Game Project d10 Pool
Game Project d10 Pool
difficulty. Perhaps 2 successes dice on 10s, but successes count at 7,8,9,10 or 8,9,10.More narrative. Perhaps
the attribute+skill system is dynamic, so that you could use strength+intimidation to use a display of strength as
an intimidation tactic, but also say charisma+intimidation to socially intimidate someone. Conflicts, in my brain,
would be simple contested rolls, with perhaps an increasing consequence a la Fate core to denote things like
damage, or embarrassment which may cause further actions to be increasingly difficult. All in less than 50
pages or so.
Anydice formula: output 10d{0,0,0,0,0,0,1,1,1,2} named "d10 pool"
Fast Darkness
This is a super-streamlined version of the World of Darkness rules.
Character Creation
Attributes: Start with 1 dot in each and divide 5 dots between:
● Power: Strength, Aggressiveness, Force
● Finesse: Discretion, Precision, Quickness
● Resistance: Toughness, Counterbalance, Determination
5 is the maximum but it does not cost 2 of these dots.
Skills: Divide 7 dots between these Skills:
● Mental: Education, Thinking, Reasoning
● Physical: Athletics, Fitness, Martial Arts
● Social: Interpersonal Talent, Diplomacy, Etiquette
Max 5 each-the 5th dot costs 2 dots.
Figured Traits:
● Speed: Finesse x2 feet per move
● Health: Power x2 boxes
● Essence: Resistance x2 boxes
Features: Choose 7 dots of Merits. each Merits tops out at 5 dots each, and the 5th dot costs 2 dots.
● Give each Merit a specific Attribute/Skill combination and a descriptor.
● When the Merit applies (by descriptor and Att/Skill field) to a die roll, you may re-roll one failed die
per Merit dot.
● Merits may be created which spend momentum to gain special insight into the session.
Equipment: Choose 7 dots of Equipment. A 5 dot item is so awesome the 5th dot costs 2 dots, as usual.
● Describe the items.
● Equipment adds 1 die to your roll per dot on actions that make sense for them to boost, or add 1
to a Resistance value per two dots.
Task Resolution
Roll dice at the standard difficulty, but there are no opposed or extended rolls. All dice rolls are:
● Attribute + Skill + Equipment – Resistance + Equipment
● Teamwork works like multiple attacks. The best participants go first. Each additional participant
reduces the Resistance by 1.
● Spend an Essence to use a power. If the power is a buff, just add the dice/Resistance as indicated
by character Origin. If the power is a extraordinary thing mundane humans can’t do, just roll your
Origin + dice pool to do that thing.
● Subtract Rank from dice pools belonging to powers targeting Superior Rank Guy.
There isn’t much more — it’s just a sketch, after all. I may have to juggle relative powers again — I could
go a couple of ways with this (and did, fooling around).
Race
Choose a supernatural race, such as Vampire, Werewolf or Demon. (Your Storyteller may limit your choices
depending on his Chronicle)
Skills
There are just five skills: Physical, Subterfuge, Knowledge, Communication
and Occult. You can divide up 5 dots between these skills.
Essence
Essence measures your soul's connection to your body. Each character starts with Essence dots equal to his
RESx2. By spending a single dot of Essence, he may add +1D to any one pool. Essence refreshes by
triggering your flaws.
Health
Each character starts with Health dots equal to his Powx2. If a health dot is lost, note if it is normal or lethal
damage: they heal differently
Combat
Melee attack pool = STR + bonus for weapon.
Ranged attack pool = DEX + Bonus for weapon.
From these pools, subtract the targets DEX.
Every success is a health point lost. If Health reaches 0, unconscious and near death. Further damage directly
reduces STR – if that reaches 0, death. Health is regained at 1 point per hour, 1 point per day for bashing and
1 point per week for aggravated damage. STR lost regained at 1 point per 2 weeks. Lesser wounds are always
regained first.
Magic
All supernatural creatures possess the following magical traits: Supernatural is a measure of magical power.
Magic requires Supernatural to be spent, but it can also be spent as Willpower. Regained in different ways for
different species – see species notes and storyteller. Characters start with Supernatural equal to RES + Occult
Magic is the list of powers a creature possesses. Each creature starts with 3 dots to spend in 1 or more
magical powers: select any area of control, subject to storyteller approval. To use your magical powers, roll
Pow/Fin/Res + Occult.
1 Dot: 1 Supernatural to detect element, control tiny amount of element, can’t be used as weapon.
2 Dot: 1 Supernatural to create tiny amount of element, control element, use as small weapon.
3 Dot: 2 Supernatural to detect element from afar, create element, control large amounts.
4 Dot: 2 Supernatural to create lots of element, control at distance, use as large weapon.
5 Dot: 3 Supernatural to detect element anywhere, convert self into element, control utterly.
E.G. 1 Dot in “Sadness” lets a creature detect sad creatures nearby, 2 Dots to plant sadness in someone and 3
Dots to create full-blown depression. 1 Dot in “Water” lets a creature control droplets, 3 Dots to create a gallon
of water and 5 Dots to turn self into a form of liquid.
Experience
At the end of every session, the storyteller awards 1 Experience point to each character. These can be spent
as follows:
Increase Attribute by 1 Dot: New Score x 3 XP
Add/Increase Feature by 1 Dot: New Score x 2 XP
Increase Skill by 1 Dot: New Score x 1 XP
All experience spent must be cleared with the Storyteller and may require ingame justification.