| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Quickstart Guide

Page history last edited by 1nfinite zer0 12 years, 6 months ago

Story Rules:

          #0 - Narrate what your character perceives, thinks, says and does

          #1 - You can only control your characters actions and reasonable actions of bystanders or scenery
          #2 - If it's not easy to accomplish or of uncertain outcome, you'll have to see if you succeed using a dice roll and the core mechanic
          #3 - Unlikely situations can be made easier by the spending of action points

 

Core Mechanic

     The core mechanic is that every task or action can be described with words corresponding to difficulty.  Take the difference in that difficulty compared to your ability, and that sets the targets for dice rolls.  The outcome can also be described in terms of these ranks as well.  e.g. a Mediocre result means just a pass in what you were trying, whereas a Superb will wow everyone present.  In the case of a Terrible outcome, you're probably in trouble.

 

#

Description

-2

Terrible

-1

Poor

0

Mediocre

1

Fair

2

Good

3

Great

4

Superb

5

Legendary

6

Godly

#

Rank

Understanding this table is the most important subjective evaluation in the game.  It can be applied to any choice or attempt.  Just conceptualize which word you would apply to what you want to happen and the character's ability to do that.

 

Simply stated, it is a way of translating verbal descriptions of situations into numbers we can test in a game setting.  Every capable being by default is Mediocre at something they first pick up.  If they are bad at that type of thing in general, then they would be Poor at that task/skill/ability.  If they wouldn't stake their life on it, then they're Terrible.

 

Further examples of how to use this table:

  • How hard is something?
  • How good are you at something?
  • What is the chance of something happening?
  • How good would one need to be to consistently achieve a pass on this type of action?

 

 

 

 

 

 

 

 

 

 

 

 


Dice Rolling

     All dice tests can be resolved with the Roll Low mechanic.  To do this, you have two colours of six-sided dice, and two dice each.  One colour is positive, the other is negative.  Roll them all together, and find the lowest numerical result (even if there's 1s on both positive and negative, that is it). The lowest number on any dice is the score.  If there is just positive, then add that to your rank.  If it is just negative dice, then subtract that from your rank.  If both positive and negative dice (of any count) then the result cancels out to 0 and your score is your rank.

 

     So, to make a roll you judge how difficult an action is, say Fair and how capable you are, say Fair, and then roll the dice.  Take the lowest, and add that to your ability, compare this to the difficulty and that gives you your margin of success (or failure).

 

 

   Example: A thief is escaping through a marketplace, and you are on a roof above and want to run down an awning and jump on him to catch him.  You have Fair Agility, and because you want to avoid hitting other people as much as you can, let's say this is a Fair difficulty.  So you roll and you get -3, -5, +4, +5.  Taking the lowest dice is a 3, and it's negative. So you have Fair-3, which is Terrible.  So you miss and end up with your head in a fish barrel.  However, had that -3 been a -6, the lowest dice would be that +4 and you would've had a Legendary success, causing the thief to splay out and become entangled in a rope sellers wares, and dropping the goods at your feet as you came to a gentle landing with the cheers of the crowd and gratitude of the victim.

 

  

 

ction points are a currency for player by which they can modify what is happening in the story beyond just the choices of their characters.  One action point can be spent to upgrade your ability a single rank for a single roll.  You can also earn an action point this way from downgrading one level.  You can start with 5 action points that will be later accounted for in character creation.

 

Earning Action Points

     The main way to advance is to make Quests for yourself, specific goals with ranked difficulties that you are trying to achieve.  When these are completed, a moderator will award you with comparable points.  Also, the more you cooperate and create interesting story, the more incidental points can be awarded to you.

 

Character Creation

     To create your character, think of what sort of training/learning/schooling you focused on in the past and one or two key events that memorably define who you are.  What are three things that others would describe you as?  Now write them down.  Seriously, it's important and by making these decisions you will get bonuses!
     This process starts the subjective character creation that can be detailed and finished later.

 

 

Magic

You live in a fantasy world where most adults can use basic magic.  Fire is considered evil and taboo.  If you are an adult, choose one of the following schools that you have some ability in:

  • Rune magic - symbolic magic using geometric writing, circles and alphabets to offer protection
  • Bio-influence - the ability to persuade things to grow and form shapes and tools
  • Space bending - distorting space to change movement speed, reach and relative size
  • Body amplification - the ability to augment your own body's endurance, strength or speed
  • Perception - fooling or amplifying perception, usually illusions
  • Crystal magic - drawing energy and abilities from crystals
  • Energetics - being able to sense and repurpose magical energy from the environment
  • Herbology - intuitive knowledge of the powers of plants
  • Alchemy - changing and amplifying through chemistry
  • Astronomics - understanding the stars for divination, astrology and the like
  • Psychic - powers of the mind

 

ombat

Is resolved using dice rolls, and depends on how you can make use of your skills and environment in the narration of the encounter.  If you an adult character, choose one of the following: Defensive (most common, Aikido like martial art), Unarmed combat, Armed combat (daggers and shortswords).

If you are from a warrior background, choose one of the following schools:

  • Balance - Javelin-staff
  • Strength - Axe
  • Reach - Polearm
  • Speed - Bow

 

eath

You can die, and it's permanent, but won't just if you fail one roll to be Terrible.  No one is out to kill your character unless you allow it.  However, if you are hanging from the back of Dragon in the air and jump to stab its eye and roll a -5, then you will probably die.  Only you can put yourself into situations where your character will die.

 


Theme and Setting

     There's so much to talk about here!  But here's just a list to pique your curiousity and then you can dig and ask questions later:

     Co-operation, Citizenship, Corrupting Demons, Ecology/environmental stewardship, Magical animals and Incomprehensible gods, Predatory Dinosaurs, Ancient Lost High Magic Technology, Biotic and Crystal Technology, Quests, Global Politics, Waring Nations, Brigands, Polluting Outcasts, Violent Olympics, Unexplored lands

 

 

 

 

That's the game in its quickest form, go explore Adventures and have fun!!

 

 


Want more info?

Game Mechanics - read the rules in detail

Tutorial Adventure - play through the rules to learn them

Mechanics - full index of rules

Lost in the wiki? Try Navigating the Library

And don't forget to use the SideBar at right for the most useful links and indices

 

Comments (0)

You don't have permission to comment on this page.