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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: system for GotE drafted and revised.  (Read 465 times)
Matt Wilson
Acts of Evil Playtesters
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Posts: 1121

student, second edition


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« on: October 01, 2002, 09:33:59 AM »

Ghosts uses a dice pool mechanic with d12s, determined by a character's Traits (general ability and competence) and Tags (write-in specializations).

Always opposed (Mike already has enough to rant about), roll and choose the highest die in the pool. Compare. In case of ties, move to next highest die. The difference = successes, except the max you can get is 5. Win by 3 = 3 successes. Win by 8 = 5 successes.

If you didn't make the roll and really want to, well, you must push yourself to the limit! Spend Exertion, and add that to any die in your pool, except that no die can read higher than 12.

Exertion accumulates, and when it exceeds a character's Vitality, that character takes Fatigue, which "eats" the highest showing die in your pool. Multiple levels of fatigue consume multiple dice.  Which means, of course, that you need to keep pushing yourself in order to reach that lever that will save the universe.

If you get more successes than you need, save them as Plot Points and add them to another character's roll later on, as long as the circumstances in which you got them can tie in somehow. You get XP for doing that.

Combat uses the same system as when you exert yourself. When you get walloped, each success (+ weapon mods) acts like exertion, turning into wounds if you exceed Vitality. Wounds do the same thing Fatigue does, except they take longer to heal up.

Thoughts? Time for me to round up some playtesters!
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