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Spirit War - Rules

Page history last edited by Kirk 12 years, 4 months ago

Spirit War: SPECIAL

 

The campaign uses a variant of the SPECIAL rule set found in Fallout RPG games. The specifics of how the rules work will be a collaborative effort aimed at a light-weight set that is fair and simple (compared to Hero or GURPs) yet still allows punches and missiles to co-exist in the same battle.

 

Primary Statistics

 

The seven SPECIAL statistics are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. The normal range for these stats is 1 to 10.  Stats can be damaged or penalized as low as -5 before becoming utterly debilitating. The effective max of a stat has not been decided yet.  A value of five is considered average.

 

Character Creation

Each character has a pool of 40 points to assign. Stats can be lowered down to 1 or raised up to 10. Any points not spent on your character Here will be available to spend on your character's avatar There.

 

Derived Statistics

The derived statistics for Spirit War are Action Points, Carry Weight, Critical Chance, Damage Bonus, Health, and Sequence.

 

Skills

These are the learned abilities of your character. The Spirit War skill list includes Athletics, Big Guns, Explosives, Medicine, Melee Combat (includes unarmed combat), Repair, Science, Small Guns, Sneak, Speech, and ... probably some catch-all for professional skills and vehicles.

 

Perks

Perks are beneficial bonuses that can be chosen at character creation and acquired through game play. Ideally, they customize your character and provide a focus that distinguishes you from the rest of the cast.  I am considering making some Perks unique; your feedback is welcome.

 

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