Les règles

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Golgorosh
Sdompy magnifiscient
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Enregistré le : jeu. 18 oct. 2012 12:57
Date de naissance : 06 août 1972
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Les règles

Message par Golgorosh » mar. 30 mai 2017 20:45

Tests and Dice
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, plus any modifiers from Talents or Traits.
Base Chance is modified by Difficulty Rating and Peril Condition penalties to get the Total Chance. Difficulty Rating ranges from -30 to +30.
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.
If more time is allocated to a task, it might lessen its difficulty; on the other hand, hasty attempts usually become more difficult.
The GM might arbite (upon player request) that a certain Skill synergises with another, granting you +10 Base Chance.
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 prioritised 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.
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 favourable outcome.
Similarly, if you have to flip the result to fail, you swap the tens and ones to get a less favourable outcome.
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.
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.
A number of special tests may be conducted if the GM deems necessary.
If the Test succeeds, Degrees of Success can be determined by adding the tens value of the rolled result plus the relevant Attribute Bonus.
Opposed tests are won by whoever has more Degrees of Success.

Damage Condition Track
The Damage Condition Track has the following steps and rules:
Unharmed
Lightly Wounded
Moderately Wounded; roll 1 Chaos Die to check if Moderate Injury is gained
Seriously Wounded; roll 2 Chaos Dice to check if Serious Injury is gained
Grievously Wounded; roll 3 Chaos Dice to check if Grievous Injury is gained
Slain! You are dead, unless a Fate Point is spent
When suffering Damage, compare the rolled result to the character’s Damage Threshold.
If (Total > Damage Threshold), move 1 step down the Damage Condition Track.
If (Total > 6 + Damage Threshold), move 2 steps down the Track.
If (Total > 12 + Damage Threshold), move 3 steps down the Track.
If (Total > 18 + Damage Threshold), the target’s Slain!

Recovering from Damage
Binding wounds; must have at least 1 Skill Rank in Heal and expend a bandage; takes 10 minutes (successful Heal Test recovers 1 step; only once per day; Critical Success recovers 3 steps; Critical Failure makes the wound Infected)
Automatically succeeds if Lightly Wounded
+10 if Moderately Wounded
Unmodified if Seriously Wounded
-10 if Grievously Wounded
Use laudanum (recover 1 step and gain 1 Corruption; only once per day)
Injuries are determined randomly, and they have the following special rules:
Based on the random result, they impose certain conditions and penalties.
Upon gaining an Injury, also gain 3, 6, or 9 points of Corruption, depending on its severity (even if immune to the Injury itself!)
If no armour is worn, begin Bleeding. Each Turn gain 1 Corruption. If you Bleed longer than Brawn Bonus, become Slain!
A Fate Point may be spent to avoid an Injury.

Treating Injuries
Each Injury must be treated separately before they begin recuperation. It requires a successful Heal Test.
The number of Injuries influence this Test as follows:
1 Injury (+10)
2 Injuries (0)
3 Injuries (-10)
To treat Moderate and Serious Injuries, the caregiver must possess at least 1 Skill Rank in Heal and expend a seed pod of opium; takes 10 minutes. Test Heal (only once per day):
Success; begin recuperation
Critical Success; as Success, plus recuperation takes -3 days
Failure; doesn’t begin recuperation
Critical Failure; as Failure, plus the wound becomes Infected
Grievous Injuries require surgery; the caregiver must possess at least 1 Skill Rank in Heal, have access to surgical tools, and expend a seed pod of opium and a bandage; takes 1 hour. It must be attempted within Brawn Bonus hours of suffering the Injury, else the effects are permanent. Test Heal (only once per day):
Success; begin recuperation, at the end of which remove effects
Critical Success; as Success, plus recuperation takes -3 days
Failure; doesn’t begin recuperation and effects are permanent
Critical Failure; as Failure, plus the wound becomes Infected
Recuperation takes time depending on the severity of the Injury.
1D10+1 days for Moderate Injuries
2D10+2 days for Serious Injuries
3D10+3 days for Grievous Injuries
Days spent bedridden count as 2 days for purposes of recuperation.
Using Tincture (remove the effects of Injury for 1 day; gain 1 Corruption)
While a character has Infection (usually as a result of a critically failed Heal Test), they cannot recover from Damage or Peril, nor can they recuperate from their Injuries.
For each 24 hours spent Infected without treatment, reduce Brawn by 1 permanently.
Treating Infection requires bloodletting; must have at least 1 Skill Rank in Heal, have access to surgical tools, and expend a bottle of leeches and a bandage; takes 1 hour. Test Heal (only once per day):
Difficulty is adjusted for the Damage Condition Track as follows
+20 for Unharmed
+10 for Lightly Wounded
Unmodified for Moderately Wounded
-10 for Seriously Wounded
-20 for Grievously Wounded
Success; Infection goes away
Critical Success; as Success, plus recover 1 step on the Damage Condition Track
Failure; no recovery
Critical Failure; as Failure, plus permanently lose 6 Brawn
Bleeding is usually caused by certain attacks and suffering an Injury while unarmoured. Stopping it requires no Skill Test.
While Bleeding, characters cannot recover from Damage or Peril; they gain 1 Corruption each Turn; and if they bleed for more Turns than their Brawn Bonus, they die.
To stem bleeding, expend a bandage (takes 3 AP to do so in combat)
To cauterise the wound, use a hot poker or torch (drop 3 steps on the Peril Condition Track)
Spending a Fate Point immediately stops the Bleeding

