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[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to Main Page]]
 
 
 
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=Game Mods=
 
=Game Mods=
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:'''Effect Dice:''' The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
 
:'''Effect Dice:''' The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
  
:'''Complications and Stress:''' When a player loses a roll the result will usually be stress, either mortal, psychic, or spiritual. If stress would be inappropriate, then it is merely a narrated setback. The GM may chose to introduce general complications via hitches, or some PCs may have power limits that cause them to pick up complications.
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:'''Complications and Stress:''' When a player loses a roll the result will usually be stress, either mortal, psychic, or spiritual. If stress would be inappropriate, then it is merely a narrated setback. The GM may chose to introduce general complications via hitches, or some PCs may have power limits that cause them to pick them up.
  
:'''Hitches:''' Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications. If all your dice come up ones, that is a botch.
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:'''Hitches:''' Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications or add to an appropriate stress track. If all your dice come up ones, that is a botch.
  
:'''Opportunities:''' When the GM rolls a one the players can spend a pp to buy it to step back a complication or a stress track or step up an existing asset for the scene. A bought opportunity also re-activates one shut down Power.
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:'''Opportunities:''' When the GM rolls a one the players can spend a pp to buy it to step back a complication or a stress track or step up an existing asset for the scene.
  
 
:'''Plot Points:''' Each player starts with one plot point. The GM starts with a number of plot points equal to the total number of players. Plot points can be earned via Hitches, SFX and Limits. Plot points can be spent as outlined on '''pp 28-29''' in the handbook.
 
:'''Plot Points:''' Each player starts with one plot point. The GM starts with a number of plot points equal to the total number of players. Plot points can be earned via Hitches, SFX and Limits. Plot points can be spent as outlined on '''pp 28-29''' in the handbook.
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:'''Hero Dice:''' If a player's total is 5 or more over the opposition's total or static difficulty, they get a hero die equal to the highest die in the opposition's pool (or a [[file:d8a.png|24px|d8]] vs a static difficulty). If the GM rolls 5 or more over the player, they neither collect their own hero dice nor do they get to remove a hero die from the player. It costs a pp to add a hero die to a roll, but that result is added directly to the total, not just the general pool.
 
:'''Hero Dice:''' If a player's total is 5 or more over the opposition's total or static difficulty, they get a hero die equal to the highest die in the opposition's pool (or a [[file:d8a.png|24px|d8]] vs a static difficulty). If the GM rolls 5 or more over the player, they neither collect their own hero dice nor do they get to remove a hero die from the player. It costs a pp to add a hero die to a roll, but that result is added directly to the total, not just the general pool.
  
:'''Assets:''' Scene assets can be bought at [[file:d6a.png|24px|d6]] with a single pp spend and bumped to [[file:d8a.png|24px|d8]] if you have an SFX that allows the bump. You can also spend an action to roll to create an asset. The value of a rolled asset is determined by the effect die with a cap of [[file:d10a.png|24px|d10]] unless the GM rolls [[file:d12a.png|24px|d12]] [[file:d12a.png|24px|d12]] to oppose the action. If the GM sets a static difficulty instead of rolling opposition, the asset is ranked [[file:d8a.png|24px|d8]] regardless of the effect die.
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:'''Assets:''' Assets can be bought at [[file:d6a.png|24px|d6]] with single pp spend and bumped to [[file:d8a.png|24px|d8]] if you have an SFX that allows the bump. You can also spend an action to roll to create an asset. The value of a rolled asset is determined by the effect die with a cap of [[file:d10a.png|24px|d10]] unless the GM rolls [[file:d12a.png|24px|d12]] [[file:d12a.png|24px|d12]] to oppose the action. If the GM sets a static difficulty instead of rolling opposition, the asset is ranked [[file:d8a.png|24px|d8]] regardless of the effect die.
  
 
:Players can spend an additional pp to make a scene asset last an entire episode.
 
:Players can spend an additional pp to make a scene asset last an entire episode.
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[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
  
 
[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to Main Page]]
 
[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to Main Page]]

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