Difference between revisions of "Danger World"

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==Die Rolling==
+
==Dice Mechanics==
  
Build a die pool out of d6s. Roll, locking and re-rolling up to twice.
+
{| border=1 cellspacing=0 cellpadding=5 align=right
 
+
|+ '''Die Results'''
A set triggers results if it is at least as wide as it is tall. Evaluate sets using the difficulty table. 1s are summed together and spent by the GM.
+
! die !! primary !! secondary
 
+
|-align=center
{| border=1 cellspacing=0 cellpadding=5 align=center
+
| 6 || 1 success || 1 advantage
! set !! narrative benefit
 
|+ '''Difficulties'''
 
 
|-align=center
 
|-align=center
| 2 || minor accomplishment
+
| 5 || 1 success ||
 
|-align=center
 
|-align=center
| 3 || meaningful accomplishment
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| 4 || 1 success || 1 disadvantage
 
|-align=center
 
|-align=center
| 4 || significant accomplishment
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| 3 || 1 failure || 1 advantage
 
|-align=center
 
|-align=center
| 5 || major accomplishment
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| 2 || 1 failure ||
 
|-align=center
 
|-align=center
| 6 || huge accomplishment
+
| 1 || 1 failure || 1 disadvantage
 
|}
 
|}
  
Sets can always be used to provide a number of bonus dice equal to their height or to cancel a number of threat dice equal to their height.
+
Roll die pool, by default 8d6. One re-roll by default.
  
Challenges, such as obstacles, monsters, traps, and skill attempts, all have a difficulty assigned to them.
+
Subtract failures from successes. The result is the degree of success or failure.
  
1s are spent according to the following table.
+
Subtract disadvantages from advantages. The result is the degree of advantage or disadvantage.
  
{| border=1 cellspacing=0 cellpadding=5 align=center
+
Three of a kind of any number allows the player to take a chit of their choice.
|+ '''GM Costs'''
 
! cost !! benefit
 
|-align=center
 
| 1 || place a threat die on this marker
 
|-align=center
 
| 1 || remove a bonus die from this marker
 
|-align=center
 
| 1 || increase the character's danger level by 1
 
|-align=center
 
| 2 || reduced hit against the PC
 
|-align=center
 
| 2 || place a threat die on another marker
 
|-align=center
 
| 2 || remove a bonus die from another marker
 
|-align=center
 
| 4 || full hit against the PC
 
|-align=center
 
| V || spawn a threat
 
|-align=center
 
| V || escalate a threat
 
|}
 
  
 
===Special Dice===
 
===Special Dice===
  
Bonus dice: ???
+
Bonus dice are rolled and re-rolled as normal. After rolling is finished, the player may decide whether or not to use each die in determining their result.
 +
 
 +
Penalty dice are rolled and re-rolled as normal. After rolling is finished, the GM (or other opponent where relevant) may decide whether or not each die will be included in determining the final result. If both penalty and bonus dice are used in a roll the GM (or other opponent) must decide before the player does.
 +
 
 +
===Challenges===
 +
 
 +
A challenge is a narrative element that is overcome using the mechanics of the game: obstacles, monsters, traps, skill attempts,.. anything which requires a roll of the dice.
 +
 
 +
Difficulty has three parameters: complexity, danger, and scope. A complex task is one which requires excellent performance (such as from skill) to accomplish. A task with a large scope requires a large number of successes to complete. A dangerous task is one particularly prone to expose the actor to negative consequences.
 +
 
 +
A task succeeds if the degree of its success exceeds the degree of the task. A task fails otherwise. Each degree of success in excess of the degree of the task contributes to completing the scope.
 +
 
 +
==Chits==
 +
 
 +
Three types of chits: white, red, and blue, in order of increasing value. Red and blue chits can also be used as white chits.
 +
 
 +
White chits can be used to
 +
 
 +
Red chits can be used to add an additional die.
 +
 
 +
Blue chits can be used to gain additional re-rolls.
 +
 
 +
==Player Characters==
 +
 
 +
===The Danger Track===
 +
 
 +
==Moves==
 +
 
 +
===Tags===
 +
 
 +
A tag may be applied to a move, whether general, equipment, or powers. A tag should be a descriptor that might sometimes aid and might some hinder the character. For example the "sniper rifle" tag on a rifle might indicate that the rifle is particularly good at long range and particularly poor at close range. Gain a bonus die when the tag applies as a positive and a penalty die when the tag applies as a negative.
 +
 
 +
===General===
 +
 
 +
; Brawl
 +
: Move: damage an opponent in melee
 +
: Difficulty: 1
  
Threat dice: ???
+
; Defy Danger
 +
: Move: avoid a dangerous situation
 +
: Difficulty: 1
  
Danger dice: ???, can be added at-will
+
; Prepare Equipment
 +
: Move: ready, reload, unjam, or otherwise make ready to use
 +
: Difficulty: 0
 +
: Disadvantage (1): the equipment isn't available this encounter
  
==Stats==
+
===Equipment===
  
Physical:
+
====Weapons====
* Agility
 
* Endurance
 
* Speed
 
* Strength
 
  
Mental:
+
; Pistol
* Perception
+
: Move: damage an opponent
* Reasoning
+
: Difficulty: 0
* Recall
+
: Disadvantage (1): out of ammo
* Willpower
+
: Move: conceal the weapon
 +
: Difficulty: 2
  
