An idea for a game system that wont leave me alone.
Anchors and Actions alliterative system name
because alliteration is part of the virus that wont let me be.
So far its a descriptive way of comparing characters and things
ANCHORS
Nature - defining what a character is and their purpose in the setting.
Most magical attacks target a characters Nature.
Heart - Who a character is . How they are motivated or driven to do things
Charm - How a character interacts on a social level. Convincing others.
ACTIONS
Mind - What a character knows and can do in ways of actions
Body - How a character accomplishes things physically
Loot - Relative wealth and resource level compared to settings.
Each stat block would also be an overall measure of a characters power/ vitality
in relation to others. It is this combined number that is the measure of how
impactful a character can be.
Average humans would number 3-6 up to 8 for especially powerful or pivotal
Heroic beings or main characters can start at 10 and on average rise to about 15
Highest tier characters or oppositions can reach the 20s
Anything beyond doesnt really make sense to number as they would be unbeatable.
Powers and abilities are footnotes for thematic play styles
Less Simulations and more tracking breakpoints for gameplay.
Its not how much magic a wizard knows but how much they are
willing to risk to win in the moment that matters
Characters have 6 stats
Vehicles have 4 stats
Systems - what makes it work and functions
Frame - how much damage it can take
Range - how far can it go before needing something
Loadouts - game specific requirements for play per session
Tools have 2 stats
Use - what it can do
Form - how long it can do it

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