wbs playtest 1
TRANSCRIPT
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WELCOME WELCOMEHello and welcome to the very 1st playtest document for Weapons of Body and
Soul.
This is an RPG that has been in conceptual development for over months and !
finally "ot around to wor#in" out the blan#s enou"h to ma#e it playable.
MISSING SECTIONSThis current version of the playtest is missin"
$ Special Techni%ues
$ &hi 'ttac# &omponents
$ &omplete S#ill (ist
$ )ther Races
$ (evellin"
$ Sta""er*+noc#bac# Rules
$ ,arious )ther Thin"s
CHANGELOGPlaytest 1.1
$ 'dded e-amples
$ Twea#ed rules and clarifications
SETTING/GENREThe basics of the settin" and "enre is a artial 'rts/ Wu-ia/ Wire$0u settin".
CORE MECHANICThe core mechanic of the "ame uses a pool of dice. The pool sie is based off
of your ran#s in s#ills. 2ou roll your pool of dice and then add your
attribute value to the total.
This will then be compared to either a static number representin" the
difficulty/ or a variable number. The variable number will be based off of
what your opponent rolls.
0or each dice in the pool/ you can choose to ta#e a rolled result of instead.
!f usin" a die that is a different sie than a 34/ you may ta#e a result e%ual
to half the ma- result.
's of now/ the die sie is a 34. 0eel free to use a different sie of dice
when testin"/ please inform me of the results of the dice chan"e in your
feedbac#.
CHARACTER CREATIONTo create your character you build up attributes and s#ills by spendin"
character points. 'll attributes start at 1. To increase an attribute costs an
amount of character points e%ual to &urrent ,alue56.
Purchasin" S#ill Ran#s costs points e%ual to &urrent ,alue 56. 6 for 1st ran#/
for 6nd/ etc.
The cost of increasin" Secondary 'ttributes is &urrent ,alue. These are
purchased as bonus points that "o on top of the default value from attributes.
!f you increase Primary 'ttributes/ you will need to spend more character
points to increase a secondary attribute further.
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EXAMPLE: Your Con is 3 and Willpower is 2. This makes your i!our e"ual #o $.
To in%rease i!our #o & would %os# & poin#s. '( you in%rease ei#her your Con
or Willpower )y *+ your i!our will remain &+ wi#h & poin#s spen#. ,ne more
poin# is re"uired #o in%rease i# #o -.
0or the purpose of the playtest/ decide as a "roup how many character points
you wish to start with and see how that plays.
CHARACTER BASICS2our character has 7 attributes. 8 physical and 8 mental.
Physical9 Stren"th/ &onstitution/ 3e-terity/ '"ility.
ental9 !ntelli"ence/ Willpower/ Wisdom/ Perception.
2our character also has secondary attributes.
Health
,i"our
Physical :ner"y ;+i<
Spiritual :ner"y ;&hi<
ovement Rate
otion
2our character will also have access to a number of s#ills. These will be
listed further on.
ATTRIBUTESThe human avera"e value for attributes is .
:ach attribute has a different basic function.
PH2S!&'(
Stren"th9 Brute force. (iftin". Pushin". The liftin" capacity of a character
is =>+G 5 6=+G per point in stren"th over 1.
&onstitution9 :ndurance. Resistance. 3ama"e Reduction. ,i"our.
3e-terity9 Slei"ht of hand. 0inesse. otion.
'"ility9 obility. 3od"in". otion.
:?T'(
!ntelli"ence9 +nowled"e. 'bility to memorise and learn over time ;!:. Boo#
learnin"<.
Willpower9 0orce of will. Resistance a"ainst manipulation. ,i"our.
Wisdom9 'pplication of #nowled"e. (earnin" on the fly. Wor#in" out wea#ness.
&ommon sense.
Perception9 'bility to sense.
S:&)?3'R2 'TTR!B@T:S
' secondary attributes value is based off addin" two attributes to"ether. They
can be increased further throu"h the e-penditure of character points. While
your base attributes can be increased after creation/ you are able to increase
your secondary attributes directly as well.
Health9 ' value representin" your characters ability to ta#e dama"e. :%ual to
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Stren"th 5 &on.
,i"our9 ' representation of your characters ability to stay awa#e and continue
under stress. ay also be spent in a way similar to action points ;:berron
style<. :%ual to &on 5 Willpower.
