Editing Gladius et Aegis: Rolling with the punches

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 37: Line 37:
  
 
For example, a reactive Intellect check might be used to see if characters notice a stealthy tracker shadowing them. A reactive Physicality check might be used to see if a character is affected by the antarctic cold of their environment.
 
For example, a reactive Intellect check might be used to see if characters notice a stealthy tracker shadowing them. A reactive Physicality check might be used to see if a character is affected by the antarctic cold of their environment.
<br>
 
 
===Selecting an Attribute===
 
 
The GM determines which of the four attributes is most appropriate to test. See the character generation section for guidelines as to what each attribute represents.
 
 
The character's score in that Attribute is the number of dice he rolls.
 
 
For example, if he has a Physicality of 4, he would roll 4 dice and total their scores. A roll of 6, 3, 4, 2, for example, would give a total of 14.
 
 
<br>
 
<br>
  
 
===Bonus and Penalty Dice===
 
===Bonus and Penalty Dice===
  
Before rolling, however, the GM may apply bonus or penalty dice to the roll.
+
===Setting the Difficulty===
 
 
Bonus dice add to the number of dice rolled, but not all of these dice count towards the overall score. Instead, a number of dice equal to the character's Attribute are kept and scored, with the highest dice only being used.
 
 
 
For example, of the character has a Physicality of 4 and 3 bonus dice, he would roll 7 dice and keep the 4 highest ones. A roll of 6, 5, 5, 4, 3, 1, 1, for example, would give a total of 20.
 
 
 
Penalty dice directly counteract bonus dice, on a 1:1 basis. For example, if a character is awarded 4 bonus dice and 2 penalty dice, then he just gets 2 bonus dice.
 
 
 
If the number of penalty dice exceeds the number of bonus dice, then they become additional dice, but now the lowest dice are kept.
 
 
 
For example, if a character has a Physicality of 4, 2 bonus dice and 5 penalty dice, then he would roll 7 dice and keep the 4 lowest ones. A roll of 6, 5, 5, 4, 3, 1, 1, for example, would give a total of 9.
 
<br>
 
  
 
===Aspects===
 
===Aspects===
 
The most common sort of Bonus Dice gained will be from Aspects. This works as follows:
 
 
If the tested Attribute has a Training Aspect that would help, he gains +1 Bonus Dice.
 
If that Training Aspect also has a Specialisation Aspect that would help, he gains another +1 Bonus Dice.
 
If that Specialisation Aspect also has an Expertise Aspect that would help, he gains another +1 Bonus Dice.
 
 
Note that this '''"Aspect Chain"''' is entirely sequential. You can't use a Training Aspect which is associated with an Attribute that is not being tested. You can't use a Specialisation or Expertise Aspect unless the preceding Aspect (Training or Specialisation, respectively) has been successfully activated.
 
 
For example, a character has ''Physicality 4'', a Training Aspect of ''Combat Situations'', and a Specialisation Aspect within that of ''Firearms Use''. If he is on the firing range, shooting at targets, he's just at 4 dice (with no bonus dice). The Specialisation Aspect doesn't help him, as its dependent on the preceding Training Aspect (which isn't activated).
 
<br>
 
 
===Other Sources of Bonuses and Penalties===
 
 
As a rule of thumb, the GM should apply other bonuses and penalties based on things that affect the character and his capabilities, rather than the target of the task. Generally this should be +1, +2, -1 or -2 per circumstance: any more than this, and its probably time to be thinking about automatic success or failure.
 
 
An example of things that might effect capabilities include confidence, inebriation, equipment, clothing (such as a nice suit when at a job interview).
 
 
Things which affect the task instead don't cause bonus or penalty dice, but instead affect the difficulty.
 
 
An example of things that might effect difficulties include range, visibility, size of targets.
 
 
 
===Setting the Difficulty===
 
 
 
 
===Making the Roll===
 
===Making the Roll===
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)