Peril Condition Track
The Peril Condition Track has the following steps and rules:
Unhindered
Imperiled
Ignore 1 Skill Rank; determine Base Chance as if the character had 1 less Skill Rank
Ignore 2 Skill Ranks; determine Base Chance as if the character had 2 less Skill Ranks
Ignore 3 Skill Ranks; determine Base Chance as if the character had 3 less Skill Ranks
Incapacitated!; cannot succeed at Skill Tests and gain 6 points of Corruption
When suffering Peril, compare the rolled result to the character’s Peril Threshold.
If (Total > Peril Threshold), move 1 step down the Peril Condition Track.
If (Total > 6 + Peril Threshold), move 2 steps down the Track.
If (Total > 12 + Peril Threshold), move 3 steps down the Track.
If (Total > 18 + Peril Threshold), the character’s Incapacitated!
Recovering from Peril
Rest in safe place (recover to Unhindered)
Rest in unsafe place (recover to Imperiled)
Use smelling salts (recover 1 step; only once per day)

Fortune and Misfortune Pools
At the beginning of a session, generate [number of players]+1 Fortune Points.
Players can spend those points for a benefit. Once spent, they become Misfortune Points.
Misfortune Points can be spent by the GM for the same benefits. Once spent, they are discarded.
At the end of a session, discard all remaining Fortune and Misfortune Points.
The benefits are the following:
reroll a Skill Test
gain 1 Action Point
treat a Chaos or Fury Die as a face "6"
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 wayshrine praying and rolling a face “6” on a Chaos Die

Alignment; Order and Chaos
Characters accumulate Corruption points during game.
At the end of a session, check your Corruption total.
If you have no Corruption, gain 1 rank towards Order..
Gain 1 rank towards Chaos for each 10 points of Corruption, and roll for the remainder.
Roll 1D10. If it exceeds your Corruption, gain 1 rank towards Order. Otherwise, gain 1 rank towards Chaos.
If you have 10 ranks towards Order, gain 1 Fate Point and erase all Alignment ranks.
If you have 10 ranks towards Chaos, gain 1 Disorder and erase all Alignment ranks.
Discard all remaining Corruption points.

Combat Encounters
A Turn is an abstract representation of time in combat.
If one of the sides is unable to react momentarily, a Surprise Turn commences.
Those having the advantage gain +20 to Attack Actions and Perilous Stunts, and they roll an additional Fury Die when determining Total Damage.
Those surprised cannot use Reactions to defend themselves.
Once everyone on the ambushing side acted, combat proceeds as normal.
Participants roll 1D10 + Initiative; they are placed on the Initiative Ladder from highest to lowest.
Ties are broken by Perception Bonus.
For environmental events or other special occurrences, the GM rolls 2D10+2 to determine their place in the Initiative Ladder. Optionally, the event’s nature is kept secret and the dummy name “DOOOOM” is used.
At the beginning of one’s Turn, they discard all their remaining Action Points (AP) and gain 3 anew.
All Actions have an associated AP cost.
Movement Actions; related to positioning on the battlefield. Most invoke an Opportunity Attack (except Maneuver, designed specifically to get away from melee Engagement).
Attack Actions; only one can be attempted per Turn; include melee and ranged attacks, as well as casting spells.
Perilous Stunts; only one can be attempted per Turn; they usually impose special conditions on the target (such as blinded, stunned, disarmed, etc).
Special Actions; various other actions, such as reloading, aiming, waiting, and inspiring.
Reactions; actions taken outside turn order; still require AP, except Resisting Perilous Stunts and making Opportunity Attacks.
A Critical Success on an Attack Action or Perilous Stunt leaves the target Defenseless.
On a Critical Failure, however, the attacker suffers 2D10+2 physical Peril immediately.
When an Attack Action succeeds, the following happens.
The target may use a Reaction to defend themselves, if they have at least 1 AP available.
Melee attacks can be Parried (testing the relevant Weapon Skill).
Ranged attacks can be Dodged (testing Coordination) or Parried with a shield or Protective weapon.
If no Reaction is available or it is unsuccessful, the attacker rolls Damage. It is calculated as Combat Bonus + Fury Die. Compare the total to the target’s Damage Threshold.

