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chronica_insidea [2015/05/13 17:19] – [Die Pools] Mike Holmeschronica_insidea [2018/05/25 01:40] (current) mike_holmes
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-====== Chronica Insidiea ======+====== Chronica Insidea ======
  
-Note that all references to dice are to d20s (this may need to be tuned in playtesting)+A system for running a campaign in the universe of the [[Dark Conspiracy]].  
 + 
 +Note that all references to dice are to d20s. 
  
 ===== Character Generation ===== ===== Character Generation =====
 +
 +Fill out the [[Chronica Insidea:Character Template]] as you generate your character.
 +
 +Character generation involves the following steps performed by the player creating the character: 
 +
 +  - Select phases of the character's background.
 +  - Distribute points for the following:
 +    - Attributes 
 +    - Skills
 +    - Gear
 +  - Invent contacts. 
 +
 +Each of these steps is described in more detail below. 
  
 ==== Phases ==== ==== Phases ====
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 Players have 36 points to spend on their attributes. Attributes are rated from 1 to 10 generally, with 4 being sort of currently the average, and 5 being what folks were like back in the good old days of the early 21st century. Empathy costs double and can be taken at zero. Players have 36 points to spend on their attributes. Attributes are rated from 1 to 10 generally, with 4 being sort of currently the average, and 5 being what folks were like back in the good old days of the early 21st century. Empathy costs double and can be taken at zero.
  
-In theory other stats can be taken at zero, but this may indicate an extreme disability in many cases, generally an inability to operate in the area in question.+In theory other stats can be taken at zero, but this may indicate an extreme disability in many cases, and, in any case, an inability to operate in the area in question.
  
 ==== Skills ==== ==== Skills ====
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 They have 45 points to spend on their skills, but these have to make sense in the context of the phases. With no phase giving more than 3 (possibly 4 if the phase is VERY narrow) in any one skill. Giving a theoretical maximum of perhaps 24 in a skill, but rarely resulting in more than 12, and most skills coming in at far less. Each phase should give beween 6 and 10 skill levels total that are related to the phase, and 1 skill that is unrelated (everyone has hobbies or picks up something interesting here or there).  They have 45 points to spend on their skills, but these have to make sense in the context of the phases. With no phase giving more than 3 (possibly 4 if the phase is VERY narrow) in any one skill. Giving a theoretical maximum of perhaps 24 in a skill, but rarely resulting in more than 12, and most skills coming in at far less. Each phase should give beween 6 and 10 skill levels total that are related to the phase, and 1 skill that is unrelated (everyone has hobbies or picks up something interesting here or there). 
  
-Skill List: https://s-media-cache-ak0.pinimg.com/736x/2c/57/4d/2c574da4b6eba96160edab50b77b97ba.jpg --> A better skill list: [[chronica_insidea:Skill List]]+Skill List: [[chronica_insidea:Skill List]]
  
 === Training Attributes === === Training Attributes ===
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 ==== Die Pools ==== ==== Die Pools ====
  
-The player adds up dice from various sources: one relevant attribute, one relevant skill, and one piece of gear that they're using. They may also add their Passion dice, if they apply (with the attendant risk of losing one if the roll fails). +The player adds up dice from various sources: 
  
-== Danger and Stress == +  * a relevant attribute,  
 +  * a relevant skill 
 +  * a piece of special gear that they're employing (gear that the character hasn't spent dice on adds nothing to the roll).  
 +  * They may opt to add their Passion dice, if the player feels that apply (with the attendant risk of losing one if the roll fails).* 
 +  * Danger or Stress Dice (see below) 
 +  * Any temporary assets that may help in the current situation. 
 +  
 +* See the [[Chronica Insidea:Advanced Psychology]] rules if those are in use. 
  
-A player may describe their character's action as being particularly bold, bringing them both closer to danger, but also making them more likely to succeed. For each time player does this, they take 3D (GM may adjust up or down a die for actions that are more or less dangerous), and they may do this twice. The GM may also do so in describing the opposition, and another player may also do so, resulting in up to 13 dice from danger. Consequences from rolls with danger dice included must describe the negative results of the dangers encountered+== Danger and Stress (AKA Pushing) ==  
 + 
 +A player may describe their character's action as being particularly bold, bringing them both closer to danger, but also making them more likely to succeed at the same time. The player may adjust their pool by adding up to 5 dice this way. The same number of dice are added to the opposing pool. The GM may also add dice this way, describing the opposition as acting particularly dangerously, and another player may also do so, resulting in up to 15 dice from danger. Consequences from rolls with danger dice included must describe the negative results of the dangers in question
  
 Stress works just like a danger, only a Stress can be carried between Conflicts, and often represent ongoing dangerous situations or just changes that the character is dealing with.  Stress works just like a danger, only a Stress can be carried between Conflicts, and often represent ongoing dangerous situations or just changes that the character is dealing with. 
  
 +=== Opposition Pools ===
 +
 +Opposition pools are built the same way, if a character is opposed by a human or creature that can be similarly rated (the GM can estimate the asset levels). Or the GM may select a difficulty based on the scale given below:
 +
 +^Difficulty^Dice^Notes^
 +|Routine Challenge|5|These are not things that are easy to do (don't roll if there's no challenge), but things that a skilled person overcomes frequently.|
 +|Difficult|10|This is not terribly hard to accomplish, but far harder than routine tasks. It has some substantial complications involved.|
 +|Hard|15|The complications for this are substantial, and without significant skill and talent, success is much more unlikely.|
 +|Formidable|20|Something few people would even attempt, this is a very difficult opposition to overcome.|
 +|Nigh Impossible|25|Even the most skilled and talented individuals would look at this level of difficulty askance.|
 +
 +The GM should modify these levels to points in between, where appropriate. If a task seems a bit harder than routine, but yet not really difficult, a GM might select 7 dice as the opposition die pool. 
 +
 +In some ways, a GM may think of the difficulty in terms of the opposition being rated in dice like a character using 3 or so assets to oppose. A hard climb up a cliff might be thought of as High 6, Steep 4 and Tricky Handholds 5. This can provide inspiration when figuring how things like how a character might develop temporary assets to overcome the opposition, or what sorts of problems might occur as the results of mechanical consequences (see below). 
 ==== Reading The Roll ==== ==== Reading The Roll ====
  
chronica_insidea.1431562789.txt.gz · Last modified: 2015/05/13 17:19 by Mike Holmes