would be driving. A character with one point in driving is able to drive well unless they are threatened. If a character does not have any points in driving they would have a difficult time driving in an empty parking lot. All skill checks are based slightly on what a character says in a given situation. The better a players answer the easier the check.

Appraise

How well a character is able to size up a situation and research it. Examples include spot checks, finding information online or at the library and telling how much an item is worth.

Acrobatics

Boating

How well a character can operate a boat.

Bluff

How well a character can lie, talk or manipulate.

Computer Use

How good a character is at using a computer.

Second Sight

How well an character is able to detect objects affected by magic.

Demolitions

How well a player can destroy a structure.

Driving

How well a character can drive.

Engineering

How well a character is able to work in engineering.

Forgery

How well a character can create fakes or spot fakes.

Magic

How skilled a character is a magic.

Medical

How skilled a character is a practicing medicine.

Melee

How skilled a character is at hitting people with things.

Pick Lock

How skilled a character is a picking locks.

Pilot

How well a character can pilot a plane.

Sneak

How sneaky a character is.

Shooting

How accurate of a shot a character is.

Sleight of Hand

How good a character is at manipulating things in their hands.

Swim

How well a character can swim.

Combat

Frequently characters will encounter situations that they are not able to talk themselves out of. In this case characters will be forced into combat scenarios. When characters get into fights both their move score and initiative play important roles. As do cover and the weapon types a character uses.

Initiative

initiative determines who goes first in a combat situation. Initiative is determined by rolling a d20 and adding 1 point for every 2 points in agility a player has over 10. Players take turns in combat based on their initiative scores.

Move

For combat characters will be required to move about on a board. A characters move scores is set to a default value of 5. For every 2 points a character has over ten in agility they get one extra point in move. Characters my also gain additional move with the use of feats and some magic effects. A move score for a character tops out at 10.

Leveling

Characters will regularly level up. When characters level is decided by the game master. Usually it’s best to have characters level at the end of a particular scenario. Usually after a boss fight or when they figure out a particular mystery.