Roleplaying Systems

Actions

Actions take place outside of battlegames and are a roleplaying mechanism. an Action happens whenever the player wants to do something that has a significant chance of failure and the players need to know if they succeeded or not. The Game Master assigns each Action a relevant Attribute as well as a Difficulty. For instance, if the player was attempting to pick a lock, the GM might say this is a Dexterity-2 Action. Meaning it depends on the player's Dexterity, and is a level 2 difficulty. Now the player's Focus Score is calculated. If the player has an Attribute Focus that matches the Attribute of the Action, their score is 1, and if that Attribute falls under their Core Focus, their score is 2. If they do not have a relevant Focus, their score is 0. If their Focus score meets or exceeds the difficulty of the Action, they succeed. If it doesn’t, they may spend a number of Action Tokens to increase their Focus Score by +1 per Action Token in order to meet the difficulty. If they can’t or don’t wish to spend enough Action Tokens, the Action fails and that player cannot attempt that Action again for 1 hour. The GM does not need to announce what the difficulty is before the player decides how many Action Tokens will be spent, and any spent Action Tokens are lost if the Action fails.

Action Tokens

Each player begins each day with 1 Action Token. At the end of the day, if this Action Token has not been used, it is wasted. Every time a player fails an Action they receive 1 Action Token.

Perk Checks

players may sometimes be confronted with a circumstance in which the level of a specific Perk might determine the results of a scene. In these cases, the Game Master will decide on a difficulty level, much like an Action, and state which Perk it applies to. For example, the GM might offer a specific item or allowance to anyone with Leadership-3 or higher. In these cases, the player simply states their level in the appropriate Perk and the GM compares it to their difficulty. If the Perk is equal to the difficulty, or higher, the Perk Check succeeds. Otherwise, it fails. Like Actions, players may spend Action Tokens to increase their Perk Check by 1 level per Action Token. Unlike Actions however, a player does not receive an Action Token if they fail a Perk Check. The GM does not need to announce what the difficulty is before offering the Perk Check, and any spent Action Tokens are lost if the Perk Check fails.

Making Purchases

players may order items from an artisan, such as weapons and armor from blacksmiths. They may also puchase normal items from merchants. The cost of these items is listed in the Shop. Ordering items takes a specified amount of time per item for the artisan to craft the item, which is listed along with the price. Each player may have only 1 item on order at any one time. But multiple items can be crafted by the same artisan for different players simultaneously. players have a daily expendible income based on their Wealth level. This is the amount they have to spend on things each day. If they do not spend this amount, it is wasted. At the end of the day, a player may spend an Action Token to save half of their daily income. These savings may be kept indefinitely and put toward future purchases.