+i9 ' physical ener"y pool that is e-pended when usin" physical attributes and
special techni%ues. 'lso affects the ma-imum value for physical attributes.
:%ual to 6A;Stren"th 5 &on 5 '"i 5 3e-<56A;Ran#s in +i S#ills<.
&hi9 ' spiritual ener"y pool that is e-pended when usin" ma"ic and special
techni%ues. ay be manifested with trainin". :%ual to 1>A;Ran#s in &hi S#ills
5 Willpower<.
ovement9 How far your character can move on foot per 6 motion points. :%ual
to 1 meter ;1 yard< per 6 a"ility.
otion9 :ffectively your characters initiative. 2our motion determines who
acts ne-t as well as how often you can act in a round.
?'T@R'(*B))ST:3 'TTR!B@T:S2our physical attributes have both a ?atural ,alue ;?,< and Boosted ,alue
;B,<. The ?, is your attributes value written on your character sheet.
The B, is a chan"e to your stats based off your +i Pool. 2our B, is e%ual to
;&urrent +i )utput*8<.
SKILLSS#ills come in two sections/ &ore S#ill and Sub S#ills.
&)R: S+!((S
' core s#ill is a cate"ory of related s#ills. :ach core s#ill has a "roup of
sub s#ills under its headin".
&ore s#ills cannot be increased directly. 0or every = ran#s total you have in
the relevant sub s#ills combined/ the core s#ill "ains one ran#.' core s#ills ran# is added to the relevant sub s#ill ran# when determinin"
dicepool sie.
S@B S+!((S
' sub s#ill is a specific s#ill found amon"st a "roup of related s#ills.
Sub s#ills are increased throu"h character point e-penditure. 0or every =
ran#s you have in sub s#ills in a "roup/ the core s#ill "ets a ran#.
Ran#s in sub s#ills determine the sie of the dice pool.
:?:RG2 '?!P@('T!)? S+!((S
:ner"y manipulation s#ills are a special type of sub s#ill. When purchasin"
ran#s in : s#ills/ they do more than Cust increase a dice pool. 0or each ran#
you purchase in : s#ills/ they will also affect your options when usin" +i or
&hi.
S+!(( (!ST
The list of &ore S#ills and Sub S#ills is found in a separate document. 0or
the playtest ! will only be elaboratin" on certain s#ills. S#ills are split
into various sections separated li#e so. &ore s#ills are written in bold .
S+!(( @S'G:
When usin" s#ills/ you will "enerally choose one or two sub s#ills that fit
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A(#er a (i!h#+ you hae used *$ 0i. Your 0i Pool is %urren#ly si##in! a#
3$89emainin!;$/8Curren# ,u#pu#.
'( you %hoose #o re%oer+ #ha# %omes ou# o( your 4aily 9emainin! 0i.
,u# o( your *// daily+ you hae used a #o#al o( *$+ leain! 7$ (or #he day .
Een#ually+ your To#al 0i amoun# will drop #o mee# your Curren# ,u#pu#. When
#his happens+ your Curren# ,u#pu# drops wi#h i#+ as you hae no more #o
re%har!e.
!n a way/ it functions li#e a "enerator.
2ou have fuel as a power supply ;3aily :ner"y<
2ou have youre a ma-imum power output;a- )utput<
2ou can choose to use less than the ma-imum power output ;&urrent )utput<
When your fuel drops to low/ the ma-imum power output de"rades ;When daily
"ets lower than you &urrent )utput<
+!
2ou can accumulate directly into attributes rather than raisin" your &urrent
+i )utput. When usin" the &ontrol s#ill/ you can choose to accumulate directly
to an attribute. When you do/ you count as havin" raised your &urrent )utput
for that attribute only. This will allow you to ta#e your effective &urrent
)utput hi"her than your a- )utput limit for the attribute.
To maintain this increase over rounds/ you must perform a +i anipulation
s#ill chec# once per round. The difficulty of the chec# is e%ual to the
'ttributes &urrent )utput E 2our actual &urrent )utput. This s#ill chec#
ta#es 1 otion Point.
EXAMPLE: Your Curren# 0i ,u#pu# is 67. This !ies your 1oos#ed alue 81 as
*2. You de%ide you wan# #o raise your <#ren!#h #o *$. You hae a Con#rol
alue 89anks =* e"ual #o 6. To !e# #o *$ <#ren!#h re"uires a Curren# ,u#pu#
o( &/. '# #akes * mo#ion poin# #o a%%umula#e. Ea%h #ime you a%%umula#e in#o
<#ren!#h+ i#s Curren# ,u#pu# %oun#s as 6 hi!her 8Con#rol alue. This means 3Mo#ion Poin#s are re"uired #o a%%umula#e <#ren!#h #o *$.
