Difference between revisions of "Hunters: Game Mods"

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'''Stress Tracks''' model a character's personal stress for social, physical, and magical conditions. Stress is accrued when a character fails a high stakes action. The amount accrued is determined by the effect die from the opposed pool - static difficulty will never be used for high stakes rolls. Effect die rated at [[file:d4a.png|24px|d4]] cannot produce or step up stress.
 
'''Stress Tracks''' model a character's personal stress for social, physical, and magical conditions. Stress is accrued when a character fails a high stakes action. The amount accrued is determined by the effect die from the opposed pool - static difficulty will never be used for high stakes rolls. Effect die rated at [[file:d4a.png|24px|d4]] cannot produce or step up stress.
  
'''Despair:''' This track measures a character's social reserves.
+
''' - Despair:''' This track measures a character's social reserves.
  
'''Dweomer:''' This track measures a character's magical reserves.
+
''' - Dweomer:''' This track measures a character's magical reserves.
  
'''Fatigue:''' This track measures a character's physical reserves.
+
''' - Fatigue:''' This track measures a character's physical reserves.
  
 
Stress never starts lower than [[file:d6a.png|24px|d6]] and drops off when stepped below [[file:d6a.png|24px|d6]]
 
Stress never starts lower than [[file:d6a.png|24px|d6]] and drops off when stepped below [[file:d6a.png|24px|d6]]

Revision as of 04:45, 17 January 2024

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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 player's roll if they are initiating the action. If I am initiating the action, I will roll before the player or assign a static difficulty. Ties go to the Player.

Asset Generation: Players can generate scene assets via pp spend or by using an action to roll for them. Purchased assets are d6 assets unless an SFX converts them to d8 Rolled asset ratings equal the effect die for that roll with d6 being the minimum result.

Note: Rolled assets must be justifiable in the fiction as something the character can produce through their own agency, Purchased assets just appear as something that was always there but is just now showing up 'on screen' as it were.
Note: Any scene asset can be converted to an episode asset if the player spends a pp to do so before the end of the scene.

Complications: Complications model environmental obstacles. Complications accrue when a character rolls a Hitch.

Complications never start lower than d6 and drop off when stepped below d6

Effect Dice: Effect dice determine the value of rolled assets, complications, and stress.

Hero Dice: If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Big Damned Hero Die equal to the highest die type in the GM's pool or a d8 vs a static difficulty.

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 GMC SFX.

Opportunities: Players may purchase GM rolled opportunities to step back complications or to step up an asset for the scene.

Stress Tracks model a character's personal stress for social, physical, and magical conditions. Stress is accrued when a character fails a high stakes action. The amount accrued is determined by the effect die from the opposed pool - static difficulty will never be used for high stakes rolls. Effect die rated at d4 cannot produce or step up stress.

- Despair: This track measures a character's social reserves.

- Dweomer: This track measures a character's magical reserves.

- Fatigue: This track measures a character's physical reserves.

Stress never starts lower than d6 and drops off when stepped below d6

Pushing Stress: Players may push stress (use it as an asset for one roll) but that track is then stepped up following the action.
Reducing Stress: Players can reduce stress by buying opportunities in play or by engaging in relaxing activity during downtime scenes. At the GM's discretion, a full night's sleep may be counted as downtime. Downtime steps back one track by one (player's choice).


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