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<blockquote data-quote="mythusmage" data-source="post: 2740082" data-attributes="member: 571"><p><strong><span style="font-size: 15px">Dangerous Journeys</span></strong></p><p></p><p><strong>Task Resolution</strong></p><p></p><p>Roll percentile dice against skill. If roll is equal to or less than skill, task succeeds. If roll is greater than skill, task fails.</p><p></p><p><strong>Characteristics</strong></p><p></p><p>DJ has layered characteristics. There are three traits; Mental, Physical, and Spiritual. Each trait has two categories; Mnemonic and Reasoning for Mental, Muscular and Neural for Physical, and Metaphysical and Pyschic for Spiritual. In turn each category is rated using three attributes. For each the attributes are; Capacity, Power, and Speed.</p><p></p><p>DJ characteristics are rather non-standard and don't really map to characteristics in other RPGs. You could think of Physical Muscular Power as like D&D's Strength, but it also incorporates Constitution plus such things as agility, While Physical Muscular Speed deals with how fast one can move in stress situations.</p><p></p><p>For a normal human attributes range from 8 to 20 points. A category is the sum of its three attributes, while a trait is the sum of its two categories. Which means a character could have a trait as high as 120 points. This comes into play in a variety of areas, especially combat (see below).</p><p></p><p><strong>Skills</strong></p><p></p><p>DJ is a skill based system using percentiles. For starting skills a character gets a certain number of points depending on Vocation (see below) plus the score in the applicable attribute or the average of two attributes. Skills learned during play start out at 5 points and do not add any attribute score. In effect, the attribute bonus is a case of previous experience.</p><p></p><p><strong>Improvement</strong></p><p></p><p>Speaking of which, DJ uses Accomplishment Points (APs). APs come in three types. AP/G (General) are awarded after each session for good play, creative thinking, accomplishments etc. AP/G can be applied to most any skill. AP/S (Specific) are awarded and applied during play to a specific skill for creative use of said skill, or getting a Special Success with said skill. Finally we have AP/X (Extraordinary). These are used to increase attributes, Joss (sort of like action points) or similar. Succeeding at an extremely difficult task, creative use of Joss, that sort of thing are what AP/X are awarded for.</p><p></p><p><strong>Vocations</strong></p><p></p><p>DJ uses Vocations. Sort of like Character Classes, but not really. DJ Vocations are more flexible for one thing, no skill is forbidden. However, each Vocation is based on one of the three traits, as are the skills. So for someone with a Mental Vocation the price to learn or improve a Physical or Spiritual skill is higher than it would be for a Mental Skill.</p><p></p><p><strong>Combat and Injury</strong></p><p></p><p>Physcial combat involves one or more of a number of skills. Melee, missiles, unarmed combat plus targeting (if one has that skill) all play a role. There is also Mental and Spiritual combat. These last being carried out through psychic abilities or magic.</p><p></p><p>Success in physical combat is determined as for any other skill. Weapons do from 1d3 to 6d6 in damage, plus any bonus for skill and Physical Muscular Power. Mental and Spiritual combat is a bit more involved and requires such steps as making contact and overcoming the target's Mental and Spiritual protections.</p><p></p><p>Armor and magical protections reduce damage done. But, physical armor (chain and brigandine for example) does not protect against all attacks. DJ uses an abstract hit location system, known as Strike Location. The Strike Locations being; Non-Vital (base damage}, Vital (double damage), Super Vital (triple damage0, and Ultra Vital (quadruple damage). Certain pieces of armor protect only against attacks that hit one or more Strike locations. For instance, if the only bit of armor one was wearing was a gorget only attacks that hit the Super Vital Strike Location would gain the gorget's protection. Note that with a bit of luck it is possible to kill the average person with a single sword blow in DJ. Or (with bad luck) give him a mere scratch.</p><p></p><p><strong>Miscellaneous</strong></p><p></p><p>There's more that could be said. The prerequisites for Mage or Priest status for one, social class and changes brought about by advanced (or young) age among others. But that can wait. Starting possessions alone can take a bit of explaining, especially if the character in question is someone of high social rank and advanced age. (Yes, the chap who hires and equips the band could be one of the PCs)</p><p></p><p>If you'd like further details drop me a line via email.