Flamepunk: Basic Rules

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Flamepunk:Main Page -> Flamepunk: Basic Rules


Overview of Task Resolution

The Flamepunk game system is based on the 666 game engine by Asklepios.

The fundaments of this system are as follows:

  • You use six-sided dice.
  • By default, you have six dice in your action dice pool. Each player will probably need six dice. These six dice are "spent" to perform various actions and refresh fully at the start of each full round.
  • You can spend Pyros to do cool stuff to the dice roll, and by default you have six points of Pyros.


The Basic Roll

To perform an action, you take any number of dice from your dice pool, and roll them. The player (or GM) rolling the dice decides how many dice are rolled. Essentially, this reflects a degree of control on the character's part: they can throw themselves fully into a task, or just dedicate part of their action capacity to a task. Normally a character will hold back a little (usually so he can defend himself) but sometimes he'll want to go all out.

Then roll, the dice, and look at the numbers you get.

Example:

Skaz doesn't like the grin that the blazer thug is throwing at him, so he decides to knock the smile off the lughead's ugly face. He balls his hand into a fist and throws a punch. Skaz's player decides that Skaz is angry, but not reckless, and takes just four dice out of his six dice pool to roll. He rolls the three dice: 3, 3, 5 and 6.


Apply Defences

Optionally, the roll may be reduced by defences. A defence is something that directly interferes with the dice roll. For example, an untrained dodge lets you pick put one dice out of any physical attacks that are thrown at you.

Different sorts of defence are covered in other chapters.

Example:

The blazer isn't just going to stand there and get punched. He leans back to try to get out of the way. The GM (controlling the Blazer) picks the "6" out of the roll, leaving Skaz's player with just 3, 3 and 5.


Search for "Hits"

Each type of action "hits" on different dice results. For example, an untrained brawler throwing an ordinary punch hits on a 5 or 6. Count up the number of dice rolled that have scored a "hit".

Example:

Skaz's player has rolled 3, 3 and 5 (after defence has been applied). Checking his character sheet he notes that a punch scores "hits" on a 5 or a 6. The first two dice don't count, but the "5" does. He counts one "hit".


Count "Multiplier"

The multiplier is the largest multiple of a single number you note on the dice. Larger multiplier means more effect.

For example, a roll of 1, 1, 1, 1, 5, 6 would have a multiplier of 4, while a roll of 1, 2, 3, 4, 5, 6 would have a multiplier of 1.

Note that the multiplier is counted by looking at the entire rolled dice pool, not just the hits.

Example:

Skaz's player has rolled 3, 3 and 5 (after defence has been applied). He counts that there is one "5" and two "3"s. The multiplier for the action is therefore 2.


Calculate "success level" (if applicable)

If you scored at least one "hit" (after defence has been applied) then the action counts as successful.

To work out the success level, multiply the number of "hits" by the "multiplier".

Example:

Skaz's player has rolled one "hit" with a "multiplier" of two. One multplied by two equals two. His success level on the action is two.

Rolling and Reading the Dice

Static Challenges

Opposed Challenges