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1A: The Basics of the Basics

 

The Dice: This depends on the score,as listed below, and is basically the highest roll possible. The maximum for individual scores is 10 times the tier.

 

Total Score = Roll

Tier 1- Mundanes

1 = 1

2 = 1d2*

3 = 1d2*+1

4 = 1d4

5 = 1d4+1

6 = 1d6

7 = 1d6+1

8 = 1d8

9 = 1d8+1

10 = 1d10

Tier 2- The Empowered

11 = 1d10+1

12 = 1d10+1d2*

13 = 1d10+1d2*+1

14 = 1d10+1d4

15 = 1d10+1d4+1

16 = 1d10+1d6

17 = 1d10+1d6+1

18 = 1d10+1d8

19 = 1d10+1d8+1

20 = 2d10

Tier 3- Elite

21= 2d10+1

22 = 2d10+1d2*

23 = 2d10+1d2*+1

24 = 2d10+1d4

25 = 2d10+1d4+1

26 = 2d10+1d6

27 = 2d10+1d6+1

28 = 2d10+1d8

29 = 2d10+1d8+1

30 = 3d10

 

*For d2 we suggest the underused d12, Odd number=1/ Even number =2.

 

Despite the name the Empowered Tier also encompasses exceptional non-magical people. Most empowered start as tier 2 and are usually not initially aware of their power or nature. Tiers 2 and higher generally have Stats of at least 10 as detailed in the Xp cost section. There are Tiers 4 and 5, not to mention just combining scores from multiple sources, just add a d10 for each tier. Though it should be mentioned that for Tiers 4 and 5 the only scores that can be increased are power related. This can be more then just the power scores, as decided by the narrator. For example a Aspect of Atlas could continue rising in Strength or a Fictive of Robin Hood could continue gaining combat skill with their archery.

Example: A score of a 47 is simply 4d10+1d6+1. Just think of the tens place as d10s. This may seem like a lot of dice, but this mechanic doesn't generally have things like damage rolls or such. Editors Note: The original concept was quite the opposite, having only a set of percentile. This 'fist full of dice' is to make the rolls more variable than flat bonuses found in other systems.

Scores from different sources add up to determine the dice rolled. Usually the limit is two sources for this. In rare cases three sources can be combined. You add up the scores to determine the dice rolled Example Frankie Fingers has an Adroitness of 15 and a Legerdemain skill of 15, so the total is 30 and so he rolls 3d10 (NOT 2d10 and 2d4+2).

 

Active vs. Passive: With many situations there are two options, passive and active. Active checks are intentional actions that are rolled as normal. Passive checks are done automatically, things the character does almost reflexively. They are often done without using actions. They are resolved as if the roll total was half the score, rounded up to the nearest whole number. Certain actions, such as an attack, cannot normally be done passively, but might be possible with aptitudes. The most common example of this is a character's awareness to notice things around them. The passive score is always in effect, until the character spends the time and energy to really focus. When the character is actually trying it becomes is an active roll and costs action.

 

Critical Roll: This occurs if the maximum of a die is rolled then the player rolls again adding the rolls together. This only counts die d8 or higher. In the case that another max number is rolled it continues as such. The Power Stat of Fervor is an exception to this and also counts as critical on a 7 of a d8 and 9 of a d10, as well as a 6 on a d6 . Aptitudes and such can increase the range for critical success.

 

Botch Roll: This occurs on a natural 1 of a die. The die is removed from that particular roll and not counted toward the total and is not effected by a Mulligan. This only counts die d4 or higher. Some Aptitudes can mitigate this effect.

 

Epic Win: When the result is double what the difficulty of the roll is OR a result of 50 or more, whichever is higher. This is a grand and amazing event, oft the stuff of legends and mechanics wise tends to at least double the expected effect. The higher the roll the bigger, better, more effective, longer lasting, etc the effect of the roll.

 

Epic Fail: If the roll is somehow equal or less to the number of die OR sometimes, with more complex/ dangerous tasks it is when the roll is under half the goal score. This result is embarrassing and potentially dangerous to the character. If this is a power use whatever their intent was tends to be warped around to harm them proportionality or do the exact opposite of the planned effect, whichever makes more sense to the Narrator.

 

Directly Effected: For the purposes of this game this is short hand for the full bonus of the stat being added to a roll.

 

Total Score: Refers to a score with all bonuses added in.

 

Rounding Up or Down: There are many situations where fractions or percentage are used in this game. Generally when this is to determine a bonus to the roll it is rounded up. When it is to determine damage it is rounded down unless the target is defenseless. There are a few roll results that are not rounded at all.

 

Goal Score: The minimum score set by the Narrator for full success. Some situations are pass fail, but others have some flexibility. In the latter case a roll 5 or 10 lower than the goal can have partial success, while 5 to 10 higher can have some benefit. With partial success the exact nature of this is determined by the Narrator. For example for a climb check it might take longer, with a jump it might end with them hanging off of the ledge of the roof they were trying to jump to, to grab something they might end up fumbling it around, just about anything else can be just a clumsy version of success. With many partial success the Narrator might allow or require another check to gain full success. Other times it might prevent further checks, like trying to bypass an electric lock and frying it so it is open but nothing else can be done with it. With powers things can go off mostly as planned with some quirky side effect. The exception is with an attack as a near miss is still a miss so their is no health of any kind lost, but maybe some minor damage to clothes, or hair, or the nearby wall. Just things for dramatic effect that show how close the attack was. Though the exception to the exception is that with some weapons and attacks close might have some effect, like swinging a flaming log at someone and missing but the target might have to make a check to not catch fire.

 

The Narrator: In this game this is the term for the Game Master.

They are the referee, storyteller, and all the non-player characters. This system requires a great deal of fairness and decision making by the Narrator.

 

 

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