Bamomaki Tabletop System: Difference between revisions
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====Will==== | ====Will==== | ||
The ability to form flow into spells. | The ability to form flow into spells. | ||
==Skills== | |||
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100. | |||
* Alchemy | |||
* Care for Creatures | |||
* Cooking | |||
* Curses | |||
* Destruction | |||
* Enchantment | |||
* Engineering | |||
* Farming | |||
* Infusion | |||
* Healing | |||
* Herbalism | |||
* Restoration of artifacts | |||
* Transportation | |||
===Alchemy=== | |||
The skill to create potions and shakes | |||
===Care for Creatures=== | |||
The skill to take care of animals and magical creatures | |||
===Cooking=== | |||
The skill to create meals out of ingredients | |||
===Curses=== | |||
The skill to create curses to afflict creatures and objects | |||
===Destruction=== | |||
The skill to cast destructive spells | |||
===Enchantment=== | |||
The skill to enchant creatures and objects | |||
===Engineering=== | |||
The skill to create magic and non-magic machinery | |||
===Farming=== | |||
The skill to handle farm work | |||
===Infusion=== | |||
The skill to inject a spell into creatures and objects | |||
===Healing=== | |||
The skill to cure ailments and heal damage | |||
===Herbalism=== | |||
The skill to find and treat herbs | |||
===Restoration of Artifacts=== | |||
The skill to find and fix magic artifacts | |||
===Transportation=== | |||
The skill to transport things or self around | |||
=Time Blocks= | =Time Blocks= |
Revision as of 22:19, 21 March 2021
Characters
Attributes
- Charisma
- Dexterity
- Diplomacy
- Intellect
- Luck
- Physique
- Strength
- Will
Players will roll 8 d20 dice and set their values to the order they prefer.
Attribute Roll Modifiers
Roll | Modifier |
---|---|
1 | -3 |
2-5 | -2 |
6-9 | -1 |
10-13 | 0 |
14-17 | +1 |
18-19 | +2 |
20 | +3 |
Attribute Descriptions
Charisma
The ability to persuade characters.
Dexterity
The ability to evade and perform precise moves.
Diplomacy
The ability to resolve situations peacefully.
Intellect
The ability to learn and to solve problems.
Luck
A global modifier to all other modifiers. Also used for rolling rewards/findings.
Physique
The ability to carry things and handle physical activity. Every point grants 5kg of carrying weight.
Strength
The ability to use physical strength against something. Every point grants 2kg of weight capacity.
Will
The ability to form flow into spells.
Skills
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.
- Alchemy
- Care for Creatures
- Cooking
- Curses
- Destruction
- Enchantment
- Engineering
- Farming
- Infusion
- Healing
- Herbalism
- Restoration of artifacts
- Transportation
Alchemy
The skill to create potions and shakes
Care for Creatures
The skill to take care of animals and magical creatures
Cooking
The skill to create meals out of ingredients
Curses
The skill to create curses to afflict creatures and objects
Destruction
The skill to cast destructive spells
Enchantment
The skill to enchant creatures and objects
Engineering
The skill to create magic and non-magic machinery
Farming
The skill to handle farm work
Infusion
The skill to inject a spell into creatures and objects
Healing
The skill to cure ailments and heal damage
Herbalism
The skill to find and treat herbs
Restoration of Artifacts
The skill to find and fix magic artifacts
Transportation
The skill to transport things or self around
Time Blocks
Days are split into several time blocks, with breaks between them.
This system is flexible and can be changed at the DM's will.
The regular scheme is:
- Preparation
- Morning
- Lunch
- Afternoon
- Evening
- Night
Combat
Characters roll for initiative then follow a turn format to perform actions
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.
Once all action points are spent or the character skips their turn, the next character performs their turn.
Unused action points are cumulative to the next turn.