PDA

View Full Version : Original System Doomed VENTURE!: Action and Drama in the EMPIRE! setting



DoomHat
2014-10-18, 05:30 AM
~Doomed VENTURE!~

Doomhat's take on drama in the lands of Morph Bark's EMPIRE! (http://www.giantitp.com/forums/showthread.php?376153-EMPIRE!-CWBG-IX-We-Keep-Score-With-Bragging-Rights!-Many-Prowess-Such-Revolution)

Risk! (d20+Mods VS TN15+Raises)
When a player takes an action with a high potential for disaster they Roll a d20 and add any modifiers from their Character relevant to that action. Then compare the result to a Target Number of 15.

The GM running the game may choose to add Raises(+5) to the Target Number if the Risk seems exceptionally difficult. Generally no roll should receive more then 3 Raises.
0 Raises= Difficult for the average person
1 Raise= Almost Impossible for the average person
2 Raise= Difficult for even for the highly accomplished
3 Raises= Almost impossible for even the greatest paragon in that field

If the roll meets or exceeds the Target Number then the character succeeds without a hitch.
If the roll fails, the player may choose to either simply fail to achieve their ends or succeed with a Consequence.

Consequence!
Consequences are adjectives attached to your Character that each add a Raise to their rolls where thematically appropriate. Getting rid of a Consequence requires Risks or actions that consume large amounts of in-game time.
{Examples: Hobbled, Feverish, Bleeding, Demoralized, Blinded, Lost, Poisoned, Hunted by a Mob, ect..}

-Note: If a character has Three Consequences and they receive a Fourth it is always called “Dead”. Characters described as Dead are incapable of preforming any action other then “Decompose”.


-Characters-
Attributes!
Player characters have five attributes; Danger, Intrigue, Learning, Romance, and Luck. They represent a character's preferred modes of operation and modify rolls made when the character takes a Risk in that category. When making a character, divide 20 points between them, but raise no one of them over 10.

[Danger]
Represents physical athletic daring and the will to break things, and by things, I mostly mean people. Combat is resolved with a single Risk roll. Success kills or disables your target as you desire, but the Consequences for failure should be obvious.

[Intrigue]
Represents cunning, nimble, or otherwise shadowy actions. The ability to craft and unravel deception. All things involving trickery, stealth, and larceny.

[Learning]
Represents education and mental acuity. Knowledge of lore, talent with machinery, medicine, chemistry, craftsmanship, ect..

[Romance]
Represents strength of personality and personal magnetism. The ability to sway passions toward your ends through charm and inspiring words.

[Luck]
This attribute is never added directly to a Risk roll. It's value represents the number of Luck Points the character has available to them at the start of a given adventure. Luck points can be spent to Re-Roll a failed Risk.
A player may receive an additional Luck Point each time they accept a Consequence on a failed roll without still achieving their goal.

-Note!: Contested Risks
In the event of a contest between two Player Characters (like for instance each is trying to kill the other) they both roll.
The character with the higher result is called the Aggressor. The character with the lower result is called the Defender.
--If both the Aggressor and Defender failed to meet their TNs, the Aggressor may choose to take a Consequence to succeed in their objective of destroying or subduing the Defender.
--If the Defender failed to meet their TN and the Aggressor succeeds (by roll or Consequence), they my choose to take a grisly injury themed Consequence rather then the potentially uglier or more permanent fate the Aggressor might have had in mind.
--If both succeed the result is a stalemate. Neither can achieve anything.

Assets!
Assets add +3 to any Risk roll where it makes sense for them to come into play (some may have other unique mechanical qualitys).
Additionally, you may sometimes choose to destroy or lose access to an Asset instead of receiving a Consequence. A Character may start an adventure with 3 Assets, and may acquire others by taking appropriate Risks over the course of a given adventure.
There are 3 basic categories; Tools, Training, and Minions.

Converting Rulers to Characters
Military->Danger
Diplomacy->Intrigue
Curiosity->Learning
Faith->Romance

A ruler may have 5 Assets which represent technologies, agents, and cultural practices of their nation.

DoomHat
2014-10-22, 02:48 AM
Updated with Combat Rules!

-Note!: Contested Risks
In the event of a contest between two Player Characters (like for instance each is trying to kill the other) they both roll.
The character with the higher result is called the Aggressor. The character with the lower result is called the Defender.
-If both the Aggressor and Defender failed to meet their TNs, the Aggressor may choose to take a Consequence to succeed in their objective of destroying or subduing the Defender.
-If the Defender failed to meet their TN and the Aggressor succeeds (by roll or Consequence), they my choose to take a grisly injury themed Consequence rather then the potentially uglier or more permanent fate the Aggressor might have had in mind.
-If both succeed the result is a stalemate. Neither can achieve anything.