Stating your agenda:
Once the basic venue for a scene is decided, and the GM has presented relevant adversity, each player States 3 things they want to accomplish or have be true in the scene. Again, keep each Statement to a sentence or two.
Traits, Attributes and Resources should be used to support your Statements, but you can't use a single one more than twice per scene. (I'm still working out the specifics on this, to be frank.) If you have no appropriate supporting aspect to your character, Luck can be used by itself (see below.)
Statements could include things that you want the character to do, or just important things that you want to be true about the world. They also don't need to be in chronological order (i.e, "If the battle goes badly, I want to have hidden the amulet in the floor beneath the tent.")
How Resolution is Performed
Basically, to see whether a Statement comes true or not, you weigh the sum of all factors favouring that Statement against the sum of all factors opposing that Statement, and perform several dice rolls to generate successes (or failures) for that Statement. For example, if you have Will 4 plus Charismatic 3 versus Acuity 5 plus Shrewd 4, the sum of factors would be 7 vs. 9, and the likelihood of success would be 7 out of 16 (7 + 9). The GM would roll a 16-sided die, and grant a success if the result were 7 or less.
Certain Statements can have difficulty modifiers appropriate to the situation, ranging from 2 (for very easy) to 12 (for nearly impossible.)
You can get up to 3 successes (or failures) for a given Statement. The number of successes times the sum of favouring factors is the Weight of that Statement. (In the previous example, 2 successes would give the Statement a Weight of 14.) Once Weights for all first Statements in the scene have been established, as many compatible Statements are made true as possible in order of descending Weight. Resolution then moves on to the second Statements made by each player, and then the third Statements.
Supporting Statements
If the outcome of one Statement would substantially support or hinder a succeeding Statement, then the latter Statement gets an extra success (or one less) than normal.
Setbacks
If your Statements generated any failures during resolution, the GM may apply Setbacks to your character- harmful conditions that can persist for a while. Setbacks could include injury, emotional stress, sudden poverty, and many others- the specifics depend on the scene. The severity of the Setbacks depends on how many failures you generated.
The base 'failure cost' of a Setback is the degree of the penalty it imposes. Normally, Setbacks wear off after the next scene. If the Setback lasts indefinitely (i.e, it requires a successful recovery Statement in a new scene to get rid of,) then it's failure cost is doubled. If it's a reduction to an Attribute, the failure cost is doubled. If it's a permanent reduction, then it's doubled again.
So, for example, generating 8 failures during resolution would allow the GM to permanently reduce Acuity by 1, or temporarily reduce a single Trait by 4 points. Any Setbacks must be justified on the basis of events described within the scene.
Earning Experience
Failures have a positive side, however- they allow you to earn Experience. The GM performs a vs. test (similar to that used in scene resolution,) between the number of failures and the sum of all the character's Traits and Resources.
One success on this test allows the player to increase a Resource or Trait by 1 points, and (optionally) decrease a Resource or Trait by 1 point. (This can include eliminating Traits/Resources entirely, or choosing new ones.) No Trait or Resource can exceed 5.
3 successes allows the player to increase an Attribute by 1 point. Attributes can't exceed twice their starting value.
Changing Drives
You may- optionally- rewrite a Drive of your choice after a scene, if you feel there's an appropriate reason for it. Again, justify any changes made on the basis of events within the scene. This can include removing a Drive entirely. If you have less than 3 Drives, you may add a Drive as a result of a scene, but you can never have more than 3.
Earning Luck
Luck can be earned by-
1. Making a revision to the scene of appropriate length (150 to 450 words) that is accepted by other players involved in the scene. (1 Luck.)
2. Using one of your own Traits to inconvenience yourself. This earns Luck matching the degree of the Trait- AFTER the scene is resolved.
3. Any failures incurred from Statements that reflect Drives earn matching Luck.
Using Luck
Luck can be 'bid' on Statements you make to tilt the odds of resolution in your favour. Every point of Luck you bid grants you a +1 bonus to resolution (up to a maximum of 5 points of Luck.) Luck bid is only lost if the Statement becomes true, so it's never wasted.
You may never accumulate more than 10 points of Luck.
