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- THINGS IN THE WOODS
- Rules Summary (Page 1)
- Player (Part A)
- CHECKS
- > Making a Check
- Stat = Target Number (TN)
- All modifiers apply to the TN of the roll
- Roll 1d12; if equal to or lower than TN, get +1 Degree of Success (DoS)
- If greater than TN, the check fails
- > Continuing Roll
- May make when you have 1 or more DoS after a check
- The previous number rolled = new TN
- No modifiers apply now
- Roll 1d12; if equal to or lower than previous roll, get +1 Degree of Success (DoS)
- If greater than TN, can't make more continuing rolls
- > Traits
- May use (once per session) to reroll 1d12
- > Critical Success
- Occurs when you roll an 11
- Gain +1 DoS regardless of TN
- TN of next continuing roll = 10
- > Critical Failure
- Occurs when you roll a 12
- The entire check fails regardless of DoS gained
- Roll on disaster table
- > Result of Check
- If you have at least 1 DoS, action is successful
- TIME MANAGEMENT
- > Phases
- 1 Phase = 1 Hour
- Each PC gets 1 action per phase
- > Rounds
- 1 Round = 1 Minute
- Each PC gets 2 actions per round
- > Day & Night
- 6AM - 6PM is daylight; 7PM - 5AM is night
- INVOKING SEMBLANCE
- > Bonuses
- Reduce one Bond by 1 point
- Increase TN by semblance rating
- > Damage Bonus
- Reduce one Bond by 1 point
- Increase the damage of the attack you're making by the semblance's rating
- > Invoke Facet
- Some are used with phase or round actions
- Reduce one Bond by 1 point
- Gain the listed effect of the facet
- TREKKING (Big Area Movement)
- Special phase action
- > Trek Check
- Can only be used when no one has acted during phase
- Determine target location and route used
- Appoint scout; they make Move check for whole party
- > Order of Operations
- Reduce route's length OR wear per DoS gained
- Advance # of phases = route's length
- All PCs reduce Composure = route's wear
- Arrive at the target location
- EVENTS
- No time passes while narrating an event
- > Forced Events
- If there are any events with a "Forced" start condition, they begin immediately upon arrival at location
- > Encounter Check
- If there are no forced events at a location, the scout makes a Sense check
- # of events at location discovered = DoS
- > Start Conditions
- Events start once their start conditions are fulfilled
- If event has no start conditions, they are triggered when the PCs say so
- EVENT EVASION
- Phase action
- > Event Evasion Check
- Can be made when a loiter event begins
- Make a check using either Move or Craft
- Start of loiter event is delayed a number of phases = DoS
- RESTING
- Special phase action
- > Camp Setup Check
- All PCs make a check using Craft
- Total up all PCs DoS
- > Order of Operations
- 8 phases pass
- All PCs recover Composure according to camp effects table
- TRAVERSING (Small Area Movement)
- Phase action
- > Athletic
- Used when overcoming difficult terrain
- Move check
- > Stealthy
- Getting around without being spotted
- Move check
- SEARCHING
- Phase action
- > Search Events
- Sense check
- Discover events = DoS
- > Search Others
- Sense check
- Discover items or info = DoS
- NEGOTIATION
- Phase action
- > Determine Goal
- Decide what you want the other person to do
- > Set Negotiation Value
- Decide how high the DoS needs to be
- > Negotiation Check
- Fight, Sense, or Control check
- Multiple PCs' DoS can be totalled
- APPRAISAL
- Phase action
- > Decide Target
- Select either a crystal or an unknown item
- > Appraisal Check
- Sense or Craft check
- Identify item if DoS = item's appraisal difficulty
- DISASTER CHART
- 1, 2, 3 = Lose 3 Composure (to a minimum of 0)
- 4, 5 = Drop 1 random gear; it become lost; you can find the item again by searching the area it was lost in
- 6, 7 = 1 random gear is destroyed
- 8, 9 = Roll on the random weather chart; this applies to the area until the end of the phase
- 10 = One held tool at random is destroyed
- 11 = Your worn armor is destroyed
- 12 = Your held weapon is destroyed
- THINGS IN THE WOODS
- Rules Summary (Page 2)
- Player (Part B)
- GATHERING
- Phase action
- > Gather Materials
- Select one type of material: leaves, stone, logs, vines, scrap
- When selecting logs, you must have an axe or chainsaw
- When selecting scrap, there must be an available empty
- Sense or Craft check
- Gain # of materials = DoS
- When gathering leaves, gain DoS x10 instead
- > Gather Bones
- Requires a dead or incapacitated human or Thing
- Craft check
- Gain # of appropriate type of bones = DoS
- > Gather Food
- Sense or Control check
- Roll on the Food Find table per DoS
- > Gather Water
- Sense or Control check
- Roll on the Water Find table per DoS
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