Danger World

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Revision as of 06:04, 18 January 2013 by Bryanhm (talk | contribs) (General)
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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

Rolls die pool, by default 6d6. Additional d6s may be added, including dice with special characteristics.

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.

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

General

Prepare Equipment
Move: ready, reload, unjam, or otherwise make ready to use
Difficulty: 0
Disadvantage (1): the equipment isn't available this encounter

Equipment

Pistol
Move: damage an opponent
Difficulty: 0
Disadvantage (1): out of ammo
Move: conceal the weapon
Difficulty: 1
Shotgun
Move: damage an opponent
Difficulty: 1
Advantage (1): if you damaged the opponent, perform an additional damage
Disadvantage (1): out of ammo
Rifle
Move: damage an opponent
Difficulty: 1
Advantage (1):
Disadvantage (1): out of ammo

Powers

Old

Danger World v1