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Gods of The Fall System Notes
Gods of The Fall System Notes
Gods of The Fall System Notes
Make a roll
- Roll d20 against task difficulty 0-10. Target roll is difficulty x3
- Can decrease difficulty through various means
- Skills decrease difficulty by 1 (trained) or 2 (specialized) levels
- Assets (equipment, help, etc.) can decrease difficulty by up to 2 levels
- Effort (see under character) can also decrease difficulty
- Difficulty 0 is automatic success
- Target Roll = (Difficulty - Skills - Assets - Effort)x3
- Special rolls
-- 1: FUMBLE! BAD!
-- 17/18: If on attack roll, +1/+2 damage
-- 19: Minor effect. Attack: +3 damage or special result (knockback, distract,
etc.). Out of combat: Do something with particular grace. A bit further than
success
-- 20: Major effect. Attack +4 damage or special result (knockdown, stun, extra
action). Out of combat: Major bonus, climb twice as fast, etc.
Cyphers
- Special items. Sjould be used and found frequently.
- Varies a lot by setting.
- Almost always one use items.
Combat
- Enemies have levels, like difficulty. Roll against enemy typically at difficulty
level of enemy
- Player makes both attack and defense rolls
- Damage is flat numbers. Damage Taken = Attack Damage - Armor
- Weapon Types
-- Light (2 damage, difficulty -1 to hit)
-- Medium (4 damage, can be used in one hand)
-- Heavy (6 damage, needs two hands)
- Bonuses: Can rarely apply +1, etc. to a roll. If at +3, just reduce difficulty by
one
- Range
-- Immediate: Everyhing within 3 meters, get there immediately as part of action
-- Short: Anywhere within 15 meters, get there as full action
-- Long: Anything less than 30 meters, get as full action with right roll
Type: Your class. Determines abilities and starting stats, among other things. Four
types: Champion (warrior), Shaper (mage), Destroyer (skill monkey), Savior (party
face/healer). Settinbook p. 106.
Descriptor: Defines character. Adds one time stat pool boosts, skills, special
abilities, equipment and/or inabilities to a character. See more in Rulebook page
64. At least fifty descriptors in the book, not gonna detail them all here.
Additional descriptors in Settingbook starting p. 124.
Focus: Gives special abilities, with new ones being available at each character
tier. Allowed Foci found in Settingbook p. 129. Rulebook Foci in Rulebook from p.
90. Additional Foci in Settingbook from p. 129.
Dominion: Your sphere of influence, what you are god of. Having divine powers give
certain powers (Dominion Abilities) at each tier, if certain Obligations are met.
Does not have to be chosen at character creation. Can be anything that makes sense.
3 stats:
- Might (Strength, health, physical strength and punishment)
- Speed (Speed, agility, swiftness, reflexes)
- Intellect (Intelligence, charisma, wisdom)
Skills
- No set list. See example list on Rulebook page 20.
- Trained: Lower difficulty by 1. Specialized: Lower difficulty by 2.
- Skill can even be in char's special ability, making them better. Choose specific
Ability, not general.
- Can come with buying Benefits (see character tier), from Focus or other sources.
- Skills stack, but can never lower difficulty more than 2. E.g. Trained in Lying
and Social Interactions could cont as Specialized in Lying.
- Only skills gained through Type abilities allow you to to get attack or defense
skills.
Abilities
- May drain a stat pool when used. Has a set cost, affected by Edge.
- If Effort is used, Edge is subtracted from total. Cost = Ability Cost + Effort
Used - Edge
- Can allow for new actions you couldn't normally take, keyword 'Action'
- Can boost other actions, such as attacks or wearing armor, keyword 'Enabler'
Character Tier
- Tier 1 to 6
- Start at Tier 1. Tier increase when 4 Benefits have been purchased with XP.
-- Each Benefit cost 4 XP
-- Can be purchased in any order, but must buy 1 of each kind to advance tier
before you can buy the same again
-- Benefits:
--- Increase capabilities: 4 points to split on stat pools
--- Moving Toward Perfection: Add 1 to 1 stat edge
--- Extra Effort: Increase Effort score by 1/
--- Skills
---- You become Trained in a skill of your choice.
---- You become Specialized in a skill you are Trained in.
--- You gain a Special Option (counts as the Skill benefit needed to advance tier)
---- Reduce cost of wearing armor (might cost -1, speed reduction -1)
---- Add 2 to recovery rolls
---- Select a new type-based ability from your tier or a lower tier.
- Gain new abilities at each tier. Can usually choose between 2 and 4 abilities per
tier from Type, while gaining specific abilities from Focus.
- Can always choose an ability at a lower tier as one of the chosen abilities.
- At each Tier increase, you can choose ONE ability that you can substitute for
another ability at a lower tier (e.g., no reason for an ability that lets you use 3
cyphers and one that let you use 4 cyphers, if they don't stack)