Difference between revisions of "Danger World"

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Build a die pool out of d6s. Roll, locking and re-rolling up to twice.
 
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:
+
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.
* 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.
 
  
 
{| border=1 cellspacing=0 cellpadding=5 align=center
 
{| border=1 cellspacing=0 cellpadding=5 align=center
|+ '''Player Costs'''
+
! set !! narrative benefit !! mechanical benefit
! cost !! benefit
+
|+ '''Difficulties'''
|-align=center
 
| 1 || place a bonus die on this marker
 
 
|-align=center
 
|-align=center
| 1 || remove a threat die from this marker
+
| 2 || minor accomplishment
 
|-align=center
 
|-align=center
| 2 || place a bonus die on another marker
+
| 3 || meaningful accomplishment
 
|-align=center
 
|-align=center
| 2 || remove a threat die from another marker
+
| 4 || significant accomplishment
 
|-align=center
 
|-align=center
| 3 || create a one-time-use aspect
+
| 5 || major accomplishment
 
|-align=center
 
|-align=center
| M || defeat the marker
+
| 6 || huge accomplishment
 
|}
 
|}
  
 +
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.
 +
 +
Challenges, such as obstacles, monsters, traps, and skill attempts, all have a difficulty assigned to them.
  
 +
1s are spent according to the following table.
  
 
{| border=1 cellspacing=0 cellpadding=5 align=center
 
{| border=1 cellspacing=0 cellpadding=5 align=center
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| V || spawn a threat
 
| V || spawn a threat
 
|-align=center
 
|-align=center
| V || escalate a marker
+
| V || escalate a threat
 
|}
 
|}
  
 
===Special Dice===
 
===Special Dice===
  
Bonus dice: ignore when evaluating whether a player takes a hit
+
Bonus dice: ???
  
Threat dice: ignore when evaluating whether a player gets a hit
+
Threat dice: ???
  
Danger dice: d4s, can be added at-will
+
Danger dice: ???, can be added at-will
  
 
==Stats==
 
==Stats==

Revision as of 04:54, 13 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 the difficulty table. 1s are summed together and spent by the GM.

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

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.

Challenges, such as obstacles, monsters, traps, and skill attempts, all have a difficulty assigned to them.

1s are spent according to the following table.

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

Special Dice

Bonus dice: ???

Threat dice: ???

Danger dice: ???, 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

Five danger points per level.

  • (3) Bashed (one threat die until end of encounter)
  • (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