Hegemony: Mods

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Mods[edit]

We will be using the following Mods in this game.

Action Resolution(ish): We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. Ties go to the Defender.

Hero Dice: If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal their Effect die if the effect die is higher than d4

Effect Die: Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, hero dice, and stress.

Rolled Asset Cap: Effect die determines the rating of rolled assets, but they may not be rated higher than one step above the highest die in the GM's opposing pool (and never higher than d12 regardless).

Plot Points: Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except Join a Contest since we are not using contests.

GM Plot Points: GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.

Stress and Complications: This game uses a single Stress Track (on the character table) to cover personal (Physical/Mental/Social) stress for individual characters, and we will be using Complications to represent external obstacles. Hitches will not be used to create or step up stress. Players may push stress (use it as an asset for one roll) but the stress is then stepped up following that action.

No d4 on Stress Tracks/Complications: Both will start at d6 and drop off if they go below d6 to avoid the funky twists and turns of the rules for using d4 in these situations.

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