My "fixes" for Wushu

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My "fixes" for Wushu

PostPosted by verdilak » Fri Sep 10, 2010 8:16 pm

Everyone's milage will vary, and though I really like Wushu, I think that these changes would really get me to like it even more. Criticisms are welcome, as are commendations (especially if you dislike Wushu but could possibly like these changes) c:_winkgrin




You have 6 points to purchase Traits. A Trait of 3 costs 1 point. A Trait of 4 costs 2 points. A Trait of 5 costs 3 Points.

The cost of a Trait equals the amount of Hearts you have for that Trait.
Example: If you have your Traits at the normal 5/4/3, then your Hearts would be 3/2/1.

For each point in your Trait, you receive 1 point to use for Skillz and other things that relate to this Trait.
Example: You have the Trait “Awesome Bassist” rated at 4. This gives you 4 points to use on your Skillz. Under “Awesome Bassist” 4, you might have “D Major Bass Line of DOOM!” 4 and “Auditory Pleasure!” 4.

When you choose to do something, you decide the Skill that best corresponds to your given action. This determines the amount of dice that you roll. Your Trait determines which numbers rolled are considered to be a success or failure. If the dice show your Trait or lower, it is a success. If they show a number higher than your Trait, then it was a failure.

Combat differs from this in that you are able to split the number of dice you can roll between Offense, Defense, and Healing. Offense dice are used to attempt to reduce your opponent’s Hearts. Defense dice are used to prevent your Opponent’s Offense dice from reducing your Hearts. Healing dice will be explained below.

When you are unable to prevent Offense dice from reducing your Hearts due to not enough successes rolled on your Defense dice, you have two choices. You can take the loss of Hearts or you can instead take Damage. Each point of Damage reduces all Skillz for that Trait by 1, which in turn causes you to roll less dice on your next turn. You can delegate dice rolled as Healing dice, where each success increases your Skillz back up to their original state.

Every character must have at least one Weakness, which are all rated at 1. Whenever a Weakness is related to a roll it supersedes your Trait score forcing you to need to roll a 1 for a success instead of what you would have normally rolled against.

When your Hearts for a given Trait are reduced to zero, you are no longer able to use any of the Skillz associated with it. When this happens, you have been defeated. When all of your Hearts are reduced to zero, you have been Defeated (with a capital “D”!) and burst into a shower of quarters, nickels, and dimes. When the change has been used to purchase items and have entered into circulation (around a week or so), you reform someplace that is familiar to you feeling perfectly normal. Normal, except that you have your highest rated Trait lowered by 1 point, which also reduces one of that Trait’s Skillz.

Cheat Codes are ways that allow your character to hack himself and those around him. Your character has 1 Cheat Code per Weakness at his/her disposal. You can spend these in different ways but the catch is that you must roleplay it out, such as pulling a slip of paper from your pocket and saying "Up Down Up Down A B A B Start Select!" Since this is a video game-esque world, your characters have to actively use a cheat code to reap the benefits. Cheat Codes can be used to refill one Heart for any of your Traits, but are only useable when you've become defeated and you are unable to use the refilled Trait until you have become defeated in a different Trait. Your friends can also use Cheat Codes to help you or anyone else out. Using a Cheat Code on a friend replenishes one of their Hearts in a Trait of your choice (this is not conditional on only being used on a defeated Trait) and gives you a +1 Friendship modifier to any single Skillz for your next round. You can also use a Cheat Code to roll a dice and gain an item that gives you a +1 Item modifier to all of your Skillz under a specific Trait for an entire combat, but you must roll a 1 and the Item disappears once you have Defeated your opponent.

While it has been said that you are able to roll a number of dice equal to your Skillz rating, this is under the assumption that you have described enough actions during your turn to be able to roll that many dice. Stating “I strum a bass line (1)” would get you 1 dice to roll even if your Skillz is a 4, while stating “I plug in my bass to the amp, turning the dial all the up to 11 (1). The screen moves to a closeup of just my eyes which show a determined light in them as a glare across at the band who dares to challenge us in this Battle of the Bands. (2). I start strumming a bass line which causes the entire building to reverb with the power of my awesome skill (3)! Musical power races across the auditorium to rip apart the other band’s drumset (4) and knock the band members down to the ground in the musical fury (5)!” would net you 4 dice to roll (since your Skillz is rated at a 4, describing additional actions above and over your Skillz rating is encouraged but you do not gain additional dice to roll for that).

