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scion2:rules:general [2018/11/18 07:42] – [The Dice Basics] tarascion2:rules:general [2018/11/19 02:18] (current) – [Supernatural Systems] tara
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 +====== Mechanics and Rules ======
 +
 +[ [[scion2:start|Back]] ]
 +===== The Dice Basics =====
 +  * All dice are d10s
 +  * All dice are rolled as a pool
 +  * Pools: add Attribute + Skill dots as number of dice to roll
 +  * **Target Number**: the number on the die you have to equal or exceed for it to be a success
 +    * Default **Target Number** is 8 (this can become lower for higher **Tier** characters)
 +  * **Difficulty**: the number of successes you need to overcome a challenge
 +  * **Threshold Successes**: extra successes above the **Difficulty** value
 +    * **Enhancements** add to successes if you at least equal the **Difficulty**
 +    * Spend **Threshold Successes** to overcome **Complications**
 +    * Spend **Threshold Successes** on **Stunts**
 +  * **Failure**: If your successes total less than or equal to the **Difficulty** of a roll
 +    * Upon **Failure**, you will receive a **Consolation**
 +  * **Botch**: A special **Failure**. No successes, and at least one 1 on the die
 +    * The only **Consolation** you can get from a **Botch** is **Momentum**.
 +    * You receive 3 **Momentum** on a **Botch**.
 +  * **10-Again**: keep rerolling 10s for added successes until you stop getting 10s
 +  * All challenges require at least 1 success
 +    * Not all challenges require rolls though
 +
 +===== Extra Dice Basics =====
 +  * **Contested Rolls**: Roll against opponent, ties go to defender
 +  * **Complications**: an unforeseen consequence to overcoming a challenge. buy them off with extra successes.
 +  * **Enhancements**: extra successes added to a rolled result from equipment or circumstances
 +    * If a player rolls at least one success, they receive bonus successes equal to any applicable **Enhancement**
 +    * **Enhancements** should not go above 3 total without good reason
 +    * **Enhancements** above 3 should absolutely come with **Drawbacks**
 +  * **Drawbacks**: using an **Enhancement** sometimes comes with a drawback.
 +    * Getting drunk might ingratiate you to partygoers, but your fine motor control has gone to garbage
 +  * **Mixed Actions**: calculate die pool for each action and roll smallest pool. **Successes** are applied to meet **Difficulty** and **Complications** of all involved challenges.
 +    * You can fail at one and succeed at another
 +    * You can apply **Enhancements** to **Mixed Action** rolls
 +  * **Teamwork**: Assisting character rolls their die pool. Successes become **Enhancement** bonus to main roller.
 +  * **Scale**: situational and dramatic events that call for bonus successes. Size, Force, Speed, Leadership, etc can contribute to scale bonus successes.
 +  * **Momentum**: A resource players can spend (a single pool, shared by all players) to affect the game
 +    * Capacity: twice the number of players
 +    * Uses:
 +      * Activate Knacks
 +      * Add dice (per **Momentum** point spent) to a pool for an important roll
 +      * Add Interval (additional attempts) at a **Complex Action**
 +
 +===== Mundane Systems =====
 +
 +  * **Time**
 +    * **Turn**: A few seconds to a minute
 +    * **Round**: The length of time it takes for all participants to have a turn
 +    * **Scene**: As in a movie scene or a book scene; one single, coherent, related sequence of events
 +    * **Act (Session)**: A game session
 +    * **Episode**: A small story that gives the characters a breather when it finishes
 +    * **Arc**: A full storyline from beginning to end 
 +    * **Season**: A complete and conclusive story driven by some great threat or goal that is resolved with a climax
 +    * **Series**: A entire continuity of a game's story. A campaign.
 +  * **Distance**
 +    * Range Bands
 +      * Close: Melee
 +      * Short: Reach
 +      * Medium: Handguns, Thrown
 +      * Long: Rifles, Bows
 +      * Extreme: Precision Equipment or Magic
 +      * Out of Range: The Horizon, +2 Difficulty
 +
 +===== Supernatural Systems =====
 +
 +  * **Legendary Title**: A descriptive title which defines the circumstance in which a Scion may invoke a **Feat of Scale**, "Queen of the Assassins"
 +    * H p192
 +    * Each **Calling** has a list of associated keywords that can be used to build a character's **Legendary Title**
 +    * When invoking the title, the player may spend one **Legend** to increase **Scale** by one for that action as a **Feat of Scale**
 +    * When attempting an action covered by a **Calling** keyword that is not in your **Legendary Title**, spend one **Legend** and two **Momentum** to increase **Scale** by one for that action.
