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| * [[Cyrus Vance]], outlaw captain of the smuggling skyship Owl | | * [[Cyrus Vance]], outlaw captain of the smuggling skyship Owl |
| * [[Kale Arkham]], petty sorcerer, first mate, and mechanic of the Owl | | * [[Kale Arkham]], petty sorcerer, first mate, and mechanic of the Owl |
− | * [[Snargle]], goblin pilot | + | * [[Snargle]], goblin co-pilot |
− | | |
− | ===Character Status===
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− | | |
− | {| border="1" class="wikitable" style="text-align:center"
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− | ! Character!! Pool Dice !! Unused Points !! Conditions !!
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− | |-
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− | ! Lady Blackbird
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− | | 3 || 1 || 2 ||
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− | |-
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− | ! Naomi Bishop
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− | | 3 || 1 || 2 ||
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− | |-
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− | ! Cyrus Vance
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− | | 2 || 4 || 1 ||
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− | |-
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− | ! Kale Arkham
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− | | 2 || 3 || 1 ||
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− | |-
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− | ! Snargle
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− | | 2 || 4 || 1 ||
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− | |}
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− | | |
− | ==Rules Summary==
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− | ===Rolling the Dice===
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− | When you try to overcome an obstacle, you roll dice. Start with one die.
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− | Add a die if you have a trait that can help you. If that trait has any tags
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− | that apply, add another die for each tag. Finally, add any number of dice
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− | from your personal pool of dice (your pool starts with 7 dice).
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− | | |
− | Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit.
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− | You need hits equal to the difficulty level (usually 3) to pass the obstacle.
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− | | |
− | ====Levels====
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− | easy—3 difficult—4 challenging—5 extreme
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− | | |
− | If you pass, discard all the dice you rolled (including any pool dice you
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− | used). Don’t worry, you can get your pool dice back.
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− | | |
− | If you don’t pass, you don’t yet achieve your goal. But, you get to keep
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− | the pool dice you rolled and add another die to your pool. The GM will
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− | escalate the situation in some way and you might be able to try again.
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− | ===Conditions===
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− | When events warrant or especially when you fail a roll, the GM may
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− | impose a condition on your character: Injured, Dead, Tired, Angry,
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− | Lost, Hunted, or Trapped. When you take a condition, mark its box
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− | and say how it comes about. [Note: The “dead” condition just means
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− | “presumed dead” unless you say otherwise.]
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− | ===Helping===
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− | If your character is in a position to help another character, you can give them
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− | a die from your pool. Say what your character does to help. If the roll
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− | fails, you get your pool die back. If it succeeds, your die is lost.
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− | ==Keys==
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− | When you hit a Key, you can do one of two things:
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− | * Take an experience point (XP)
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− | * Add a die to your pool (up to a max of 10)
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− | | |
− | If you go into danger because of your key, you get 2 XP or 2 pool dice
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− | (or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an
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− | advance. You can spend an advance on one of the following:
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− | *Add a new Trait (based on something you learned during play or
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− | on some past experience that has come to light)
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− | * Add a tag to an existing trait
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− | * Add a new Key (you can never have the same key twice)
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− | * Learn a Secret (if you have the means to)
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− | You can hold on to advances if you want, and spend them at any time,
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− | even in the middle of a battle!
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− | | |
− | Each key also has a buyoff. If the buyoff condition occurs, you have the
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− | option of removing the Key and earning two advances.
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− | ===Refresh===
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− | You can refresh your pool back to 7 dice by having a refreshment scene
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− | with another character. You may also remove a condition, depending
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− | on the details of the scene. A refreshment scene is a good time to ask
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− | questions (in character) so the other player can show off aspects of his
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− | or her PC—“Why did you choose this life?”—“What do you think of
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− | the Lady?”—“Why did you take this job?” etc. Refreshment scenes
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− | can be flashbacks, too.
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