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Haphazard

Rough rules

Oct 20th, 2014
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  1. You roll 3d6+stat; if 6 n=12 add 1Stat darkness(OC), best of 3
  2. Damage is 1/2 difference of roll
  3. Resolve is FURY+HEART+MAGIC
  4. Min damage is 1
  5. Abilities can modify damage
  6. Defense is: 10+All stat/2
  7.  
  8.  
  9. Darkness pools between all stats, the change or fallout that happens depends on the most acquired darkness.
  10. They become more extreme, last longer, and are harder to hide the more Darkness you have. They may become critical at too high values.
  11.  
  12. Shadow credit can be burned for +12 (unless stated otherwise) on a roll prior to rolling.
  13. Shadow credit can be burned for reroll on any failed roll. Shadow Alex protects up to 3 times. Each failed reroll adds critical mass to the spell you are casting +3, +6, and +9 (+stat)
  14. Example: 3d6+9+6 = 3d6+15 for roll.
  15. Shadow Credit will cause a change at 4+x where x is number of permanent changes.
  16.  
  17.  
  18. Skills operate by shifting the success range.
  19. So 50 for an unskilled person will get an average result.
  20. If you have +2 in that skill, to get the same result you would have to make 30<
  21. As a result, an unskilled person is capable of much more failure than a skilled person.
  22. Example: While cooking, John fails spectacularly and manages to cause a kitchen fire. This is his 1 on 1d100. Alex rolls 1 with +2 to cooking and instead salvages it into a bacon egg sandwich that is passable as food.
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