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| nate:tgimh [2025/11/07 09:42] – paganini | nate:tgimh [2025/11/07 18:39] (current) – paganini | ||
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| - | Roll an Ability score to resolve opposed actions. Spend one point of your Will pool before rolling | + | Roll dice pools to resolve opposed actions. Spend one point of your Will for each Aspect or Condition that contributes dice to your pool. Your Aspects can contribute dice to your opponent' |
| You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser' | You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser' | ||
| - | If both sides have the same highest die, discard | + | If both sides have the same highest die, ignore |
| If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation. | If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation. | ||
| - | What do successes | + | What does success |
| - | 1 - " | + | First, |
| - | When this happens (a " | + | Second, |
| - | A " | + | Third, the loser crosses off the box on their Power track equal to the number of successes that the winner rolled. If the loser would rather not cross off a box, they can create an Injury Condition for their character instead. If the box is already crossed off, cross off the next highest available box AND create an Injury Condition equal to the box that was crossed off! |
| - | 2 - " | + | A Condition lasts until it goes away naturally as a result of the fiction, or until someone does something to get rid of it. You make a Recovery roll against a Condition |
| - | Maneuvers can be risky, though. If the Maneuver roll fails, the roll you were trying to set up may not happen at all! | + | [I need a rule for temporary |
| - | + | ||
| - | Since it costs a Will point to use the successes as bonus dice (paid after rolling the Maneuver), maybe failing a Maneuver roll should refresh you a will point, Lady Blackbird / The POOL style. | + | |
| - | + | ||
| - | 3 - " | + | |
| - | + | ||
| - | You can apply Damage against an Effect to get rid of it; just reduce the Effect by the number of successes you roll (Effects don't have Power tracks; only people do!) | + | |
| - | + | ||
| - | Since Conditions | + | |
| - | + | ||
| - | As usual, this is all governed by fictional positioning. If you get cut up, the cuts will eventually heal and the Condition will go away on its own as game time passes. | + | |
| - | + | ||
| - | If you're Ashamed and Embarrassed it might just evaporate when you start the next scene. | + | |
| - | + | ||
| - | If your arm got cut off, it won't grow back (unless your'e an axolotl). | + | |
| - | + | ||
| - | Once you get it down to 1 die it becomes a permanent | + | |
| - | + | ||
| - | You can spend an advance to move it to your Background. You'll still only have one arm, but it won't cause you problems or give you advantages, mechanically. | + | |
| - | + | ||
| - | Other characters can make Recovery rolls to help you. This can be actual doctoring / first aid (for physical injuries), pep talks / encouragement for " | + | |
| - | + | ||
| - | Penalty Dice - | + | |
| - | + | ||
| - | Penalty dice come from Aspects | + | |
| - | + | ||
| - | If person Invoking the aspect is a player, the point comes from that player' | + | |
| - | + | ||
| - | Penalty dice add to the opponent' | + | |
| Power Track - | Power Track - | ||
| - | The Power track is like temporary hit-points. It is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries | + | The Power track is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries that may be hanging around. |
| I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to fuck with you. | I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to fuck with you. | ||
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| Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle of a scene. | Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle of a scene. | ||
| - | Refreshment scenes also restore your Will pool, if it has fallen below its starting value. If you have more Will than the starting value, you don't lose the extra Will. (Or maybe Will just can't go over its maximum, which means if your Will is full, people can invoke Aspects against you for free.) | + | Refreshment scenes also restore your Will if it has fallen below its starting value. If you have more Will than the starting value, you don't lose the extra Will. (Or maybe Will just can't go over its maximum, which means if your Will is full, people can invoke Aspects against you for free.) |
| - | In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. | + | In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. |
| Gear - | Gear - | ||
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| It costs 2 Advances to raise or lower a 2D Aspect or Ability one die, 3 Advances to raise or lower a 3D Aspect or Ability one die, and so on. | It costs 2 Advances to raise or lower a 2D Aspect or Ability one die, 3 Advances to raise or lower a 3D Aspect or Ability one die, and so on. | ||
| - | You can see why it's generally better | + | You can spend an advance to move a 1D Aspect |