Difference between revisions of "Danger World"

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(Special Dice)
(Stats)
Line 66: Line 66:
 
* Perception
 
* Perception
 
* Reasoning
 
* Reasoning
* Recall
 
* Willpower
 
 
Social:
 
 
* Charisma
 
* Charisma
* Empathy
 
* Gravitas
 
 
* Cool
 
* Cool
  

Revision as of 21:13, 13 November 2012

Die Rolling

set narrative benefit
PC Difficulties
2 minor accomplishment
3 meaningful accomplishment
4 significant accomplishment
5 major accomplishment
6 huge accomplishment

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 the PC Difficulties table. Any '1's rolled are botches.

When a characters attempt an action a difficulty is specified. Challenges, such as obstacles, monsters, traps, and skill attempts, all have a difficulty assigned to them. To accomplish the task they must produce a set of at least that height. If they accomplish a task of a higher difficulty then they gain an additional benefit, which they should work out with the GM, which comes with it one-time-use bonus dice equal to the difference in height between the accomplishments. If they accomplish a task of a lower difficult then they may gain a partial success which provides one-time-use bonus dice equal to the height of the set.

Botches produce a negative consequence, which can either accompany failure or complicate success. They are spent by the GM according to the GM Options table.

A setback of a given cost will typically require a successful check of height equal to that cost to directly overcome.

An aid action is one with no goal other than to provide bonus dice to another task.

Example: A courtyard is being patrolled by skilled guards and sneaking past them would be a significant accomplishment, making it a difficulty-4 check. The attempt produces 3 botches. If the attempt failed this might mean that the character has not only failed to cross the courtyard, but has become trapped in a position that will require a difficulty-3 check to escape from before the courtyard as a whole can be re-attempted. If the attempt succeeded this might mean that the attempt is successful except for a final difficulty-3 check which still need to be performed.

GM Options
cost narrative mechanical
1 the character's danger level is increased by 1
add a penalty die to a challenge
2 minor narrative setback reduced hit against PC
3 meaningful narrative setback
4 significant narrative setback full hit against PC
5 major narrative setback
6 huge narrative setback overload hit against PC

Special Dice

Danger dice can be added at-will by the player, up to the rank of the character's current danger zone. They act as a botch when a 1 is rolled as normal. When used as part of a set they increase the danger level by 1 per die used.

Penalty dice are added when complications crop up on a challenge. They act as a botch when a 1 is rolled as normal. Otherwise, each die prevents one normal or danger die (player's choice) of the same height from being used in a set.

Stats

Physical:

  • Agility
  • Endurance
  • Speed
  • Strength

Mental:

  • Perception
  • Reasoning
  • Charisma
  • 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 pay the player FP to invoke these to add penalty dice.

Danger Track

Five danger levels per zone except the last. A reduced hit fills in the left-most damage box. A full hit fills in a damage box in the current danger zone. An overload hit fills in a damage box in the current damage zone and every box in every lower danger zone.

  1. Bashed
    • 3 boxes
    • one penalty die for each filled box
    • recovers after a short rest
  2. Stunned
    • 3 boxes
    • one less die for each filled boxed
    • recovers after a short rest
  3. Injured
    • 3 boxes
    • one random trait is reduce by one
    • recovers after a long rest
  4. K.O.'d
    • 1 box
    • unconscious until end of encounter
  5. Dead
    • 1 box
    • semi-permanent