,n%e you s#op a%%umula#in!+ you hae one round #o use #he a%%umula#ed s#a#.
A(#er #ha#+ you are re"uired #o main#ain i# a# #he s#ar# o( ea%h round. The
di((i%ul#y o( #his %he%k would )e 3 8Temporary <#ren!#h o( *$ > The a%#ual 1
o( *2.
2our +i is consumed when usin" your physical stats. ' physical stat has a +i
cost based off its value.
!f you are usin" a value e%ual to its ?atural ,alue/ the +i cost is halved.
When usin" a Boosted ,alue/ the cost becomes the difference between the ?, and
the B, plus the cost of the ?, .
!f you have a B, hi"her than your ?,/ the minimum value you can use is halfway
between your B, and ?,.
!f you have a B, lower than your ?,/ the ma-imum value you can use is your ?,.
&o#"ula: '($)i#$d Stat *alu$ + Natu#al Stat *alu$, - ./ 'Natu#al Stat *alu$,0
NOTES: ' cost less than F ?atural Stat &ost is valid/ as is a cost of >. !f
the final cost is ne"ative/ this allows you to recover +i, without havin" to
spend motion points, at a value no hi"her than the ne"ative result.
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STR:?GTH E &onsumed each use of stren"th. This includes attac#s and feats of
stren"th.
3:T:R!T2 E &onsumed at the start of each round when determinin" motion.
&onsumed per use when usin" hei"htened de-terity ;feats of de-terity<.
'G!(!T2 E &onsumed at the start of each round. 3etermines value for the round.
'ffects motion/ dod"in"/ etc.
&)?ST!T@T!)? E &onsumed once per round/ when first hit when determinin" dama"e
reduction. Boosted stats do not affect health.
&H!
2our chi is consumed when usin" chi attac#s. The chi cost is determined by the
attributes "iven to the chi attac#.
When usin" a &hi attac#/ you are "iven an amount of points to spend on
attributes based off your &urrent &hi )utput ;&&)<.
The minimum of points to spend is e%ual to &&)*6>.
To be able to use a &hi attac#/ first you must accumulate enou"h &hi to cover
the minimum points for a &hi attac#. This may ta#e multiple turns.
2ou then wor# out what aspects you are spendin" the points on/ and must then
ma#e multiple &hi anipulation chec#s until you reach the difficulty chec#
re%uired for the attributes. These chec#s cost 6 motion points.
2ou can accumulate anywhere between your minimum points and your &&).
By default/ accumulation assumes raw accumulation. 2ou can choose to
accumulate directly into a techni%ue. To do so/ you first determine what your
points are "oin" to be spent on. 2ou then spend 6 motion points per
accumulation chec#/ but you may also do the &hi anipulation chec#s in the
same action.
NOTES: The accumulation of chi costs 1 motion point per s#ill use. !f you are
struc# while accumulatin"/ you must ma#e a concentration chec# or lose some of
the accumulated &hi.
&)P)?:?TS T) ' &H! 'TT'&+
When usin" a &hi 'ttac#/ you spend points on the components to ma#e up the
attac#.
By default a &hi 'ttac# has a ran"e of melee/ is as wide as your hand and does
no dama"e. 's you purchase ran#s in the Shapin" and 3ama"e s#ills/ you have
options to spend your points on.
The point cost ;< and difficulty modifier ;2< will be lasted as ;*2<
?)T:9 ' chi attac# will be stopped by somethin" it hits/ unless the tar"et is
destroyed. Subtract the struc# tar"ets ;Health 5 Reduction< from the dama"e of
the blast. !f any dama"e remains/ continue the shot with that value.
SHA1ING9 :ach ran# in Shapin" allows you to choose one of the followin"
options.
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Ran"e E !ncrease the ran"e of your chi blast by ft. ;@sed 1*ran#<
;1*6<
:-plosion E 'dds e-plosion on hit with diameter of ft. ;@sed 1*ran#<
;6*6<
Width E !ncreases the diameter of your blast by 1 ft. ;@sed 1*ran#<
;6*<
(AMAGE: :ach ran# in 3ama"e allows you to choose one of the followin" options
of dama"e dice. ' &hi 'ttac# cannot have more dama"e dice than you have ran#s
in 3ama"e. 0or each additional ran# in a particular dice/ you can increase the
amount of dice per ran# by 1. 'dditional dice per ran# have an increased
;*2<.
