2011-10-18 : Going Into Darkness pt2
There are 4 success rolls:
Going Into Darkness
When your character goes into darkness, danger, or the unknown, roll brash against cautious. You roll your brashness; your GM rolls your caution against you.
Using Caution, Care or Skill
When your character does something careful, considered, or cautious, or something requiring skill, attention, or precision, roll cautious against desperate. You roll your caution; your GM rolls your desperation against you.
Threatening or Intimidating Someone
When your character threatens or intimidates someone, roll desperate against patient. You roll your desperation; your GM rolls your patience against you.
When your character acts despite pain or duress, or presses on in the face of exhaustion, or endures torment or deprivation, roll patient against brash. You roll your patience; your GM rolls your brashness against you.
Making the Roll
You and your GM take up dice equal to your requisite stats. You both roll them at the same time, keeping them separate on the table.
A die showing a 4, 5 or 6 is a hit. Discard or ignore any dice showing 1, 2 or 3, and count your hits. Your GM does the same.
If your count is more than your GM's, your character's action comes off to her advantage.
When you succeed, each hit you have over your GM's hits counts for resolve, as follows.
If your GM's count is equal or more, though, your character's action fails, or your character hesitates, falters, missteps, or misjudges, or your character's action succeeds but to no advantage. Your GM chooses which, case by case and circumstance by circumstance. Furthermore, if there's a fight or physical confrontation coming, your GM can take this as an opportunity to bring it to you now, without allowing you any more preparation.
When you fail, it still might count for resolve, if your character is keeping faith with the other players' characters, as follows.
As your character succeeds, her resolve builds. When you make a success roll, count your hits in excess of your GM's hits, and add them to your resolve.
You can spend your resolve only in a fight or other physical confrontation.
When you fail a success roll, go around the table, skipping your GM. Ask each of the other players if she feels that your character is keeping faith with hers. You've still failed the roll, with full consequences, but for each who says yes, add 1 to your resolve anyway.
Next to come:
Fights and Physical Confrontations
or maybe a digression into
Creating a Horror
Questions welcome, as always.
1. On 2011-10-18, Avram said:
2. On 2011-10-18, Vincent said:
3. On 2011-10-18, Johnstone said:
4. On 2011-10-18, David Berg said:
5. On 2011-10-19, Josh W said:
6. On 2011-10-19, Vincent said:
7. On 2011-10-19, Rabalias said:
8. On 2011-10-19, Josh W said:
9. On 2011-10-20, Josh W said:
10. On 2011-10-23, John Harper said:
11. On 2011-10-24, Vincent said:
12. On 2011-10-24, Piers said:
13. On 2011-10-27, John Harper said:
14. On 2011-11-07, stefoid said: