121 lines
6.2 KiB
TeX
121 lines
6.2 KiB
TeX
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\section{Basics}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\subsubsection{Symbol Key}
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\begin{center}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{DICE}} \\ \hline
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\ability Ability Dice \\ \hline
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\difficulty Difficulty Dice \\ \hline
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\boost Boost Dice \\ \hline
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\setback Setback Dice \\ \hline
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\proficiency Proficiency Dice \\ \hline
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\challenge Challenge Dice \\ \hline
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\end{tabular}
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\quad
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{SYMBOLS}} \\ \hline
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\success Success \\ \hline
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\failure Failure \\ \hline
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\advantage Advantage \\ \hline
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\threat Threat \\ \hline
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\triumph Triumph \\ \hline
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\despair Despair \\ \hline
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\end{tabular}
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\end{center}
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\vspace{10pt}
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\subsubsection{Difficulty (GCB. 18)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.25\textwidth}|l|p{0.383\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{\wrap{DIFFICULTY\\LEVEL}{0.25}}} & {\color[HTML]{FFFFFF} \textbf{DICE}} & {\color[HTML]{FFFFFF} \textbf{SCOPE}} \\ \hline
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Simple & {\centering -} & Basic and routine. \\ \hline
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Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
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Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
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Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
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Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
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Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
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Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
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\end{tabular}
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\vspace{10pt}
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\subsubsection{Upgrading/Downgrading dice (GCB. 20)}
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\begin{itemize}
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\item \textbf{Increase}: Add \difficulty or \ability.
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\item \textbf{Upgrade}: Convert \difficulty to \challenge or \ability to \proficiency. If upgrading is impossible, increase instead.
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\item \textbf{Decrease}: Remove \difficulty or \ability. If only \challenge or \proficiency are left, ignore additional decreases.
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\item \textbf{Downgrade}: Convert \challenge to \difficulty or \proficiency to \ability. If only \ability or \difficulty are left, ignore additional downgrades.
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\end{itemize}
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\vspace{10pt}
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\subsubsection{Story Points (GCB. 27)}
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There are 2 pools of story points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.
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The points can be used to:
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\begin{itemize}
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\item Upgrade the ability of your own or an ally's roll.
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\item Upgrade the difficulty of an opponent's roll.
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\item Activate an ability you have.
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\item Do anything the GM will allow a story point to do.
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\end{itemize}
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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\subsubsection{dice pool (GCB. 13)}
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Assembling a dice pool has 4 steps::
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\begin{enumerate}[leftmargin=*]
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\item \textbf{Base}: Collect green \ability equal to the characteristic.
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\item \textbf{Upgrade}: Convert an amount of \ability equal to your skill rank into \proficiency.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
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\item \textbf{Difficulty} GM adds \difficulty and \challenge depending on the base difficulty of the task.
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\item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost and \setback depending on situation-specific changes to the difficulty of the task.
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\end{enumerate}
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\vspace{10pt}
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\subsubsection{Interpreting the Result (GCB. 23)}
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\begin{enumerate}
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\item \textbf{Triumph and Despair}: A \triumph symbol on the die counts as both a \success and a \triumph. A \despair symbol on the die counts as both a \failure and a \despair.
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\item \textbf{Cancel out}:
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\begin{itemize}
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\item \advantage and \threat cancel each other out.
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\item \success and \failure cancel each other out.
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\item \triumph and \despair do \textbf{NOT} cancel each other out. The \success and \failure they generated do however count as regular \success and \failure{}, and can be cancelled out normally.
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\end{itemize}
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\item If the roll generated more \success than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
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\item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair: In combat, you spend the \advantage and \triumph and the GM spends the \threat and \despair. Out of combat, the GM spends it all.
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\end{enumerate}
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\vspace{10pt}
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\subsubsection{Social Skills (GCB. 55)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.4\textwidth}|m{0.494205\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{SKILL}} & {\color[HTML]{FFFFFF} \textbf{OPPOSITION SKILL}} \\ \hline
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Coercion, Leadership & \textbf{Discipline}: The mental fortitude to disobey orders, or the mental strength to resist interrogation and face threats without flinching. \\ \hline
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Deception & \textbf{Vigilance}: The mental alertness to notice when someone is lying. \\ \hline
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Charm & \textbf{Cool}: The ability to keep calm in the face of politeness and flattery. \\ \hline
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Negotiation & \textbf{Negotiation}: Bargaining usually goes back and forth. \\ \hline
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\end{tabular}
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\subsubsection{Range Bands}
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\textbf{\large Engaged -- Short -- Medium -- -- Long -- -- Extreme}\\
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The lines symbolize how many "Move" maneuvers it takes to move between the bands.
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\end{minipage}
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\end{center} |