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 BBOW reference notes

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Posts : 29
Join date : 2011-04-06

PostSubject: BBOW reference notes   Sat Aug 13, 2011 5:34 pm

Here are just a few notes, the ones you'll want to reference most often.

swiftness (initiative rolls)
dexterity (attacks and dodging)
force (damage)
physique (Dire Wounds and blocking)
Willpower (magic)
Cognition (mostly skills)
Personality (interactions)

At creation, they each start at d6. You may increase them a total of 4 times (d6>d8, d8>d10, d10>d12 = 3). You may reduce one to d4, in order to gain another raise.

You may split up your skill dice into two parts, hitting and damaging. Dice used for hitting are rolled using dex, dice used for damaging are rolled using force. If you want a more accurate attack, you simply assign more of those dice to hitting, and fewer to damage.

4 skill in knives, the target is skilled in defending himself, so you assign more dice to hitting than damaging (3 hitting, 1 damaging).

Another opponent is tough, but easy to strike, so it's worthwhile to put more dice in damaging than hitting (1 hitting, 3 damaging) against most opponents, you'll just pick a happy medium and roll that for ease.

Wound system
You have a limit of Dire Wounds equal to your physique and any physique bonuses. Every 10 wounds you suffer is turned into a Dire Wound, and then you may remove 1d6 wounds. This happens every turn.
Each Dire Wound is -1 to all actions.

Each point in a skill (excluding the first) grants a specialisation. This may be a narrowing of the skill, or of any previous specialisation. If you lack any sort of appropriate skill, you may roll the appropriate stat and halve it.

Set skills:
The following are skills hardcoded into the system.
You may make one dodge roll against attacks each turn. Dodge uses dexterity. If you roll more or equal to the attack, it is dodged and you take no damage. If it is less, you take full damage
You may make one parry roll against attacks each turn. Parry uses physique. The amount that you roll on your parry is taken from the damage done.

Technique skills

You may only have one technique active at a time. Any techniques you have at rank 10 or more get the Mastery ability, and do not count towards the limit of active techniques.

Dancing Viper Technique
Passive +1 to dexterity per 5 ranks
Active +1 to dodge rolls per rank, also makes dodge a trained skill removing half die penalty
Mastery A dodge may be attempted against every attack made against you, without penalty.

Iron Gaze Technique
Passive +1 to personality per 5 ranks
Active Reduces the action points of a single opponent by 1 per rank to a minimum of 0.
Mastery Reduces the action points of every opponent to 0 for the first round of any engagement. Fleeting Spark Mastery grants immunity to Iron Gaze Mastery, but not the active effect.

Steel Wall Technique
Passive +1 to force per 5 ranks
Active +2 to armour per rank
Mastery At the cost of your next action you can reduce any physical damage that would have been affected by armour to 0.

Returning Blades Technique
Passive +1 to physique per 5 ranks
Active +1 to parry per rank, also makes parry a trained skill removing half die penalty
Mastery You may parry against every attack made against you, without penalty.

Turning Page Technique
Passive +1 to cognition per 5 ranks
Active Whenever a skill is called for you may roll 1d(cognition). If the result is above 8, you have the skill at rank 1 for a day. You gain +1 to this roll for every rank.
Mastery Whenever a skill is called for you may roll 1d(cognition). If the roll is above 20, you gain the skill permanently at rank 1.

Fleeting Spark Technique
Passive +1 to swiftness per 5 ranks
Active Increase your action points by 1 per rank to a maximum of 20.
Mastery Increases your action points to 20 for the first round of any engagement. You then resume rolling as normal, although having Fleeting Spark active still confers its bonus.

Inward Light Technique
Passive +1 to willpower per 5 ranks
Active +1 to casting rolls per rank
Mastery You may roll 2 dice when casting a spell and both are added up. Only if both dice come up 1 do you suffer mana drought to cast spells.

You get +1 to the related stat for hitting every 5 ranks in the magical skills.

Heat Dex
Liquid Personality
Solid Force
Gas Swiftness
Death Cognition
Life Physique
Mind Willpower

When you wish to cast a magic spell, you roll 1d(Willpower), and you may then choose points to put into the spell from each magic skill, up to a maximum of your ranks in the skill.

For instance:

willpower 1d8

Rolls 1d8 = 5

Solid 3
Gas 4
Life 6

This spell could have as much as 3 solid or 4 life in it, but could only have 5 of the six life, as only a 5 was rolled. In this instance, the caster chooses to use all 3 solid in the spell, so he could also choose to add 2 gas, 2 life, or one of each. He checks if he has already cast this exact mix of elements, and he has not, so he states the intention of the spell to his GM, and the GM tells him the mechanical effect of the spell, which the player writes down.



-2 Physique
-1 Force
Jump mass
Jump distance
Jump speed (every 2 ranks gives +1 bonus to swiftness)

Vampires may not be killed except by destruction of the body, or severing of the head
Vampires need no oxygen
Clarity (Vampires making use of Clarity by drinking blood become temporarily human, and lose all vampire bonuses. They may use the skills of their victim whenever they are higher than the vampire's own.)


Sons of Cain
+1 to any three stats.
Cain's Mark (Every rank of Cain's mark deals a point of damage to anyone that does you damage)

Sons of Joseph
+1 Willpower
+1 Cognition
-2 Personality

Sons of Moses
+4 Willpower
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