The Sixth World · Legacy archive
Revised Alpha Game Mechanics
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Revised Alpha Game Mechanics
#1Coin game
There are three levels of dice:
Levels Coinage Points
Level 1 1 quarter 1 x 25pts
Level 2 2 dimes 2 x 10 pts
Level 3 3 nickels 3 x 5 pts
Traits have a level of detail based on the level of the attribute. Only one level may be assigned to an attribute, and all levels must be used.
The traits have the following levels of detail for the corresponding attribute levels.
Attribute Level 1 Level 2 Level 3
Physical Body Toughness, Agility Strength, Dexterity, Constitution
Mental Mind Intelligence, Wisdom Cognition, Aptitude, Knowledge
Class Attribute
Each character has a total of six traits. The number of traits an attribute has will vary from character to character.
The Class Attribute is different for each class. It represents how much time and effort the character has put into thier class. A 1 is a person who is new to the class or hasn't devoted a great deal of time to thier class, like a woodcutter turned ranger. A 2 is someone who has applied themselves to following thier class, but isn't entirely obsessed with thier work, like town gaurds, Bards, and such. A 3 is someone who has made thier class thier lifes work, thinking of nothing else, such as familiy or friends.
Each class will have it's Traits detailed below, and have it's own set of skills available to it.
Characters have a Wound level equal to the Physical Attribute plus thier Con/Tou. Characters also get bonus skill points equal to the level of the character's mental attribute. Lastly, characters also get Karma to do fun and dramatic things with. Karma is equal to the character's Class attribute.
Trait points
Trait Points (TP) are assigned individually for each attribute. The level of the attribute is equal to the number of TP available. TP may be assigned to the traits however the player chooses, from 3 TP down to 0. The higher the TP assigned, the better the character is in that trait and the more they've used it.
Skill points
Skill points are assigned for each trait. The number of skill points for each trait is equal to the level of the attribute times the TP assigned to the trait.
Checks and Challenges
In games, players like to do things. Most of these things have a certain outcome, like walking, breathing and eating food. Many other things don't have a certain outcome, like climbing a mountain, making a sword, hitting a bad guy, or nicking off with the baron's jewel encrusted codpiece in the middle of a parade. Those things require tests to see the out come.
There are two types of tests: checks and challenges. Checks are for tests against things that don't contest the player, like climbing mountains, swimming a river, disarming a trap, and delivering a death blow to the back of a motionless, unconscious, drunken, tied up man with a shallow pulse. Maybe not that extreme, but you get the idea. To perform a check, the DM will tell you the successes needed, often 1, and you flip your coins and see how many successes you get. If the successes needed are 2 or 3, put serious thought into an alternate plan, as what you are trying to do is something only professionals usually attempt, but that's part of the fun, isn't it?
Challenges are for the occasion where the player is trying to do something to something or someone that might seek to resist them doing it. For example, hitting something with a weapon, taking someone's purse, or convincing a stranger's horse to follow you into the burning building so you can tie it to the chest you need to get out. Challenges are often resolved faster than checks, as you simply compare the relevant numbers with the higher number winning, and flip for successes in case there's a tie. The numbers are compared in a specific order, and both parties start at the top and compare numbers. The order is as follows:
1. Artifact level
2. Skill level
3. Item level - both magic items and weapons
4. Trait level
5. Attribute
So, two fighters would probally not have artifacts, so would compare skill levels in their weapons first, then compare their weapons level as those would be items, then trait levels, physical (agility/dexterity) in this case, then attribute levels, that being physical, of course. If all those are tied, flip coins untill one has more successes than the other.
Now if one of them disarms the other, they first compare the armed fighters weapon skill against the unarmed fighters dodge or unarmed fighting skill, or whatever skill he's chosen for his action (beg), then item levels, and one of them has an item, and one of them doesn't, so he loses. That's the way it goes, arm yourself appropriately. -
Classes
#2Each class has a base attribute and then six traits. As shown on the table below, each level of trait(s) covers a set of defining qualities to the attribute.
