sheriffdance

thems sss

Apr 14th, 2024
55
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.12 KB | None | 0 0
  1. SOUTH SIDE SCRAMBLE
  2. 3-5 players, one Referee ("Ref").
  3. Played exclusively on D6s. All rolls are player-facing.
  4.  
  5. =BASICS=
  6. 1d6 + 1d6 conflict resolution, skill + style.
  7.  
  8. When situations are good or bad for a player to make a skill roll, players
  9. can get +Edge or -Edge respectively. Either one adds a d6, works like
  10. Advantage in 5e, doesn't stack, etc.
  11.  
  12. On skill roll, player rolls 1d6, adds skill to meet/exceed Goal
  13. (3-6, based on difficulty). Roll proceeds to "Style" roll.
  14.  
  15. Style roll behaves differently based on success of skill roll.
  16. On success of skill roll, player rolls 1d6 on gradient of success.
  17. 1-2 is "grimy", 3-4 is "neutral" and 5+ is "clean".
  18.  
  19. On failure of skill roll, player rolls 1d6 to meet/exceed their
  20. Style score. If player doesn't meet Style, they have a "grimy" result.
  21. If player just meets Style, they have "neutral" result, and if they beat
  22. their Style, they have a "clean" result.
  23.  
  24. There are 6 result types total. On "grimy" and "neutral" results, Referee
  25. narrates what happens, but on "clean" results, player narrates.
  26. 1. GRIMY SUCCESS. Player succeeds in action but looks bad doing it.
  27. Their pants fall down while climbing, they have really lame punching
  28. form, etc. They lose -1 Mark for Gangly Grading.
  29. 2. GRIMY FAILURE. Worst possible result, player fails and looks
  30. terrible doing it. They lose -1 Mark for Gangly Grading.
  31. 3. NEUTRAL SUCCESS. Player succeeds and neither loses/gain Marks.
  32. 4. NEUTRAL FAILURE. Player fails and neither loses/gain Marks.
  33. 5. CLEAN SUCCESS. Best possible result. Player succeeds and looks great
  34. doing it, even opponents look good. They gain +1 Mark for Gangly Grading.
  35. 6. CLEAN FAILURE. Player fails in action but looks great doing it.
  36. They stick the landing from a high fall, stoically take a punch, etc.
  37. They gain +1 Mark for Gangly Grading.
  38.  
  39. Gangly Grading is how Street Cred is gained midway through game session, when
  40. there's been enough time for rumors to be spread. Players count up marks they've
  41. gotten and roll d6s equal to final count to get Street Cred, and then do so
  42. again at the end of the session if they're not in the middle of something.
Advertisement
Add Comment
Please, Sign In to add comment