On Systems
Updated 2019-01-21
Simple use of Skills
Roll d% under a Skill level to succeed.
00 result is low.
- If the task is described as Easy roll d% under (Skill x 2) to succeed.
- If the task is described as Difficult (or Hard) roll d% under (Skill ÷ 2) to succeed
- Difficult and Easy modifiers may stack.
Special results
- A double – 00, 11, … 88, 99 – may be a special result if there is such a thing in the issue in question. Whether is is specially good or specially bad depends whether it is above or below the skill.
- 00 – is a very special, automatic success, maximum effect and so on.
- 99 – is a very special, automatic fail, even if effective skill is 99 or over, and probably with extra consequences.
Skill Improvement Checks
By Experience
- When a character uses a skill successfully, non-trivially, at normal or difficult level (so not at Easy level) mark the skill with a tick or whatever as a reminder to check for improvement later.
- At significant downtime, usually after the end of the adventure or start of the next, for each ticked skill roll d%.
- If the result is OVER the existing skill, add 5 to the existing skill level.
- Clear all the tested experience check ticks, success or fail.
By Training
- Abstracted into the Character Point system below.
Character Points
Getting character points:
- Player characters, and some others, get a Character Point at the start of each game.
- Players can get extra points for their character by contributing to the game by keeping the GM amused with game reports, a character background description, relevant quips, epigrams, pictures and whatnot. Limited to one point per game session.
- Gin Lane players can have a point for a “Whatever happened to…” report, once.
Spending Character points
– If your character gets a permanent benefit from a character point spend then the CPs are expended permanently.
– Character points spent on a short-term benefit may be recovered at the end of the adventure.
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Declare a fact
- make minor, non-contested declarations of background facts. See On Aspects for more details.
- May be a temporary spend, recoverable at the end of the adventure.
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Improve a skill
- Strike out a Character point, add 5 to an existing skill.
- One skill only, between sessions.
- Permanent spend.
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Add a skill
- compatible with existing Aspects, at half default (average two Attribute rather than add them). This is through out-of-game practice and training.
- One only, between sessions.
- Permanent spend.
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Improve an Attribute
- take an attribute improvement roll – d20 over an existing attribute to increase that attribute by 1 (again, through out-of-game practice and training).
- One only, between sessions.
- Permanent spend.
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Evade near-certain death
- at the cost of all character points, provided that death is evadable (and preferably off-stage) and the character has any such points. This option converts Dead results to ‘only mostly dead’ per Miracle Max.
- Note that otherwise character points pass on to a new character as ‘karma’.
- Permanent spend.
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Adding new Aspects
- may be possible, but if so it'll cost at least THREE character points.
- One only, between sessions.
- Permanent spend.