Once the basic venue for a scene is decided, and the GM has presented relevant adversity, each player States 3 things they want to accomplish or have be true in the scene. Again, keep each Statement to a sentence or two.
Traits, Attributes and Resources should be used to support your Statements, but you can't use a single one more than twice per scene. (I'm still working out the specifics on this, to be frank.) If you have no appropriate supporting aspect to your character, Luck can be used by itself (see below.)
Statements could include things that you want the character to do, or just important things that you want to be true about the world. They also don't need to be in chronological order (i.e, "If the battle goes badly, I want to have hidden the amulet in the floor beneath the tent.")
How Resolution is Performed
Basically, to see whether a Statement comes true or not, you weigh the sum of all factors favouring that Statement against the sum of all factors opposing that Statement, and perform several dice rolls to generate successes (or failures) for that Statement. For example, if you have Will 4 plus Charismatic 3 versus Acuity 5 plus Shrewd 4, the sum of factors would be 7 vs. 9, and the likelihood of success would be 7 out of 16 (7 + 9). The GM would roll a 16-sided die, and grant a success if the result were 7 or less.
Certain Statements can have difficulty modifiers appropriate to the situation, ranging from 2 (for very easy) to 12 (for nearly impossible.)
You can get up to 3 successes (or failures) for a given Statement. The number of successes times the sum of favouring factors is the Weight of that Statement. (In the previous example, 2 successes would give the Statement a Weight of 14.) Once Weights for all first Statements in the scene have been established, as many compatible Statements are made true as possible in order of descending Weight. Resolution then moves on to the second Statements made by each player, and then the third Statements.
Supporting Statements
If the outcome of one Statement would substantially support or hinder a succeeding Statement, then the latter Statement gets an extra success (or one less) than normal.
Setbacks
If your Statements generated any failures during resolution, the GM may apply Setbacks to your character- harmful conditions that can persist for a while. Setbacks could include injury, emotional stress, sudden poverty, and many others- the specifics depend on the scene. The severity of the Setbacks depends on how many failures you generated.
The base 'failure cost' of a Setback is the degree of the penalty it imposes. Normally, Setbacks wear off after the next scene. If the Setback lasts indefinitely (i.e, it requires a successful recovery Statement in a new scene to get rid of,) then it's failure cost is doubled. If it's a reduction to an Attribute, the failure cost is doubled. If it's a permanent reduction, then it's doubled again.
So, for example, generating 8 failures during resolution would allow the GM to permanently reduce Acuity by 1, or temporarily reduce a single Trait by 4 points. Any Setbacks must be justified on the basis of events described within the scene.
Earning Experience
Failures have a positive side, however- they allow you to earn Experience. The GM performs a vs. test (similar to that used in scene resolution,) between the number of failures and the sum of all the character's Traits and Resources.
One success on this test allows the player to increase a Resource or Trait by 1 points, and (optionally) decrease a Resource or Trait by 1 point. (This can include eliminating Traits/Resources entirely, or choosing new ones.) No Trait or Resource can exceed 5.
3 successes allows the player to increase an Attribute by 1 point. Attributes can't exceed twice their starting value.
Changing Drives
You may- optionally- rewrite a Drive of your choice after a scene, if you feel there's an appropriate reason for it. Again, justify any changes made on the basis of events within the scene. This can include removing a Drive entirely. If you have less than 3 Drives, you may add a Drive as a result of a scene, but you can never have more than 3.
Earning Luck
Luck can be earned by-
1. Making a revision to the scene of appropriate length (150 to 450 words) that is accepted by other players involved in the scene. (1 Luck.)
2. Using one of your own Traits to inconvenience yourself. This earns Luck matching the degree of the Trait- AFTER the scene is resolved.
3. Any failures incurred from Statements that reflect Drives earn matching Luck.
Using Luck
Luck can be 'bid' on Statements you make to tilt the odds of resolution in your favour. Every point of Luck you bid grants you a +1 bonus to resolution (up to a maximum of 5 points of Luck.) Luck bid is only lost if the Statement becomes true, so it's never wasted.
You may never accumulate more than 10 points of Luck.
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