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== The Core == | == The Core == | ||
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The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player's Luck has changed the situation. | The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player's Luck has changed the situation. | ||
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|} | |} | ||
− | Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. | + | Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is "end scene". |
== Larger than Life == | == Larger than Life == | ||
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== Combat Mini-Game == | == Combat Mini-Game == | ||
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You may prefer distinct rules for combat as compared to other situations. Here they are. | You may prefer distinct rules for combat as compared to other situations. Here they are. | ||
Everybody has 1 Hit Die and an armor class. | Everybody has 1 Hit Die and an armor class. | ||
− | {| | + | {| |
− | ! Weapons / armor | + | ! Weapons / armor |
− | ! Hit Die | + | ! Hit Die |
− | ! Armor class | + | ! Armor class |
|- | |- | ||
− | | Unarmed | + | | Unarmed |
− | | d4 | + | | d4 |
− | | 2 | + | | 2 |
|- | |- | ||
− | | Light | + | | Light |
− | | d6 | + | | d6 |
− | | 3 | + | | 3 |
|- | |- | ||
− | | Medium | + | | Medium |
− | | d8 | + | | d8 |
− | | 4 | + | | 4 |
|- | |- | ||
− | | Heavy | + | | Heavy |
− | | d10 | + | | d10 |
− | | 5 | + | | 5 |
|- | |- | ||
− | | Tremendous | + | | Tremendous |
− | | d12 | + | | d12 |
− | | 6 | + | | 6 |
− | |} | + | |} |
− | + | When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class. | |
− | + | == A Simple Class System == | |
− | + | Where we have Hit Dice we can have Classes. A "hard" character has 2 Hit Dice. A "sharp" character's Extras start at d6, not d4. A "wild" character rolls 3d6 and assigns each die to one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack). | |
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− | == A | ||
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− | Where we have Hit Dice we can have Classes. A | ||
== Parts of a Day == | == Parts of a Day == | ||
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One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury. | One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury. | ||
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1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence | 1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence | ||
− | 1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 | + | 1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings |
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny. | This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny. |