Difference between revisions of "Danger World"
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− | + | 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 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. | 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=== | ===Special Dice=== | ||
Line 52: | Line 54: | ||
===The Danger Track=== | ===The Danger Track=== | ||
− | ==General | + | ==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== | + | ===Powers=== |
==Old== | ==Old== | ||
[[Danger World v1]] | [[Danger World v1]] |
Latest revision as of 06:22, 18 January 2013
Contents
Dice Mechanics
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