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Clasew

Rules System

  • Resolution (ACTS)
    The basic way checks are resolved is my meeting or exceeding a target number by rolling dice and adding relevant modifiers.
    While the modifiers are based on a character's stats and abilities, the dice used are drawn from a "dice deck" based on the character's stamina or spirit. These dice come in three sizes, and represent different amounts of stamina. A d4 represents 2 stamina, a d6 represents 3 stamina, and a d8 represents 4 stamina; these costs are the same for spirit. Up to 4 dice may be invested in a contest, divided among four aspects of the contest, in order of usage; Accomplish, Caution, Timing, Special.
    • Accomplish – In order to succeed on a check, this pool must meet or exceed the target number. If it does not, then failure occurs. In combat situations, this is attack.
    • Caution – Used in Risky or Contested checks, this pool is used for avoiding a negative consequence of attempting the check. One may succeed on accomplish but fail in caution, thus succeeding, but suffering some drawback. Alternatively, one may fail accomplish but succeed on caution, and though the task is not completed, but there are no repercussions for failure.
    • Timing – Used in Contested checks when going first matters. Whoever has the highest timing has their action go first. If timing is not rolled, then everything is assumed to be simultaneous.
    • Special – Sometimes dice are spent just as a resource, or there is some additional aspect that may require attention that is not covered by the above.
    Outside of strictly resolving contests and checks, the ACTS resolution system requires an additional system, such as the Clasew resource system, in order to give context to the results and their consequences.
  • Card Combat
    • Clasew Card Combat, AKA CCC, is a variation designed to improve the flow of combat.
    • CCC Techniques – For use with the CCC System, these techniques add some flair to combat.
  • Quick Reference

Table: Ranks and bonuses

RankRank Bonus!Derived Bonus Proficiency Bonus EXP
F-1-3 +0/1d  -3
E+0-1 +1/1d  -1
D+1+2 +1  0
C+2+5 +2  2
B+3+8 +2/1a  5
A+4+10 +3/1a  9
S+5+12 +3/2a  14
L+6+14 +4/2a  20
X+7+15 +4/3a  27

  • Class Systems: A bolt-on modifier, these are generally setting relevant. They can be mixed together, or used simultaneously within a game, however they are balanced among their own category.
    • Mooks – An easy system for building common beasties and baddies to go against (or be commanded by) player characters.
    • Delving in Darkness – Somewhat generic fantasy classes, with options selected as levels are gained.
    • Vessels – The Grand War of the Chosen; Conceptualizing dreams and stories into living bodies, a grant scale competition is held to determine the course of the world.
    • WitchGear – An invasion of apocalyptic proportions has been driven off, and now the pieces are being put back together. Danger still lurks, and the sacrifices humanity made to survive show to be greater than expected.
  • Example Sheets

Campaigns

  • Frozen City – The world has gotten colder, and a strange voice beckons you in your dreams for help. Answering it, you find yourself in a different world, already frozen over...
    • Uses the Servants variant of the Vessels class system. Showing the system off!
  • NORNS – Not so much a campaign, yet, but more a way to teach the game.

Related Systems

  • Photon Knights – A class-based bolton for VDP's Photon Knights setting

Etc.

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Page last modified on February 23, 2024, at 05:17 AM