Difference between revisions of "Chalk Outline"

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(Created page with "== Intro == [ TODO ] == Skills == BASIC SKILLS (Everyone gets these at 1 for free) Feats of Strength Perception Agility Charisma General Knowledge ADVANCED SKILLS Com...")
 
(Put the basic task resolution rules in.)
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[ TODO ]
 
[ TODO ]
  
== Skills ==
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== The Rules ==
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The task resolution mechanic is simple: take a number of standard six-sided dice (D6) equal to your rank in the skill you are using. Roll them. Pick the highest and add any relevant bonuses or penalties, such as those from advantages or wounds. If this equals or exceeds the Difficulty Threshold set by the GM, you have passed. The difference between the threshold and your roll is the Margin of Success (or Margin of Failure if you failed the roll), which may have additional effects.
  
BASIC SKILLS (Everyone gets these at 1 for free)
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There are some small exceptions to this mechanic:
 +
* If you roll more than one 6, each 6 after the first adds one to the result of your roll.
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* If if all your dice roll 1, the die counts as a zero. Then add bonuses and penalties.
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* If you do not have any ranks in the skill, you instead roll two dice and pick the ''lowest'' value. Multiple sixes do not add to the result, and if ''either'' die is a 1 you count as having rolled a zero.
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== Standard Skills List ==
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=== Basic Skills ===
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Everyone gets these skills at rank 1 for free.
  
 
Feats of Strength
 
Feats of Strength
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ADVANCED SKILLS
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=== Advanced Skills ===
  
 
Combat Sense
 
Combat Sense
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REALLY ADVANCED SKILLS (You need an advantage to buy these)
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=== Really Advanced Skills ===
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These skills can only be bought if you have an advantage allowing you to do so.
  
 
Occult Knowledge
 
Occult Knowledge

Revision as of 08:13, 25 April 2011

Intro

[ TODO ]

The Rules

The task resolution mechanic is simple: take a number of standard six-sided dice (D6) equal to your rank in the skill you are using. Roll them. Pick the highest and add any relevant bonuses or penalties, such as those from advantages or wounds. If this equals or exceeds the Difficulty Threshold set by the GM, you have passed. The difference between the threshold and your roll is the Margin of Success (or Margin of Failure if you failed the roll), which may have additional effects.

There are some small exceptions to this mechanic:

  • If you roll more than one 6, each 6 after the first adds one to the result of your roll.
  • If if all your dice roll 1, the die counts as a zero. Then add bonuses and penalties.
  • If you do not have any ranks in the skill, you instead roll two dice and pick the lowest value. Multiple sixes do not add to the result, and if either die is a 1 you count as having rolled a zero.

Standard Skills List

Basic Skills

Everyone gets these skills at rank 1 for free.

Feats of Strength

Perception

Agility

Charisma

General Knowledge


Advanced Skills

Combat Sense

Small Arms

Heavy Weapons

Artillery

Melee

Dodge


Drive

Pilot

Stealth


Academics

Science

Medicine

Electronics

Computer

Tactics


Leadership

Contacts

Subterfuge

Empathy


Really Advanced Skills

These skills can only be bought if you have an advantage allowing you to do so.

Occult Knowledge

Advantages

COMBAT ADVANTAGES


Crack Shot

Ignore 1 point of penalties on ranged attack rolls.


Quick Reflexes

+1 to the result of initiative rolls.


Brawler

Ignore 1 point of penalties on melee attacks and parries.


Tough as Nails

Gain an extra -0 health box.


Strongman

+1 to melee damage and the result of feats of strength rolls.


Gun Fu

You may use pistols in melee without penalty.


PHYSICAL ADVANTAGES


Ghost on the Wind

You may move at normal speed without penalty to your stealth rolls.


Hawkeyes

+1 to the result of Perception rolls.


Stunt Driver

+1 to the result of Drive and Pilot rolls.


Physical Adept

+1 to the result of Agility. rolls.


MENTAL ADVANTAGES


Knows Too Much

You may gain ranks in the Occult Knowledge skill.


Academic

+1 to the result of Academics and Science rolls.


Wrench Jockey

Take half the time for mechanical / technical tasks.


Emergency Medic

You may ignore 1 point of your target's wound penalties on Medical rolls.


Hollywood Hacker

+1 to the result of Computer rolls.


Combat Officer

+1 to the result of Tactics rolls.


SOCIAL ADVANTAGES


Friendly Bloke

+1 to the result of Charisma and Contacts rolls.


Social Position (specify)

Gives authority in some situations. +1 to the result of Leadership rolls.


One Born Every Minute

+1 to the result of Subterfuge and Empathy rolls.