Chapter 1: How to play & GM Guide

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Chapter 1: How to play & GM Guide

Post by Vox on Sun Mar 27, 2016 10:03 pm


We use a D6 system, each stat, and skill cap at 6, and from there are combined with other stats and skills to increase the number of dice rolled.
When you roll a die in a conflict, you aim to roll higher than the difficulty level of a task, so dice rolls would look like.. "roll 5d6, difficulty is 3."
Further that to succeed in a roll you must roll higher than 4.
For every 6 you roll you gain +1 in that roll, thus if you roll 6d6 the difficulty is 5, you roll 2, 4, 3, 6, 6, you would technically succeed as the two sixes count as +2.

Health is measured by Wounds to Traumatic Injuries.
1 Fortitude/1 Resilience = 1 Wound point, capping at 12.
1 Fortitude/1 Willpower = 1 Trauma point, capping at 12.
If you have 5 wound points, and take 5 wounds you sustain 1 trauma..
You're able to take 2 points beyond your trauma number, so if you have 4 trauma points, you can take a total of 6 before going unconscious, 7 before dying.
You can regain your wound points through resting for several hours or getting first aid, but trauma points require first aid/surgical assistance.

Fatigue points are measured by 1 Dexterity/1 Athletics, capping at 12.
Fatigue points are used to balance out a situation that's otherwise heavily tipped in your enemy's favor.
You can use fatigue points to gain extra rolls for any action, 1 point = 1d.

When in combat it goes in phases, lets break the explanation down in the same way.
The first phase is the turn roll, or initiative roll, each character in the combat turn rolls Dexterity+Reaction, whoever rolls the highest score gets to attack first,

The second phase is the attack phase, where the attacks go in order of who had rolled highest, to who had rolled lowest.

The third phase is the defense/dodge phase, where you can decide if you want to block, or dodge an attack.. be wary, though! if you fail to dodge/block an attack it deals extra damage equivalent to how badly you had rolled.
(2 failures = 1 damage, 1 critical failure = 1 damage, if only 1 failure is rolled no extra damage is taken.)
Ex. John was being punched, and rolls to dodge, he rolls 2 critical failures, and 1 failure, taking 2 extra damage.

Settling down is inevitable, you can't be a nomad forever.
those who try to be a nomad forever tend to die sooner than those who settle down, or find companionship.
To settle one must usually just find a building, plot of land, or general area and tell their GM they wish to settle there.
the GM will then draw a map of the area they're settling, making sure to note things that are noteworthy, such as rundown cars in the backyard, or a river not far from the building, or a radio tower in the distance.

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Join date : 2016-01-29

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