Basic Overview
- Dices will be rolled in d20s.
- Degrees of Success/Failure goes as follows
- Tie: 0 Point Difference
- Narrow S/F: 1-2 Point Difference
- Normal S/F: 3-5 Point Difference
- Enhanced S/F: 6-8 Point Difference
- Great S/F: 9+ Point Difference
- Rolling natural 1s and 20s nets the qualifier 'Botches' and 'Criticals', which narratively alters the result, regardless of Successes and Failures.
- There are 7 Tiers of Skill Mastery, represented in 6 Pip (⦾/⦿) Points. The Mastery Tiers goes as follows and grants the following bonii:
- Untrained (⦾⦾⦾⦾⦾⦾): Skills are rolled with a -5 penalty to dice rolls
- Beginner (⦿⦾⦾⦾⦾⦾): Skills are rolled without penalties or advantages.
- Trained (⦿⦿⦾⦾⦾⦾): Gain the first Feat relating to this Skill.
- Experienced (⦿⦿⦿⦾⦾⦾): Gain the first Reroll relating to this Skill.
- Veteran (⦿⦿⦿⦿⦾⦾): Gain a modifier of +3 to dice rolls.
- Elite (⦿⦿⦿⦿⦿⦾): Gain a second Feat relating to this Skill.
- Master (⦿⦿⦿⦿⦿⦿): Gain the second Reroll and the third Feat relating to this Skill.
- Unless a related Feat interacts with them, rerolls automatically take the new dice rolled.
Skill List
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Combat Skills
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Battlefield Awareness
Melee Combat
- Generalist Style: A versatile combat style emphasizing flexibility of forms and movements over specific manoeuvres.
- Devastator Style: An overwhelming combat style specializing in quick and crippling takedowns, at the expense of stamina and crowd control.
- Rout Style: A refined combat style specializing in crowd control and suppressing multiple combatants at once, at the expense of focus and power.
Ranged Combat
- Small Arms
- Assault Firearms
- Precision Firearms
- Exotic Firearms
Physicality
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Combat Utility Skills
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First Aid
Field Repairs
Jury Rigging
Operate (X)
Tactics
Willpower
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Misc. Utility Skills
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Hacking
Craftsmanship
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Diplomacy
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Persuasion
Mannerism
Intimidation
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Subterfuge
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Investigation
Stealth
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Stewardship
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Accounting
Management
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Learning
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Knowledge (X)
Intelligence
Tagged Skills
People have affinities - an affectation - towards certain actions. These affinities - within the boundaries of the Quest - manifests as
Tagged Skills. When Skills are tagged, rate of their advancements increases and actions taken with such skills becomes smoother and fail states are less punishing.
While most Tagged Skills are tied to a person's own affinities, certain Tagged Skills are bestowed via items or other factors that can be lost.
Traits
Traits, in the aptest definition, are particularly defining characteristics people have. In Hitman Quest, Traits are the
je ne sais quoi that makes a person themselves, providing advantages and disadvantages that come into play within the Quest, in both the narrative and mechanics.
Traits themselves aren't permanent. People change, sometimes temporarily, sometimes irrevocably. When those changes occur, the traits can become modified, replaced, or eliminated.
Feats
In Hitman Quest, one plays fast and slightly loose in terms of what can be
done within the boundaries of 'what is humanly possible'. When certain things done starts to strain that boundary, those things can be considered 'Feats'.
Feats can be freely invoked whenever possible. As Questers, you are allowed to plan in ways to invoke any Feats that MC-chan (or other PoV characters, if we cross that bridge) has
within reason. As the simplest example, 「Arcane Arithmetic」 can be invoked within combat to narratively give Mary Claire complete recall of her weaponries' ammo count, giving a sort of pseudo-FPS HUD in her mind's eye. She is not
yet able to invoke 「Arcane Arithmetic」 to know how much ammunition her enemies
hold and give herself capability to exploit openings and lulls within a firefight. Simply put, coordinate with yours truly and we'll see how things go.