 |
 |
wYggdrasil |
 |
 |
 |
Development of Yggdrasil
How to contact me:
E-mail: lerno@home.se
ICQ: #3120298
|
 |
 |
 |
 |
 |
|
 |
 |
wTuesday, September 10, 2002 |
 |
 |
 |

More Ygg elements
Skill resolution
Riskbreakers*
Combat resolution
Inspiration*
Skill resolution
Skill resolution is simple. You check what your stat says. If the stat is equal to the Challenge of the task you have 50-50 chance of succeeding. Roll 1D6, succeed on 4-6, fail on 1-3.
If you have above the Challenge you automatically succeed, if below you automatically fail.
If quality is needed, you simply roll 1D6. Result is considered Stat.D6, so rolling 5 with a stat of 6, your performance is 6.5. For more detail, additional D6's may be rolled: Rolling another die for 3 gives 6.53 and so on.
If you'd automatically succeed you can use some points "left over" to improve quality or other things. For example my skill is 5 and the challenge is 3. I can use 1 point to improve the quality with a sure success or use 2 points and improve it by 2 but you have to roll a D6 (50-50 roll) to see if you manage to get those points, otherwise you default to 1 point.
1 point of Weird can be used to convert a D6 roll into a 6 instead of what was rolled.
Riskbreakers*
Riskbreakers* are extra skill points working on a need-to-use basis. If you have at least 1 riskbreaker point and the challenge is exactly one step above the current skill (usually defaulting to the stat), you can use Riskbreaking.
By putting in a riskbreaking point you can get a chance to improve the skill "on the fly".
For example, I want to jump the chasm which has a challenge of 5. I have skill 4, so no way I can jump it. But I have riskbreakers left. I use one riskbreaker point and then roll a 50-50 roll. If I make it, I just got over that chasm and my skill at jumping chasms just increased by 1. Otherwise just pray I have some Weird left.
If I fail I get to retain the riskbreaker point(s) but I can't try to pay riskbreakers on this type of skill again until I go up a level.
You can also put in more riskbreaker points to stack the odds. For every extra riskbreaker point you put in you get another die. Discard the lowest dice. However, if the riskbreaking succeeded these extra points are used up as well.
Combat Resolution
The quick take on combat is that you roll a D12 and then check if that beats the target number of 7-Your Skill+Opponent Skill.
But that's not the whole story. There's the margin of success too.
If you rolled a margin less than 2 you just do a standard attack. Of course if you declared that you hit him in the eyes or something that might not be totally successful. You can chose to either have it considered dodged or parried, or default to a standard attack at no extra cost.
If you have a margin of 2 or more, then we're talking! You can do all sorts of stuff with that. Sweep, trip, hit the groin or the eyes. Basically you can choose a special type of basic move here (sweep/throw, aimed, grab, lock (if you're already grabbing), disarm, aimed attack, and so on). Anyone can do that, no special skill required.
To see the actual result of the action, a simple skill resolution is done. For example you grab the opponent ok, but do you really hold him? Use Strength vs. Strength in the skill resolution.
With training there are bonuses to these tests so you can actually grab and throw stronger and heavier opponents.
With a margin of 2 you can also do a simple special move*. A special move might be a sweep with extra damage or something. Look at the rules for that for details.
Actually you can do the same thing improvising, but you need more margin. To do a standard special move improvising you need a margin of 4, not of 2. And for the next step you need 8 and not 4. Cost is doubled*.
Anyway, with a margin of 4 you can do the 3 keyword special moves, margin 6, 4 keywords and so on.
However, as far as dictating what happens, a margin of 2 is sufficient. However, extra damage effects requires margins to be allowed.
For example, I might be able to trip up the Ogre with my attack at a margin of 2, but I can't make it take extra damage for slamming into the wall off balance unless the margin is 4. However, I can still get the "into the wall off balance" at margin of 2 if I don't care about that extra damage thing.
Inspiration*
Inspiration is something which allows the character to perform beyond his/her level because of strong emotional reasons.
Reasons can be:
Close to death with an intense fear of Dying
Loss or threat of Loss of a Loved One
Intense Rage or Hatred
To get to use inspiration the player tells the GM what he/she's drawing inspiration from. It's up to the GM to decide if that is enough. You can only be inspired once from a reason during a single scene, but you can use inspirations for different reasons to actually get more than one inspiration roll during a scene.
There are two situations of using inspiration: one is in combat to increase the combat margin. The second is using it to increase the skill during skill resolution.
The former gives 1D6 extra (reroll and add a roll of 6!) points of margin to a successful attack.
The skill use, is giving the character immediately 1D4-1 extra points of skill for the sake of this single test. What happens is that the action is declared and considered initiated and then the bonus die is rolled, not the other way around.
