====== The Loop ====== ===== Character Generation ===== Mechanically characters are rated by dice that define various abilities. Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 Start with 75 points Die size costs: ^Die Size^Cost^Cost Schedule for Consideration^"Level"^ |d20|0*|0|0| |d14|1|3|1| |d13|3|7|2| |d12|6|12|3| |d11|10|18|4| |d10|15|25|5| |d9|21|33|6| |d8|28|42|7| |d7|36|52|8| |d6|45|63|9| |d5|55|75|10| |d4|66|88|11| * A player who accepts this level of incompetence in an area gets to select an additional descriptor. Sorcery costs 2x ? Save leftover points to develop the character in play (DiP). ==== Default Abilities ==== These vary from other abilities only insomuch as they are cheaper, and broader. * Persuasion * Violence * Perspicacity * Hardiness * Subterfuge * Magic ==== Descriptors ==== The character gets 6 descriptors that indicate generally what sorts of methods the character uses or types of skills that they have. ==== Wherewithal ==== Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below). ==== Motives ==== Each character has a major motive and a minor motive, which are involved in getting Wherewithal. ===== Resolution System ===== ==== Die Pools ==== Characters roll dice from abilities that pertain. If a descriptor applies, the die is one better. GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) Advantages are represented by additional dice. GM decides which side gets what dice. ==== Resolving ==== All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. === Botches === If the your best die is twice as high as the oppositions best die, then you have botched, and additional badness occurs. Even if you re-roll, you will suffer some penalty. ==== Re-Rolling ==== Spend a point of Wherewithal to re-roll any die rolled ===== Refreshing Wherewithal ===== Pool refreshes to full with “refreshment” scenes. These are anything that would refresh the character. The character gets 1 point back. ==== Motives ==== If the character satisfies a Minor Motive, they gain 2 Wherewithal If the character satisfies a Major Motive, they gain Wherewithal to bring their pool up to 10.