Any Damage or Heart loss that you take must be described during the following turn.

If you roll all successes during a combat turn, you gain a temporary Cheat Code that must be used up by the end of combat or it disappears.

Advancement: If you were able to get through a combat without being defeated, you gain Loot! (which is often an item that increases your Hearts or a specific Skillz depending on the item and the GM). If you were defeated then you gain no Loot! for your troubles. If you were defeated but were able to Defeat an opponent, even if you were defeated yourself, then you can swap the values for your Traits and change the values of your Skillz as well as gain coins that you can save to put towards purchasing Loot! of your own.

Mooks are second string fighters that do not roll in combat. It takes 1 Offense success to Defeat one and it takes at least 1 Defense success to keep from taking Heart loss or Damage (each turn, Mooks deal 1 Offense success to everyone involved).

Named Opponents are those that have Traits and Skillz just like you do, though they are not hampered by the rules, allowing GM’s to create them as they desire.

Combo Attacks are when two or more characters share similar and compatible Skillz. “Bass Line of DOOM” 4 and “Drumsticks of Destiny!” 3 would be two similar and compatible Skillz. When Combo Attacks are used, each person that is part of the Combo Attack shares the descriptions and adds their Skillz rating together for the total amount of dice that they can gain. However, the dice are rolled against the lowest rated Trait between them.
ImageImage
"I'm imagining Kiera Knightly, Katherine Zeta-Jones, Angelina and Meg Fox sitting around your map wearing bandanas vigorously shaking fists full of d20s." - Aval Penworth, in regards to a map I made
"We're talking about the GM that made us fight giant Fruit, Verd is totally unpredictable." - Nikurasu (one of my players)
Everyone is an atheist about some gods, we just went one god further. - Richard Dawkins
Ism's in my opinion are not good. A person should not believe in an -ism, he should believe in himself. I quote John Lennon, "I don't believe in Beatles, I just believe in me."--Ferris Bueller, 1986
To the human body, a spoonful of flour and a spoonful of sugar are identical.
"Seeing, contrary to popular wisdom, isn't believing. It is where belief stops, because it isn't needed any more." - Terry Pratchett, Pyramids
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Re: My "fixes" for Wushu

PostPosted by verdilak » Sat Sep 11, 2010 8:38 pm

So, how would, lets say, a typical D&D-esque races and classes work? (since that is one of my rules to see if a system can work as generic, the other is supers)

Races and Classes would be situated as Traits and Skillz

Trait name examples (Skill name examples) [Weakness name examples]

Racial:
Elf, Elvenborn, Raised by Elves, My Momma was an Elven Highborn!, ect. (Graceful, Sleep Spells don't work on me!, Low-Light Vision, Trained in bladed weapons, Knows his way around a bow, Secret compartments and doors are not so secret around me, ect.) [Frail, Snooty, Condescending, ect.]

Examples:
Elf 5 (Sleep spells don't work on me 4, Secret Compartments hold no mystery to me 4, Trained in the arts of swordsmanship 3)
Elvenborn 4 (Swordsmanship 5, I can see in the dark 3)
Raised by Elves (but is actually a Dwarf!) 3 (Graceful 5)

Class:
Warrior, Tank, Fighter, Clumsy Oaf, Weaponmaster, Duelist, ect. (Tougher than the rest, Master of all weapons, "I call my fists Thunder and Lightning!", Feats of strength, Power Attacks, "I swing my sword and five of my enemies fall before me", ect.) [Thick Headed, "What do you mean a sword won't solve everything?", ect.]

Examples:
Warrior 5 (Power Attacks 4, Combo Mastery 4, Mercenary 3)
Tank 4 ("I call my fists Thunder and Lightning!" 5, Thick-Skinned 3)
Weaponmaster 3 (Master at all weapons 4, Tougher than the rest 3)

That would leave a third Trait for whatever else you wanted, perhaps a different Race, another Class, social stuff, ect.

