Advanced Resolution
OVERVIEW
The advanced resolution system is built to leverage the QUALITIES of a Character in order to provide more nuance and options when attempting to apply their Abilities. The base resolution mechanic is the same, but the entire process is reproduced below with the new steps added in bold to define how QUALITIES interact with the rolls of the dice.
DETAIL
PROCESS
Whenever a Character wants to do something, they roll three dice to determine the outcome. The steps for resolution are:
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Determine which ABILITY corresponds to the task the Player wants their Character to attempt.
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One TALENT DIE type, from 1d4 to 1d12, is set by the Character’s SPECIES affinity with the ABILITY’s CATEGORY.
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Two TRAINING DICE, from 2d4 to 2d12, are set by the Character’s TRAINING Level in the ABILITY.
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A TARGET NUMBER (TN) is set by the Referee. This represents the difficulty of the task.
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The Character’s Player rolls their three dice. The goal is to get as many individual dice to match or beat the TN as possible.
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Once the dice are rolled, a Player can modify the dice in the following ways:
- One die can be modified by the Ability’s QUALITY MODIFIER.
- If they’re using a tool, one die can be modified by the TOTAL QUALITY of the tool.
- One die can be modified by spending ASPECT POOL or LUCK POOL points on a 1:1 basis.
- No one die can receive more than one modifier.
- Once modified, any dice whose final values match or beat the TN are counted as EFFORT.
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The total amount of EFFORT resulting from the roll determines the outcome of the roll:
| 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.
- In addition, Brett makes the argument that lockpicking is dependent on Peet’s Body/Agility QUALITY. His Agility QUALITY MODIFIER is a 1, so he can add +1 to any one die roll.
- Finally, the picks he’s using are also of Uncommon WORKMANSHIP, so he can add a +1 to any other die roll as well.
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 d6 which resulted in 6 generates one EFFORT.
- Brett adds the +1 from Peet’s Agility Modifier to the rolled 5; it’s now counted as a 6, which generates another EFFORT.
- Brett could add the +1 from his uncommon picks to the rolled 1, but that would only result in a 2, which will not result in the roll generating any EFFORT.
- He could also spend 5 points of LUCK or BODY (or potentially even MIND, depending on how Brett wants to roleplay it) from those ASPECT POOLS to compensate for the difference between the rolled value and the requirement for EFFORT (turning the 1 to a 6), but that’s a lot to spend, and he may need it later.
- The attempt generates 2 EFFORT, and that results in a SUCCESS result for Peet.
Peet, with a deft twist and a wry grin, pops the lock open, and slides into the room before he can be spotted. What awaits him there is not exactly a treasure, however…