Game Mechanics

Core Mechanic

When an action calls for a dice roll to be made two six sided dice are rolled, to this are added:

  • One of four Attributes (ranging from -1 to 3 at character creation)
  • One of four Combat Abilities if fighting (ranging from -1 to 3 at character creation)
  • One of four Careers if not fighting (ranging from 0 to 3 at character creation)
  • Any modifiers deemed appropriate by the GM

If the result equals or exceeds 9 the roll is a success, if the result is below 9 it is a fail. A roll of 12 (double 6s) is always a success and a roll of 2 (double 1s) is always a fail.

Anatomy of a Character

A character is defined by Attributes, Combat Abilities and Careers and at character creation 4 points are allocated to each.

Attributes

Attributes consist of Strength, Agility, Mind and Appeal. Four points are allocated between these as the player sees fit, on a one for one basis. The maximum value an Attribute can start at is 3 and one Attribute may be reduced to -1 to gain a point to spend elsewhere.

Combat Abilities

Combat Abilities consist of Brawl, Melee, Ranged and Defence. Four points are allocated between these as the player sees fit, on a one for one basis. The maximum value a Combat Ability can start at is 3 and one Ability may be reduced to -1 to gain a point to spend elsewhere.

Careers

There are 26 Careers to choose from (Alchemist (or Artificer), Assassin (or Slayer), Barbarian (or Savage), Beggar (or Vagabond), Blacksmith (or Metalsmith), Dancer (or Tumbler), Farmer (or Peasant), Hunter (or Tracker), Magician (or Sorcerer), Mariner (or Seaman), Merchant (or Trader), Mercenary (or Warrior), Minstrel (or Poet), Noble (or Courtier), Physician (or Healer), Pirate (or Buccaneer), Priest (or Druid), Serving Wench (or Courtesan), Scribe (or Scholar), Sky Pilot (or Airman), Slave (or Thrall), Soldier (or Guard), Thief (or Rogue), Torturer (or Gaoler), Worker (or Labourer). Four points are allocated between four Careers as the player sees fit, on a one for one basis. The maximum value a Career can start at is 3 and the minimum is zero.

Derived Stats

Lifeblood (hit points) is equal to 10 plus your Strength, Arcane Power (for magic users) is equal to 10 plus Mind.

Heroic Beginnings

A birthplace is selected, which will include a list of Boons, of which one can be chosen. A second Boon can be chosen, along with a Flaw (if the player wishes). If there are no Flaws listed (or if you would prefer not to take a Flaw), then you can spend 2 Hero Points to get the second Boon. A third Boon can be selected at the cost of two more Hero Points.

Boons

Having a Boon typically means that 3 dice are rolled instead of 2 in certain situations. The highest 2 dice are then kept to determine the outcome of the roll. Some boons are different and are explained in it's text.

Flaws

Having a Flaw typically means that 3 dice are rolled instead of 2 in certain situations. The lowest 2 dice are then kept to determine the outcome of the roll. Some boons are different and are explained in it's text.

Hero Points

A character starts of with 5 Hero Points, which mat be reduced during character creation, when "buying" Boons. Hero Points are used in game to 'dig deep' and do heroic (or lucky) things.

Hero Points can be used for: A Twist of Fate, The Luck of the Gods, Mighty Success, Legendary Success, Defy Death, Shake off Wounds and Other (GMs discretion).

Performing Actions

When the narrative calls for an outcome to be determined, two dice are rolled, to this are added the appropriate Attribute for the action in question. If the character is fighting then one of his Combat Abilities is also added, if he is not fighting then an appropriate Career is added instead.

Three dice maybe rolled if the character has an appropriate Boon (drop the lowest) or Flaw (drop the highest). The GM may then add modifiers to the roll from +1 (Easy) to -6 (Extreme). If the final number is 9 or more then the action is a success, if not then it is a failure.

Levels of Success and Failure

A natural roll of 12 (two 6s) is always a success, however if the roll would have been a success anyway, then it is a Mighty Success, likewise a natural roll of 2 (two 1s) is always a failure, and if it would have been a failure anyway, then it is a Calamitous Failure.

By spending a Hero Point a Calimitous Failure can be turned into a Failure, a Failure into a Success, a Success into a Mighty Success and a Mighty Success into a Legendary Success (note, a Legendary Success can only be achieved from a "natural" Mighty Success).

Comments

Add a New Comment
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License