Professional Documents
Culture Documents
Chart - Player Aid
Chart - Player Aid
Core Mechanic:
Action Order::
Story Points
Im stumped - get a hint about something We only get one shot - roll an extra 2d6 That was close - Improve a check result. Can spend more, but improve to no more than a minimal success. Just a scratch - At quiet moments, recover half of ability losses Like this, doctor? - copy a skilled person under instruction Hang on, I have an idea! - a wild idea works (variable cost) Whats that? - a plot twist! (variable cost) Story points must be roleplayed. With good roleplaying story points can be pooled or given to others (have a cup of tea). Example of variable costs: [1] you remember your PDA [3] a goon falls in love with you [5] a squad of soldiers arrives. [7] a spaceship turns up [9] you absorb the heart of the TARDIS [11] Here ends the campaign
Strength + Fighting Coordination + Marksman Resolve + Convince Presence + Convince Coordination + Fighting
Strength + Fighting Awareness + Coordination Resolve + Convince Resolve + Ingenuity Strength + Fighting
ROLL Success
RESULT
9+ 4-8 0-3
Failure
Yes - and something unexpected happened as a result of great success. Damage x 1.5 Yes, you've managed to do what you planned. Normal Damage Yes, but something may not have gone as well as hoped. Damage x .5
1-3 4-8 9+
No, but it could have been much worse. Failed, but may gain a boon. Damage x 0.5 No, you've failed at the task. Normal Damage No, and something else has gone wrong. May be consequences. Damage x 1.5