Succeeding with skills this way doesn't imply any increas in skill for the action, unlike the Riskbreaker methods.
posted by
Christoffer Lernö at 9:56 PM
|
 |
 |
 |
 |
 |
 |
 |
w |
 |
 |
 |

Ygg - a quick system overview
(* indicate rules which is currently under much consideration whether they fit or not)
Components
Stats
Classes
Class abilities
Skills
Un-skills
Moves*
Magical Spells & Stuff
Demonic Taint
Level
Weird
XP
Stats
Stats for characters run from 4-7 for humans. Mostly. However 4, is average for normal untrained humans. 3 is slightly below average. 7 is considered extremely well trained. Stats can be increased up to 8.
Stats are considered "average skill performance", so usually stats are used instead of skill ratings.
Classes
Classes represent profession packages as well as background for the character. It includes abilities and skills which are associated with the profession.
Class Abilities
These vary from skills "pyroalchemy" to abilities "shapeshifting ability" to psychological traits "Strong Sense of Honor" all these abilities are increasing together with the class, and are considered to be on the level of expertise the level indicates.
Skills
Aside from the class abilities, character may learn any number of additional skills. Usually no skill is needed to attempt an action. It is assumed the character is reasonably trained in most areas associated with his class. The relevant stat is instead consulted and assumed to indicate the general level of ability. However, the skills may be learned for two reasons: to represent exceptional skill at a specific action or to allow for performing the skill at all. In the former case the skill once learned is used instead of the stat.
For example, a character with stat 5 in movement may train in long jump. The trained skill will start at 6. This can be again trained to increase.
Untrained skills which has no basic stat start at 1.
Un-skills
A player may declare his character unskilled in a action which usually would be covered by a stat roll. For example one character might not be able to swim. That character would write down his lack of skill at swimming.
Moves*
As the character increase in levels they are allowed to create signature attacks and moves. Although usually they are special kind of attacks, they can be pretty much any combination of actions.
Moves are constructed out of keywords, here's a short list as an example:
reflection
spark
spiral
soul
cannon
storm
winter
triple
flash
violent
ghost
shadow
Starting with a single keyword and a basic description of the move, or two keywords, they form the first special move.
For example: "Flash Palm" for an unarmed palm strike move.
This has non-martial implementations too. For example, a riding maneuvre can be called "Storm Switchback" or whatever.
A 2-word special move costs needs a combat success margin of 2 or equals a 1 point advantage in case of a skill test (these terms will be more obvious later)
Every level a player can either add a keyword, creating an even more advanced move, or start creating a new one.
Every additional keyword means a single extra effect and a cost of 2 points of margin to perform.
Magical Spells & Stuff
Demonic magic is roughly divided into Spells & Summonings and Powers.
Powers are abilities the character has and can use immediately without any "calling" on extra powers. They are all fueled by demonic power, just like the spells and the summonings, but the difference is that these are not external things, but skills the character has learned. There are a number of Powers to choose from, they are paid for in form of permanent taint. Powers can be learned to more advanced forms. The expression of the Powers are usually more or less personal.
Spells & Summonings on the other hand are magic only paid for when used. Spells range from wards to magical incantations and similar. Some are ritual in use. However, all spell effects are identical no matter who use them, there is no personal differences in their effect. The spells are easy to learn compared to powers, but are fewer. Ever non-magicians can learn some of the basic wards and incantations.
Summonings are also ritualistic using the names of the demons to be summoned. A character usually only know a few types of demons to summon. Both summoning and spells can be considered to be pretty mechanical.
Demonic Taint
Demonic Taint is what magicians pay for using demonic magic. The more magic a sorcerer uses and the more Powers he/she has, the more corrupted.
Corruption will manifest itself in permanent demonic disfigurations and other effects. The onset of corruption can be delayed by using ritual scarring and tattoing of sealing runes, as well as magical iron masks, bracers and other items fused with the flesh of the mage. The sorcerer may also ritually amputate parts of his/her body to reduce the accumulation of demonic taint in the body.
A fully corrupted sorcerer will in effect be a demonic being, unfortunately without any of its former magical powers.
Level
The level works as a counter. You level up, you get some points to increase stats and combat abilities with, you get to make a new move, you might raise the maximum of your Weird and you get a bunch of Riskbreakers*.
That and all your class abilities are supposed to be at a higher level as well.
Weird
Weird is what Ygg calls the Fatepoints. With Weird you can succeed a 50-50 roll even after it failed (but you can't succeed if there was no roll to begin with), you can avoid taking damage in a round (you just get battered up and bruised) and so on. Basically, anything you had a chance of avoiding or succeeding with a HELL OF A LUCK you can avoid/succeed by paying 1 Weird after it happened.
Your Weird is fully replenished when your adventure is over.
XP
Yes, have level, have XP. XP is awarded for succeeding with the scenario, for doing dramatic and interesting things, for succeeding against the odds, for sacrificing or potentially sacrificing oneself, for quick thinking and for overcoming difficulties (which includeds winning battles).
posted by
Christoffer Lernö at 9:56 PM
|
 |
 |
 |
 |
 |
|