This task is this close to the Specialty
| Bonus to Die Roll is this fraction of the total*
|
Exact
| 1/1
|
Close
| 1/2
|
Similar
| 1/4
|
Not Dissimilar
| 1/8
|
Dissimilar
| 1/16
|
Unrelated
| 1/36
|
* If the result would be less than one, ignore.
Class 2: Character Creation
Level 1: Total Randomality
The character rolls a single D6 (or 2d3 or a d4 or 3d2, etc...) for all ranked abilities and fills in the rest.
Level 2:Templates
The GM creates a number of complete or almost complete characters using his own judgment. The GM can leave as much choice up to the players as he likes. Each player chooses a template and plays from there.
Level 3: Points
The GM gives the players a number of ranks that the characters can assign to various aspects of their character. All of the above traits would cost an equal amount, except for Levels, which should cost proportionately more (i.e. 10 skill/10 specialties means that pool or bonus Levels cost 10 for 1 rank, while 4 Abilities at a cost of two means that die levels would cost 8 for 1 rank), and Abilities, which should be two for one. Point costs should also vary if the GM is using wider or narrower lists, with the cost decreasing with the more available options. The GM may also have characters roll a random number of points.
Class 3: Time Scale
Level 1: Actions & Plays
An action, is a single roll of the dice. A Play is one game in one setting with the same basic story and set of characters.
Level 2: Scenes
A scene is a non-specific length of time that is linked together by a single idea or setting. Scenes move logically and are used as useful measures of time. Whenever the characters significantly change location, a significant length of time passes, or the attention of the story is shifted to a new element, a scene has passed.
Level 3: Acts & Parts
An act is a single story arc, like the chapters of a book or acts of a play. An act last as long as the major thematic or plot element remains the same. A part is a group of scenes that are interconnected or distinctly similar.
Class 3: Situational Modifiers
*Note: Modifiers for action difficulty are redundant, as a certain degree of success is inherent in difficult action. Failure and success should be relative to the pool involved and the action the character tried to accomplish
Level One: Negative Dice
Many of the below modifiers are negative, and should be treated as such when figuring degree of success. All skill, ability, specialty etc... dice should be rolled normally, as should all modifying pools, and the highest die should be retained as the degree of success, but if the die is from a negative modifier, use the negative degree of success listed.
Level One: Pain
A character suffering from pain would reasonably not do as well as someone in full health. Therefore, pain needs to be translated into a modifier that complies with the degrees of success.
To do this, the GM needs to assign pain dice pool, die types and modifiers to each individual character. How these dice are assigned depends on the Level of play used above, since universal pools, die types and modifiers should be carried over into pain. Higher levels though, do not need to be carried over, but they can be. Generally, the pool size will represent how constant and consistent the pain is, while the die shows how extreme the pain can become. Pain can be assigned Specialties (i.e. someone's hand could be in pain), or you can just use a fixed modifier or fraction of the maximum roll for the die type. Pain generally lasts for one scene.
Level 2: Injury
Injury differs from pain in two ways. a) It lasts for a full act and b) all Injuries are 'directed,' which means that Injury dice only count when the region or part injured is involved.
Level 2: Fatigue/Confusion
Characters can be assigned Fatigue and Confusion dice pools to represent both of these conditions. They work in a manner similar to pain, but should be treated as separate dice pools.
Level 3: Disease/Permanent Injury
Works in a manner identical to Injury (above), but it lasts for a full part, play, or applies permanently.
Level 3: Adrenaline
This positive pool can be taken at the player’s choice, and is rolled in favor of the character for the remainder of the scene, but at the end of the scene all of the character's Adrenaline dice are converted into Fatigue.
Level 3: Free Will
Works as Adrenaline above, but Free Will dice become Confusion.
Level 3: Fear
Characters may be assigned Fear dice for certain phobias. Fears are generally permanent.
Level 4: Will
The GM may wish to award players for good roleplaying. He can do this by giving characters Will Dice. Will act like Free Will, but at the end of the scene it just reduces to zero instead of going to confusion. A GM using Will may also want to assign Confusion dice for bad role-playing.
Level 5: Drama Dice
This rule allows the players and GM to escalate the stakes. Each scene the players are allow to give dice from an action roll to a center pot, which is rolled on all actions. This pot is rolled with all the dice the players have deposited. The highest die rolled in the pot is added to the character's highest die, wither it is positive or negative.
Level 5: Story Pool
GMs may wish to reward players for helping the game along. With this rule, players who provide play space, character sheets, visuals, props, aids etc... or otherwise make the game more enjoyable for everybody can be awarded dice that they may add to the size of their pool. Once these dice are used, they are spent, and they always increase the size of a pre-existing pool (i.e. if the character has a Combat of 3 and a Toughness of D6, and they add 3 from their Story Pool, then they roll 6D6 and lose three dice from their story pool).