Learning Magick
Access new spell
Create a sacred scroll (1 hour for Petty, 2 hours for Lesser, and 3 hours for Greater Magick)
Practice spell (1 day for Petty, 2 days for Lesser, and 3 days for Greater Magick)
Finalise research; test Incantations (+10 Petty, -10 Greater)
Critical Failure: You can never learn that spell.
Failure: You must start anew.
Success: You learn the spell, and it costs you 100 RP per tier of Magick.
Critical Success: You learn the spell, and it costs no RP.
There is a hard limit to how many spells one may learn: 1 for each point of Intelligence Bonus for each tier of spells.

Casting Magick
Select spell. You must not wear Heavy armour. In combat, casting counts as an Attack Action, and it costs 1 AP for Petty, 2 AP for Lesser, and 3 AP for Greater spells. Casting is resolved as an Incantation test (+10 Petty, -10 Greater). You must possess the necessary reagent.
You may optionally Channel Power to increase the odds of success in exchange for rolling Chaos Dice. For each +10, roll 1 Chaos Die; you may gain up to +30.
Test Incantation.
If you need to, roll your Chaos Dice. If you roll at least one face “6”, trigger a Petty, Lesser, or Greater ManiChase Scenes
Those trying to get away are Escapees, while those trying to catch up to them are Pursuers.
Time is measured abstractly using Rounds.
Each Round, the Escapees accumulate Escape Value, while the Pursuers gather Pursuit Value.
Both Escapees and Pursuers are placed on the Initiative Ladder.
Escapees are always placed on the top in decreasing Perception Bonus.
Pursuers are placed below them in decreasing Initiative result as usual (that is, based on 1D10 + Initiative).
Movement is determined based on the mode of transport (note that Overage from Encumbrance modifies Movement, as usual):
climbing, sneaking, or swimming (1 + Brawn Bonus)
on foot (3 + Agility Bonus, as usual)
driving a cart or wagon (3 + Brawn Bonus)
driving a coach (6 + Brawn Bonus)
flying (9 + Agility Bonus)
riding a horse (9 + Agility Bonus)
rowing a boat upstream (3 + Brawn Bonus) or downstream (12 + Brawn Bonus)
piloting a ship in calm waters (15 + Agility Bonus)
The Escape Condition is set by the GM.
Short Chases last for 3 Rounds (recommended for 5+ players)
Long Chases last for 6 Rounds (recommended for 4 players)
Extended Chases last for 9 Rounds (recommended for 3- players)
The GM may give either the Escapees or the Pursuers a Head Start, represented by +3 Escape or Pursuit Value.
Each Round in order of Initiative, every participant rolls 1D10 + Movement and add it to their current Escape and Pursuit Value.
Every time a Pursuer gains Pursuit Value, they may make an Action. If it fails, reduce Pursuer Value by 1 (or by 3 on a Critical Failure).
If (Pursuit Value > Escape Value), they may attempt a Takedown or a Melee Attack.
Else they may attempt a Ranged Attack or a Magick Attack.
Takedowns are resolved as a Coordination Test (assuming a chase on foot).
If the Pursuer critically succeeds, both them and the Escapee are taken out of the chase.
If the Pursuer succeeds, the Escapee must test Coordination as well. If they fail, both are taken out of the chase.
Attacks are resolved using the appropriate Weapon Skill. If successful, they cannot be Parried or Dodged, and the Escapee loses 3 Escape Value.
Escapees may immediately counterattack, though, at a cost of 1 Escape Value (or 3 on a Critical Failure).
Magick-based attacks require a Coordination Test to quickly produce the necessary reagent. Also, Channel Power is generally not an option.
Participants are unaffected by fatigue up to their Brawn Bonus in Rounds. Every Round thereafter they must make a Toughness Test with -10 or suffer 2D10+2 physical Peril (or 3D10+3 on a Critical Failure). Once Incapacitated, they cannot continue.
The GM may wish to introduce Complications. The character with the lowest Escape or Pursuit Value must roll a Chaos Die to determine if something unexpected occurs.
The chase ends if one of the following conditions is met:
The Escape Condition is met (that is, 3/6/9 Rounds have passed).
All Escapees have been taken down (see Takedown).
All Escapees or Pursuers are exhausted (see fatigue).
All Escapees or Pursuers are Slain! (see Attacks).
One side gives up.