 +===== Consolations =====
 +
 +  * Receive a **Consolation** when you fail a challenge (roll). Here are the types:
 +    * **Fateful Encounter**: Failure reveals another approach
 +    * **Chance Meeting**: Failure introduces a new character that can help (for a price)
 +    * **Unlooked-for Advantage**: Failure results in a level 1 **Enhancement** to a future (different) challenge
 +    * **Momentum**: Receive 1 for a failed roll, +1 if the roll used a Specialty, +2 if the roll was a *Botch*
 +===== Stunts =====
 +  * **Stunts**: can be purchased with **Threshold Successes** after all **Complications** bought off.
 +    * Link back to the success of the character's action
 +    * Affect a different Skill or Attribute combo than just used
 +    * Should be narrated out by player as to how they alter the scene
 +    * **Three types of Basic Stunts**: complication stunt, enhancement stunt, difficulty stunt
 +      * Complication Stunt: create a complication for adversaries
 +      * Enhancement Stunt: Provide an Enhancement you can use for another related action
 +      * Difficulty Stunt: increases Difficulty for adversaries in a related response action
 +    * **One Type of Special Stunt**: If you've used a **Path** to enhance a roll and have **Threshold Successes** left over
 +      * **Twist of Fate**: tell the ST to change the story - The peon's gun runs out of bullets, police suddenly arrive, etc
 +
 +===== Complex Actions =====
 +  * **Complex Actions**: resolving a challenge that involves lots of separate tasks
 +    * **Intervals**: Linked challenges that make up a **Complex Action**
 +    * **Milestone**: Gain one when you meet the **Difficulty** of an **Interval**
 +    * Once a minimum number of **Milestones** are met, your **Complex Action** is complete/a success
 +    * **Milestones** can be awarded w/o rolls if appropriate
 +    * If under no time pressure, you can fail as many **Intervals** as you like while slowly accruing **Milestones**
 +    * **Teamwork** can be used for **Complex Actions**
 +      * Can collaborate on **Intervals**, or
 +      * Can have different characters perform different **Intervals** simultaneously (if it makes sense)
 +    * Can have opposed **Complex Actions**
 +      * Whoever gets to the **Target Number** of **Milestones** first wins, or
 +      * Whoever has the most **Milestones** by the **Interval** limit wins
 +
 +^ Milestones ^ Investigation  ^ Race  ^
 +|  2   | An awkward case  | A short-distance course  |
 +|  3   | A carefully hidden secret weakness  | A three-lap chariot race  |
 +|  4   | A treasure hunt with four keys  | A rough and varied derby  |
 +|  5+  | A multilayered conspiracy  | An incredible marathon  |
 +
 +
 +
 +===== Difficulty ===== 
 +
 +^ Difficulty Table ^^ Example - Pursuit  ^
 +|  1  | Minor | You escape a pursuer  |
 +|  2  | Notable | You evaded a coordinated pursuit from trained cops  |
 +|  3  | Significant | You outran a police car on foot  |
 +|  4  | Major | You got away from a charge of the Wyld Hunt  |
 +|  5  | Extreme | You slipped from the clutches of a vengeful Fury  |
 +
 +===== Complication =====
 +^ Complication Table ^^ Example - Negotiation  ^
 +|  1  | Minor | You upset him  |
 +|  2  | Notable | He's worked out what you're really after  |
 +|  3  | Significant | You owe him one  |
 +|  4  | Major | An invisible spy overheard the discucssion  |
 +|  5  | Extreme | His seriously pissed at you; watch out  |
 +
 +
 +===== Enhancement ===== 
 +
 +^ Enhancement Table ^^ Example - Melee Attack  ^
 +|  1  | Minor | A finely balanced rapier  |
 +|  2  | Notable | An enchanted macuahuitl  |
 +|  3  | Significant | A genuine Masamune blade  |
 +|  4  | Major | A dagger made from the head of a Gungir  |
 +|  5  | Extreme | Excalibur  |
 +
 +
 +===== Drawbacks ===== 
 +
 +^ Drawbacks Table  ^
 +| Add a **Complication**  |
 +| Increase the **Difficulty** of another action  |
 +| Antagonists get a free **Enhancement** bonus against you  |
 +
 +
 +===== Degree of Success ===== 
 +
 +^ Degree of Success ^^ Example - Generic  ^
 +|  0   | Normal | You succeeded; no more, no less  |
 +|  1   | Competent | You showed particular expertise or luck  |
 +|  2   | Excellence | You performed admirably; the Gods are smiling  |
 +|  3   | Amazing | Your feats leave others in awe  |
 +|  4+  | Divine | You'll be talked about for decades at least  |
 +