kratke zhrnutie pravidiel:
CONFLICT RESOLUTION
· 1d6 vs 1d6, roll-over w/ Degree of Success. Winner narrates outcome.
Group Resolution:
· Participants are divided into two 'sides'.
· All participants roll 1d6, each 'side' takes the highest die.
· Note, each participant may only roll 1 die per conflict.
· Per normal rules, player with the highest die narrates.
Dueling:
· Each combatant secretly rolls three successions of 1d6.
· After each roll, the parties have the choice of charging or making
another roll. After the third secret roll, the characters automatically
charge.
· Whenever the characters charge, the players show their dice and add
the results together. Degree of Success is then determined normally.
· Note, no Trust may be spent for any purpose during a duel.
DEGREES OF SUCCESS
0: Tie (GM narrates)
1: Partial Success
2: Mixed Success (Winner gains a Regular Success, loser gain a Partial)
3: Regular Success
4: Critical Success (Regular + an extra Partial Success)
5+: Double Success (Two Regular Successes)
DAMAGE
[(-1) modifier to all rolls for the duration of the wound.]
Partial Failure: Flesh Wound (one roll)
Regular Failure: Chapter Wound (one chapter)
Critical Success: Permanent Wound (permanent)
Double Success: “Taken Out” (Death or Incapacitation)
TRUST
Aid in a Conflict (1pt): Your 1d6 is added to your comrade's die.
Buy Narration Rights (1pt): Narrate a conflict's outcome.
Betraying Bonus [1pt per (+1) modifier]: Only one character may Betray
per conflict. Any number of points may be spent on a given conflict.
Starting Trust: (2), unless characters are Ally (3) or Enemy (0) Zodiacs.
Changing Trust: At the end of a chapter, Trust may be:
· Raised by one point, kept the same, or decreased by any amount.
Gaining Trust Points: At the start of each chapter, a PC's Trust points
refresh to the levels of Trust that the other PCs give them.
Note, Trust points may only be spent on the PC that gave that Trust.
FATE
· A character's Fate remains secret until the player wishes to reveal it.
· Players may introduce any monster, NPC, event, or scene that is
related to their Fate.
_________________ Barbarism is the natural state of mankind. Civilization is unnatural. It is a whim of circumstance. And barbarism must ultimately triumph.
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