Social Intrigue
There are two types of social interaction: Simple Exchange and Complex Exchange.
A Simple Exchange is generally straightforward enough to necessitate only a single Test of the appropriate Skill. Difficulty is based on Alignment and Social Status.
If the character’s Social Status is different from that of the NPC, roll with -20.
If the character has the same amount of Order and Chaos Ranks, roll with +10.
If the character has more of the Alignment Rank the NPC prefers, roll with +20.
A Critical Failure at this test imposes 2D10+2 mental Peril on the character.
For a Complex Exchange, determine the participants, objectives, and stakes of the encounter.
Each character must choose a Social Tactic that is associated with a Skill (Bargain, Charm, Guile, Interrogation, Intimidate, Leadership, Rumour).
The GM secretly determines a Favourable and an Unfavourable Skill, the former bumping Successes to Critical Successes, the latter dropping Failures to Critical Failures automatically.
Burning 1 Reputation Point grants an Assist Die to the Social Tactic Test (3 is required for dealing with members of a different Social Class).
The GM determines the NPC’s initial Disposition toward the characters (Helpful, Friendly, Polite, Indifferent, Impolite, Unfriendly, Hostile).
Make a Social Tactic Test. Use the Difficulty modifiers outlined for Simple Exchanges above.
Result is based on Disposition and the Test’s result.
On a Critical Success, treat Disposition as if it were Helpful, and award the party with 1 Fortune Point.
On a Critical Failure, treat Disposition as if it were Hostile, and impose 2D10+2 mental Peril on the character.

Wilderness Travel
The GM divides the route into manageable Stretches, an abstraction of distance and framework for handling scenes and milestones of the journey.
The length of a Stretch is mostly based on the distance between landmarks.
A Short Stretch is about anything from a day to a week's travel; a Toughness Test is made after Role Checks.
A Medium Stretch is somewhere between a week or two; a Toughness Test is made after Role Checks, and another near the end.
A Long Stretch is three weeks or more; a Toughness Test is made after Role Checks, a second in the middle, and a third near the end.
Terrain provides a Difficulty Rating that applies to Toughness Tests and Role Checks made for a given Stretch.
Arduous (-30); rough seas and oceans, river rapids, blighted areas, impenetrable forests, mountains, and deserts.
Hard (-20); high hills, deep caves, badlands, tundra, and taiga.
Challenging (-10); trackless forests, caverns, fast rivers, open seas, wastelands, foothills.
Standard (0); paths around lakes, slow rivers, marshes, forests with little undergrowth.
Routine (+10); rolling hills, trails, upriver, and open badlands.
Easy (+20); well-worn paths, open plains, meadows, navigable rivers.
Trivial (+30); paved roads, gravelled paths, signed and patrolled roadways.
Threat Level determines the number of Chaos Dice rolled at the beginning of a Stretch to determine whether some foul complication arises.
No Danger
Mildly Dangerous (1 Chaos Die)
Moderately Dangerous (2 Chaos Dice)
Highly Dangerous (3 Chaos Dice)
Each character must take a Role (or assist another in their related Test). These may be changed between Stretches.
Guide (Navigation)
Survivalist (Survival)
Scout (Stealth)
At the beginning of each Stretch, characters must make their Role Checks in the order presented above.
Guide (Navigation)
Success; 1 day of provisions is required per day of travel
Critical Success; as Success, plus Terrain improves by 1 step
Failure; 2 days of provisions is required per day of travel
Critical Failure; as Failure, plus Terrain worsens by 1 step
Survivalist (Survival)
Success; if they Strike Camp, they may recover to Unhindered
Critical Success; as Success, plus ignore 1 Toughness Test
Failure; if they Strike Camp, they may recover to Imperiled
Critical Failure; as Failure, plus add an extra Toughness Test
Scout (Stealth)
Success; decrease Threat Level by 1 step
Critical Success; as Success, plus gain a Surprise Turn if an encounter occurs
Failure; increase Threat Level by 1 step
Critical Failure; as Failure, plus enemies gain a Surprise Turn if an encounter occurs
Characters then must make a Toughness Test influenced by Terrain and the Guide’s result (possibly more than once, depending on the length of the journey and the Survivalist’s result).
Success; no Peril is suffered
Critical Success; as Success, plus recover to Unhindered if they Strike Camp
Failure; suffer 2D10+2 Peril
Critical Failure; suffer 3D10+3 Peril
Roll Chaos Dice, the number of those influenced by Threat Level and the Scout’s result, to determine whether something threatening or outright hostile event or creature is encountered.
During the journey, characters don’t normally recover from Damage and Peril. To do so, they need to Strike Camp, stopping for no less than 24 hours. During that time they may attend wounds, hunt, gather supplies, etc. At the end, they recover to Imperiled (or Unhindered, if they scored a Critical Success at their Toughness Test or the Survivalist made a successful Role Check).
At the end of a particularly difficult journey, the GM may award the players with Fortune Points equal to the number of surviving characters.

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