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Game Project d10 Pool

This document proposes a streamlined set of rules for a World of Darkness style roleplaying game. It outlines character creation using attributes, skills, and merits. Tasks are resolved with attribute + skill + modifiers vs difficulty rolls. Magic uses essence points to enhance abilities. Combat and health rules are simplified. The summary provides an overview of the key elements while staying under 50 words.

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deathbydoughnut
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0% found this document useful (0 votes)
149 views

Game Project d10 Pool

This document proposes a streamlined set of rules for a World of Darkness style roleplaying game. It outlines character creation using attributes, skills, and merits. Tasks are resolved with attribute + skill + modifiers vs difficulty rolls. Magic uses essence points to enhance abilities. Combat and health rules are simplified. The summary provides an overview of the key elements while staying under 50 words.

Uploaded by

deathbydoughnut
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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The system I envision would be something like attribute+skill+modifiers (equipment, circumstance, etc) vs.

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.

Optional Rule: Chance Dice & Exceptional Failures


If after a dice pool has had all modifiers applied you have 0 or less dice in it, you may still roll a single D10. You
only score a single success on a 10. If you score a 1 on your Chance dice, this is an exceptional failure – you
don’t just fail the task, you make things worse for yourself than if you had done nothing. For example, if you try
to unjam a gun and roll an exceptional failure, the weapon goes off and shoots you in the foot; if trying to cast a
darkness spell, you in fact generate a bright light instead.

Difficulty easy 1, average 2, hard 4, extreme 6


Momentum based meta currency called impetus. Add +1D per impetus spend. Impetus can be either passed
on to other allies, or be used to purchase additional effects in the scene.

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