Samsara:Examples of play

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EXAMPLES OF PLAY[edit]

Example 1[edit]

Naughty Gutboy Barrelhouse of old-school fame attacks his companion Balto the Monk with his battle-axe (he’s evil, remember). Gutboy has a modifier of STR (+3) + DEX (0) + Battle Axe (+3), for a total of +5. In reaction, Balto has a modifier of STA (0) + SPD (+1), with no abilities applicable (for those who recall Balto, he’s only a 1st level monk, poor sod, and ought to travel in better company). Gutboy rolls a d12 and gets a “7”, which when computed is 7 (roll) + 5 (his active modifier) - 1 (Balto’s reactive mod) = “11”. A Contest roll of “11” result in 1.66 checks being delivered. Gutboy’s axe has an Effect rating of 3, so he multiplies the Effect rating (3) by the checks (1.66) this by 1.5 and finds that he has delivered 5 checks to Balto (3 x 1.66 = 4.98, rounded up to 5). Balto is now at –5 to take any action in the contest and is pretty much in trouble. If he tries to attack, his +1 mod has turned into a –4 (+1 – 5).

Example 2[edit]

Now that treacherous dwarf attacks again. He swings his axe and rolls “1”. Zounds! His modifier (+5) minus Balto’s modifier (+1) plus a roll of “1” means his Contest roll is “5”. This results in -.66 checks being delivered. -.66 multiplied by his Effect rating of 3 means Gutboy delivers -2 checks (remember fractions round up). He has given himself 2 checks! Maybe he threw himself badly off balance by chopping and missing; maybe he pulled his shoulder out of joint; maybe he got his axe caught in a door. Maybe Balto stands a chance now, although he’d be advised to hoof it out of that old dungeon.

At this point, Gutboy’s player has a choice: he can either take the 2 checks to himself. Or he can let Balto recover 2 of the 5 checks he took earlier (this is the Dueling Variation). If he suffers the checks, then that may be narrated as swinging his mighty axe, missing, and throwing himself off balance. Or maybe he pulls his shoulder. If he lets Balto recover, it may be narrated as saying that the Barrelhouse’s axe misses and gets stuck in one of the famous dungeon doors, giving the poor monk a chance to recover his breath and get into better position.

Example 3[edit]

Why is Gutboy Barrelhouse attacking his companion anyway? Well, the day before, he founds himself debating Modalist Monarchian theology with Balto in front of a bunch of other dwarves (who are very passionate about theology for some reason). The GM decides that this kind of debate is both intellectual and social, so he calls for a roll based on INT and either PRE or MAN, depending upon the orator’s style. Gutboy has an INT of -2, a PRE of +2, and a MAN of -1. He uses INT + PRE and he has no useful abilities (like Theology or Debate). Gutboy’s active modifier is -2 +2 = 0.

Balto’s player suggest that he might resist with ACU + WITS. The GM says that since Gutboy is using PRE (using his ferocious demeanor rather than clever arguments), that either RES or WIL should come into play. Balto’s player is pretty sure that WIL isn’t appropriate as he isn’t going to be convinced on this topic by some loud dwarf, but concedes that he might need some verbal standfastness. So his reactive modifier is determined to be ACU (+2) + RES (0) plus Theology (+4) = +6.

Gutboy rolls and get’s a “5” which modifies into (5 + 0 – 6 =) “1” for the Contest roll . In a rare show of insight, Gutboy decides to use a standard argumentative technique with an Effect rating 1, rather than try to browbeat the monk (use a higher Effect rating), so the result is multiplied by 1 (unaffected in other words). A “-1” Contest roll means –2.66 checks delivered to himself (which rounds up to –3 checks). What did he do? Maybe he quoted some heretical source, or thought they were talking about Buddhism instead of Christianity, or couldn’t think of anything to say and called Balto a name, or just sat there and gargled. Anyway, he’s now at –3 for any further actions in this contest. Balto now smiles and begins to demonstrate what a clod the dwarf is.


Contents

Main Page

1.Fundamentals

2.Contests

3.Modifiers and the Character

4.Attributes

5.Abilities

6.Motives

7.Checks

8.Character Generation

9.Samsara Points

10.Long Term Play

11.Examples of Play

12.Appendix A - Ultramundane Abilities

13.Appendix B – Settings