rules rundown in home.md authored by Malin Freeborn's avatar Malin Freeborn
Download the latest copy of the core rules [here](https://www.gitlab.com/FirstBloodRPG/first-blood/pipelines).
Download the latest copy of the core rules [here](https://gitlab.com/bindrpg/core/pipelines).
# Development
......@@ -27,3 +27,24 @@ Notes on the game's design.
- [On Generic Fantasy Systems](gen/agnosticism)
- [Faff in Games](gen/faff)
- [Why Systems Matter](gen/systems)
# Superfast Rules
- 6 Attributes: Strength, Dexterity, Speed, Intelligence, Wits and Charisma.
- Skills cover actions depending on what they're paired with.
* Intimidation = Strength + Deceit.
* Lies = Charisma + Deceit.
- Roll 2D6 + Attribute + Skill to succeed at standard Target Number 7.
- Combat is tactical.
* Initiative is based on action-points.
* Combat Skill is divided between attack, defence and initiative.
* Fate Points allow Damage to be avoided.
- Magic gets you *n* spells per level in a magic sphere
* Spend MP to cast.
* No healing magic.
* Highest level of a sphere has to be cast slowly.
- Background is created by spending 5 Story Points.
* Spend 1 point to say you've learnt a language.
* Spend 2 points to add an ally with martial ability.
* Spend 4 points to bring in an all-powerful mage from your past.