Thursday, September 12, 2013

Genome Transcendence: The System (Skills)

How the skill system works.

This is an interesting one. I think fixed skills are stupid. There are an unlimited number of skills you could have in this world, and fixating them is too limiting and discourages good roleplaying. If I wanted to create fixed skills that encompassed our lives, it would be an encyclopedia in itself.

So, GT uses a flexible skill system. Basically, you are given "skill slots". You use these skill slots to put into any skill you can think of in the real world that you want. Below are some sample skills you might want your characters to have.

  • Swimming
  • Running
  • Lock Picking
  • Brawling
  • AK47
  • Anime Knowledge
  • Spanish
  • Sewing
  • Heart Surgery
  • PHP Programming
  • Speed Reading
  • Karate
  • Chemistry
  • Social Media
  • Rock Climbing
As you can see, the sky is the limit. Anything you think might be useful, you can pretty much have. More importantly, it's important for your skills to match your character's background and personality.

Like in real life, you can attempt to do anything you don't have a skill in; it just means that your chance of success would be much lower than if you had the skill.

Some skills can be categorized into one large category. For example, "Military Training". This could include running, swimming, sneaking, basic weapons knowledge, and basic brawling. Any category of skills you decide to take would make you just a novice in it. If you wanted to be really good in a specific skill, you'd have to use one slot for it. So you could have "Military Training" and "Running" both as a skill, which would mean you're particularly good at running, even though it's also part of your military training.

You can also "specialize" in skills. This means that you spend 2 skill slots in the same skill, making you one of the best people alive who has that skill.

If you think about it, we really don't have that many skills we're really good at in real life. Most things we dabble in and don't ever really get deep into. Since a character in GT usually is an expert of some sort, you have more skills than an average person. Don't get overly ambitious with your skills though! Keep in character!

Task difficulty and bonuses.

The difficulty of a task is determined by the GM, usually rated from a 1 to 10 -- 1 being it's extremely easy, and 10 being that it's near impossible. If you don't have a specific skill to perform the task, the difficulty will be higher than if you did. Your success is also modified by your basic stat pertaining to that task. In some cases, the stat is the only thing you need to perform the task.

The degree of your success or failure also differs each time you perform a task. There are always random factors such as how well you concentrate that particular time or how strong the wind is when you're trying to climb up a ladder. This is represented by the number of successes you roll.

Let's take a look at an example.

Sergeant Gregory Levine wants to shoot an enemy 100 meters in front of him with his trusty Glock 19. The difficulty for this is usually a 5. If Gregory doesn't know how to use a Glock 19, the difficulty would go up to a 7. If Gregory doesn't know how to use any handguns at all, the difficulty would go up to a 9. Gregory, however, has a specialization in the Glock 19, making the difficulty drop to a 3.

The usage of a Glock 19 requires good DEX. Gregory has a 65 DEX, so he rolls 6D10 (the stat / 10 rounded down). Each D10 result that's above the difficulty is a success and each below is a failure. The "remaining" 5 points of DEX he has are called "adjusters" can be "burned" to raise one of rolls. Once you burn a point of stat for this purpose, it's gone for the entire session.

Each failed roll, with the exception of a natural roll of 1, are ignored. A natural roll of one is a critical fail and cancels out a successful roll, starting with the highest roll. Adjusters cannot be used to save critical fails, or "botches". Count the total number of successful rolls to determine the overall success of your task.

The more successes you have, the better the outcome.

Gregory rolls 6D10 with the result of 8, 2, 3, 5, 1, and 9. The 1 cancels out the 9 and Gregory ends up with 3 successes. For some reason, Gregory really wants to kill this guy and decides to burn an adjuster point to modify his roll of 2 to 3. His DEX goes down to 64 for the remainder of the session, and he gets 4 successes on his task.

The guy is shot in the head and dies instantly.

If you have more failures than successes, then you fail your task.

Prolonged tasks such as running 5 miles require multiple rolls, usually one roll for each mile or each minute or whatever the GM decides is suitable for the task.

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