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BitD 0.3 Notes

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Jun 26th, 2015
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  1. Hold is given by (some)Claims and Rep. Group almost certainly has 100% rep for their hold atm.
  2.  
  3. Gang Tier Advancement requires you to have hold equal to six times the next tier level (6 to move to Tier 1, 12 for Tier 2, etc) AND THEN do one of the following:
  4. -Get +3 status with a faction 1 or 2 tiers above you, successfully perform their next mission, and then spend 4 coin.
  5. -Take advantage of a faction 1 or 2 tiers above you (their hold must be less than 6x their Tier level). Successfully perform a mission to exploit their weakness and knock them down a tier. Then spend 4 coin to advance one tier.
  6.  
  7. Rep is reset on tier advancement, but claims are not. Therefor claims are important for newly advanced gangs to hang onto their tier.
  8.  
  9. Faction status can drop by -1 or -2 if a score hurts them now.
  10. You can also help advance or set back an NPC faction's project clock if you perform a mission that impacts it.
  11.  
  12. You can now perform an operation specifically to reduce the hold of another faction. Such opperations are more successful if targeting someone smaller than you (or you've got help of an ally bigger than them), destroys or seizes a claim controlled by the target faction, and/or is high profile/damaging to their reputation and renown.
  13.  
  14. Factions at -3 hold instantly drop to a lower tier.
  15.  
  16. Claims
  17. -------
  18. Each crew type has a claim map they can work to seize. Every claim is already owned by another faction, and you'll need to take it from them.
  19.  
  20. Claims provide benefits, including Hold. If a Claim is taken from you then you lose the benefit of any Claim that you can no longer trace a path to from your lair tile.
  21.  
  22. Action Ratings & Attributes
  23. ---------------------------
  24. Action ratings are mostly unchanged.
  25.  
  26. An Attribute is equal to the number of actions in its category that you have at least one dot in.
  27.  
  28. Stress & Pushing
  29. -----------------
  30. You can now take 2 stress to push yourself and do one of the following.
  31. -Add +1d to a roll.
  32. -Add potency to an effect.
  33. -Take action despite severe harm/other consequences that'd normally stop you.
  34.  
  35. Clocks Clocks Clocks
  36. ----------------------
  37. Lots of new clocks and how to run them. Danger Clocks fill as stuff goes wrong then manifest bad times. Linked clocks make you complete one to unlock the other. Race clocks are in competition, first past the post wins. Mission Clocks are ticking timers until mission failure. Long-term Project clocks are the same as before. Tug-Of-War clocks can be filled and emptied by competing sides.
  38.  
  39. Action Roll
  40. -----------
  41. - 1 dice for each action dot.
  42. - +1 dice for Pushing yourself (take 2 stress)
  43. - +1 dice for Assistance (they take 1 stress)
  44. - +1 dice for Devil's Bargain
  45.  
  46. As Sig said, 6s and Crits are the same for all positions. 6 is "you do it", Crit is "you do it with increased effect."
  47.  
  48. Effect Levels
  49. -------------
  50. You determine how much of an Effect your action will have before you make the roll. Most of the time players can take riskier actions for greater results.
  51.  
  52. Consider the player's position. If they've got an advantage they'll probably get a raised Effect level, vice versa if they're at a disadvantage.
  53.  
  54. Quality, Scale and Potency can affect the resulting level. A Fine item will likely bump the result up one level, whereas a working at a scale disadvantage will probably reduce it.
  55.  
  56. Always determine the narrative outcome of the Effect. For simple actions that don't affect a clock the Limited/Standard/Great distinction will inform how well the task was done and what situational change comes out of it.
  57.  
  58. Quality - often indicated by Fine gear, but higher tier factions generally have better stuff too.
  59.  
  60. Scale - Bigger is not always better. More bodies are good in a fight, but sometimes the smaller party will have an advantage.
  61.  
  62. Potency - Not just granted by Pushing yourself; you might take extra time, benefit from some arcane weirdness, careful preparations, or exploiting a vulnerability.
  63.  
  64. One factor can Dominate a situation. Doesn't matter if you've got a fine set of lockpicks and are taking your time if a vault door has two dozen different mechanisms that all need to be bypassed.
  65.  
  66. Consequences & Resistance
  67. -------------------------
  68. Consequences are clearly defined now.
  69. -Your action takes extra time. (Countdown clock advances, you're late to a meet, etc)
  70. -You have a reduced effect. (Reduced level of Effect)
  71. -You end up in a worse position. (You lose control of the situation and you end up in a worse position for future actions.)