Eric the Dwarf
Raised by Elves 3 (Bowman 3, Can sneak up on a deer 3, Graceful 3)
Dwarven Blood 4 (Master Craftsman (Metal and Stone) 5, "I can drink you under the table!" 3)
Warrior 5 (Master of melee weapons 5, Shield Master 4)
Claustrophobic 1
Can't pass up a stiff drink 1

If Eric wanted to fire a bow at an enemy, he would state what he is doing and gain up to 3 dice to roll (unless he had modifiers to his dice cap) and try to get a 3 or less, while if he were to use a sword, it would be max 5 dice rolled against a 5 or less.

Make sense? It does to me heh.
ImageImage
"I'm imagining Kiera Knightly, Katherine Zeta-Jones, Angelina and Meg Fox sitting around your map wearing bandanas vigorously shaking fists full of d20s." - Aval Penworth, in regards to a map I made
"We're talking about the GM that made us fight giant Fruit, Verd is totally unpredictable." - Nikurasu (one of my players)
Everyone is an atheist about some gods, we just went one god further. - Richard Dawkins
Ism's in my opinion are not good. A person should not believe in an -ism, he should believe in himself. I quote John Lennon, "I don't believe in Beatles, I just believe in me."--Ferris Bueller, 1986
To the human body, a spoonful of flour and a spoonful of sugar are identical.
"Seeing, contrary to popular wisdom, isn't believing. It is where belief stops, because it isn't needed any more." - Terry Pratchett, Pyramids
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Re: My "fixes" for Wushu

PostPosted by verdilak » Wed Sep 15, 2010 5:23 am

Maybe this explains it somewhat better?

Traits and Aspects

The T&A system uses a d6 dicepool mechanic that relies on two numbers, the first of which is your Trait value.

Traits are characteristics that define a person. Each Trait that a person possesses is then broken down into the different Aspects that he or she holds true to within that Trait. That is to say, two people who hold the Trait of Soldier will use different Aspects of that Trait. The same goes for anyone. A simple process allows for any type of person to be created, from a mighty dragon to a lowly street urchin.

It is not enough to simply posses a Trait and some of its Aspects, there must be value so that him/herself can understand their own worth as well as for others to do the same. This value system is as follows:

A value of 1 in a Trait is truly not a Trait at all, but a Drawback that hinders a person more than they should wish. Being an alcoholic might fall under this, as might a fear of spiders, or even having once been a soldier.

A value of 2 in a Trait is the mark of a Trait so average, that no one even mentions it. These are the Traits that allow any given person to walk, breathe, live, and eat. In this system, any action that would not be able to fall under a Drawback or a Trait with a higher value will fall under this value. While there is no need to make note of any Trait with a value of 2, this also means that anyone can attempt anything under this Trait value.

For values of 3-5, their means in how good one is in them is less concrete. The reason for that is thus: While a person may have 3 Traits, each with its own Aspects, the value of each Trait changes to suit the person’s whim. For example, if your Traits were Management, Outdoor Sports, and Con Man, you would not rate them all equally at every given moment. Lets say you were heading in to work to broker a new deal. You might give a 5 value to Con Man, 4 to Management, and 3 to Outdoor Sports while after lunch you head down to the basketball court to play a “friendly” game with your competitor to see who gets first dips on the deal, you might then switch the values to give Outdoor Sports a 5, Con Man 4, and Management a 3. This ability to change the values is due to willpower and desire. It is what enables a meek woman to lift a vehicle off her child or a dog to pull a man twice its weight to safety. Drawbacks, however, cannot change except in rare cases.

The value of a Trait determines which dice you roll are successes and which are failures. Rolling equal to or less than a Trait’s value is a success while rolling over is a failure. This means that rolling a 6 is automatically a failure while a 1 and 2 are automatically a success. Except when a Drawback comes into play, then only when you roll a 1 will you be able to succeed against your Drawback’s attempt to ruin your life for the moment.

The second number that the T&A d6 dicepool mechanic relies upon is the value of the Aspects within a Trait.

Aspects are ways to breakdown a Trait into manageable pieces while also allowing you to state which parts of a Trait that your character views as important. Having the Trait of Police Officer does not automatically mean that he or she will be honest or dirty. This is where an Aspect comes into play.

Aspects do not have Drawbacks and thus, do not use a value of 1. Nor do they use a value of 2, for this is the value of mediocrity. Aspects use values 3, 4, and 5 to determine their worth much like Traits. Aspects also can change in value, but only when the Trait that they belong to changes in value as well.

