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VinSper

Rules

Jul 14th, 2015
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  1. For the new:
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  3. >Exterminator Quest operates on a simple 3d6 system. Any action requiring an element of skill or risk will require the players to make three rolls against a DC set by the QM according to circumstance. If two of those rolls pass the DC, it's a success. If three pass, you may or may not do a little better than you would have. Likewise, failure on two or more rolls means you will not achieve your goal and may possibly be hurt and failure on three rolls will have an even higher likelihood of injury. Samefagging rolls when there are 5 or less unique posters of if the thread is slow is fine. (1/6)
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  5. Stats
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  7. >Stats are a mixed bag. STR/STA and Nerves are both pools that you can draw from to boost your rolls and they represent your athletic abilities and your mental stability respectively. Boosting works by taking two points from either pool and converting them into a +1 modifier on a relevant roll. Currently you can only use one boost per roll and it is not advised to run your pools down to 0, lest there be consequences.
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  9. >Speed, intelligence, and charisma are all straightforward modifiers that you add to relevant rolls. Although Vincent was a con-man, he did not do well in prison and wrestles with anger issues so his charisma currently only offers a +1 bonus with most rolls and a +0 to rolls involving locals, who regard him as an invasive foreigner.(2/6)
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  11. Leveling
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  13. >Leveling is numberless and Vincent's current level is “Rookie”. The next level is “Certified Exterminator”, and will be achieved by sufficiently impressing your boss, Mr. Devlinson. In the meantime, minor bonuses and traits are awarded at the end of the day when Vincent sleeps and these help improve stats and abilities. Treating Vincent's body and mind well will also go towards improving stats.
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