Level 3 has one trait for how strong the Attribute is, another for how long the Attribute can be used, and one for how well they can use it. Level 2 has one trait to show both how strong and long the attribute is, and one to show how well it can be used. Level 1 only has one trait showing all the aspects of the attribute.
Attribute
Level 1 { [Strong, Long, Well] }
Level 2 { [Strong, Long], Well }
Level 3 { Strong, Long, Well }
While different levels all cover the same traits of the attribute, different values in the traits give more definition to the attribute at different levels. There are 10 different combinations of traits availabe to give the attribute definition.
Each class has it's set of skills to go with it. A sampling of the skills available are presented here. -
Magicians
#3Magicans have the Magic attribute.
Level 1 Level 2 Level 3
Magic Arcane, Spiritual Force, Prowess, Resolution
Spellcasting (Arc/For) - This skill allows magicans to use thier spells. Their Arc/For trait limits the level of spells they can cast.
Spellcraft (Spr/Res) - This skill allows magicans to create new spells.
Artifice (Arc/Pro) - This is the skill magicans use to create magic items.
More skills to add as I think of the need for them.
Btw, feel free to add you own. -
Revised Alpha Game Mechanics
#4How about
Level 1 Level 2 Level 3
Thievery Wit Reaction Silence, Hiding, speed
Stealth (Wit/Sil) - This skill allows thieves to move more quietly when they wish
Concealment (Wit/Hid) - Allows the thief to be aware of the better spots of which to not be seen. Increases the chance they will not be noticed if hiding.
Dodging (Rea/Spe) - Allows the thief to move more nimbly when in threat.
Pickpocket (Wit/Spe) - Gives the thief an increased chance not to be noticed when stealing from another.
Assassination (Rea/Sil) - When using a dagger or other small, silent weapon, The thief has a chance of doing more damage to an enemy, if he attacks without bieng noticed by the enemy.
And so on. -
Revised Alpha Game Mechanics
#5I like the theif class, but what is the base Attribute? Everything else looks good. 8) -
The Priest
#6Base Attribute: Faith
Level 1- Faith
Level 2- Virtue, Conviction
Level 3- Zeal, Wisdom, Empowerment
Miracle (Vir/Emp)- This ability allows the priest to generate miracles granted by their deity, similar to the wizard's spells.
Healing (Con/Wis)- This ability allows the priest to heal the wounds and sicknesses of others
Proselytization (Con/Zea)- This is the ability to make rousing speeches and sermons -
Revised Alpha Game Mechanics
#7Whoops, sorry :P I think awareness would be the base ability of the thief, as all thieves must be aware of their surroundings to a large extent. -
Warrior
#8Warriors have the Bravery Attribute.
Level 1 Level 2 Level 3
Courage Valor,Daring Guts, Nerve, Boldness
Missile Parry (Dar/Bol) - This skill allows Warriors to parry missiles that are smaller than the weapon thier weilding.
Read enemy (Val/Gut) - Skilled warriors can tell the enemies next action in melee combat. Players can change thier actions if they are successful.
Force Manuever (Val/Ner) With patience and cunning, a Warrior can guide an opponent to go where he wants. Weapons can be disarmed, Shields made unready, positions lost. -
Lord
#9How many different classes are there going to be? Just the base (warrior, rogue, archer, thief, mage) Or can there be more, such as the gadgeteers and lords/leaders and so on?
Lord, base attribute: Loyalty
Level 1 Level 2 Level 3
Loyalty Morale, Command Leadership, Determination, Authority
Conversion (Com/Lea) - When talking to or interrogating nuetral or hostile people, this skill gives an increased chance that person will 1) tell them useful information and 2) Tell them the truth.
Fervor (Mor/Aut) - This skill makes friends/party members around the lord fight slightly more efficiently (depending on level). Lords with this skill make those around him feel more confident in their own abilities.
Self-control (Com/Det) - Self-control is a skill which enables lords, when in tough situations, to remain in a calmer state of mind. The result is such that they are able to defend themselves and others better.
The lord is great for a party, but when struck alone, he is in trouble :)
Characters of the lord class dont necessarily have to be a lord, be rich, be respected in the general community or anything. They are merely leader-type people, which tend to gather the respect of their peers.