Basic Resolution
OVERVIEW
The basic resolution system is intended to get new players into the game quickly without too much rulesmongering. Everything is straightforward, nothing takes much time to figure out, and play should proceed quickly.
DETAIL
PROCESS
Whenever a Character wants to do something, they roll three dice to determine the outcome. The steps for resolution are:
- Determine which ABILITY corresponds to the task the Player wants their Character to attempt.
- One TALENT DIE type, from 1d4 to 1d12, is set by the Character’s SPECIES affinity with the ABILITY’s CATEGORY.
- Two TRAINING DICE, from 2d4 to 2d12, are set by the Character’s TRAINING Level in the ABILITY.
- A TARGET NUMBER is set by the GM. This represents the difficulty of the task.
- The Character’s Player rolls their three dice. Each die which lands on a number equal to or greater than the Target Number is counted as EFFORT.
- The total amount of EFFORT resulting from the roll determines the outcome of the roll:
| AMOUNT OF EFFORT | RESULT | DESCRIPTION |
|---|---|---|
| ZERO | BOTCH | Character fails to do the task and something else bad happens. |
| ONE | SACRIFICE | Player decides whether character simply fails, or succeeds at a cost.* |
| TWO | SUCCESS | Character has completed the task with no negative or positive side effects. |
| THREE | TRIUMPH | Character completes the task and something else good happens.* |
Important note - in the case of a SACRIFICE, the PLAYER decides whether they simply fail or they succeed at a cost.
REFEREE DISCRETION
In the case of both Sacrifices and Triumphs, the Referee (aka “you”) will determine what the “Something else good” is within the context of the SCENE you’re running. While common examples are listed below in case there’s nothing special about the way the Character is interacting with your Scene, feel free to replace the standard effects with something more appropriate. Keep in mind, however, that only in the most dubious
| TYPE | SACRIFICE | TRIUMPH |
|---|---|---|
| RESOURCE USE | Requires 2x resource usage | Requires 0 resource usage |
| DAMAGE OUTPUT | Attack does half damage | Attack does double damage |
| DEFENSE ATTEMPT | Attacker does double damage | Attacker does half damage |
| POWER/QUALITY LEVEL | Output is one level lower | Output is one level higher |
EXAMPLE
Sneeky Peet comes across a locked door and decides it needs picking, as it lies between him and some delectably available treasure. Looking both ways down the hallway, he pulls out his ornate picks, kneels down and gets to work.
The door is a totally normal-appearing door in a totally average castle, which would indicate a TN of 4 (“normal”) based on its Workmanship. The lock itself is special, though, because it’s intended to prevent others from breaking into the room and stealing its valuable possessions. Therefore, the lock is a TN6 (“Uncommon”) lock.
- Peet’s TALENT for the Scoundrel/Lockpick Skilled Ability is 1d10, as Skilled Abilities are a SPECIES STRENGTH for the Kalindival.
- Peet has trained the Scoundrel/Lockpick Skilled Ability to maximum level for his campaign type, which is APPRENTICE level, so his additional dice are 2d6.
- The dice Peet will roll to unlock the lock are 1d10 + 2d6.
Peet wipes his brow. This lock isn’t like the other locks in the castle: there’s a tiny signature engraved at the bottom of the lock plate, and his picks seem clumsy against the sensitive tumblers.
Brett sweats a bit, as these aren’t the best odds, but he rolls away.
- The d10 comes up a 5, and one of the d6 is a 1, but the last d6 almost magically comes to rest on a 6.
- The attempt generates 1 EFFORT, and that results in a SACRIFICE result for Peet.
- Brett can either choose to fail outright, or he can succeed at a cost…
- …but the cost will be determined by the Referee, who could decide that the complication which arises is anything from a broken pick to an alerted guard patrol…