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