Systems - d6 Pool 'Simple'
Systems - d6 Pool 'Simple'
Systems
(forged in the dark, powered by the apocalypse, FATE)
Narrative Play
- The Fiction
- The Flow: Describe action and see if tests are needed
- specific rule trumps general rule
- negotiation and ret-conning
Happy Gaming
- inclusive environment
- lines and veils
- the x-card
Glossary of terms
- stuff
- more stuff
Core Mechanic: Action Tests
- Use a pool of d6 dice: attribute + skill + modifiers
- Roll the pool to generate ‘hits’: 4+ on the d6
- Success: ‘Hits’ equal or more than the difficulty value (Dv.) of the action.
- May generate additional narrative effects: boons and twists
i.e. Daud has a brawn of 11 and is practised in the Athletics skill. Daud’s player rolls the dice and
gets 1, 5 and 5, for a total of 11. Daud has 2 hits (full success), 1 for rolling equal or under their
attribute and 1 for rolling equal or under their skill value.
Opposed tests
Example costs:
- health damage
- stress damage
- gear wear
- negative momentum
- takes more time
- expend (additional) resource
- drop/loose something / leave evidence
- limited success (close distance but don’t catch them etc.)
Examples boons:
- recover stress
- positive momentum
- takes less time
- expends less resources
- gain an extra (piece of info, more distance etc.)
Difficulty, Threat and Modifiers
This section explains how Difficulty (Dv.) works in the game. Every test you make will have an
associated Difficulty Value. It also goes in to detail about the different ways you can affect how the
core Action Test operates, to help mechanically represent the varying situations of your fiction.
Difficulty
- Difficulty Values (Dv.): range from 1 to 5
Difficulty 0
Threat
- A measure of the challenge, complexity or danger posed by a task or opponent.
- threat values range from 0 to 3
- add threat value as –x penalty to dice pool
- add threat value to the amount of costs incurred on a failure or qualified success result (see
degrees of success. pg. Xxx)
‘Critical’ Threat
- can be added to threat values 1 to 3 as a tag
- tests incur a cost, even on a success (not on resounding success)
- doesn’t stack on cost for failure and qualified success.
- don’t use ‘limited victory’ cost
Modifiers
Bonuses and Penalties
- simplified
- +/- 1 bonus or penalty
- bonus: + add to dice pool, penalty: + add to the difficulty
- bonuses and penalties stack, unless stated otherwise (equipment bonus from armour, multiple
weapons etc.)
- common occurrences: equipment, wounds and injuries, conditions, combat
‘Active’ Modifiers
- simplified
- advantage and disadvantage
- advantage: ‘hit’ on 3+
- disadvantage: ‘hit’ on 5+
Inspiration
- one automatic hit???
Exploration Scenes
-
-
----- 1 Movement (move, simple interaction, take cover, take aim, recovery)
Movements are activities that mainly involve positioning, preparation/recovery or quick
interactions. They are rarely the main focus of a characters narrative action and often support the
activity the character is performing, taking aim before firing, moving to engage an enemy so they
can attack, recovering so that they can act etc.
----- 1 Action (any movement, complex interaction, attack, use talent/spell, disengage, misc.)
most involved or complex activities are actions.
----- Free Actions (drop prone, one simple interaction, say something simple, extras from talents)
Free actions cover activities that are either very quick, easy or subconscious to perform. They are
also the sorts of activity that might be performable whilst taking other actions, e.g. a simple
interaction (drawing a weapon etc.) while moving or ‘as part of’ the attack the character makes.
----- misc. (use which ever feels best to represent, usually an action. Use above options as guide.)
Combat
- two weapon (+1 penalty, light only, +half damage of second weapon. can use the special
properties of either weapon, but not both)
- range (+1 penalty beyond standard range)
- cover (+1 or 2 penalty, light and heavy cover)
- mounted (+1 penalty???)
- height (adv./dis., as needed)
Downtime Scenes
---- research
---- crafting/building
---- rest and recovery
---- general work
- state
Other Systems
Focus Points
- player specific pool
- pool of spendable points
- points equal to 1 + the characters Will.
---- advantage
---- inspiration
---- second wind
---- +1 AP
---- use talent
---- earn/take back a story point (if using)
Story Points
- collective group pool
- part of replacing inspiration.
- group pool of spendable points.
Condition Tags
- Wounded