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Player Picks a Starting Level<br> | Player Picks a Starting Level<br> | ||
*'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode | *'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode | ||
− | *'''Veteran''' = 48 Attribute/Trait Points | + | *'''Veteran''' = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Episode |
− | *'''Big Damn Hero''' = 54 Attribute/Trait Points | + | *'''Big Damn Hero''' = 54 Attribute/Trait Points + 74 Skill Points & 0 Plot Points/Episode |
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Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.<br> | Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.<br> | ||
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==Dice Mechanics== | ==Dice Mechanics== | ||
− | + | Instead of rolling your dice for skills and in combat, you will have a "Dice Pool" this is the combination of all the numbers you can roll given your dice. During any scene, you get one use of each combination, until you decide to botch (1+1). You can opt to botch at any time, but doing so, has the normal consequences of botching. ''Something bad beyond failing.'' You don't know how long a scene lasts, so a conservative player might want to hold onto a few "good rolls" rather than blow them early. Of course, if a scene before you use them, they are lost when the dice refresh. Dice from assets and complications work the same. (Although in the latter, it will usually be against you).Plot Point dice will just give the highest score possible, twice the number of plot points you spend. <br> | |
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This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing. <br> | This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing. <br> | ||
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#When everyone has done something, return to step 1 (note a single combat is always a single scene). | #When everyone has done something, return to step 1 (note a single combat is always a single scene). | ||
Note: An action can be simple or complex, for each element of an action added, subtract one skill die from the dice pool.<br> | Note: An action can be simple or complex, for each element of an action added, subtract one skill die from the dice pool.<br> | ||
− | The numbers available do not change (except in the upper reaches). | + | The numbers available do not change (except in the upper reaches). |
Dodging: These numbers apply to every attack targeting the character, but the character doesn't need to dodge unless attacked. You just get to dodge whenever it happens. | Dodging: These numbers apply to every attack targeting the character, but the character doesn't need to dodge unless attacked. You just get to dodge whenever it happens. | ||
*ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot. | *ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot. | ||
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[[Little Sister]]<br> | [[Little Sister]]<br> |