  72. -You lose your opportunity for this action. (Your chance to do something disappears)
  73. -You suffer a complication. (Countdown clock advances, a new clock is started, add +1 heat, etc)
  74. -You suffer harm. (Long lasting debilities, more below.)
  75.  
  76. There's three levels of harm, much like Effect levels, and the consequence of that harm applies to any roll it would interfere with. Lesser harm leads to a reduced Effect. Standard harm gives you -1 dice to the roll. Severe harm means you can't perform the action without help or Pushing yourself.
  77.  
  78. Resistance rolls have been reworked. Roll the relevant attribute to resist the consequence, take note of your highest result. The stress cost to avoid it is 6 minus the highest number you rolled. Armour works as before; you can fill one box to automatically negate the consequence. Armour is refilled during downtime, but now requires you to take a Recovery action.
  79.  
  80. Fortune Roll
  81. -------------
  82. Used to determine the outcome of something the PCs aren't directly involved in or to decide an uncertain outcome. GM decides what trait is relevant and rolls dice equal to that (modified for major advantages/disadvantages).
  83.  
  84. Planning & The Engagement Roll
  85. ------------------------------
  86. Once a plan and detail is decided upon an Engagement roll is made to decide who has the upper hand when we cut to the action. A more vulnerable/less prepared target means more dice are rolled. 1-3 means that the target has the advantage in some way and the PCs are in trouble. 4-5 is standard footing. 6 means the PC start with an advantage. Criticals give the PCs +1 to their first roll in the operation, or some other special bonus that's appropriate.
  87.  
  88. Teamwork
  89. --------
  90. Only Group Actions and Set Ups remain for those on point, as Sig said. No more Overcome and lumping stress onto the crew, just regular actions.
  91.  
  92. Advancement
  93. -----------
  94. At the end of every session (or score, if one is split over multiple sessions), each player does the following.
  95. -Have the other players vote on which attribute their character best embodied and mark an advancement tick.
  96. -Choose one advancement tick in the attribute category of your choice. If your crew has the right training then add 2 ticks instead.
  97. -Review your playbook advancement items, mark a tick down for each you met. You can complete an item more than once, and you earn up to 2 ticks for doing so. You can only earn one playbook advancement per session.
  98.  
  99. When you have 4 advancement ticks in an Attribute category, clear the ticks and add one dot to an action in that category. 3rd and 4th dots in an action are unavailable unless your crew has the right training.
  100.  
  101. When you have 8 ticks in your playbook, clear the ticks and choose a new playbook special ability, or add +1 to an Effect rating(??????), or add two items from another playbook to your playbook list. This segment was obviously outdated, as shown by Veteran. Guessing the new options are +1 playbook advance only?
  102.  
  103. You may spend desperate roll ticks to supplement other ticks in order to advance, but never desperate ticks alone.
  104.  
  105. Crew Advancement
  106. ----------------
  107. Same as player playbook advancement, but without the 2 tick limit for repeated actions.
  108.  
  109. Only ONE upgrade or special ability per level now.
  110.  
  111. Cash payout from crew advancement must either be taken as personal coin or PERMANENTLY stashed away.
  112.  
  113.  
  114. Coin from the crew can be given to individual PCs. Excess coin can potentially be stashed?
  115.  
  116. Extra downtime actions cost 1 Coin or 1 Rep.
  117.  
  118. Gathering Information during downtime gets a +1 dice bonus if a friend or contact is involved.
  119.  
  120. Score Payoff & Entanglements
  121. -----------------------------
  122. 1 Rep per tier of the target and coin depending on the nature of the op. 4 coin is now standard loot for a decent score, 8 coin is the theoretical upper limit.
  123.  
  124. Entanglements now have three tables. Which you roll on depends on your Heat+Wanted Level.
  125.  
  126. No rolls for heat any more, instead it's a flat gain based on how noisy the operation was. +2 for killing, +2 for a high profile target.
  127.  
  128. Downtime
  129. ---------
  130. Two actions per PC, options as follows.
  131. -Indulge your vice. Clear 1 + vice level stress. You can overindulge to clear 4 more stress. Overindulging can now cause the roll of an additional Entanglement.
  132. -Recover. Roll to recover from any lasting effects, refresh your armour.
  133. -Acquire an asset. Make a roll using the crew's Tier. Result equals quality. (1-3 = poor, 4-5 standard, 6 good, Crit exceptional)
  134. -Gather Info. Roll action, result determines quality of info. Not sure how this works with non-downtime Gather info. Is that no longer a thing? No danger/consequences, mind, so maybe that's the difference.
  135. -Reduce Heat. Make a roll using the crew's Tier. Results equal quantity of Heat shed. (Ranges from 1 to 4)
  136. -Work on a long term project. Roll action, mark segments according to result.
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