Jun. 12th, 2007

eyebeams: (Default)

Basic Combat

Step 1: Pool Access and Will

To enter combat, choose your Pool Access. Pick a number equal to or less than all of the Aptitude + Ability pools (including Edge and Skill bonuses) you want to use that round. This number is your basic dice pool. If you want to use Body + Acrobat and Body + Kung Fu, and your Body + Acrobat is 5 while your Body + Kung Fu is 7, set your pool at 5.

Spending Will: Each point of Will adds 1 die to your pool. This applies to all actions, so it does affect Pool Access.

Step 2: Roll Dice Pools, then Split into Finesse and Force

Roll your pool. 1s and 2s succeed on d6. Split all successful dice into Finesse and Force totals.

Finesse: You must have at least 1 point of Finesse to succeed at any task.

Force: Add +1 to your total Force. You can devote 0 dice to Force, leaving you with a Force of 1.

Step 3: Add Modifiers

Roll any modifier dice. Keep these separate; only apply their modifiers (bonuses or negatives) to applicable actions. For example, weapon modifiers don’t apply to jumping.

Bonuses: Roll bonus dice, but only keep their points of they succeed.

Penalties:  Roll penalty dice, but only apply their penalties when they succeed. Each successful die strips its point value from another die. Start by reducing dice with the same number as the penalties, then apply leftover penalties, if applicable.

Step 4: Choose Actions, Spend Wits and Array Force

Take your Finesse total dice and split them into actions. You must devote at least one die to each action. You can devote multiple dice to an action, adding their total points together. But you can’t split one die’s point total between two actions. If you add successful dice that come from a modifier to a specific type of action, you are committing to the action those dice modify. Your Force total applies to all tasks equally – you don’t split it. However, you don’t count bonuses if they don’t apply to a particular action.

Spending Wits on Actions: Each action also costs 1 Wits point. Furthermore, you can add additional points to actions on a 1 Wits per 1 point per action basis. If you don’t have the Wits to pay, the action fails, though you can avoid this simply by limiting the number of actions you choose.

Arraying Force: Array your Force total as follows: one action uses your full Force, one uses Force -1, one uses Force-2 and so on, until you reach your total actions or run out of Force. Force 0 actions automatically fail. You can devote totals from your array in any order.

Step 5: Resolve Actions

Resolve actions in order of Finesse, except for Defences, which respond to attacks with equal or lower Finesse totals. Remember that the type of Defence need not be defined until it is used, unless you accept modifiers that require a certain kind of action. Remember, too, that you can't  choose actions that use pools lower than the ones you chose access to.

Attack: If your attack’s Finesse is higher than the target’s applicable defence action, it inflicts Force from your chosen array in the appropriate damage or other effect.

Defence: If your defence’s Finesse is equal to or higher than an incoming attack it might nullify, reduce the attack’s Force by your Force (in the array you chose), + 1 for every point your Finesse exceeds the minimum number needed to defend, if applicable.

Manoeuvre: The manoeuvre succeeds or fails according to the situation set out by the rules, the GM and/or the play group.

So, this boils all actions down into one die roll. It also gives Wits and Will distinct mechanical differences. I wonder if it actually works . . . .

 

eyebeams: (Default)

Basic Combat

Step 1: Pool Access and Will

To enter combat, choose your Pool Access. Pick a number equal to or less than all of the Aptitude + Ability pools (including Edge and Skill bonuses) you want to use that round. This number is your basic dice pool. If you want to use Body + Acrobat and Body + Kung Fu, and your Body + Acrobat is 5 while your Body + Kung Fu is 7, set your pool at 5.

Spending Will: Each point of Will adds 1 die to your pool. This applies to all actions, so it does affect Pool Access.

Step 2: Roll Dice Pools, then Split into Finesse and Force

Roll your pool. 1s and 2s succeed on d6. Split all successful dice into Finesse and Force totals.

Finesse: You must have at least 1 point of Finesse to succeed at any task.

Force: Add +1 to your total Force. You can devote 0 dice to Force, leaving you with a Force of 1.

Step 3: Add Modifiers

Roll any modifier dice. Keep these separate; only apply their modifiers (bonuses or negatives) to applicable actions. For example, weapon modifiers don’t apply to jumping.

Bonuses: Roll bonus dice, but only keep their points of they succeed.

Penalties:  Roll penalty dice, but only apply their penalties when they succeed. Each successful die strips its point value from another die. Start by reducing dice with the same number as the penalties, then apply leftover penalties, if applicable.

Step 4: Choose Actions, Spend Wits and Array Force

Take your Finesse total dice and split them into actions. You must devote at least one die to each action. You can devote multiple dice to an action, adding their total points together. But you can’t split one die’s point total between two actions. If you add successful dice that come from a modifier to a specific type of action, you are committing to the action those dice modify. Your Force total applies to all tasks equally – you don’t split it. However, you don’t count bonuses if they don’t apply to a particular action.

Spending Wits on Actions: Each action also costs 1 Wits point. Furthermore, you can add additional points to actions on a 1 Wits per 1 point per action basis. If you don’t have the Wits to pay, the action fails, though you can avoid this simply by limiting the number of actions you choose.

Arraying Force: Array your Force total as follows: one action uses your full Force, one uses Force -1, one uses Force-2 and so on, until you reach your total actions or run out of Force. Force 0 actions automatically fail. You can devote totals from your array in any order.

Step 5: Resolve Actions

Resolve actions in order of Finesse, except for Defences, which respond to attacks with equal or lower Finesse totals. Remember that the type of Defence need not be defined until it is used, unless you accept modifiers that require a certain kind of action. Remember, too, that you can't  choose actions that use pools lower than the ones you chose access to.

Attack: If your attack’s Finesse is higher than the target’s applicable defence action, it inflicts Force from your chosen array in the appropriate damage or other effect.

Defence: If your defence’s Finesse is equal to or higher than an incoming attack it might nullify, reduce the attack’s Force by your Force (in the array you chose), + 1 for every point your Finesse exceeds the minimum number needed to defend, if applicable.

Manoeuvre: The manoeuvre succeeds or fails according to the situation set out by the rules, the GM and/or the play group.

So, this boils all actions down into one die roll. It also gives Wits and Will distinct mechanical differences. I wonder if it actually works . . . .

 

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