bathicqm

(1.0) Dice & Mechanics

Jan 28th, 2019
174
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.59 KB | None | 0 0
  1. DICE
  2. When attempting things with a chance of failure, three rolls of (typically) 1d100 will be called for. Unlike standard Bo3 systems, each roll counts towards the result. It works like this.
  3.  
  4. A DC will be provided. If a roll matches or beats the DC, it counts as a pass. Passes are tallied as thus:
  5.  
  6. Zero Passes: Critical Failure (+ additional consequences)
  7. One Pass: Failure
  8. Two Passes: Success
  9. Three Passes: Critical Success (+ additional benefits)
  10.  
  11. Should the situation call for it, modifiers may be either added to the d100 (if you are affected) or DC (if the situation is affected). The modifiers in play will be laid out when the roll is called for. For fuller description of the MC's modifiers (read: skills and abilities), check the character sheet.
  12.  
  13. The DCs for degrees-of-success are different than what you may be used to. Soma has kindly typed up a chart for use in Nomad Quest, which I am stealing wholesale and reproducing here. The percentages represent the chances of succeeding (normal or critical) on an unmodified DC of that number.
  14.  
  15. "DC 10: 97.2%; Why even roll?
  16. DC 20: 89.6%; Trivial
  17. DC 30: 78.4%; Routine
  18. DC 40: 64.8%; Challenging
  19. DC 50: 50.0%; Difficult
  20. DC 60: 35.2%; Hard
  21. DC 70: 21.6%; Very Hard
  22. DC 80: 10.4%; Herculean
  23. DC 90: 2.8%; Impossible
  24. DC 100: 0.0%; Why even roll?​"
  25.  
  26.  
  27. MECHANICS
  28. (This may change at any time as I work things out.)
  29. Drowned Quest has two meters to manage.
  30.  
  31. -Mind-
  32. What is it?: Your mental stability, grip on reality, and general ability to think clearly and rationally.
  33. What does it do?: At high Mind, you gain bonuses to decision-making and critical thinking and penalties to dealing with the unreal. Low Mind is the opposite.
  34. How do you lose it?: Exposure to things that shake your reality or directly affect your mind.
  35. How do you regain it?: Doing nice, normal, relaxing things. Going on walks, having conversations. Alcohol helps temporarily.
  36. What happens if it runs out?: Nothing is real except you.
  37.  
  38. -Blood-
  39. What is it?: Both the literal amount of blood in your body and the attributes that comes with it-- your constitution, energy, and force of personality.
  40. What does it do?: Physically - At high Blood, you gain bonuses to physical activity, at low Blood the opposite. Metaphorically - At high Blood, you gain bonuses to being yourself, at low Blood the opposite.
  41. How do you lose it?: Wounds. There may be other methods.
  42. How do you regain it?: 25 points of Blood are restored with sleep. There may be other methods.
  43. What happens if it runs out?: You are not real.
Add Comment
Please, Sign In to add comment