The value of an Aspect determines the max amount (cap) of dice that you can roll to see how successful your actions were. The number of dice you can attain for your dicepool is determined by the number of actions that you describe your character doing within the scene. For example, if one of your Traits was Bladed Specialist 4 with an Aspect of Longsword Champion 5 and you simply gave the following for an action, “I attack with my sword.”, you would only get 1 dice to roll. The cap determines how many of your actions count towards gaining dice, in this case, you would need to describe at least 5 items to gain the full amount of dice that you could have and if you were to describe 6 or 10, you would still only have 5 dice in your dicepool.

However, due to the way that some people can get over-excited during descriptions and leave the confines of the setting to describe something that the other players might not appreciate (“And then a dragon shows up, breathing fire over the battlefield!”), there is a special caveat rule called the Thumbs Down. It is called thus due to the way that speaking one’s displeasure over a description can break everyone’s immersion into the story while a simple hand gesture of a thumb pointing down does not (“And then a dragon shows up, breathing fire over the..” *sees another player pointing a thumb down and changes his words midsentence* “.. battlefield until a stray arrow clips it and the illusion breaks, showing the dragon to be no more than a man!”).

The Thumbs Down also works during character creation.

Players are encouraged to get together to make their characters at the same times, in order to better bounce off ideas of one another and get a handle on how their character works within the group a whole. It is also recommended for players to make their characters at the same time with one another so that giving a Trait or Aspect a Thumbs Down is less of a pill to swallow than it is when characters are made on their own.

Characters start with three Traits, one of which will be given the value of 5, another the value of 4, and another the value of 3. One or more Drawbacks will also be chosen at this time. Aspects are a bit different in that they are bought with Aspect Points (AP) that come from the value of their Traits. A Trait value of 5 gives five AP, a value of 4 gives four AP, and a value of 3 gives three AP. It costs one AP to rate an Aspect at 3, two AP’s to rate an Aspect at 4, and three AP’s to rate an Aspect at 5. These values, again, are not set in stone for you are able to change them between most game sessions. A Trait of 5 during one session with 5 AP’s for Aspects might become a Trait of 3 the next session, giving only 3 AP’s to use. If you do not wish to place points into a given Aspect for the duration of a session, you may give it a value of 2 at no AP cost.

Drawbacks are special in that for each one that a character possesses, they gain a Cheat Code that can be spent during the session in a variety of ways. Of course, the more Drawbacks that you have means there are just that many more chances that the Drawback might be forced into play, at the determination of the GM. Whenever a Drawback is related to a roll it supersedes your Trait score forcing you to need to roll a 1 for a success instead of what you would have normally rolled against.

In addition to all of this, a character also receives a number of Hearts equal to their Trait value minus 2. This means that the starting character will have 6 Hearts, or 3/2/1.

Usage

There is no limit to what you can do, if it is covered under one of the Aspects of a Trait. The only time that something can not be done if this is the case is if you receive a Thumbs Down. When you attempt to do something that is not covered by an Aspect of a Trait, then you will need to describe it sufficiently and roll with a 2 dice cap.

Combat differs from this in that you are able to split the dice in your dicepool between Offense, Defense, and Healing. Offense dice are used to attempt to reduce your opponent’s Hearts. Defense dice are used to prevent your Opponent’s Offense dice from reducing your Hearts.

When you are unable to prevent Offense dice from reducing your Hearts due to not enough successes rolled on your Defense dice, you have two choices. You can take the loss of Hearts or you can instead take Damage. Each point of Damage reduces all Aspects for that Trait by 1, which in turn causes you to roll less dice on your next turn. You can delegate dice rolled as Healing dice, where each success increases your Aspects back up to their original state.

