Rules in a nutshell

Posted on 24 August 2015   Rules

Here are the rules quick and easy.

 

DICE

One die roll mechanic is used for everything in the game.

You roll a number of dice equal to the character’s attribute. The dice can be used together on a single action or split equally among a number of actions.

If you roll one die add any modifiers and your skill rating to the roll. That is your “roll” If it is equal to or higher than the difficulty you succeed. Simple.

If you rolled more than one die use the highest. If one of the dice is a 10 then add the 10 to the next highest die and then add any modifiers and the skill rating. So the more dice rolled the more likely it is that you will get a really high roll.

A roll of 1 fails, so having an attribute of 1 means that failing can happen even with a decent skill rating.

ACTIONS

All actions have 4 things: a conflict, a spread, a focus and a complexity.

CONFLICTS

There are three types of conflicts.

Static Conflicts. When the character wants to take an action against something that will not react to the action. Picking a lock, jumping a fence and so on. If you fail the roll you can always try again. A static conflict has a set difficulty that you have to roll to beat.

Contested Conflicts. These happen when a character is in direct opposition to another character. Combat, a race and so on. The difficulty is the opposing characters roll. Who ever rolls higher succeeds.

Accumulated Conflicts. These are a series of static actions but failing a roll could mean an immediate loss without a chance to try again. Drinking contests, being stung, hacking a computer or bypassing a series of alarms are examples.

SPREADS

This is how many actions you want the character to take at once.

Focused: Taking just one action using all the dice.

Repeated: Doing the same thing to different targets. This is where you use one skill and attribute to affect multiple targets. Shooting multiple targets, Catching arrows out of the air and so on. Dice are divided up equally among each target. The player can choose which target gets the odd die.

Multiple: When the character is going to do multiple actions using different attributes and skills then you divide the dice in each action by the number of actions. So if a Mahu-Brahd wants to bullrush an enemy while shooting the camera. They would divide their strength by 2 for the bullrush and their agility by 2 for the shot.

COMPLEXITY

This is how all those actions are resolved. When doing multiple or repeated actions there may be different complexities for each of the actions involved.

Static actions have a set difficulty. On a fail you can try again. Usually you can try once a turn.

limitations

number of tries depends on the type of conflict.

1. static: equal to skill, After that gm takes over narative of results
2. accumulated: tries stop when you fail.
3. contested: tries stop when oponent or you no longer make rolls.

Number of actions in a round:

1. multiple actions: Since all attributes are affected equally the maximum number actions that can be taken in a round is equal to the lowest attribute in use. remember that all

attributes are divided and rounded down. So their is a chance of one of the attributes going to zero for purposes of this action