Difference between revisions of "Danger World"

From Quick Shot
Jump to: navigation, search
Line 41: Line 41:
 
|-align=center
 
|-align=center
 
| 2 || remove a bonus die from another marker
 
| 2 || remove a bonus die from another marker
 +
|-align=center
 +
| 2 || increase the character's danger level by 1
 
|-align=center
 
|-align=center
 
| 4 || full hit against the PC
 
| 4 || full hit against the PC
Line 84: Line 86:
  
 
The GM may spend FP to invoke these to add threat dice.
 
The GM may spend FP to invoke these to add threat dice.
 +
 +
==Danger Level==
 +
 +
* Bashed (no penalties)
 +
* Stunned (two threat dice on next action)
 +
* Injured (one random trait is reduced by one until healed)
 +
* Exhausted (one threat die until end of encounter)
 +
* K.O.'d (out of fight until the end of the encounter)
 +
* Dead

Revision as of 23:57, 11 November 2012

Die Rolling

Build a die pool out of d6s. Roll, locking and re-rolling up to twice.

A set triggers results if it is at least as wide as it is tall. Evaluate sets using:

  • Each die in a set between 1-4 produces a hit against the PC.
  • Each die in a set between 3-6 produces a hit by the PC.

Tally all the hits by and against the PC and then spend them. The player controls the order in which points are spent.

Player Costs
cost benefit
1 place a bonus die on this marker
1 remove a threat die from this marker
2 place a bonus die on another marker
2 remove a threat die from another marker
3 create a one-time-use aspect
M defeat the marker


GM Costs
cost benefit
1 place a threat die on this marker
1 remove a bonus die from this marker
2 reduced hit against the PC
2 place a threat die on another marker
2 remove a bonus die from another marker
2 increase the character's danger level by 1
4 full hit against the PC
V spawn a threat
V escalate a marker

Special Dice

Bonus dice: ignore when evaluating whether a player takes a hit

Threat dice: ignore when evaluating whether a player gets a hit

Danger dice: d4s, can be added at-will

Stats

Physical:

  • Agility
  • Endurance
  • Speed
  • Strength

Mental:

  • Perception
  • Reasoning
  • Recall
  • Willpower

Social:

  • Charisma
  • Empathy
  • Gravitas
  • Cool

Aspects

Spend FP to invoke an aspect. Adds as many bonus dice as FP spent. Expenditure may be limited by reasonableness.

Negative Aspects

The GM may spend FP to invoke these to add threat dice.

Danger Level

  • Bashed (no penalties)
  • Stunned (two threat dice on next action)
  • Injured (one random trait is reduced by one until healed)
  • Exhausted (one threat die until end of encounter)
  • K.O.'d (out of fight until the end of the encounter)
  • Dead