When your Hearts for a given Trait are reduced to zero, you are no longer able to use any of the Aspects associated with it. When this happens, you have been defeated. When all of your Hearts are reduced to zero, you have been Defeated (with a capital “D”!) and burst into a shower of quarters, nickels, and dimes (or just simply, die). When the change has been used to purchase items and have entered into circulation (around a week or so), you reform someplace that is familiar to you feeling perfectly normal. Normal, except that you have your value 5 Trait is lowered by 1 point, which also reduces one of that Trait’s Aspects.
ImageImage
"I'm imagining Kiera Knightly, Katherine Zeta-Jones, Angelina and Meg Fox sitting around your map wearing bandanas vigorously shaking fists full of d20s." - Aval Penworth, in regards to a map I made
"We're talking about the GM that made us fight giant Fruit, Verd is totally unpredictable." - Nikurasu (one of my players)
Everyone is an atheist about some gods, we just went one god further. - Richard Dawkins
Ism's in my opinion are not good. A person should not believe in an -ism, he should believe in himself. I quote John Lennon, "I don't believe in Beatles, I just believe in me."--Ferris Bueller, 1986
To the human body, a spoonful of flour and a spoonful of sugar are identical.
"Seeing, contrary to popular wisdom, isn't believing. It is where belief stops, because it isn't needed any more." - Terry Pratchett, Pyramids
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Re: My "fixes" for Wushu

PostPosted by verdilak » Sat Sep 25, 2010 5:51 am

Aspects & Gimmicks (Plus the chinks in your armor)

The AG system utilizes a dicepool mechanic that counts successes as every dice part of the dicepool that comes up at or under a target number.

The Target Number (TN) is the value of the Aspect that currently being used.

The pool of dice that is rolled, from 1 dice to 6 or more, has a max amount. This cap to the dicepool is the value of the Gimmick that is currently being used.

Each character has 1 or more Chinks in their Armor. These Chinks are hard to dismiss and when they are present make it hard to concentrate on the action at hand. Therefore, when a Chink in Armor is present the TN is a 1 regardless of which Aspect is currently in use.

Aspects

Aspects are qualities that every character possesses. They are those things that make up a character beyond being average. A mechanic would have an Aspect of Mechanic or Handy with Tools. A doctor would have an Aspect of Surgeon, General Practitioner, or something similar. Aspects are completely in the hands of the player and the only limitation on what a character may have as an Aspect is that they are all subject to the approval to the GM and the other players.

Characters start off with 3 Aspects. The Aspect that a character is prone to use the most often, which will be the easiest for them to use, receives a value of 5. The Aspect that a character is the least likely to use as often receives a value of 3. The Aspect that ranges around the middle of usability gets a value of 4.


Gimmicks

Gimmicks are unique or quirky special features that make an Aspect "stand out" from those that have the same or similar Aspect. They are player defined in the same way that Aspects are, but they must relate to an Aspect instead of being as open ended as Aspects are allowed to be. A character with the Aspect of Mechanic might have Cars Never Break Down Around Me as a Gimmick. Or an Aspect of Doctor might have the Gimmick Steady Hands.

The number of Gimmicks a character possesses depends on which Aspects the Gimmicks are defining. Characters gain Aspect Points (AP) equal to the value of an Aspect to use on Gimmicks defining an Aspect. Gimmick values have the following cost: 3 AP for a value of 5, 2 AP for a value of 4, 1 AP for a value of 3. In this manner, a character with the Aspect of Mechanic 5 may posses 5 Gimmicks each at a value of 3, 1 Gimmick at a value of 5 and another at a value of 3, or any combination therein.

Chinks in Armor
ImageImage
"I'm imagining Kiera Knightly, Katherine Zeta-Jones, Angelina and Meg Fox sitting around your map wearing bandanas vigorously shaking fists full of d20s." - Aval Penworth, in regards to a map I made
"We're talking about the GM that made us fight giant Fruit, Verd is totally unpredictable." - Nikurasu (one of my players)
Everyone is an atheist about some gods, we just went one god further. - Richard Dawkins
Ism's in my opinion are not good. A person should not believe in an -ism, he should believe in himself. I quote John Lennon, "I don't believe in Beatles, I just believe in me."--Ferris Bueller, 1986
To the human body, a spoonful of flour and a spoonful of sugar are identical.
"Seeing, contrary to popular wisdom, isn't believing. It is where belief stops, because it isn't needed any more." - Terry Pratchett, Pyramids
User avatar
verdilak
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Posts: 8739
Joined: Sun Jul 27, 2008 2:34 am
Location: twitter.com/rpgaming
Favorite System: TS, GG, SoZ, ect.
Security: NO


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