Using Fortune (FP)
and Experience Points (XP) In Play
Characters
and important NPC’s can cheat fate by using Fortune Points. Under the below listed conditions, an FP can
be played to avoid damage and make skill and ability rolls successful without
any penalty. Additionally, Characters
(but not NPC’s) out of FP can use Experience Points (XP) in the same
manner. However, the use of XP comes
with Ref-decided consequences, which could be permanent for the Character.
Fortune Points (FP)
Players
roll up FP when generating their Character.
The number of FP they have goes up as they increase in level. This is the number of FP that a Character has
access to in a non-combat turn or a combat encounter. Their FP refresh after at least 1 turn of
rest. FP can be used after the
results of a damage roll are known. (To
move the game along in any RPG, you really should be rolling attacks and damage
at the same time.) Important NPC’s will
be assigned their FP by the Ref, either randomly rolled or given a number.
It
is recommended that Players always keep one FP or XP available in a fight to
save themselves, either to eject or to recover from deadly damage. Blowing a saving roll in a lethal situation
will kill your Character. There’s no
Wishes or Raise Dead in this game.
FP
can be used to change fate under these conditions
● May be used to make
a skill use a success.
● May be used to make
a physical feat a success.
● May be used to make
a Saving Throw successful.
● May be used to make
a hit by an enemy a miss.
● May be used to call
upon Fortuitous Coincidence, such as
finding needed minor equipment or some minor bit of necessary help. (Not the cavalry showing up, see below.)
FP
cannot be used for
● Any Social
Interaction rolls. No fudging when
asking the idol singer out for a date.
● To make an attack
roll in a combat encounter a success.
● To increase damage
caused.
● To decrease damage
taken.
In
other words, you can decide to use FP after damage is rolled, but you can’t
alter the amount of damage.
Experience Points
(XP)
When
a Character runs out of FP, they can exchange their unused XP to change their
fate under the same rules as FP. Only XP
that hasn’t been used to raise the Character's current level may be used. The Ref does have the option of narrating complications
from the use of XP (such as unconsciousness, left for dead and captured, weapon
broken, or even permanent ability decreases).
Use of XP does allow for one special type of fate changing that may be
used even if the Characters have FP left.
● XP may be used to call
upon Outrageous Good Fortune. This option may only be used once per
adventure session for the entire group. This would be for times such as a possible TPK
or other such catastrophes. The group is
saved by reinforcements, a miraculous event, or a sudden change of strategy by
the enemy. This should definitely come
with complications of a long-lasting sort, but not necessarily bad, just overly
interesting.
SKILLS
Roll
1d20. Add appropriate ability modifier
(or addition of modifiers divided). Add
1/2 level if the Character has it as a trained skill. Add in additional modifiers if more than one Character
is attempting the task (if allowed).
Match or beat the Difficulty Class (DC) number: Hard task DC 12, Very Hard task DC 18.
These are suggested target numbers.
The Ref may pick DC numbers in between based on the situation. Don't roll for simple tasks (below DC 12) and
anything above DC 18 should be ruled impossible.
●
Untrained skills, namely Stealth, Detection,
Climb, and Acrobatics, can attempted by any Character. However, only Characters that with those
skills listed can add ½ level to their ability scores, and thus improve at
them. Trained skills, such as
Lockpicking and First Aid, cannot be used by the untrained.
●
Physical Feats: Pick an appropriate ability and add the bonus to the DC roll.
Examples: force door (Str), snatching something out of mid air (Dex), resist
cold, fire, smoke (Con). If appropriate,
additional assisting characters may add +1 to the roll, if they have a bonus in
the ability.
VARIOUS
COMMON SKILLS
● (Int + Wis)/2: Detection (Traps, ambushes), Find (Secret doors and items). If a group is heading into an ambush or
looking for something, have the Character with the highest chance making the
roll. Add +1 to the roll per additional
Character, if they have more than +1 for the skill. Figure DC 12 for an amateur ambush and DC 18
for an expert ambush.
● (Dex + Wis)/2: Stealth (Hiding, sneaking) This skill
doesn’t work when using mecka, period, even just Typhoon mecka armor. Figure DC 12 for opponents in a relaxed,
unaware state, DC 18 for opponents on alert.
For a group, whoever has the highest Stealth rating rolls for everyone. Anyone with more than +1 in the skill can add
+1 to the roll. However, anyone in the
group that has a negative Wis mod must roll a DC 12 Will Sv to successfully
hide. Anyone with a negative Dex mod
must make a DC 12 Ref sv to successfully sneak.
Note:
For Detection and Stealth, the Characters always make the roll, not their opponents. The Player Characters either Detect an
opponent trying to use Stealth on them or attempt Stealth against an opponent.
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