samedi 26 mai 2018

How to play

Skill test summary

Skill Tests are made with rolling a d100. If it's equal to or lower than the Total Chance, it's a Success, otherwise a Failure.
Your Base Chance is the appropriate Primary Attribute plus your Skill Ranks (perhaps modified by your Peril Condition), plus any modifiers from Talents or Traits. The sum of theses modifiers cannot exceed -30 or +30.
Base Chance is modified by Difficulty Rating (from -30 to +30) to get the Total Chance.
Difficulty rating
Description
ARDUOUS
Apply a -30% penalty to Base Chance
HARD
Apply a -20% penalty to Base Chance
CHALLENGING
Apply a -10% penalty to Base Chance
STANDARD
No penalties or bonuses
ROUTINE
Add a +10% bonus to Base Chance
EASY
Add a +20% bonus to Base Chance
TRIVIAL
Add a +30% bonus to Base Chance

Critical success & failure

A Match is when both dice show the same number, and it makes the result more impactful: either a Critical Success or a Critical Failure, depending on the result.
A Skill Test of 100 or greater is missed (critically) if 00 is rolled.
A Skill Test of 0 or greater is succeeded if 01 is rolled (critically, despite not being a match).

Some skills take time

If triple time is allocated to a task, it might lessen its difficulty; on the other hand, hasty attempts become more difficult.

Skill synergy

The GM might arbitrate (upon player request) that a certain Skill synergies with another, granting you +10 Base Chance.

Assisted tests

Assisting another character requires you to have at least 1 Rank in the Skill to be tested. Lend an Assist Die to the player who makes the test. They may use the result on the Assist Die instead of their own tens for a better outcome. However, Critical Failures are prioritized even more (that is, no swapping is allowed to avoid it, and swapping must occur if possible to get it). Only one Assist Die can be gained.

Opposed tests

Opposed tests are won by whoever has more Degrees of Success or the one that obtains a Critical Success. In case of Critical Failure, the test is lost.
When a Test succeeds, Degrees of Success can be determined by adding the tens value of the rolled result plus the relevant Attribute Bonus.

Secret tests

When the GM doesn’t want you to know if a Test is successful or not, you make a Secret Test. The GM secretly determine the Difficulty Rating and you announce your base score and roll the dice.
The GM only reveals the result in case of a Critical, otherwise he will interpret the dice and explain in narrative terms what happens.

Flip the results

Sometimes you are allowed to Flip the Result to Succeed, meaning you may swap the tens and ones on the result rolled for a more favorable outcome.
Similarly, if you have to Flip the Result to Fail, you swap the tens and ones to get a less favorable outcome.

Common and special skills

Common Skills can be tested by anyone, using only their relevant Primary Attribute.
Special Skills may also be tested by anyone using their relevant Primary Attribute, but they have to flip the result to fail.

Fury & chaos dice

The Fury Die is a special D6 that is used in combat. Whenever it lands on a face “6”, reroll the result and add them together. This rule is recursive.
The Chaos Die is a special D6 rolled under given circumstances. If it lands on a face “6”, something terrible happens.

Fortune pool

At the beginning of every game session, place one token, plus a number of additional tokens equal to the number of players participating, into an empty bowl: the Fortune Pool.
If the last session lasts less than 4 hours, just use the remaining tokens and add half of what should be normally added (not exceeding what should be added). Also, in this case, keep half of the last misfortune tokens.

Using a fortune point

You can use a Fortune points:
  • after a failed Skill Test (not a critically failed) to re-roll the test, but you must accept the outcome;
  • to gain an additional Action Point;
  • to treat the result of a Fury or Chaos Die as a “6”.
You can use two Fortune points:
  • after a Critically Failed Skill Test to re-roll the test, but you must accpet he outcome.

Misfortune pool

Whenever a player uses a Fortune Point, it immediately converts into a Misfortune Point.
The GM may employ the Misfortune Pool to take advantage of the same benefits as Fortune Points for NPCs and creatures they control.

Recovering fortune points during the session

The following occurrences add extra Fortune Points to the Fortune Pool:
  • +1 for scoring a Critical Success on a Social Tactic Test during a Complex Exchange;
  • +1 for scoring a Critical Success on a Resolve Test against Stress, Fear, or Terror;
  • +[number of players] at the end of a perilous journey;
  • +1 for employing Order/Chaos Alignment in a dramatic moment (at GM’s discretion);
  • +1 for spending an hour at a way-shrine praying and rolling a face “6” on a Chaos Die.

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