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 2740082, member: 571"] [b][SIZE=4]Dangerous Journeys[/SIZE][/b] [B]Task Resolution[/b] Roll percentile dice against skill. If roll is equal to or less than skill, task succeeds. If roll is greater than skill, task fails. [b]Characteristics[/b] DJ has layered characteristics. There are three traits; Mental, Physical, and Spiritual. Each trait has two categories; Mnemonic and Reasoning for Mental, Muscular and Neural for Physical, and Metaphysical and Pyschic for Spiritual. In turn each category is rated using three attributes. For each the attributes are; Capacity, Power, and Speed. DJ characteristics are rather non-standard and don't really map to characteristics in other RPGs. You could think of Physical Muscular Power as like D&D's Strength, but it also incorporates Constitution plus such things as agility, While Physical Muscular Speed deals with how fast one can move in stress situations. For a normal human attributes range from 8 to 20 points. A category is the sum of its three attributes, while a trait is the sum of its two categories. Which means a character could have a trait as high as 120 points. This comes into play in a variety of areas, especially combat (see below). [b]Skills[/b] DJ is a skill based system using percentiles. For starting skills a character gets a certain number of points depending on Vocation (see below) plus the score in the applicable attribute or the average of two attributes. Skills learned during play start out at 5 points and do not add any attribute score. In effect, the attribute bonus is a case of previous experience. [b]Improvement[/b] Speaking of which, DJ uses Accomplishment Points (APs). APs come in three types. AP/G (General) are awarded after each session for good play, creative thinking, accomplishments etc. AP/G can be applied to most any skill. AP/S (Specific) are awarded and applied during play to a specific skill for creative use of said skill, or getting a Special Success with said skill. Finally we have AP/X (Extraordinary). These are used to increase attributes, Joss (sort of like action points) or similar. Succeeding at an extremely difficult task, creative use of Joss, that sort of thing are what AP/X are awarded for. [b]Vocations[/b] DJ uses Vocations. Sort of like Character Classes, but not really. DJ Vocations are more flexible for one thing, no skill is forbidden. However, each Vocation is based on one of the three traits, as are the skills. So for someone with a Mental Vocation the price to learn or improve a Physical or Spiritual skill is higher than it would be for a Mental Skill. [b]Combat and Injury[/b] Physcial combat involves one or more of a number of skills. Melee, missiles, unarmed combat plus targeting (if one has that skill) all play a role. There is also Mental and Spiritual combat. These last being carried out through psychic abilities or magic. Success in physical combat is determined as for any other skill. Weapons do from 1d3 to 6d6 in damage, plus any bonus for skill and Physical Muscular Power. Mental and Spiritual combat is a bit more involved and requires such steps as making contact and overcoming the target's Mental and Spiritual protections. Armor and magical protections reduce damage done. But, physical armor (chain and brigandine for example) does not protect against all attacks. DJ uses an abstract hit location system, known as Strike Location. The Strike Locations being; Non-Vital (base damage}, Vital (double damage), Super Vital (triple damage0, and Ultra Vital (quadruple damage). Certain pieces of armor protect only against attacks that hit one or more Strike locations. For instance, if the only bit of armor one was wearing was a gorget only attacks that hit the Super Vital Strike Location would gain the gorget's protection. Note that with a bit of luck it is possible to kill the average person with a single sword blow in DJ. Or (with bad luck) give him a mere scratch. [b]Miscellaneous[/b] There's more that could be said. The prerequisites for Mage or Priest status for one, social class and changes brought about by advanced (or young) age among others. But that can wait. Starting possessions alone can take a bit of explaining, especially if the character in question is someone of high social rank and advanced age. (Yes, the chap who hires and equips the band could be one of the PCs) If you'd like further details drop me a line via email. [/QUOTE]
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