Board Thread:General Discussion/@comment-5023546-20130910031001/@comment-19448006-20130919111419

You know what? I'm just going to do this. I've been writing up some basic info for this and I want your opinion on it.



Character creation rules:

Dice generated stats only

Limit of two weapons per character

A reasonable name

Logical concepts

Players must roll dice in order to generate their character's base statistics in order to avoid bad min/max-ing.

Characters only get two weapons each as they only have a maximum of two hands. Any combination of foot based weapons counts as one weapon.

Ie: One bladed shoe counts as one weapon, as does a pair

As they are high school students, the characters will be at the youngest of 16, and close to a limit of 20.

For some people it may be a little difficult to play a young character but keep in mind that these characters are high schoolers.

No ludicrous back stories like 'I'm a demon'. Everyon is human, and the Grimms (monsters) at this point are all bestial.

Core mechanics:

- Dice system: Centenial/ Percentile

- Class system: Non locked

- Damage system: 1d10 + weapon (included into weapon profiles)

- Movement system: Action points (AP)

Base Stats:

- Vitality

- Dexterity

- Agility

- Composure

Characters begin the game with a  collection of points to start out with. (need to calculate the amount)

There are three things that a player can choose to spend these points on:

- A discipline's ability

- Their weapon, or;

- Their aura

The three disciplines are:

-Brawler

-Mechanic, and;

-Supporter

The Brawler's list is based on getting as close to the fight, and their enemy, as possible.....

.....and flattening their face with their fist. And some times even their own head.

The Mechanic's list is based around their weapon, and often has longer range than a Brawler.

The Supporter's list can very effectively use Dust (a thing from the series that hasn't really been explained that much so far) and slow down, or debuff an opponent. As the name suggests, they are best played as medics or as rangers, attacking opponents from afar.

Characters are not locked into any one discipline, but instead can choose any abilities from any list provided that the character meets the ability's requirements.

Weapon Types:

- One handed

- Two handed

- Pole-arm

- Natural

One handed -

Two handed - includes 'one-and-a-half' handed weapons

Pole-arm -

Natural - Grimm weapons

Weapon Classes:

- Axes

- Swords

- Curved blades

- Bludgeoning

Axes -

Swords -

Curved blades - Scythes, scimitars, katanas

Bludgeoning - If it's designed to crush this is the class

Weapon Traits:

Versatile - Minor boost to two handed damage whilst using a weapon with this trait

Linked - A weapon with this trait can be trown up to a distance of 10m in addition to the weapon's own range

Concussive - Any damage taken from a weapon with this trait causes the victim to reduce their initiative to 1 until the end of the victim's next turn. If the target has already utilised their turn, then their initiative is reduced to 1 until the end of their proceding turn, and may not take an aditional turn within the same round.

Stun - If a target receives damage from a weapon with this trait then their Action points are halved for one turn.

Unwieldily - A weapon with this trait can only be used effectively with two hands. If a character attempts to make a standard attack without using two hands with an unwieldily weapon then the weapon's damage is reduced to no less than 1d10. (before modifiers)

A character's Aura statistic determines how proficiently they can maniuplate their own Aura. An Aura can be used to enhance:

- Senses

- Offense

- Defence

- Healing

A character may take points within the Aura list to aquire or enhance Aura abilities. The first choice is whether or not a character begins the game with their Aura activated. Activated Auras can be manipulated, however inactive Auras cannot.

Using a character's own Aura to enhance their senses can be done once per combat, per person, and only effects the user. The bonus applied varies on the Aura's power.