Difference between revisions of "Danger World"

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==Die Rolling==
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==Dice Mechanics==
  
 
{| border=1 cellspacing=0 cellpadding=5 align=right
 
{| border=1 cellspacing=0 cellpadding=5 align=right
! set !! narrative benefit
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|+ '''Die Results'''
|+ '''PC Difficulties'''
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! die !! primary !! secondary
 
|-align=center
 
|-align=center
| 2 || minor accomplishment
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| 6 || 1 success || 1 advantage
 
|-align=center
 
|-align=center
| 3 || meaningful accomplishment
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| 5 || 1 success ||
 
|-align=center
 
|-align=center
| 4 || significant accomplishment
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| 4 || 1 success || 1 disadvantage
 
|-align=center
 
|-align=center
| 5 || major accomplishment
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| 3 || 1 failure || 1 advantage
 
|-align=center
 
|-align=center
| 6 || huge accomplishment
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| 2 || 1 failure ||
 +
|-align=center
 +
| 1 || 1 failure || 1 disadvantage
 
|}
 
|}
  
Build a die pool out of d6s. Roll, locking and re-rolling up to twice.
+
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.
  
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.
+
Three of a kind of any number allows the player to take a chit of their choice.
  
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.
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===Special Dice===
  
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.
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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.
  
A setback of a given cost will typically require a successful check of height equal to that cost to directly overcome.
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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.
  
An aid action is one with no goal other than to provide bonus dice to another task.
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===Challenges===
  
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.
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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.
  
{| border=1 cellspacing=0 cellpadding=5 align=center
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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.
|+ '''GM Options'''
+
 
! cost !! narrative !! mechanical
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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.
|-align=center
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|rowspan=2| 1 ||rowspan=2| || the character's danger level is increased by 1
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==Chits==
|-align=center
+
 
| add a penalty die to a challenge
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Three types of chits: white, red, and blue, in order of increasing value. Red and blue chits can also be used as white chits.
|-align=center
+
 
| 2 || minor narrative setback || reduced hit against PC
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White chits can be used to
|-align=center
+
 
| 3 || meaningful narrative setback ||
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Red chits can be used to add an additional die.
|-align=center
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| 4 || significant narrative setback || full hit against PC
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Blue chits can be used to gain additional re-rolls.
|-align=center
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| 5 || major narrative setback ||
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==Player Characters==
|-align=center
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| 6 || huge narrative setback || overload hit against PC
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===The Danger Track===
|}
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 +
==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===
  
===Special Dice===
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; Brawl
 +
: Move: damage an opponent in melee
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: Difficulty: 1
  
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.
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; Defy Danger
 +
: Move: avoid a dangerous situation
 +
: Difficulty: 1
  
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 one prevents one normal or danger die (player's choice) of the same height from being used in a set.
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; Prepare Equipment
 +
: Move: ready, reload, unjam, or otherwise make ready to use
 +
: Difficulty: 0
 +
: Disadvantage (1): the equipment isn't available this encounter
  
==Stats==
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===Equipment===
  
Physical:
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====Weapons====
* Agility
 
* Endurance
 
* Speed
 
* Strength
 
  
Mental:
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; Pistol
* Perception
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: Move: damage an opponent
* Reasoning
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: Difficulty: 0
* Recall
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: Disadvantage (1): out of ammo
* Willpower
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: Move: conceal the weapon
 +
: Difficulty: 2
  
Social:
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; Covert Pistol
* Charisma
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: Move: damage an opponent
* Empathy
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: Difficulty: 1
* Gravitas
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: Disadvantage (1): out of ammo
* Cool
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: Move: conceal the weapon
 +
: Difficulty: 1
  
==Aspects==
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; Rifle
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: 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.
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; Shotgun
 +
: Move: damage an opponent
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: Difficulty: 1
 +
: Advantage (1): reduce the target's effective difficulty by 1 for this attack
 +
: Disadvantage (1): out of ammo
  
===Negative Aspects===
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; Assault Rifle
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: Move: damage an opponent
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: Difficulty: 1
 +
: Advantage (1): if you damaged the opponent, perform an additional damage
 +
: Disadvantage (1): out of ammo
  
The GM may pay the player FP to invoke these to add penalty dice.
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; Rocket Launcher
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: Move: damage an opponent
 +
: Difficulty: 2
 +
: Advantage (1): include an additional nearby target
 +
: Disadvantage (1): out of ammo
  
==Danger Track==
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===Powers===
  
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.
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==Old==
  
# Bashed
+
[[Danger World v1]]
#* 3 boxes
 
#* one penalty die for each filled box
 
#* recovers after a short rest
 
# Stunned
 
#* 3 boxes
 
#* one less die for each filled boxed
 
#* recovers after a short rest
 
# Injured
 
#* 3 boxes
 
#* one random trait is reduce by one
 
#* recovers after a long rest
 
# K.O.'d
 
#* 1 box
 
#* unconscious until end of encounter
 
# Dead
 
#* 1 box
 
#* semi-permanent
 

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