This is an old revision of the document!
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 85 points
Die size costs:
Die Size | Cost |
---|---|
d14 | 1 |
d13 | 3 |
d12 | 6 |
d11 | 10 |
d10 | 15 |
d9 | 21 |
d8 | 28 |
d7 | 36 |
d6 | 45 |
d5 | 55 |
d4 | 66 |
Sorcery costs 2x
Save leftover points to develop the character in play (DiP).
These vary from other abilities only insomuch as they are cheaper, and broader.
Other abilities per Talislanta or Dying Earth?
Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below).
Each character has a major motive and a minor motive, which are involved in getting Wherewithal.
Characters roll dice from abilities that pertain.
If no Ability applies, roll d20 or SUCK IT
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.
All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want.
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.
Spend a point of Wherewithal to re-roll any die rolled
Pool refreshes to full with “refreshment” scenes. These are anything that would refresh the character. The character gets 1 point back.
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.