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17:11, 24th April 2024 (GMT+0)

Game Mechanics.

Posted by NarratorFor group 0
Narrator
GM, 40 posts
Thu 8 Oct 2020
at 01:41
  • msg #1

Game Mechanics

A 1d20 roll is used as a randomizer for all task and conflict resolution, called a test.  All tests are made by adding the appropriate Attribute + Skill + modifiers (which may be negative).  I will advise what the final target is if there are modifiers involved. This is a roll-under, so a 1 is the best possible result, while a roll of 20 is always a failure.  If you do not have the named skill, the test is made on the basis of the Attribute (thus it's a bit harder, though not impossible, to succeed).

Once a target is determined, the roll is made, and the difference between the target and the actual roll is called the Degree of Success (or Failure).  If a character's efforts are opposed by another, the greater Degree of Success wins; in the case of a tie, a defender wins.

Modifier can range from -10 (all but impossible) to +10 (trivial).
Narrator
GM, 41 posts
Thu 8 Oct 2020
at 01:48
  • msg #2

Combat

At the beginning of any combat, each character makes a Wits + Sergeant's Eye test.  A successful roll of any magnitude allows a character to act during the very first round.  Those that fail will have to wait until the second round to take action.

All events take place simultaneously in a round.  Actions are declared first by the one with the greatest degree of failure and last by the one by the greatest degree of success.  If there are any changes in the course of the combat (modifiers) these would apply to the original roll, the same roll/order otherwise continues throughout the combat.  In a clear-cut ambush (all victims of the ambush fail a Wit + Sergeant's Eye separate from the intiative roll), the ambushers get one unopposed round of action.

A round takes about 5 seconds of time.  During this time, a character may choose to do one (and only one) action from the following list:
  • make one attack, invoke a pattern, charm or ephemera
  • walk briskly (agility) yards or run (agility x3) yards.  No active defense may be used when running
  • ready a single piece of gear
  • operate some feature of the world (close or open a door/window, throw an object)
  • aim a firearm for a bonus to Barking Irons in the nxt round
  • perceive surroundings in detail (Wit + Sergeant's Eye or Investigator's Eye)
  • attempt to withdraw from melee (opposed agility+ duck and cover or close combat skill  vs any attacks; free attack if failed test)
  • attack and defend with a penalty of 2 to both actions

Free actions
  • drop something to the ground
  • make one short statement (something that can be said in five seconds or less)
  • shift a few steps
  • defend against one melee attack or any number of ranged attacks

Combat is ordinarily resolved with an opposed test.

An attacker rolls:  Agility + appropriate skill with a + 2 modifier for familiarity if appropriate

The defender rolls:
Agility + Duck & Cover if taking cover against a ranged attack with a bonus for the cover rating, if any

Agility + Duck & Cover if dodging a melee attack

Agility + close combat skill if parrying a melee attack

If the attacker fails the test, the attack fails

If the defender's degree of success is greater than or equal to that of the attacker, the attack misses

If the attack succeeds, damage is calculated as follows:
Base weapon damage + net degrees of success minus defender's armor rating
Unarmed damage is stamina damage
Attacks completely absorbed by armor do no damage.
Narrator
GM, 42 posts
Thu 8 Oct 2020
at 01:49
  • msg #3

Injuries and Healing

If a character is injured and survives the combat, they will need to recover from the wounds.  Stamina damage can be healed fairly rapidly, using a test of Vitality + Heroic Vigor and restoring a number of boxes equal to the degrees of success every ten minutes.

Physical damage requires one Vitality + Heroic Vigor to recover 1 point per 3 degrees of success.  A skilled physician and roll reason + medicine once per day to add additional points per degree of success.

Physicane and other healing elixirs allow the character to roll a Vitality + Heroic Vigor and immediately heal 1 point per 3 degrees of success and over the course of the next 24 hours, additional points equal to the total number of degrees of success.  (For example, a roll with 6 degrees of success would confer 2 immediate points and 6 over the course of the next 24 hours for a total of 8.)  Additional elixirs in the same 24 hour period do not have benefit, but another dose in the next 24 hour period can continue the accelerated healing.
Narrator
GM, 43 posts
Thu 8 Oct 2020
at 01:59
  • msg #4

Fate Cards

Fate Cards are used to represent a character's luck and good fortune, and can help a player turn odds in their favor in key moments of play.

