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RoyalTeaRed

Things in the Woods (Rule Summary)

Oct 31st, 2019 (edited)
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  1. THINGS IN THE WOODS
  2. Rules Summary (Page 1)
  3. Player (Part A)
  4.  
  5. CHECKS
  6. > Making a Check
  7. Stat = Target Number (TN)
  8. All modifiers apply to the TN of the roll
  9. Roll 1d12; if equal to or lower than TN, get +1 Degree of Success (DoS)
  10. If greater than TN, the check fails
  11.  
  12. > Continuing Roll
  13. May make when you have 1 or more DoS after a check
  14. The previous number rolled = new TN
  15. No modifiers apply now
  16. Roll 1d12; if equal to or lower than previous roll, get +1 Degree of Success (DoS)
  17. If greater than TN, can't make more continuing rolls
  18.  
  19. > Traits
  20. May use (once per session) to reroll 1d12
  21.  
  22. > Critical Success
  23. Occurs when you roll an 11
  24. Gain +1 DoS regardless of TN
  25. TN of next continuing roll = 10
  26.  
  27. > Critical Failure
  28. Occurs when you roll a 12
  29. The entire check fails regardless of DoS gained
  30. Roll on disaster table
  31.  
  32. > Result of Check
  33. If you have at least 1 DoS, action is successful
  34.  
  35.  
  36. TIME MANAGEMENT
  37. > Phases
  38. 1 Phase = 1 Hour
  39. Each PC gets 1 action per phase
  40.  
  41. > Rounds
  42. 1 Round = 1 Minute
  43. Each PC gets 2 actions per round
  44.  
  45. > Day & Night
  46. 6AM - 6PM is daylight; 7PM - 5AM is night
  47.  
  48.  
  49. INVOKING SEMBLANCE
  50. > Bonuses
  51. Reduce one Bond by 1 point
  52. Increase TN by semblance rating
  53.  
  54. > Damage Bonus
  55. Reduce one Bond by 1 point
  56. Increase the damage of the attack you're making by the semblance's rating
  57.  
  58. > Invoke Facet
  59. Some are used with phase or round actions
  60. Reduce one Bond by 1 point
  61. Gain the listed effect of the facet
  62.  
  63.  
  64. TREKKING (Big Area Movement)
  65. Special phase action
  66.  
  67. > Trek Check
  68. Can only be used when no one has acted during phase
  69. Determine target location and route used
  70. Appoint scout; they make Move check for whole party
  71.  
  72. > Order of Operations
  73. Reduce route's length OR wear per DoS gained
  74. Advance # of phases = route's length
  75. All PCs reduce Composure = route's wear
  76. Arrive at the target location
  77.  
  78.  
  79. EVENTS
  80. No time passes while narrating an event
  81.  
  82. > Forced Events
  83. If there are any events with a "Forced" start condition, they begin immediately upon arrival at location
  84.  
  85. > Encounter Check
  86. If there are no forced events at a location, the scout makes a Sense check
  87. # of events at location discovered = DoS
  88.  
  89. > Start Conditions
  90. Events start once their start conditions are fulfilled
  91. If event has no start conditions, they are triggered when the PCs say so
  92.  
  93.  
  94. EVENT EVASION
  95. Phase action
  96.  
  97. > Event Evasion Check
  98. Can be made when a loiter event begins
  99. Make a check using either Move or Craft
  100. Start of loiter event is delayed a number of phases = DoS
  101.  
  102.  
  103. RESTING
  104. Special phase action
  105.  
  106. > Camp Setup Check
  107. All PCs make a check using Craft
  108. Total up all PCs DoS
  109.  
  110. > Order of Operations
  111. 8 phases pass
  112. All PCs recover Composure according to camp effects table
  113.  
  114.  
  115. TRAVERSING (Small Area Movement)
  116. Phase action
  117.  
  118. > Athletic
  119. Used when overcoming difficult terrain
  120. Move check
  121.  
  122. > Stealthy
  123. Getting around without being spotted
  124. Move check
  125.  
  126.  
  127. SEARCHING
  128. Phase action
  129.  
  130. > Search Events
  131. Sense check
  132. Discover events = DoS
  133.  
  134. > Search Others
  135. Sense check
  136. Discover items or info = DoS
  137.  
  138.  
  139. NEGOTIATION
  140. Phase action
  141.  
  142. > Determine Goal
  143. Decide what you want the other person to do
  144.  
  145. > Set Negotiation Value
  146. Decide how high the DoS needs to be
  147.  
  148. > Negotiation Check
  149. Fight, Sense, or Control check
  150. Multiple PCs' DoS can be totalled
  151.  
  152.  
  153. APPRAISAL
  154. Phase action
  155.  
  156. > Decide Target
  157. Select either a crystal or an unknown item
  158.  
  159. > Appraisal Check
  160. Sense or Craft check
  161. Identify item if DoS = item's appraisal difficulty
  162.  
  163.  
  164. DISASTER CHART
  165. 1, 2, 3 = Lose 3 Composure (to a minimum of 0)
  166. 4, 5 = Drop 1 random gear; it become lost; you can find the item again by searching the area it was lost in
  167. 6, 7 = 1 random gear is destroyed
  168. 8, 9 = Roll on the random weather chart; this applies to the area until the end of the phase
  169. 10 = One held tool at random is destroyed
  170. 11 = Your worn armor is destroyed
  171. 12 = Your held weapon is destroyed
  172.  
  173.  
  174. THINGS IN THE WOODS
  175. Rules Summary (Page 2)
  176. Player (Part B)
  177.  
  178. GATHERING
  179. Phase action
  180.  
  181. > Gather Materials
  182. Select one type of material: leaves, stone, logs, vines, scrap
  183. When selecting logs, you must have an axe or chainsaw
  184. When selecting scrap, there must be an available empty
  185. Sense or Craft check
  186. Gain # of materials = DoS
  187. When gathering leaves, gain DoS x10 instead
  188.  
  189. > Gather Bones
  190. Requires a dead or incapacitated human or Thing
  191. Craft check
  192. Gain # of appropriate type of bones = DoS
  193.  
  194. > Gather Food
  195. Sense or Control check
  196. Roll on the Food Find table per DoS
  197.  
  198. > Gather Water
  199. Sense or Control check
  200. Roll on the Water Find table per DoS
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