Social:
+
; Covert Pistol
* Charisma
+
: Move: damage an opponent
* Empathy
+
: Difficulty: 1
* Gravitas
+
: Disadvantage (1): out of ammo
* Cool
+
: Move: conceal the weapon
 +
: Difficulty: 1
  
==Aspects==
+
; Rifle
 +
: Move: damage an opponent
 +
: Difficulty: 0
 +
: Disadvantage (1): out of ammo
  
Spend FP to invoke an aspect. Adds as many bonus dice as FP spent. Expenditure may be limited by reasonableness.
+
; Shotgun
 +
: Move: damage an opponent
 +
: Difficulty: 1
 +
: Advantage (1): reduce the target's effective difficulty by 1 for this attack
 +
: Disadvantage (1): out of ammo
  
===Negative Aspects===
+
; Assault Rifle
 +
: Move: damage an opponent
 +
: Difficulty: 1
 +
: Advantage (1): if you damaged the opponent, perform an additional damage
 +
: Disadvantage (1): out of ammo
  
The GM may spend FP to invoke these to add threat dice.
+
; Rocket Launcher
 +
: Move: damage an opponent
 +
: Difficulty: 2
 +
: Advantage (1): include an additional nearby target
 +
: Disadvantage (1): out of ammo
  
==Danger Level==
+
===Powers===
  
Five danger points per level.
+
==Old==
  
* (3) Bashed (one threat die until end of encounter)
+
[[Danger World v1]]
* (3) Stunned (one less die until end of encounter)
 
* (3) Injured (one random trait is reduced by one until long-term rest)
 
* K.O.'d (out of fight until the end of the encounter)
 
* Dead
 

Latest revision as of 06:22, 18 January 2013

Dice Mechanics

Die Results
die primary secondary
6 1 success 1 advantage
5 1 success
4 1 success 1 disadvantage
3 1 failure 1 advantage
2 1 failure
1 1 failure 1 disadvantage

Roll die pool, by default 8d6. One re-roll by default.

Subtract failures from successes. The result is the degree of success or failure.

Subtract disadvantages from advantages. The result is the degree of advantage or disadvantage.

Three of a kind of any number allows the player to take a chit of their choice.

Special Dice

Bonus dice are rolled and re-rolled as normal. After rolling is finished, the player may decide whether or not to use each die in determining their result.

Penalty dice are rolled and re-rolled as normal. After rolling is finished, the GM (or other opponent where relevant) may decide whether or not each die will be included in determining the final result. If both penalty and bonus dice are used in a roll the GM (or other opponent) must decide before the player does.

Challenges

A challenge is a narrative element that is overcome using the mechanics of the game: obstacles, monsters, traps, skill attempts,.. anything which requires a roll of the dice.

Difficulty has three parameters: complexity, danger, and scope. A complex task is one which requires excellent performance (such as from skill) to accomplish. A task with a large scope requires a large number of successes to complete. A dangerous task is one particularly prone to expose the actor to negative consequences.

A task succeeds if the degree of its success exceeds the degree of the task. A task fails otherwise. Each degree of success in excess of the degree of the task contributes to completing the scope.

Chits

Three types of chits: white, red, and blue, in order of increasing value. Red and blue chits can also be used as white chits.

White chits can be used to

Red chits can be used to add an additional die.

Blue chits can be used to gain additional re-rolls.

Player Characters

The Danger Track

Moves

Tags

A tag may be applied to a move, whether general, equipment, or powers. A tag should be a descriptor that might sometimes aid and might some hinder the character. For example the "sniper rifle" tag on a rifle might indicate that the rifle is particularly good at long range and particularly poor at close range. Gain a bonus die when the tag applies as a positive and a penalty die when the tag applies as a negative.

General

Brawl
Move: damage an opponent in melee
Difficulty: 1
Defy Danger
Move: avoid a dangerous situation
Difficulty: 1
Prepare Equipment
Move: ready, reload, unjam, or otherwise make ready to use
Difficulty: 0
Disadvantage (1): the equipment isn't available this encounter

Equipment

Weapons

Pistol
Move: damage an opponent
Difficulty: 0
Disadvantage (1): out of ammo
Move: conceal the weapon
Difficulty: 2
Covert Pistol
Move: damage an opponent
Difficulty: 1
Disadvantage (1): out of ammo
Move: conceal the weapon
Difficulty: 1
Rifle
Move: damage an opponent
Difficulty: 0
Disadvantage (1): out of ammo
Shotgun
Move: damage an opponent
Difficulty: 1
Advantage (1): reduce the target's effective difficulty by 1 for this attack
Disadvantage (1): out of ammo
Assault Rifle
Move: damage an opponent
Difficulty: 1
Advantage (1): if you damaged the opponent, perform an additional damage
Disadvantage (1): out of ammo
Rocket Launcher
Move: damage an opponent
Difficulty: 2
Advantage (1): include an additional nearby target
Disadvantage (1): out of ammo

Powers

Old

Danger World v1