The Fate Cards are represented by the Tarot deck.

The Minor Arcana
Skill CategorySuit
DreamCups
VehiclePentacles
CombatSwords
SocialCups
AdventuringSwords
IntellectualWands
ArcaneWands
CraftingPentacles

After a test is made, a player may opt to use a minor arcana card
SituationOutcome
Number card of a non-matching suitRoll again, must take second result
Number card of a matching suitRoll again, take better of the two results
Court card of a non-matching suitRoll up to two additional times, must take the last result (ie, if you like the second roll, don't make a third; if you do, the third roll is the one that you must take)
Court Card of a matching suitRoll two additional times, take the best result of the three

The Major Arcana

When playing a major arcana, the use of the Fate Card becomes more a narrative device than a mechanic to affect rolls.  While a player may use any Major Arcana card to roll two additional times (as the court card or to grant a test in a situation where it might otherwise have been impossible, the true glory is in the potential to fundamentally change the outcome of a situation.  Major Arcana cards cannot be used on another PC without that player's consent, whether it would be beneficial or harmful to the PC in question.

For the purpose of this game, the meanings are as follows:

The FoolBeginnings, something new, imagination
The MagicianEarning and experimentation, self-confidence, magic
The High PriestessWisdom and self-reliance, unseen powers, dreams
The EmpressFertility, fulfillment, birth
The EmperorSociety and civilization, laws and logic, stability, conformity
The HierophantHidden Knowledge, perhaps deep-drean realms, evolution
The LoversUnion, love, harmony, attraction, joining
The ChariotPower, ambition, drive for success, discipline, control, single-mindedness
StrengthInner peace, physical power, chi
The HermitDiscovery and truths, memory, and “inner wisdom”
Wheel of FortunePerhaps the mosts powerful card—just about anything can happen
JusticeCause and effect, karma, punishment and reward
The Hanged Man“The mysteries of the world”, self-sacrifice, non-conformity
DeathEnd of the old and start of the new, sudden change
TemperanceSelf-knowledge, finding one's best path
The DevilDarkness, limits, fear of change, depression, hopelessness
The TowerBreaking free, knocking down walls, destructive change, shocking events
The StarBalance, peace, calm, hope
The MoonLunacy, nightmares, being tested, the unknown, madness
The SunRebirth, renewal, triumph, optimism
JudgmentRising above problems, effective action
The WorldJourney's end, infinity conclusion

At the start of play, all players will roll 1d20.  If you roll the same number as someone else, re-roll until you have a unique number.  When everyone has rolled, the first person (lowest number) should use the system/special dice for “Tarot – full deck” and draw the number of cards to which you are entitled (Fate/2 rounded up).  Continuing in order, players should do likewise, but re-roll any duplicates from those before you.

Note the cards on your character sheet, and they are yours until used.
Narrator
GM, 62 posts
Fri 9 Oct 2020
at 23:34
  • msg #5

Examples

The mechanics for the game are pretty simple, but it is a lot different than many other systems (most similar to Basic Roleplaying/Call of Cthulhu).  So for the sake of illustration, I'm going to grab the stats for one of the "Rogue's Gallery" characters and run a few scenarios.

So, using Artie, the Airship Captain as an example.

He has just gotten himself into a fight, and has gotten his trusty sword ready.

His target for the attack will be determined like this:  Agility (7) + Bash and Stab (7) + familiarity sword (2):  16

Now, he's going to roll 1d20.

18:21, Today: Narrator, for the NPC Arthur (Artie) Hughes-Remington, rolled 14 using 1d20 ((14)).

This is a roll-under (or golf, if that helps), so that means that he has a success
Degree of success, especially in combat, matters, so that is determined by target (16) - roll (14) = 2

Let's suppose that he is fighting our ex-soldier, Xavier, who is also fighting with a sword (though he doesn't have the familiarity with it--this skill doesn't require a familiarity, but there is a benefit).

Defending, he is going to determine his target as:  Agility (6) + Duck & Cover (5) = 11

He rolls 1d20

18:25, Today: Narrator, for the NPC Xavier Durand, rolled 10 using 1d20 ((10)).
His degree of success is 1, but that is less than Artie's degree of success, so Artie succeeds in slashing Xavier.

Essentially, you always want a low roll, and you roll a plain 1d20.  If a modifier applies, it applies to the target rather than the dice.
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