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nate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept

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nate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept [2017/05/09 20:45] paganininate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept [2017/05/09 22:19] paganini
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 Generally, a single success is enough to get what you want. The man on the street needs one success to kill or convince. Of course, if there are 10 of them you need 10 successes to defeat the whole angry mob. Naturally, some Obstacles and Adversaries will be more significant. The famous swordsman might need 5 successes all to himself, and the sheer wall of the Crying Magician's tower might need 3 successes to climb.  Generally, a single success is enough to get what you want. The man on the street needs one success to kill or convince. Of course, if there are 10 of them you need 10 successes to defeat the whole angry mob. Naturally, some Obstacles and Adversaries will be more significant. The famous swordsman might need 5 successes all to himself, and the sheer wall of the Crying Magician's tower might need 3 successes to climb. 
  
-If you fail to get as many successes as you needyou must make a choice+If you fail to get as many successes as you need you are stymied and lose one will. You must choose how to proceed
  
 You can spend Will points and roll again. Each Will you spend adds more dice equal to the Method that you're using. You still get to use your original dice too. So let's say Grimm is trying to talk his way past a guard. He rolls 3 dice, but sadly doesn't get any successes. If Grimm spends 1 Will, he can retry the roll using 6 dice. If he spends 2 Will, he can roll 9 dice, etc.  You can spend Will points and roll again. Each Will you spend adds more dice equal to the Method that you're using. You still get to use your original dice too. So let's say Grimm is trying to talk his way past a guard. He rolls 3 dice, but sadly doesn't get any successes. If Grimm spends 1 Will, he can retry the roll using 6 dice. If he spends 2 Will, he can roll 9 dice, etc. 
  
-Or, you can accept your failure. If you stop now, you don't get what you want, but you suffer no CONSEQUENCES. However, as a result of being stymied you lose one Will+Or, you can accept your failure. If you stop now, you don't get what you want, but you suffer no CONSEQUENCES. 
  
 When you spend Will to roll again, you are taking a risk. If the second roll fails not only do you lose Will and fail at what you were trying to do, as above, but you also suffer one of the following CONSEQUENCES, depending on what Method you were using: When you spend Will to roll again, you are taking a risk. If the second roll fails not only do you lose Will and fail at what you were trying to do, as above, but you also suffer one of the following CONSEQUENCES, depending on what Method you were using:
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 Harm can affect your character mechanically in two ways, depending on whether or not you have any Will left. Harm can affect your character mechanically in two ways, depending on whether or not you have any Will left.
  
-If you have any Will (even just one point) and you receive enough Harm to bump all the way off the track (i.e., you need to cross off box '5' but it is already crossed off, or you take 6 successes of Harm in one blow) you are Down. The GM decides what happens to your helpless battered and / or unconscious body, how long you're out, and what the circumstances are for your return to the world of the living. Additionally, you receive a Scar. A Scar is some kind of permanent mark left by your traumatic experience. It, perhaps, adjusts your HARM track by adding one to all of the boxes. Mike's alternate idea: You get a new box on the end (so, [6] the first time it happens), and you remove your lowest crossed-off box. So if you are [1][2][X][4][5] and you take points of harm, you become [1][2][4][5][6].+If you have any Will (even just one point) and you receive enough Harm to bump all the way off the track (i.e., you need to cross off box '5' but it is already crossed off, or you take 6 successes of Harm in one blow) you are Down. The GM decides what happens to your helpless battered and / or unconscious body, how long you're out, and what the circumstances are for your return to the world of the living. Additionally, you receive a Scar. A Scar is some kind of permanent mark left by your traumatic experience. It, perhaps, adjusts your HARM track by adding one to all of the boxes. Mike's alternate idea: You get a new box on the end (so, [6] the first time it happens), and you remove your lowest crossed-off box. So if you are [1][2][X][4][5] and you take points of harm, you become [1][2][4][5][6].
  
 If you have no Will and you receive enough Harm to bump all the way off the track, you die.  If you have no Will and you receive enough Harm to bump all the way off the track, you die. 
  
-Harm heals in two ways. First, your adventurer starts fresh at the beginning of every adventure, no matter what happened last time. Second, any time you gain Will you may uncross one box (the smallest one available) of harm.+Harm heals in two ways. First, your adventurer starts fresh at the beginning of every adventure, no matter what happened last time. Second, any time you gain Will you may uncross your lowest crossed-out box and cross off the one to the left instead. If your lowest crossed out box is the leftmost one, that harm is simply healed.
  
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nate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept.txt · Last modified: 2017/07/10 17:16 by paganini