Game Mechanics

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This game will use a very simple dice mechanic, which is 2d6+Bonus vs. Challenge.

Contents

[edit] Rolling

This system will use a simple 2d6+Bonus vs. CR (Challenge Rating) dice mechanic.

The player will total up all bonuses he or she gets from skills, traits and equipment, subtract all flaws and add them all together to determine the total bonus. If the roll of 2d6 plus all of these is greater than or equal to the CR, the player is successful.

Double 1's always fail.

Characters will have bonuses which can range from 0-20. (up to +10 from Skills, +5 from Traits and +5 from equipment)

Inhuman creatures can have a greater bonus. Especially dangerous ones may roll 3d6 or 4d6 instead to demonstrate super-humanness.

[edit] Challenges

Challenges are rated between 1 and 32.

4 - barely worth rolling for (climbing a rickety ladder)
7 - easy (climbing a rope with a wall as support)
10 - average (climbing a rock wall with many protrusions)
13 - difficult (climbing a rock wall without many protrusions)
16 - very difficult (climbing a sheer rock face)
19 - extremely difficult (climbing a slick rock face)
22 - nearly impossible (climbing a solid marble wall)
32 - Completely impossible (climbing a solid steel wall covered in slippery oil)

[edit] Defenses

When facing another person there are three possibilities for the Challenge Rating: Standard, Low and High. These are dependent on the opponent's awareness of the situation; If the opponent is aware, he gets a Standard Defense. If he is unaware he gets a Low defense and if he is Concentrating (only defending without taking an offensive action) he can choose one defense type to take at High Defense.

Standard is rated as Default+Bonuses+3, Low is just Default+Bonuses and High is Default+Bonuses+6.

In order to take a Standard or High Defense the defender must have at least 1 skill point in the desired defensive skill. A completely unskilled person is thus completely defenseless against any and all attacks.

[edit] Situational Modifiers

Besides regular challenge ratings, other modifiers may affect performance. These are either subtracted from your skill or added to the challenge rating (according to preference).

Situational Modifiers

-1 Distracted
-1 Rushed
-1 Over Encumbered*
-1 Poor Lighting*
-2 No Lighting*
-1-4 Interference**
-1 Awkward Position*
-2 Extremely Awkward Position *
-2 asleep***
-1 (anything else you think is worthy)
+1-4 Trait (as stated when character is created)
+1-4 Tools (as stated under tool description)
+1 Aid**
+1 (anything else you think is worthy)
* - only applicable to some checks.
** - after the other party makes a successful check
*** - if your eyes are closed when you're asleep you incur penalties for No Lighting as well

Sometimes an unfavorable condition may prevent the check from being made altogether. Read Lips in No Lighting or Scratching your back while in full-plate are good examples. Players and GMs are encouraged to be creative here. Rowan, for instance, says that he should be able to use a Steak as a +1 tool when trying to use Diplomacy on a dog.

When facing another person, any unfavorable conditions against the defender count instead as favorable conditions for the challenger.

[edit] Degree and Complex Challenges

So far we have just discussed simple challenges. There are two other forms, which are Degree and Complex challenges.

Degree Challenges are actions where different amounts of success mean different things. An example would be an Aid Another test. Normally for such challenges, every 3 points above the challenge is considered a greater degree of success.

Complex Challenges will exist for things like Crafting items, where there is a Threshold (TH) (in the case of crafting 'progress') to overcome in addition to the CR. It's not that much more complicated, it just means the difference between a successful skill check and the CR, called the Remainder, is subtracted from the TH until it is brought down to 0, meaning multiple rolls may be needed to successfully overcome a challenge.

Every time a roll is made against a complex challenge and succeeds, the difference between the roll and CR, called the 'remainder', is subtracted from the Threshold. When the threshold is reduced to 0, the task is completed.

Some actions can multiply the remainder by 2 or even 3 times. For example, two-handed melee and firearms multiply the remainder by 2 and heavy turrets multiply it by 3.

Different situations call for rolls in different intervals. For example, when crafting objects rolls are only made every hour to determine progress, in diplomatic situation rolls are made every five minutes and in combat rolls are made every round.

The Vital Statistics mentioned earlier act as thresholds for various skills, generally combat encounters. They are, again, Health, Resolve, Lucidity and Aura.

[edit] Damaging Opponents

There are 6 different types of damage that can be inflicted: Permanent, Crippling, Traumatic, Wounding, Bruising and Shocking.

Permanent damage is never healed. Crippling damage heals at a rate of 1 point per month. Traumas heal at a rate of 1 point per week. Wounds heal at a rate of 1 point per day. Bruises heal at a rate of 1 point per hour and Shock heals at a rate of 1 point per minute.

Whenever a Trauma is inflicted the target also suffers from a 1 point flaw for the duration. Whenever Crippling or Permanent damage is inflicted the target also suffers a 2 point flaw for the duration.

If a target is brought down to 0 points, it is disabled. If all of the damage points are Crippling or worse the target is dead, otherwise the target is unconscious, paralyzed, vacant or otherwise unable to act. Furthermore, if a target is brought down to 0 points and the lowest damage level is a Trauma or Wound, the lowest damage type worsens by 1 step every minute until stabilized by a professional or the target dies of complications.

The default damage type inflicted is Bruising. Extra damage dealt by a high degree is always one step higher than the previous damage type. Thus if an attack is made with 3 degrees it will deal 1 point of Bruising damage, one point of Wounding damage and one point of Traumatic damage.

If a tool or enhancement is being used then the default damage type can also be increased, depending on the tool or enhancement. As a general rule, the damage type will increase by 1 for every +2 of a tool.

Additionally, a person may attempt, when attacking, to increase the damage type by 1. When making such an attempt the difficulty for the attack is raised by 2.

Examples of damage:

Health - Shock: hit a nerve; Bruise: bludgeoned; Wound: a gash in one's flesh; Trauma: Sprained wrist, internal bleeding; Cripple: Broken bone, jarring blow to the head; Permanent: Shattered bone, severed digit.
Resolve - Shock: was told a quick, convincing lie; Bruise: a good point was made; Wound: a painful truth was revealed; Trauma: a life-altering realization was inspired; Cripple: the target's mind was blown; Permanent: the target's mind was blown in such a way that his whole paradigm has shifted (leading to emotional instability).
Lucidity - Shock: a momentary lapse in judgment; Bruise: a good point was made; Wound: a jarring dissonance with reality; Trauma: sanity has been compromised; Cripple: the target's mind was blown; Permanent: the target's mind was blown in such a way that his whole paradigm has shifted (leading to mental imbalance).
Aura - Shock: a slight blow to the energy body; Bruise: the energy body is subtly damaged; Wound: the energy body has been torn; Trauma: A large gash has been made within the energy body; Cripple: a part of the energy body was severed or darkened; Permanent: a part of the energy body was severed and cauterized, or filled with darkness.

[edit] To be continued...

Though the basics of the Mechanics are simple, there is a lot more detail that can and should be gone into. Note that this is still a WORK IN PROGRESS. Until the remainder of the rules are finalized, the golden 'rule of thumb' will be used: if it makes sense and it isn't broken then it will happen.

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