38 E ;1*6< for 138/ each additional 38 increases by ;56*56<.
34 E ;6*6< for 134/ each additional 34 increases by ;5*56<.
37 $ ;*< for 137/ each additional 37 increases by ;58*5<.
31> E ;8*< for 131>/ each additional 31> increases by ;5=*5<.
316 $ ;8*8< for 1316/ each additional 316 increases by ;5=*58<.
EXAMPLE: You hae pur%hased 2 ranks in 4ama!e 846 and * rank in dama!e 847.
'n #o#al you %an apply 3 dama!e di%e #o your Chi A##a%k.
You %an apply
> 3 lo#s o( *46 a# a poin# %os# o( *;lo# and di((i%ul#y modi(ier o( 2;lo#.
> 3 lo#s o( 246 a# a poin# %os# o( 8*=2;lo# and di((i%ul#y modi(ier o(
82=2;lo#.
> 3 lo#s o( *47 a# a poin# %os# 3;lo# and di((i%ul#y modi(ier o( 3;lo#.
> Any mi o( up #o 3 lo#s.
COMBAT
S:I@:?&: )0 R)@?3
1< 3eclare 3e-*'"i used for round/ spend +i.
6< Roll for otion Points.
< 3etermine active character by hi"hest remainin" otion Points.
8< 'ctive character declares action/ spend otion Points.
=< 3etermine new active character by hi"hest remainin" otion Points.
=a< !f new active character has unresolved action/ action resolves. 3efender
declares defense action/ spend otion Points.
=b< !f new active character does not have an unresolved action/ repeat step 8.
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4< When all otion Points have been spent/ repeat from step 1.
ST'RT!?G TH: R)@?3
't the start of the round/ all characters determine the value they are usin"
for 3e-terity and '"ility. 2ou only need to pay the +i &ost once per round.
'fter determinin" otion ,alue for the round/ add 1d4. This is your otion
Points for the round.
R)@?3S '?3 )T!)? P)!?TS
' round of combat ta#e place over 1$6 seconds of real time. ' character can
act multiple times in a round dependin" on how many otion Points they have
remainin".
't the start of each round of combat/ each combatant rolls 1d4 and adds the
result to their otion value. This is their otion Points for the round.
!nitiative in combat is constantly in flu-. 's you spend motion points/ your
turn order chan"es.
The first person to act in a round is the one with the hi"hest current otion
Points.
!f it is tied/ characters act at the same time.
'fter decidin" your action/ you spend otion Points.
!f your remainin" otion is tied with or hi"her than another characters
otion/ then your action completes and you act a"ain.
!f another characters otion is hi"her than your remainin" otion/ then they
"et to act before your action completes.
2our action completes when you ne-t come up on initiative.
!f you have made an attac#/ the otion spent on your opponents defense is
ta#en into account when your action resolves.
&)B'T '&T!)?S
)n your turn in combat/ you have multiple choices for actions you can ta#e.
The most common actions are
1< ovement
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6< 'ttac#
< &ontrol S#ill &hec#
8< 3efense
),::?T
)n your turn/ you can choose to move as an action. 't the cost of 6 otion
Points/ you can move 1 meter per 6 '"ility you are usin" for the round. !f the
ne-t action you use after movin" is a dod"e maneuver/ you may add your
ovement Rate ;'"ility*6< to the total result of your dod"e chec#.
'TT'&+
)n your turn/ you can choose to attac# as an action. 'n attac# is a 6 part
s#ill chec#.
Part 1 is the JWeapon TypeK ;Hand types/ le" types/ weapon types<.Part 6 is the JStri#e TypeK ;Lab/ Strai"ht/ Heavy/ Hoo#<.
When your attac# is resolvin"/ you combine the ran#s of both parts to
determine the dice pool sie for the attac# roll.
2ou then roll the pool of dice and add your stren"th attribute. 'ny dice that
comes up as a 4 e-plodes.
When a dice e-plodes/ you may either reroll it/ addin" the rerolled value to
the initial 4/ or you may ta#e the 4/ and then add it as an e-tra die for your
dama"e roll.
'fter your attac# roll/ your opponent declares their defense. This uses otion
Points but is resolved immediately.
