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- You roll 3d6+stat; if 6 n=12 add 1Stat darkness(OC), best of 3
- Damage is 1/2 difference of roll
- Resolve is FURY+HEART+MAGIC
- Min damage is 1
- Abilities can modify damage
- Defense is: 10+All stat/2
- Darkness pools between all stats, the change or fallout that happens depends on the most acquired darkness.
- They become more extreme, last longer, and are harder to hide the more Darkness you have. They may become critical at too high values.
- Shadow credit can be burned for +12 (unless stated otherwise) on a roll prior to rolling.
- 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)
- Example: 3d6+9+6 = 3d6+15 for roll.
- Shadow Credit will cause a change at 4+x where x is number of permanent changes.
- Skills operate by shifting the success range.
- So 50 for an unskilled person will get an average result.
- If you have +2 in that skill, to get the same result you would have to make 30<
- As a result, an unskilled person is capable of much more failure than a skilled person.
- 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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