GM may also wish for the players to have some say in the events of the story, and the Story Pool can serve this purpose. The characters may be allowed to spend Story Pool dice in between scenes, acts, parts and plays to make events happen within the game world that are not directly caused by their character. The cost of these events should be proportional to their impact on game play. (For example a purely role-playing event like 'my character gets asked on a date' should be cheap, while role-playing events that complicate game play (like 'my character gets married’) should be mid-priced, while self serving events (anything from 'my cancer suddenly recedes' to 'the main villain dies of a hernia') should be enormously pricey or out of limits.
Class 4: Advancement and Deterioration
Level 2: The Template Method
With this method, the players get to add a template's abilities to their character at certain fixed intervals (like the end of an act, part or play).
Level 3: The Dice Method
Whenever a character gets a perfect roll (i.e. all dice turn up the highest face value), or a totally botched roll (i.e. all dice turn up as ones), then the character gains one rank in the relevant skill, ability, specialty or level. Levels should only be raised if the other two categories are at their maximum. This raise only counts on positive dice pools, and does include the Drama Pool.
Level 4: Attrition
Negative pools that roll perfect or botch, change location as follows:
Pool
| Perfect
| Botch
|
Pain/Fatigue/Confusion
| Injury
| Confusion
|
Injury
| Disease
| Pain
|
Disease
| Permanent Injury
| Injury
|
Permanent Injury
| Nothing (optional: fatality)
| Disease
|
Class 5: Extended Mechanics
Mixed Abilities
Sometimes, no one Skill or Ability applies clearly to a situation. In these cases, the GM may choose to apply 2 or more Skills or Abilities to a situation. In a more realistic game, the player then rolls the lower of the 2 to determine success, but in fun/fast-paced games, the GM may allow the player too roll the best. Of course, there’s no reason why the GM can't arbitrate which is used depending on situation.
Contests
When 2 characters are set in direct opposition, the GM may only allow one to achieve success, and use the opponent's roll as a penalty to the overall success. Generally, the winner is the person that rolls the highest, and subtracts the lower roll from his success. This rule can easily be applied to group actions.
Class 5: Expanded Characters
Level 2: Special Powers
Special powers can be added and applied in a number of different ways. They can be treated as Skills or Abilities, or simply be a given that functions at the character's level. More specific and varied powers should be treated as Skills, while more general powers should be considered Abilities. Special powers should be well developed, with defined upper and lower limits.
It is up to the GM to decide if special powers should cost more than regular Skills and Abilities.
Level 3: Secondary Abilities
Some Abilities help define characters but do not hold as high a place as others in their range or applicability. They also function differently, setting the upper limits of success within a certain field.
Suggested secondary abilities include the senses (Audile, Olfactory, Spatial, Tactile and Visual) and the character's Large Size and Small Size, which measure the highest performance possible in tasks that require either, and change in proportion to each other.
Secondary abilities do not function like other abilities, in that they are always used as mixed abilities.
Level 3: Personality Traits
Depending on the GM's idea of where mechanics end and role-playing begins, and on setting, it may seem important to track the character's personality with various scores. All the options for dealing with this can be found here: Personality Traits
Synergy
Characters possessing similar Specialties may purchase Synergy between skills. In games were mixed skills work as limits; there are 2 ranks of Synergy. Rank 1 allows the character to use the more favorable mixed-ability rules, while rank 2 allows the character to add the degrees of success from both abilities into a single result. If the more favorable mixed ability rules are used, Synergy only has 1 rank which functions as rank 2 of the previous. Synergy should be bought separately for each ability.
Level 3: Background Traits and Negatives
The following traits can be applied to translate the positive and negative effects of the character's background on game play.
- Allies (Negative: Enemies)
- Contacts (Negative: Competitors)
- Ownership (Negative: Debt)
- Reputation (Negative: Notoriety)
- Items
The all backgrounds should be assigned a pool, a die type and a die modifier in the manner of other traits. The first three can two can be rolled to see what aid (or hindrance) the character gets for a given Act. Ownership simply represents land and property, its usefulness (pool) and scope (die), and can be rolled whenever the property is challenged or could yield some reward. Debts should be rolled at the beginning of every Act to see if anyone comes to collect. The pool should represent how proficient and aggressive the collectors are, and the die can be translated into the in game worth of what the characters owe. Items are Positive Pools, as is Reputation (Notoriety is a Negative Pool). If using specialties, Items and Reputation should not work if their die modifier is reduced to zero.
PLayers can also by GM priced bits of information that will effect the flow of play, these might even include the other PC's secrets.
