Community Codex Adaptive RolePlay System v1.0.0-rc3
Point Assignment
Points must be assigned within the session they are given; points cannot be stored up. At the beginning of any session where a character has unassigned points, those points must be assigned to a Skill or into an Attribute accumulator before play begins.
Once points are assigned to a skill they may not be moved or re-assigned. Skills are increased by adding points to them. Modifier bonuses are gained according to the Modifier Table (see Modifier Table ). The maximum points a Skill can have is 36. New Skills can be learned through a trainer, reading the appropriate book, or similar learning adventures. Even when learning a new Skill this way, one must use the points given during that session.
For example: Bob the Bouncer wants to add a combat skill to gain a block/parry advantage for when he has to confront unruly people. At the end of the session, Bob has earned 3 points; he either locates a trainer or self-teaches by reading a book. The player writes the skill name into the skill list, applies all three points he has earned to the new Skill, locates and records the modifier and dice for a skill with 3 points.
Combat
Combat is represented as a series of actions. All actions are rosolved throught skill tests. Each action has a base Target Number that is determined by a difficulty table. The base target number is modified by the Game Master for Sutuational Difficulty, the active Player for Character Skill Modifiers, and the opponent for Defensive Skill Modifiers.
• Situational modifiers can be positive or negative depending on the current conditions.
• Active Skill modifiers are always positive.
• Defensive Skill modifiers are always negative.
The combat sequence is as follows:
• Active Character Initiates combat by describing their intended action.
• Game Master determines the base target number and applies the situational modifiers.
• Opposing Character subtracts his or her reflex modifier and defencive skill modifiers.
• Active Character makes a skill test and subtracts his or her skill modifiers and weapon
attack Modifiers.
• Upon success, the Active Character sums the weapon damage and any damage Modifiers.
• Active Character reports the number and damage type to the Opposing Character.
• The Opposing Character subtracts their appropriate resistances from the damage.
• The Opposing Character records the damage in the related damage type box.
If the damage is below one, no marking is done. See Damage Overload below if damage exceeds the number of available boxes.
If the attack roll was a Critical Success the final damage staging number is doubled. Critical Failure may result in the attackar harming self or any friend nearby (at Game Master’s discretion).
The combat sequence is as follows:
• Active Character Initiates combat by describing their intended action.
• Game Master determines the base target number and applies the situational modifiers.
• Opposing Character subtracts his or her reflex modifier and defencive skill modifiers.
• Active Character makes a skill test and subtracts his or her skill modifiers and weapon
attack Modifiers.
• Upon success, the Active Character sums the weapon damage and any damage Modifiers.
• Active Character reports the number and damage type to the Opposing Character.
• The Opposing Character subtracts their appropriate resistances from the damage.
• The Opposing Character records the damage in the related damage type box.
If the damage is below one, no marking is done. See Damage Overload below if damage exceeds the number of available boxes.
If the attack roll was a Critical Success the final damage staging number is doubled. Critical Failure may result in the attackar harming self or any friend nearby (at Game Master’s discretion).