Recap and Revision


This week we’ll be compiling all the current and revised rules thus far.

At the core of the system we have the dice, 5d2. One side is a success, the other is failure. Players roll dice and add the number of successes to their attribute score, if it’s equal to or greater than 6, they succeed at their task. If a character wants to do something that would fall under Brawn, we say he “rolls Brawn”.
Each character has 5 attribute scores: Agility, Brawn, Faith, Ingenuity, and Leadership. Attribute scores range from 1 to 5. A score of 2 costs one point, 3 costs two points, 4 costs four points, and 5 costs eight points.
Every action in combat has an initiative modifier associated with it. Players roll dice and add their initiative modifiers. Players with a higher score go first. Each turn is passed to the player with the next highest score, until everyone has had a turn. If they’re performing the same action in the following round, they don’t have to re-roll. Attacking with a heavy weapon has a +0 modifier, medium weapon has +1, and a light weapon has +2.
When a player attacks with a melee weapon he rolls Brawn. His range attacks use Agility. The opponent then rolls Brawn (to block) or Agility (to dodge). Roll dice add the appropriate score, if the attacker wins, he successfully damages the opponent. If the defender wins, he’s successfully staved off an attack, and lives for another turn.
Melee weapons add Brawn to their damage. Light weapons deal 1 damage, medium weapons deal 2 damage, and heavy weapons deal 3 damage. A character’s Endurance equals 4 times his Brawn + Faith. When his Endurance reaches 0, he rolls Faith to determine whether he’s unconscious or dead.
A character’s armour and shield protects him from damage he would normally take. As an example, light armour or a shield would protect him from 1 damage, medium armour from 2 damage, and heavy armour from 3 damage. The character takes any remaining damage. Each armour can be cumbersome, and as such, penalizes initative. Light armour is light enough that it doesn’t penalize initiative, medium armour subtracts 1, and heavy subtracts 2. Also, when a character’s armour prevents damage (by getting hit), it takes the damage itself. Each armour can take 15 times the amount it prevents. When it has taken all the damage it can take, it breaks and becomes useless, and must be repaired.

What are your impressions/thoughts/concerns so far?

Game On!


Mortal Combat!


Last week, we talked about initiative. Since then, we’ve done some testing and realize we shouldn’t have penalties, as it produces negative numbers, and nobody liked that. With that said, I’d like to propose heavy weapons have no bonus, medium weapons have +1, and light weapons have +2. Try that out, let us know how it works for you!

After you know what you’re going to do, and when you get to do it, you’re going to want to know how to resolve it. If you want to attack with a melee weapon, your going to roll dice (always 5d2) and add your Brawn score and your Ingenuity score together for your Melee Bonus. This is opposed by the opponents Melee Bonus. If the defender wins, he lives for another turn unscathed. If the attacker wins, now he has to determine how badly the opponent got hit. This is where endurance comes in. Currently we’re experimenting with different systems, but wish to present the current one we’re testing. Each character’s Endurance is equal to 10 plus his Brawn plus his Faith. The attacker deals damage equal to his Brawn plus his weapon damage, +1 for light, +2 for medium, and +3 for heavy. Test this amongst yourselves. Tell us what you find!

As always, Game On!

Amendment, Rituals


Last week we took a peek at the core mechanic for Sabotage & Suns. We also looked at purchasing points in attributes, and I asked you if it was enough. We came to the conclusion that it’s not. In last weeks post, we said attributes ranged from 0 to 4. I’d like to correct that to range from 1 to 5. Attributes still follow the same point-buy system, simply bumped up by one. An attribute of 2 costs one point, 3 costs two, 4 costs four, and 5 costs eight.

Now let’s talk a little about Faith. Your character’s Faith attribute, that is. The most important aspect of Faith is that it’s the governing attribute for magic. It represents your devotion to the Gods, your conviction to your beliefs, and how strong your connection to the Divine is. In S&S, magic is ritualistic. That is to say, you don’t just “cast a spell” to buff your allies. You set up your altar, you make an offering to the appropriate god, and bless your companions. Be descriptive when narrating your ritual. This could give your companions a slight edge in the upcoming war with the neighboring king, in their mission to steal from the royal treasury, or trying to convince the seamstress to give you a discount on expensive garments. Don’t forget it’s all about rituals. It may be a small, private ceremony, or it could be a big public event. The bigger and more important the ritual, the greater of sacrifice is needed.

So, grab a notecard, write your attributes and scores, toss some beans, and test the basic system. Of course more will be on it’s way, we’re working out the kinks and still fleshing the system. Any feedback would be welcome. Email us, let us know if you have any issues, explain any problems with the system and an idea of what you might do to remedy that.

Game on!