RULES SUMMARY

TheMyth
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TheMyth
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RULES SUMMARY

#1 Post by TheMyth »

The basic rule for determining success:

Attribute + Skill (+Trait) + 2d6 = Result

(Try to match/beat the difficulty of the task)

ROLL -- RESULT DID YOU SUCCEED? (damage)
+9 or more -- Fantastic! Yes AND good things happen. (x1.5)
+4 to +8 -- Good Yes. (x1)
0 to +3 -- Success Yes, BUT it’s not all good. (x1/2)
-1 to -3 -- Failure No, BUT it’s not all bad. (x1/2)
-4 to -8 -- Bad No. (x1)
-9 or more -- Disastrous! No AND bad things happen. (x1)

*******

Some reaction Difficulties:

WHAT YOU WANT TO DO (SKILLS USED) vs. RESISTED BY
Arguing (Presence with Convince) vs. Resolve with Convince
Seduce (Presence with Convince) vs. Resolve with Ingenuity
Shoot (Strength with Fighting) vs. Strength with Fighting (if actively blocking)
Shoot (Coordination with Marksman) vs. Coordination with Athletics (if dodging about)
Hide (Coordination with Subterfuge) vs. Awareness with Ingenuity

*******

GENERAL DIFFICULTY LEVELS

# (DIFFICULTY) - TASK EXAMPLE

3 (Really Really Easy) - Really simple, automatic success. Opening a bottle of drink, using a telephone, walking down the street, eating chips. (So simple, you shouldn’t even need to roll!)

6 (Really Easy) - Doing basic research in the library

9 (Easy) - Winding a clock, operating a radio, jumping a low fence.

12 (Normal) - Driving a car in traffic, shooting at someone, swimming in the sea, uncovering a useful but not secret fact.

15 (Tricky) - Driving at speed, shooting a moving target, climbing a building

18 (Hard) - Picking a lock, lift twice your own weight, treat a gunshot wound

21 (Difficult) - Climb a sheer cliff without ropes, charm your way into a government facility, escape from rope bonds.

24 (Very Difficult) - Recall a whole speech from a Shakespeare play, fix a broken gizmo, fly a plane in turbulence

27 (Improbable!) - Hit a very small target with a slingshot, break into the Division 4 offices, slide down an elevator cable using only your boots and your pistols.

30 (Nearly Impossible!) - Climb a skyscraper in the rain, shoot a small target in an adjacent room without looking.
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TheMyth
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Re: RULES SUMMARY

#2 Post by TheMyth »

Using Story Points

Story Use & (Cost in SP)
- Get a clue. (1SP)
- Extra dice to roll. (2d6 for 1SP + 1d6/SP)
- Bump up Level of Success/Failure; Failure only goes to Success. (1 level/SP)
- Restore half (round up) of your Attribute levels that have been lost due to injury or losing a conflict. (1SP)
- Instruction allows use of skill for one scene using your Attribute + Skill rating of instructor; max level = Success. (1SP)
- Build a Gadget or use a Gadget’s Story Points in non-standard ways. (??SP)
- Change story with GM approval. (1SP)
- Donate Story Points to another. (??SP)
- Do something remarkable, with GM approval. (??SP)
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Re: RULES SUMMARY

#3 Post by TheMyth »

Encounters, conflicts, and scenes

EXTENDED ACTION SUMMARY

1. Establish the Scene
Where is everyone and what is the environment like?

2. Establish Intent
What is everyone (including the NPCs) planning to do?

3. Take Actions
Everyone gets their action (including the NPCs), in order of what they’re planning on doing:
a) Talkers – any people who are just going to speak? Now’s their time to talk.
b) Runners – people who are just moving? Here’s when they go!
c) Doers – non-combat actions. Need to fix something, now’s the time to act!
d) Fighters – combat actions go last.
Remember, actions directed at another character can be resisted as they occur.

4. Do it All Again
If the conflict isn’t resolved, go back to Step 2 and decide what everyone is going to do next.
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