davout wrote:
Well could you tell me in what ways is it "streamlined" compared to Arcanis RPG?
Thanks.
For sure...
Skills got a major revamp, they are tighter and not as "black and white" allowing for more player/gm interpretation.
Attributes & powers (think spells) all use the same table for determining power level/capabilities.
For example, Strength of 8 gives you +4d10 and a power with rank 8 (lets say Elemental Blast) would deal d10 (Quickness).
One table to rule them all
Also actions were simplified.... instead of a ton of different action speeds/weapon speeds/and maneuver modifiers, I broke all actions down to 4 action costs.
Quote:
In Rotted Capes, all actions fall within 4 different speed categories: Trivial, Simple, Complex, and Demanding actions. Trivial Actions cost 1 tick, Simple Actions 2, Complex Actions 4, and Demanding Actions cost 6 ticks. During your turn you may perform a Trivial Action, a Simple Action, and either a Complex or Demanding action, adding up all Speed costs. For example, you may perform a Trivial (1), Simple (2), and Complex Action (4) together as a Speed 7 action.
You are not required to combine actions; for example, you may take only a Simple action and act again 2 Ticks later.
A combat maneuver may bump you up to a slower action or add an action.... for example ALL attacks are complex actions. but double tap requires an additional simple action
Combat is a little quicker as well, as well as deadly...
I also re-imagined flaws. They now work in tandem with Plot Die (Fate points) and create a lot more player interaction.
There were a LOT of lessons we took away from Arcanis when making Rotted...
If/when we ever do a 2nd edition Arcanis RPG... expect to see some of those innovations to bleed back into the system (especially the way we do flaws and plot die!!!).