scion2:rules:general
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scion2:rules:general [2018/11/18 07:42] – [The Dice Basics] tara | scion2:rules:general [2018/11/19 02:18] (current) – [Supernatural Systems] tara | ||
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+ | ====== Mechanics and Rules ====== | ||
+ | |||
+ | [ [[scion2: | ||
+ | ===== 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**: | ||
+ | * **Threshold Successes**: | ||
+ | * **Enhancements** add to successes if you at least equal the **Difficulty** | ||
+ | * Spend **Threshold Successes** to overcome **Complications** | ||
+ | * Spend **Threshold Successes** on **Stunts** | ||
+ | * **Failure**: | ||
+ | * Upon **Failure**, | ||
+ | * **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**: | ||
+ | * 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**: | ||
+ | * **Enhancements**: | ||
+ | * 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**: | ||
+ | * 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**: | ||
+ | * **Scale**: situational and dramatic events that call for bonus successes. Size, Force, Speed, Leadership, etc can contribute to scale bonus successes. | ||
+ | * **Momentum**: | ||
+ | * 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)**: | ||
+ | * **Episode**: | ||
+ | * **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' | ||
+ | * 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**: | ||
+ | * **Chance Meeting**: Failure introduces a new character that can help (for a price) | ||
+ | * **Unlooked-for Advantage**: | ||
+ | * **Momentum**: | ||
+ | ===== Stunts ===== | ||
+ | * **Stunts**: can be purchased with **Threshold Successes** after all **Complications** bought off. | ||
+ | * Link back to the success of the character' | ||
+ | * 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**: | ||
+ | * **Milestone**: | ||
+ | * 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**, | ||
+ | * 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 | ||
+ | | 2 | An awkward case | A short-distance course | ||
+ | | 3 | A carefully hidden secret weakness | ||
+ | | 4 | A treasure hunt with four keys | A rough and varied derby | | ||
+ | | 5+ | A multilayered conspiracy | ||
+ | |||
+ | |||
+ | |||
+ | ===== 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 | | ||
+ | |||