Bamomaki Tabletop System: Difference between revisions

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===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
====Strength====
The ability to use physical strength against something
====Will====
The ability to form flow into spells


=Time Blocks=
=Time Blocks=

Revision as of 22:00, 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

Strength

The ability to use physical strength against something

Will

The ability to form flow into spells

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.