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CHARACTER GENERATION

Step 1: Decide on your concept.


Step 2: Roll for your attributes.
(​https://docs.google.com/document/d/1ScyqZ6GogGRKucHhxkCxk7xHPpe
W2xNU9kAmqBlJYEE/edit​)
Step 3: Choose your skills. (Shown in link above)
Step 4: Choose your homeland. You may only have one of these.
(​https://docs.google.com/document/d/1rVOLSgzwPrJy8Jgq-JJSUinrFXfm7
CTqKbbojFLu94U/edit​)
Step 5: Choose your traits. Traits are listed in the Black Crusade core
rulebook. For now, check with your GM as to how you convert a trait, and
which traits will work. You are allowed 3 traits.
Step 6: Choose your equipment. You start with two weapons (or a
two-handed weapon, or a weapon and a shield) and one set of armour.
More weapons will be added.
(​https://docs.google.com/document/d/1Do5_rMu6PEE5jZWQwAUw7OBnJ
moFLc3ySgQhXIpXZi4/edit​)
Step 7: If you took the Bard or Spellcaster trait, choose your spells. We’re
still working on how these work, so for now, just do it like a Psyker in Black
Crusade. Spellcaster is Bound, Bard is Unbound.

GAMEPLAY AT TIME OF WRITING (subject to change)

Rolling
You take your attribute, your skill and a modifier for the situation, then you add them together with a d100
roll. If it's more than 100, you succeeded, by a number of degrees of success equal to every ten more
than 100 you've achieved, up to a maximum of 5 degrees. Fail, and the reverse happens - you get
degrees of failure equal to how many tens you are beneath 100.

Combat
You got three types of action: Half action, full action, and reaction. Half actions include moving, attacking,
aiming a firearm and most skill rolls. Full actions include doing a particularly strong attack, casting most
spells or playing your instrument. Reactions include dodging, counterspelling or parrying. To attack, you
roll 1d100 + Melee if it's melee, Sagecraft if it's a spell or Shooting if it's ranged - whichever defensive skill
the enemy chooses to use (Endurance or Acrobatics). Armour gives bonuses and penalties to these
skills. For damage, you roll 1d10+a value specific to your weapon + however many degrees of success
you got. Other bonuses may apply. Degrees of failure do not apply for most attacks, unless otherwise
noted in the weapon's description. (If a weapon is described as Unwieldy, for example, you take a
negative to your defense skills next turn as the weight of your weapon disrupts your balance.) Most
attackers can also Counter when hit, rolling 1d100+ the same skill used to attack them - the degrees of
success the enemy got. This could mean catching an arrow, raising your sword to block a blow, frantically
muttering a counterspell and dispersing a fireball or improvising a riff to counter your opponent's solo.
Certain weapons, such as ranged weapons with the Rapid Projectile quality or melee weapons with the
Heavy quality, cannot be parried, since your sword isn't standing up to a fuckhueg sledgehammer and
you can't catch a bullet. (These rules may be rewritten to allow for badassery at higher levels.)

Other combat actions:


Aimed Shot: Full action - perform a ranged attack with a +10 bonus to your Shooting roll that can't be
parried.
Furious Strike: Full action - perform a melee attack with a +10 bonus to your Melee roll that can't be
parried.
Dash: Full action - move at double your movement speed.
Move: Half action - move up to your movement speed (The tens digit of your agility, henceforth called
your agility bonus, times two.)
Reload: Varies - Reload a weapon with the Reload quality. How long this takes is described in the
weapon description.
Focused Spell: Full action - Cast a spell with +10 to Sagecraft that can't be countered.
Rock Out: Full action - Perform a solo with +10 to your music skill that can't be countered.
Charge: Full action - Move your speed towards a target, as long as you end your turn in melee range of
them, and then attack the target in melee with a bonus of +20.

Everything with "can't be countered" written on it may be turned into "all counter attempts take a negative"
if it seems too powerful. New actions will regularly be created.

Sample Characters:

Sir Artor the Justiciar


BRU: 41
TGH: 41
BRA: 47
WIL: 39
AGL: 38
Background: Tyrnoth (Special ability: Deus Vult)
Trained skills: Sagecraft, Channeling, Healing, Endurance, Melee,
Knowledge (White God)
Other skill modifiers: -5 to Perception
Traits: Leader, Spellcaster
Equipment:
Longsword:
>Type: Melee (Sword)
>Range: Melee
>Damage: 1d10+3/+4
>Damage type: Slashing, Stabbing
>Special Rules: Versatile (can be wielded two-handed for bonus damage -
noted under damage), Balanced (Grants a +10 to parry attempts)

Shield:
>Type: Melee (Shield)
>Range: Melee
>Damage: 1d10
>Damage Type: Bludgeoning
>Special rules: Unwieldy (Wielder has a -2 to defence on the next turn after
missing with this weapon), Off-Hand (Wielded in the off-hand generally),
Shield Bash (All attacks that hit force the target to move (Degrees of
success on attack roll) metres away from the attacker), Blocking (Gives a
+30 to Parry attempts)

Plate Armour: +6 DR on all body parts, -20 on Agility tests

Warhorse

Magic disciplines: Telekinesis


Spells: Mind Over Matter, Force Bolt, Telekinetic Shield

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