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|| Divine || Wil || No || You have knowledge of the gods and religious tenets || | |
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|| Deity (choose) || trained Divine skill || You have the favor of your chosen god || | |
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|| Rebuke || Deity || You speak with the terrible authority of your deity, striking terror into your opponents (like Turn Undead). || |
D10 is a tabletop role-playing game system designed for simplicity and flexibility.
Stats
Stats are defined by three Aspects (Body, Mind, and Social) and three Attributes (Power, Durability, and Agility). To begin a new character, assign the numbers 1 through 6 to the Aspects and Attributes. Alternately, use any collection of 6 numbers totaling 21. The grid formed by the Aspects and Attributes holds your character's 9 Ability scores. Strength, Stamina, Dexterity, Genius, Focus, Awareness, Charisma, Willpower, and Wit. Add together the value of the Aspect and Attribute to determine the Ability score.
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Body |
Mind |
Social |
Power |
Strength |
Genius |
Charisma |
Durability |
Stamina |
Focus |
Willpower |
Agility |
Dexterity |
Awareness |
Wit |
For converting to standard D&D:
Stamina & Focus: |
Constitution |
Genius & Wit: |
Intelligence |
Willpower & Awareness: |
Wisdom |
Talent Points
New characters are given 8 talent points, which are used to earn new Talents, learn new skills, or improve existing skills.
Skills
A skill is something your character has some level of proficiency at doing. Each skill relies on one of the 9 Ability scores. To use a skill, roll a d10 and add both the relevant Ability score and the number of ranks you have put into that skill. To learn a new skill, pay a Talent Point to gain 4 ranks in a new skill of your choice. To improve an existing skill, pay a Talent Point to increase that skill's ranks by 2. Some skills can be used untrained, and some may not be used unless you have ranks for that skill.
List of skills, their relevant Abilities, whether they may be used untrained, and description:
Skill |
Ability |
Usable Untrained |
Description |
Arcana |
Int |
No |
You are learned in the ways of magic, its jargon and its history |
Divine |
Wil |
No |
You have knowledge of the gods and religious tenets |
Military |
Awa |
No |
You are familiar with the tactics and gear of war |
STUB |
Int |
No |
Still have to make this list |
Talents
A Talent is a special capability your character has. Unlike skills, there is no rank or Ability score associated with Talents. Talents are (usually?) passive abilities, which may alter certain game rules regarding the character. To gain a new Talent, pay a Talent Point. Some Talents may not be earned unless the character has a particular Ability score, skill bonus, or other requirement.
List of Talents, their prerequisites, and description:
Talent |
Requirement |
Description |
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Armor |
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Light Armor |
None |
You are proficient in the use of light armor types |
Medium Armor |
Str >= 5 |
You are proficient in the use of medium-weight armor |
Full Armor |
trained Military skill, Str >= 5 |
You are proficient in the use of all armor types |
Light Shields |
None |
You are proficient in the use of light shield types |
Heavy Shields |
trained Military skill, Str >= 5 |
You are proficient in the use of all standard shields |
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Weapons |
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Civilian Melee Weapons |
None |
You are proficient in the use of civilian melee weapons |
Military Melee Weapons |
trained Military skill |
You are proficient in the use of all standard melee weapons |
Civilian Ranged Weapons |
None |
You are proficient in the use of civilian ranged weapons |
Military Ranged Weapons |
trained Military skill |
You are proficient in the use of all standard ranged weapons |
Special Weapon (choose) |
Depends on chosen weapon |
You are proficient in the use of your chosen non-standard weapon. You may take this talent multiple times, choosing different weapons. |
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Other |
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Mage Casting |
trained Arcana skill >= +10 |
The ability to use Arcane Powers |
Deity (choose) |
trained Divine skill |
You have the favor of your chosen god |
STUB |
none |
Still have to make this list |
Powers
New characters may choose 4 powers. Powers are special actions your character can take, above and beyond that of normal folk. Most powers may not be earned unless the character has particular Talents, Skills, or other requirements.
List of Powers, prerequisites, and description:
Power |
Requirement |
Description |
Rebuke |
Deity |
You speak with the terrible authority of your deity, striking terror into your opponents (like Turn Undead). |
Mark of the sage |
Mage Casting |
A flaming rune leaps from your fingertips to strike an opponent, leaving a small glowing mark. |
Sages Intuition |
Mage Casting |
You make a brilliant observation that enables an ally to quickly act. |
STUB |
none |
Still have to make this list |
Confrontation
Confrontations can occur in any of the three Aspects. Body confrontations (combat) are the most common in typical role-playing games. D10 also allows Mind and Social confrontations. Regardless of the Aspect, the aggressor will roll 1d10, and add an Attack Ability of the relevant Aspect, as well as any weapon bonuses. If the resulting number is higher than the target's Defense Attribute for the relevant Aspect plus 5, plus any armor bonuses, the target will lose Aspect Health Points equal to the aggressor's Aspect Power + any weapon bonus.
To Hit : 1d10 + Attack + bonuses vs. 5 + Defense + armor
Damage : Power + bonuses
Most often Power applies to Attack and Agility to Defense, though these may vary depending on the weapon used, and defensive implement wielded. "Weapon" here refers to a physical weapon, power, or attack method.
Health Points
Characters have three pools of Health Points, one for each Aspect. The maximum for each pool is 4x that Aspect's Durability Ability. If any of the three pools gets as low as -(2x Durability Ability), the character is lost. This may mean dead, brain dead, or insane depending on which Aspect is damaged. In any case, the character may no longer be played. Damage received is recorded in a 'scratches' pool, for non-serious damage. When the encounter has ended, the character will immediately recover 2x Durability Ability for each scratches pool, up to their max HP. Any remaining damage should be moved to a 'serious wounds' damage pool.