2ou spend +i on the attac# after resolution whether or not it actually hits
the tar"et. This +i cost is for the Stren"th attribute.
3''G:
!f your attac# hits successfully/ then you roll for dama"e. The dama"e dice is
determined by the type of attac# you used.
0irst loo# at the Stri#e Type used to determine the base dama"e dice. Then the
Weapon Type modifies the dice sie.
2ou then "ather a dice pool usin" the same ran#s as your attac# with sli"ht
differences.
1< 2ou start with 1 dice of dama"e.
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6< 2ou "ain 51 dice for every 8 ran#s instead of 1 for every .
< 2ou "ain 51 dice for every :-ploded 3ie on the attac# roll that wasnt
rolled in addition.
'fter "atherin" your pool of dice/ roll it and add your stren"th attribute tothe amount rolled. This is the dama"e you do before your opponents calculates
dama"e reduction.
3:0:?S:
!f you are tar"eted for an attac#/ you can choose a defensive maneuver. @sin"
a defensive maneuver happens immediately when the attac#ers attac# resolves.
2our options are 3od"e/ Bloc#/ and Parry.
3efensive dice that e-plode can only be used to add to the s#ill roll.
(od%$9 6 otion Points. ' s#ill chec# usin" the 3od"e s#ill ran#s. &ostin" 6
otion Points. Roll the dice and add a"ility to the total. This is then
compared to the attac#ers roll. !f hi"her/ the attac# misses. !f tied/ you
ta#e half dama"e ;Before reduction<.
2ou may also move up to half your movement value.
!f the last action you too# before a dod"e was a movement/ you may add your
movement value to the total roll.
1a##29 1 otion Point. ' 6 part s#ill chec# usin" the Parry s#ill and Weapon
Type of the last attac# used. Total your pool and roll the
chec#. 2ou then add '"ility to the total. 2ou then compare
the total to the attac#ers roll. !f the parry chec# is
hi"her/ the attac# misses. !f it ties/ you ta#e half dama"e
;Before reduction<.
Blo34: 1 otion Point. ' 6 part s#ill chec# usin" the Bloc# s#ill and Weapon
Type of the last attac# used. Total your pool and roll the
chec#. Rather than avoidin" the attac#/ this maneuver
increases your dama"e reduction a"ainst the attac#. !f you
do not use another physical action ;'ttac#*3efense< between
uses of Bloc#/ it does not cost any more otion Points to
use.
R:&:!,!?G 3''G:
!f you "et hit/ you then receive dama"e. :ach character has a dama"e reduction
value. By default this is e%ual to your constitution
attribute. The +i cost for usin" &onstitution in this way is
only paid once per round and only when you "et hit. 2our
dama"e reduction can be increased further by the bloc#
maneuver or the +i anipulation ;Barrier< s#ill.
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&)B'T S+!((S
W$ao! T2$) 'A#",E O$! 1al" E $1 dice sie. &ritical dama"e ran"e
increased by 1. !ncreased #noc#bac# distance. Bloc# dice
e-plode on =$4.
Clo)$d &i)t E 3efault dama"e. ay bloc# as normal.
S!a4$ &i)t E $1 dice sie. 'ttac# dice e-plode on =$4.
:-ploded dice used for dama"e "ain 51 sie. &ant bloc#. &ant #noc#bac#
opponent. !f opponent uses a bloc# maneuver/ opponents dice e-plode on =$4.
Elbo5) E Treat as closed fist
W$ao! T2$) 'L$%, E &#o!t &oot E 51 dice sie. 51 motion point cost. &ant
dod"e.
Shi! E 56 dice sie. $1*dice to hit. 51 motion point cost.
&ant bloc# or dod"e.
H$$l E 56 dice sie. 56 motion point cost. &ant bloc#.
K!$$ E 's foot
St#i4$ T2$) E St#ai%ht E 34 dama"e dice. otion cost 6.
6ab E 38 dama"e dice. otion cost 1. 51*dice to hit. &ritical
dama"e ran"e decreased by 1 for sta""er. &ant #noc#bac#.
Hoo4 E 34 dama"e dice. otion cost 6. )pponent parry $1*dice.
&ant #noc#bac#. $1*dice to hit. &ritical dama"e ran"e increased
by 1 for sta""er.
St#o!% E 37 dama"e dice. otion cost . &ritical dama"e ran"e
increased by 1 for #noc#bac#.