Vespertine Rules

Rough Draft Version

Characters are defined by Talents, Training, Skills, Action Abilities and Strikes.

Talents are a character's natural born aptitude in various areas of broad activity. All characters have the same six Talents:

Physical Prowess
Battle Instinct
Social Aplomb
Civilized Intellect
Savage Wisdom
Arcane Intuition

A Talent rated "0" is average, normal mortal range in each is from -3 to +3. -4 or lower means disability, +4 or higher means increasingly superhuman capability.

Training is a characters practice and instruction in one specific kind of activity. In the game, there are a little fewer than 60 different kinds of traininc

Skill (often called Total Skill) is the the character's total ability that results when Talent and Training are combined

Characters also have Strikes, at least two each, which work pretty much as you'd expect them to.

Characters are mainly defined by Skills. Starting characters will have between six to twelve. Each Skill has a Training Level (+1 or more) which is added to the rating of the Skill's base Attribute to get the Total Skill Rating. I'll list some sample Skills in a following post.

The value of a Total Skill level can be interpreted as follows

+1 = Trifler
+3 = Apprentice
+6 = Professional
+9 = Expert
+12 = Master
+15 = Grandmaster
+18 = Legendary

Characters may also have Action Abilities, which are basically "kewl powerz" like breathing water, nasty pointy fangs or being able to levitate at will. Generally, SA's don't have Ratings, you either have them or you don't. I'm explaining SA's in more detail in yet another seperate post somewehere further down.

Your characters will each start with three Drives, which are the reasons they go out and do dangerous things, stated as short evocative phrases. Blatant swipe from the games FATE and The Shadow of Yesterday. Yet again, explained further in a separate post.

All actions are resolved by a roll on the Action Arch. Roll a 2D6, add your relevant Total Skill, subtract or add modifiers, and look up the final total.

2 or Less = Mishap
3 - 5 = Failure
6 - 8 = Mixed Results
9 - 11 = Success
12 or More = Triumph

If acting against someone else, take their relevent resisting Skill as a negative penalty. If making a raw Attribute roll (in which Skill is not a factor), double the Attribute Rating before adding it to the roll. To perform multiple actions on the same Turn (six seconds) take a cumulative -5 penalty on each additional action.

Fortune Stones are your metagame resource. You win these for playing out your character's Drives, and various other reasons. Spending a Fortune Stone lets you do one of the following.

Spending Fortune Stones

After you've won them, fortune stones can be spent to better your chances on the path of adventure by any of the following means.

  • Add a bonus to any one roll on the Action Arch. One stone per +1 of benefit.
  • Negate a full Strike of damage, 3 stones per strike negated
  • Use a skill in a thoroughly unconventional way, like your aptitude as a cook to survive a swordfight or your peerless experience as a mechanic to charm the darling of your eye. One stone per +3 of skill (or fraction thereof) so employed.
  • Permanently improve one of your specific skills. To raise a skill by +1 costs the new training level times two. For example, if a character has a Battle Instinct of +2 and current training in Archery of +4 for a total Archery skill of +6, raising it to +7 would cost 8 fortune stones (2x4=8). Of course, characters must pay for each degree of raised ability separately, they cannot “skip” intermediate levels.
  • Declare a bit of Directorial editing.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License