The following table shows how background costs usually compare to regular ranks:
Background
| Cost (Return) Fraction
|
Allies (Enemies)
| 1/2
|
Contacts (Competitors)
| 1/3
|
Ownership (Debt)
| 1/3
|
Reputation (Notoriety)
| 1/2
|
Items
| 1/4
|
Other negatives can be bought. The character could get points back for any of the negative pools listed above that last for more than a scene (With rank returns correlating with the permanency of the disability).
Level 4: Expanded Specialties
Characters with Specialties that reach rank 6 (most general) may have the option of starting a new Specialty that falls under the old one that he can work up to rank 5, he may then get another 'sub'-Specialty that can be worked up to rank 4 etc... until he has one Specialty at every level. This rule allows a character to really specialize and excel at a single Skill (or Level feature).
Class 6: Abjucations
The following rules are ways to use and implement actions and the degrees of success.
Converting Degrees of Success into dice pools
(Numeral Value's absolute value)=X number of points.
Begin at the far left (Dice pool) and pay for one rank, then move right (die type then specialty) and buy one rank.
Attachments
People are often caught feeling things that they don't neccessarily want to feel, and another person's social status can go a long way in making us react to them differentlty than may be practical. Also, it is near impossible to just turn one's back on a long term commitment without suffering some deal of mental anguish and dismay.
To handle all these factors, GM may want to assign Attachment ranks to character's who have been affected by another's character's social tests. Attachment ranks run from one to six like normal ranks, though an average social success is not likely to yield more than 3 (up to 3, Attachment ranks should be cumulative between tests, beyond 3, they should not be), a good guide, the absolute value of the degree of success numeral value/3 should be equalto the number of points available to buy ranks. Each Attachment should have a type: Romantic, Friendship, Hatred, Fear etc...when a character completes a social test against another character, their success become ranks of Attachment (type), the rank is then used to determine the Will bonus or Confusion penalty awarded for acting in or out of accord with the Attachment.
Needs
People (and other living beings) need a lot to stay alive, active and at their peak. The following table shows the degrees of success for a (Athletics/Survival) Toughness roll. Each column presents the amount of each substance the character will require on the following day, so the roll should be made whenever a character goes to sleep 'for the night'. The food entry is listed in calories, the water entry in liters and the rest entry in hours. The last column shows a characters need to obtain addictive substances in doses. If the GM is using these rules on addiction, a (Humanity) Toughness roll should be made any time the character consumes a sizable amount of an addictive substance. The 'doses' should be thought of as a single 'hit,' pill, 'joint,' drink or the like.
Degree of Success
| Numeral Value
| Food (Cal.)
| Water (Lt.)
| Rest (hrs)
| Addiction ('dose')
|
Fatal Mishap
| -200
| 8000
| 16
| 24
| 10
|
Catastrophic Mishap
| -100
| 7500
| 15
| 23
| 8
|
Disastrous Mishap
| -60
| 7000
| 14
| 22
| 8
|
Severe Blunder
| -50
| 6500
| 13
| 21
| 7
|
Blunder
| -40
| 6000
| 12
| 20
| 7
|
Stymie
| -30
| 5500
| 11
| 19
| 7
|
Abysmal
| -20
| 5000
| 10
| 18
| 6
|
Minimal
| -15
| 4500
| 9
| 17
| 6
|
Flawed
| -12
| 4000
| 8
| 16
| 5
|
Erred
| -10
| 3500
| 7
| 15
| 5
|
Trying
| -6
| 3000
| 6
| 14
| 4
|
Poor
| -2
| 2500
| 5
| 13
| 4
|
Weak
| 0
| 2000
| 4
| 12
| 3
|
Passable
| 1
| 1800
| 3
| 11
| 2
|
Moderate
| 4
| 1600
| 2
| 10
| 1
|
Capable
| 6
| 1400
| 1
| 9
| 0
|
Strong
| 8
| 1200
| 1/2
| 8
| 0
|
Well Executed
| 10
| 1000
| 1/3
| 7
| 0
|
Strong
| 12
| 800
| 1/4
| 6
| 0
|
Skillful
| 16
| 600
| 1/5
| 5
| 0
|
Flawless
| 20
| 400
| 1/6
| 4
| 0
|
Maximal
| 30
| 200
| 1/7
| 3
| 0
|
Incredible
| 40
| 100
| 1/8
| 2
| 0
|
Perfect
| 50
| 50
| 1/10
| 1
| 0
|
Superior
| 100
| 25
| 1/12
| 1/2
| 0
|
Unbelievable
| 200
| 0
| 1/20
| 1/4
| 0
|
LARP GUIDELINES
If you see any errors, are confused on a subject or want to make any contributions please mail me: masqueradeball@hotmail.com