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Old 12-08-2004, 01:42 PM
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RE: Ditto. What's it like?

Post originally by flyingmice at 2004-12-08 12:42:45
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Sensei wrote:
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Plus, I really like to know about the system mechanics of games, so perhaps you could fill us in on things like, how are PC's generated? How many stats? What ranges? How are combats resolved? What about other task checks; are there any? How are they resolved? What does religion have to do with all this? Are players occult investigators? Everyday people? Ninja? Gimme some hints.

Any insight into the actual game and system would be much appreciated, thanks.

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Hi Sensei:

The game is percentile roll under skill, with high attributes increasing skill percentage. For tasks that have possible differences in quality of success, an optional quality of
success roll is indicated, percentile roll high. Combat rolls (to hit/damage) are just an example of the standard chance of success/quality of success used for all skills. There are several ways to adjudicate non-skilled chances at the discretion of the GM.

There are seven attributes: Strength, Coordination, Agility, Endurance, IQ, PSI, and Charisma. Initial Attributes can be randomly generated or bought from a point pool. Random generation gives the first four and charisma a range of 2-12, IQ 70-141, and PSI 0-5. Point buying gives more arbitrary results, but the pool is big enough to be slightly above average in all attributes. A "stat" that figures only in character generation is starting resources, used to finance education.

These initial attributes represent the character at age 10. There is a year by year life path after that during which skills can be aquired and increased and attributes can increase - or decrease due to age. The GM indicates what age she wants the characters to be for this session/campaign.

The life path is used for advancement after the adventure/campaign is over - there are no experience points. The adventure/campaign represents the highlight of that year in the character's life. Progression is by age.

Religion is entwined about most everything in Blood Games. All religion is founded on the supernatural, and all religious ritual has in-game effects against the supernatural. Many of the character options are religious in nature. There are several different and discrete magic systems, most of which are religious in nature.

PCs can be supernatural investigators, religious people, navy seals, ordinary joes and janes, or whatever you wish. There are extensive career and schooling tables, and directions for making your own if you want something particular. The largest chunk of the game book is just this.

-mice
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