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17:34, 5th May 2024 (GMT+0)

Rules.

Posted by FateFor group 0
Fate
GM, 318 posts
Wed 6 Mar 2024
at 21:30
  • msg #1

Rules

Roll
Difficulty
-The base difficulty of a roll can only be subject to one inctease AND one decrease. If several apply only the highest apply.
-Scale can add it’s Dramatic bonus to the Difficulty of an action.

Enhancement / Complication
-Stacking minor enhancement (1e, 2e, 3e) cannot grant to more than 3e unless you take a future complication equal to the difference.
-If you have several major enhancements (4e or more), you can only chose one.
-If you have both majors and minors enhancements on a roll, you choose to apply either major or minor.
-Complication follow the same rules.
Fate
GM, 319 posts
Wed 6 Mar 2024
at 21:31
  • msg #2

Rules

Action Scene
Combat
-When attacking, you need to rolls enough of success to equal or surpasses the target Defense. If you do you gain 1s plus any leftover success on the attack roll to buy stun.
-Inflicting Damage Stun cost 1s plus the target Soft Armour.
-PC have a Defense equal to their highest Resistance Attribute. They can exchange point of Defense to buy Defense Stuns.
-A character can answer an attack by using his action this turn (or the next if he already used it) to make a Full Defense. If he do, he roll his Defense and add success as Soft Armour or spend them on Defence Stuns.
-Group of Antagonists can be represented by one Antagonist with a Scale rating representing it’s size. The Scale Dramatic bonus is added to Health, Attack roll (who can do Shockwave) and any others action that benefice from being a group.

Intrigue
Atmosphere
-Atmosphere are ranked from 0 to 3. This is either added to Attitude that are supported by it or subtracted to Attitude that are opposed by it.
-Shift Atmosphere action Difficulty is equal to the current Atmosphere (minimum 1)
-If you want to change the Atmosphere, you need to bring the present atmosphere to 0 before building a new one.

Attitude
-Attitude are ranked from 0 to 5. Attitude can give Enhancement to roll that play on them or roll to resist action that oppose them.
-Attitude of 4 or 5 can only be caused by special circumstance. Atmospheres cannot bring an Attitude to 4 or 5 (any Atmosphere point in excess become an Enhancement on roll that exploit them).
-Shift Attitude action Difficulty is equal to the target Attitude (minimum 1).
Fate
GM, 320 posts
Wed 6 Mar 2024
at 21:32
  • msg #3

Rules

Paths
Each paths give several benefice:
-The PC has always anything that would be logical for a someone of this Path to have.
-Once per Episode, the PC can Invoke the Path to call on a Connection or ha a Twist of Fate.

Connections
When a PC Invoke a PC to call on his Connection, he choose if he call on a Network, an Access or a Contact. The PC roll one Path skill +2 dice.

-Network: A group of people that would help the PC, they will not put themselves in danger and cannot participate in combat.
The PC gain Enhancement equal to his success on the Connection roll (max 3) to a future roll during the Episode.

-Access: Equipment that would that his Network could give him with a bit of work.
The PC either gain the item in question for the rest of the Episode or gain an Enhancement equal to his success on the Connection roll  (max 3) to a future roll during the Episode.

-Contact: A character that would help the PC beyond the scope of the Network. Contact have a rank and several tags.
When a PC Invoke a Contact and succeed the Connection roll, they can either create a Contact (Rank 1 / 1 tags) or upgrade an existing contact (2 dots to spend in rank or tags, the upgrades vanish at the end of the Episode). Then the Contact act the PC asked.

Twist of Fate
Invoking a Twist of Fate let the PC make a minor edit to the scene. If the PC has a Legend score, the edit can be supernatural in nature as long it coherent with the PC Callings, Tittles or Purviews.
This message was last edited by the GM at 20:15, Thu 18 Apr.
Fate
GM, 333 posts
Thu 18 Apr 2024
at 20:14
  • msg #4

Rules

Character Advancement
-1xp for each short-deed
-2xp for each long-term deed
-1xp for each time we end an episode
-3xp for each time we end an arc

Character Tweak
Between each Episode a Player can adjust his PC in the following way:
-Shift 1 dot from an Attribute to another Attribute or 1 dot from a Skill to another Skill.
-Swap an Inactive Knack with an Active one.
-Change the Short-term Deed.
This message was last edited by the GM at 20:20, Thu 18 Apr.
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